#ue4-general

1 messages · Page 216 of 1

frank escarp
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due to weird settings

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just clicking export and import will be broken

pallid compass
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well rip blender users

frank escarp
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yeah, thanks autodesk

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for pushing fbx as industry standard in a way that it very specifically leaves blender behind

feral echo
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do I need to register somewhere else to launch my build on android device?

pallid compass
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pray the ue4 modelling toolkit is good

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what

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that is a very

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what question

feral echo
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well, I'm getting error in log : java.lang.IllegalArgumentException: Unknown package: com.YourCompany.MyProject

pallid compass
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u havent even set the name of your project

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or ur company name

feral echo
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should I?

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I'm just testing stuff

pallid compass
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properly? if u plan to put it anywhere

feral echo
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I just want to test out unreal AR template on my mobile

pallid compass
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well it wont export with out u changing the default name

feral echo
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oh okay. is there any specific rules? Or I can type anything I want?

pallid compass
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dont take this the wrong way

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but its right in front of u

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and it tells you

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what to do

feral echo
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yeah, I know :)) I mean. maybe I should register somewhere on the google site as developer and provide ID

pallid compass
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Read what it says

feral echo
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yee I did it

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thanks

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but it does not want to start because my phone doest no support ar core

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lol

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damn it

stuck kite
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autodesk

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i wonder how much does it JESUS CHRIST

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welp, time to waste what possibly is 20 or 30 mins of my life listening to interviews ;w;

pallid compass
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what?

sharp matrix
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Any unreal developers on?

pallid compass
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prob everyone in here

sharp matrix
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haha thats awesome

cursive dirge
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no, everyone is using Unity here

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plus one CE user

sharp matrix
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CE?

cursive dirge
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Cryengine

sharp matrix
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ohh true that

cursive dirge
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yeah, it's true, I know who he is but not pointing fingers here

sharp matrix
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lol

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Anyways... I have a question about

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UPROPERTY

rustic panther
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I use Source

sharp matrix
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Whenever I create a u property for example UPROPERTY (EditAnywhere) I get a crazy compile error saying I dont have the rights

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Compiler shutting me down man

cursive dirge
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if you really want help, you better drop the exact lines here that throw the error

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most common reason for uproperties to fail tho is if you try to use them for types that are not supported by them

sharp matrix
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Gotcha

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Ill drop some code for you boys

cursive dirge
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also, #cpp is the proper channel for this

sharp matrix
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Whats this chat for then

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?

cursive dirge
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well, you can ask here but don't expect c++ experts to follow this channel, if you read the actual topic, it's pretty clear what the purpose of this channel is

sharp matrix
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People seem to always know whats going on in this channel.

cursive dirge
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if it's not super advanced, you might get response here

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but in general, it's better use the dedicated channels as usually people only follow few channels here, based on their own interests

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do note that I'm not saying you can't post here, just suggesting to use the appropriate channel to maximize the odds that people who know how to solve your issue can see your messages

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it's not recommended to post same issue on multiple channels, so better do it on the place where it fits the best

golden idol
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how do i fix glossy and reflective surfaces

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very glossy and reflective where the material is nothing like this lol

weary basalt
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@sharp matrix As was suggested your better off moving your question to #cpp as that is an more targeted channel for your issue.

sharp matrix
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Yea I got it

weary basalt
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Include any code samples or error messages

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Ok good to hear.

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This channel is for more general UE4 chat. Not for specific issues that can be categorized into other channels.

pallid compass
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Does anyone know how data validation works?

silver crown
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@pallid compass What kind of data validation?

pallid compass
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Cant find where to set the rules

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for validating assets

silver crown
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4.19 thing?

pallid compass
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yup

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cant find

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a scratch of information on it

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oh wait wtf

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i think its from the GAS plugin

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C++ Header cleanups for Actor, Pawn, Character, Controller, and PlayerController. Marked several fields as private that were accidentally exposed in 4.17.
Projects using this plugin are strongly encouraged to add a project specific subclass of UDataValidationManager. Any objects that require validation should override IsDataValid.
Overriden versions of USignificanceManager::Update will need to change signature to receive a TArrayView instead of const TArray&.```
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maybe?

steady frost
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Hey, is it possible to develop for iOS on Windows using Unreal? I have 2 iPhones for deployment but no Macs...

pallid compass
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yeah

steady frost
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that's great news for me, thanks

silver crown
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Need OSX to package though

pallid compass
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hey phyronnaz

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turns out its a stand alone plugin

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im trying to find where u config it tho

silver crown
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Yeah saw that

pallid compass
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i can use it but cant set any rules

steady frost
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It looks like I'll have to sign up for Apple Dev program regardless?

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I don't mind, just slight annoyance since I could sideload apps on xCode

pallid compass
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Projects using this plugin are strongly encouraged to add a project specific subclass of UDataValidationManager.

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any idea what they mean by that?

silver crown
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@steady frost It's required to dev on iOS IIRC

steady frost
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alright thanks

silver crown
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@pallid compass Well create a project specific subclass of UDataValidationManager

pallid compass
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ah right gotcha

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just the way they worded it

silver crown
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😉

pallid compass
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oh dam dam

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theres no examples of it

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D:<

silver crown
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Just override IsObjectValid @pallid compass

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Should be enough

pallid compass
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i think u are ment to set

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some rules

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for objects

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because when u try and validate its like

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"cant validate no rules"

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and it has ugh

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UPROPERTY(config)

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So i assume u make a config file for it?

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but my engine is not generating one and i cant find example anywhere of it

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to setup rules

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oh wait

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do u mean u load all ur checks in to object valid

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would that not make the checker really bloated?

silver crown
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?

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How do you check if it's valid?

pallid compass
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idk thats what im asking u lmao

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u give it ur own rules

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i just dont know how to give it rules yet

silver crown
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Which rules

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Do you want to use

pallid compass
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This is example

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I want to check if anything coming from Data asset class Mob_DA_Item

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has a valid Image

silver crown
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Image is a property?

pallid compass
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yes

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basically check if UObject is valid

silver crown
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Easy then

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In UDataValidationManager::IsObjectValid

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Check if class is Mob_DA_Item

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And if it is cast and check the validity of the Image

pallid compass
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wait no

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i found it

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aparently

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all uobjects

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have ugh

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IsDataValid

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so i assume

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u override it from uobject

silver crown
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👍

pallid compass
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seams they must of given everything from uobject a ruleset

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or something

silver crown
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^ That's the default

pallid compass
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oh nice!

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is that in the UObject.h?

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well .cpp i mean

silver crown
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yes

pallid compass
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man this is gonna be awesome

silver crown
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Obj.cpp

pallid compass
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thank u very much for this help

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ahh its called obj

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no wonder i cant find it lmao

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so i just override it and im good

silver crown
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😉

pallid compass
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my god its so fucking good

frosty bloom
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I HATE when something suddenly just works. truly dislike it wholeheartedly

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Means it can come back at any time and I will never find out why

pallid compass
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lmfao

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i know what feeling

frosty bloom
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Can't really move on, you know? Once you solve something it usually stays solved

pallid compass
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try and break it again

frosty bloom
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Am about to do just that, I hope i break it with the one thing i changed lol

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Wow, yeah I broke it alright. Seems my first guess with solving the issue actually solved it. Lucky shot I guess :p

pallid compass
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haha nice!

swift hull
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Anyone know how I can make this thing larger?

Too fucking tiny to see whether it is left, right, front or back

stoic moth
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guys, at lower FPS my projectile is skipping the target collision box since it's moving a bit fast, so one frame is in front of the target the second frame is past it (thus no collision) how can i fix this, Physx substepping doesn't work it seems , please @ me if you have an idea

silver crown
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@stoic moth Enable continuous collisions

stoic moth
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will try that as well also found this as well to work with 30 FPS

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@silver crown where do i set continuous collision ?

silver crown
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Collision

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CCD

stoic moth
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aha thanks will run a few tests 😉

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@silver crown checking CCD alone doesn't work, it looks like only Force Sub Stepping in Projectile Movement registers the hit between frames

silver crown
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:/

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If it works then it's good 😉

stoic moth
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i guess yeah, ill try and find some more articles on the net about CCD

vale osprey
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@stoic moth we talked about this yesterday in #legacy-physics
CCD might help sometimes but it's purpose is different

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to make sure that everything works like a clock you need to add extra logic - doing a raytrace or a sphere trace between current and last position of your projectile

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preferably in physics sub-step event

silver crown
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@vale osprey What's the purpose of CCD?

stoic moth
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i understand, would you keep a history of the projectile movement and trace from a previous point to the most recent one and see if the projectile went straight through ? as in let the projectile move then double check with the raycast right ?

vale osprey
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correct

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because even if you increase sub-steps this is what happens:
object is moving 200km/h this will be 5555.56 cm/s
when you divide this by FPS - 5555.56/60 you get 92.59266666666667

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this is how far your projectile will travel in a single update

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so the lower your fps the higher that value will be

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even at 120 refresh rate it will be still a very large distance

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@silver crown the main idea behind CCD is to detect collision with other moving objects

silver crown
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👍

vale osprey
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the way it's done is by tracing a "cone" of collisions by doing a sphere collision test along the trajectory of travel

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which in practice can fail if density of those spheres is not large enough

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if you try to make a tennis game natively with physx, it will be a nightmare as both racket and ball can travel really fast

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CCD could help but you have to tune it and not everything is exposed in UE4 (might have changed in new updates)

stoic moth
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much appreciated for detailing like that !

vale osprey
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ohh, it have to be translucent, masked isn't the option either

regal mulch
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Anyone did some rebinding of inputs lately?

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I wonder if I would need to create an Input for MoveForward and MoveBackwards to properly assign the two keys or if MoveForward with W and S is rebindable?

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Cause as far as I understood, putting multiple keys on one Input is more like an alternative input

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So while W (1) and S (-1) works, it the sense of rebinding keys it's seen as S is an alternative key to moving forward.
And last time I tried, epic ordered the array of keys by alphabet

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So if I would display them by index 0 and 1, and the alternative key is earlier in the alphabet, it would show that one on 0 >.>

manic pawn
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why does realtime keep randomly turning off on viewports?

spare steeple
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@regal mulch do you mean rebinding keys at runtime? i was able to get that working with W and S on the same axis bind

pallid compass
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ugh

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i made a library

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for that

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iv got it somewhere

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Load, reset, save, change, clear etc

upbeat tendon
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waiting for UE4 to compile is like watching paint dry

silver crown
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👍

plush yew
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need heeelppp

proven tree
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hello i need some help, ue4 is being very mean

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i cannot hot reload

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i get an error

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and my files in vs don't seem to include generated.h and are red

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but i can compile just fine

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how can i fix that

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CompilerResultsLog: ERROR: Couldn't find target rules file for target 'YourProject' in rules assembly 'UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.

pallid compass
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check ur target and build.cs files

proven tree
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i did

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they are a ok

hot ledge
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I’m trying to use event hit in my blueprint but it doesn’t return anything

vale osprey
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First thing to check is if GenerateHitEvents is enabled on component

keen birch
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Does anybody happen to know if it's possible for me to assign variables differently for each instance in an HISMC?

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Or do they all have to share the exact same material instance and properties? That'd make sense, but I can see the former making sense as well 😛

vale osprey
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there is a limited way how you can "customize" each instance, like using material for example

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but you need to figureout which instance is which

keen birch
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Basically, I want to do WPO depending on some stuff I figure out for each specific instance

vale osprey
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yeah, that's not too straightforward

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there is no such thing as instance index in the material, sadly

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but you can pack it into scale of instance

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so as long as your scale is not variable it should work

keen birch
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Pack it into scale?

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(I really don't know what I can and can't access in materials in regards to HISMC)

vale osprey
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yes, you can access scale of the instance, afaik
so you can place an index or other float parameter into scale.x

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I sadly don't remember nickname of the person who did that and posted here, trying seraching

keen birch
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But then I'm changing my object scale, right...?

vale osprey
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yes, you can change it back

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basically you have to "redo" transformation of each vertex into the camera view

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if its something purely random for each instance, you can try SpeedTreeRandom

keen birch
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It's not

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It's height variation in the object something's placed on

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Huh

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Actually

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I could sample a height map

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...

vale osprey
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just take heigh of the object then

keen birch
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But then I need to render that heightmap whenever the terrain changes

vale osprey
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GetObjectLocation or something like that in material

keen birch
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Not actually the object's location, but the position I'd get if I did a raytrace against that object straight down

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So I was thinking initially that I'd do those raycasts and pass that information to the material

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But if I want to render semi-efficiently I don't think I can

fair violet
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Anyone using SpeedTree for UE4 know how to tweak the LOD distances in editor? Not sure if it's just set behind the scenes by default, but it's popping way too close to the camera.

keen birch
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Same way as every other asset afaik

cursive dirge
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@fair violet it's set automatically by default but you can tweak the LOD levels manually too

fair violet
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Doesn't seem to be

keen birch
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Make sure to untick 'auto determine lod distances' first

cursive dirge
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becasically each LOD should have a value how big it has to be on screen to be displayed

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0.0-1.0

fair violet
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I have done it lots with other assets

cursive dirge
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where 1.0 = 100% = fills whole screen

keen birch
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I suppose I'll go with the heightmap approach for the time being

fair violet
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Just SpeedTree seems to only import LOD0

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So the distances can't be set

vale osprey
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@Mr4Goosey#8437 on the low level, you can pass a lot of custom data to the instanced meshes. But you will have to edit source for this, sadly Epic didn't exposed this feature.

fair violet
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Though the LODs still automatically pop

cursive dirge
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have they changed that recently?

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they definitely let you mod the lod levels in past

fair violet
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It seems they have, because I remember doing it fine before

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Thanks for the help anyway, will try and see if they moved something somewhere else

cursive dirge
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sometimes tho, you are better off without speedtree lods

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I know those are old but still funny 😄

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those are speedtrees for ue4 sold by speedtree itself, not usermade trees

fair violet
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Hahah yeah they can be janky for sure

keen birch
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That's just a matter of -

fair violet
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I just want the LOD0 - Billboard transition really

keen birch
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I was going to say something about being competent at the software

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But that's kind of...

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Yeah...

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😦

fair violet
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Also that seems to be broken across the board- even Kite demo has massive pops now

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Before it was nice and dithered

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Have it checked in all materials

keen birch
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Yeah you need to check a box for th-

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Ah

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Well then

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😛

fair violet
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😄

cursive dirge
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oh right, they upgraded ue4 to speedtree 8

keen birch
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Yup

cursive dirge
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you can also re-export the trees without active sub on the speedtree modeler now

keen birch
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Yup

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Pretty happy about that

fair violet
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Really liking the new ST8 stuff, all very cool

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Just want to be able to tweak things just right

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Auto defaults are never good

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Might just do what Epic did for Kite Demo and use the LOD0 by itself and use their imposter generator to make those pixel depth billboards then manually set up the LODs

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Kinda defeats the purpose of the automatic stuff SpeedTree does though 😄

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Ok nevermind, found out how to do it: wasn't familiar with the LOD picker

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Before, all LODs were displayed in a list with screen sizes available, didn't see the LOD picker change, definitely is easier to manage

plush yew
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is there any info around on making a moddable game

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like, new info? i looked into this last year and it wasnt really doable

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there was some outdated stuff that didnt work

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like, i dont just want to load some database of item data at runtime thats pretty simple, i would ideally like players to have the full editor at their disposal

lyric owl
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read how Hello Neighbor do that for example

plush yew
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thats kind of a bad example, i mean you cant even use the base game executable to play the mods, from what i have read

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doesnt seem like you can edit existing content either

silver crown
frank escarp
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dat trailer tho

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MLG 360 novoxel

plush yew
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yeah that trailer is a bit much but the product looks awesome O___O

frank escarp
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man thats an awesome page and trailer

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who made it?

silver crown
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Thanks 😃 There's a free version with lots of features

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Me

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And @keen parcel

frank escarp
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how is that website made? i would love something similar for my game

silver crown
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Wordpress

frank escarp
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now you are tempting me super hard to make a vr survival game

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wow, voxelgraph to c++??

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man thats reaaaally good

silver crown
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😃

frank escarp
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thats a good candidate to vectorize

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i wonder if you can actually write a version that does everything in float4 or float8, and uses optimized vector instructions

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given that you are creating the graph, im pretty sure it should be quite doable. but i wonder about the branching

silver crown
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I looked into the SIMD version of FastNoise

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But making it work with UE was way too hacky

gleaming lotus
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While moving things around the world, how to I change the pivot to be in relation to the object's rotation from the world's rotation?
Is there a keybinding for quickly switching?

safe rose
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@silver crown looks good. Might make me do a side VR project soon with that.

silver crown
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😃

cedar snow
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should i use WAV or OGG for background music? benefit of the latter is less space needed in version control

south ridge
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OGG

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But you should keep your original source files for all the music obviously

cedar snow
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thanks and yeah on keeping it 😃

south ridge
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Don't care about space in version control

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Get more disk space if version control needs more space!

cedar snow
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github/bitbucket limit repo size to ~1gb and suggest to use LFS for binary files

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ofc LFS space costs extra, after IIRC the first 1gb is used

grim sinew
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Just throwing it out there, VSTS has unlimited normal and LFS space for git for free. If that's a real concern for you.

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Just use what formats work best for your work, don't worry about space

cedar snow
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wasn't even on my list so far

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thanks, will check them out

devout gulch
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@silver crown Obligatory question. Can it generate planet ? (;

cedar snow
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can i use it to clone Astroneer?

silver crown
cedar snow
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😛

devout gulch
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wow

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awesome : d

silver crown
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That's 100% doable in the free version btw

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Actually you could easily clone Astroneer in the free version @cedar snow 😉

cedar snow
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maybe wrt to the voxels, but astroneer is so much bigger than that 😉

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also cloning sucks 😛

dense patio
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ue4 down?

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i cant login, can anybody else?

sinful pier
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yup

faint urchin
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Login servers are back up now

inland pagoda
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Hey guys, where is a good place to recruit good story writers? 🤔

trim trail
#

my material editor feels laggy with moving nodes and so on and im not sure why, cpu load is low, doesnt matter if realtime is on on viewport

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any ideas?

plush yew
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I'm not sure, but I'm working as the main writer for a Conker-esque action game

pallid talon
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There doesn't appear to be a "Lighting Channel" for "Exponential Height Fog" any work arounds? I have a light that is on Channel 2 and I only want this to effect the Fog, But the fog is only effected by any lights on channel 1.

grim sinew
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If you want it to only affect fog, make it have an intensity of 1 and set the volumetric intensity to something insanely high

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On channel 1

pallid talon
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Good idea, will try that. Thanks @grim sinew

weary hull
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the ue4 roadmap doesn't really much does it

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subdiv should be good

grim sinew
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They ignore the roadmap anyway

manic pawn
#

the roadmap has been useless for a while

manic vault
#

my editor is stuck at 20 fps with nothing but a bp skysphere

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i have a gtx 1080 and i7-3770k

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any ideas why?

floral heart
#

no
turn off experience overlay?

umbral galleon
#

Hey Guys so i was curious if some one could hopefully illuminate an issue im having. So im exporting a character that has hair cards and cards for fur. When i export into the engine the fur geometry disappears but the hair cards dont. I even to the fbx into a empty scene in maya and the fur cards are gone as well. Would anyone here know why this could be happening?

little token
#

hello, I am new here I am am interested in learning Unreal Engine 4 and I had a few questions if anyone could answer them

weary basalt
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If you have questions. Ask them in the appropriate channel that best encompasses the nature of the question. If someone is around to answer them they will.

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Dont forget to include as much information as you can about the question/issue to help

little token
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I had a question if you should have a prior knowledge for coding or a degree in something or can you learn UE4 from scratch. I don't know what channel is appropriate for that.

weary basalt
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I am self taught.

livid haven
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If there's no channel that seems to specifically cover that, this is a channel to reasonably resort to asking. Generally though, just ask your questions, rather than asking if you can ask questions.

weary basalt
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^^^

livid haven
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(Or, sure, this is a decent place to ask "Hey, is there a better place to ask about <X or Y>?")

weary basalt
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I have been programming since i was in high school. You dont “need” an degree but it would certainly help some people.

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Especially if you are looking to get into the industry on an AAA studio

livid haven
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You can definitely learn UE4 "from scratch", but depending what you're trying to get in to you may want to work your way up to UE4 or do it on the side while learning some other fundamentals of what you're trying to learn to do.

weary basalt
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But to learn UE4 no its not necessary

livid haven
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Aye. There's really several related questions on this subject worth giving some insight in to.

weary basalt
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An good idea would be to grab an book on standard C++ and start reading if you have no prior experience.

livid haven
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Do you need a degree to get in to UE4? Definitely not. But it's not really about the degree, it's about the knowledge - still, no, you don't need it to get in to UE4.

safe rose
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hohoohho

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I have a Game Dev degree, it was worth it

livid haven
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Specifically, programming? You don't want to dive right in to programming with C++ in UE4. That's really the deep end. But you totally can learn how UE4's general systems work using blueprints and self-teach yourself C++ on the side.

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Right, there's the related question of "Is it worth going to college and getting a degree in gamedev/programming?"

safe rose
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But, looking back, would have preferred a track geared towards Game Programming 😉

obsidian nimbus
#

but .. ur pixel art 😛

livid haven
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You'll get a lot of different answers on the whole "should I get a degree?" question.

safe rose
#

@obsidian nimbus My Pixel Art...lol

livid haven
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I think what you can distill from most of them is that you can get a professional job and build a career in the game industry without a degree. Obviously, it's a little harder to self-teach than it is to pay someone else to teach you, but if you can't afford it anyways it's a no-brainer.

safe rose
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good point though, I wouldn't know pixel art, or anything else about game art

#

but I don't get paid usually for art

livid haven
#

The degree itself isn't worth much, it's the knowledge and experience and a leg up on networking with fellow peers who studied with you and go on to get jobs too - they're contacts that can help you find work.

little token
#

Yea I was kinda talking about what knowledge you would need. I am currently in a sophomore in college, the only real computer class I took so far was a intro to javascript and it was super basic. I am currently a information Technology major but I really want to learn how to make video games

obsidian nimbus
#

yea, but workflow scripts.

hidden heart
#

switching between UE4 c++ and STL C++ can be a bit of a mind bender early on

livid haven
#

Oh, great then. You've got a number of advantages there.

obsidian nimbus
#

you need to know ur verts and masks for sure

little token
#

I know some networking stuff with computers and building them but my coding skills is really lacking

livid haven
#

If you want to get in to game dev engineering, try some beginner C++ tutorials and mess with blueprint tutorials in UE4 at the same time.

weary basalt
#

Grab this book

livid haven
#

UE4's blueprint system is a visual scripting system. You can do anything it can do in C++ as well, but you'll struggle while also learning C++. You can learn UE4's APIs (assuming you know what that term means already), general terminology, and methodology through using blueprints and later on dive in to C++ in UE4 - most of that knowledge about UE4 will transfer.

#

That is, if it can be done in blueprints, it can be done in C++. The opposite is not true. There's a smoother learning curve for blueprints and a lot of knowledge about UE4 will transfer to working in UE4 with C++.

hidden heart
#

yeah programming practices and principles is a fantastic intro

#

just dont get tripped up by the slighty odd way to include things with the header provided

little token
#

well thanks for the help everyone

weary basalt
#

Good luck

cloud latch
#

hi all, how can I go about figuring out what's swallowing my clicks? Not having much luck putting my debugger in the right place - InputTouch on a playercontroller is where I've started, but it gets messy fast and unclear what's taking what

#

Weird- seems the problem was having /Game/Maps/Mapname.Mapname (loaded up, but clicks failed - happened to see error log message about not being allowed . in the name, so tried without the last .Mapname and it's all fixed)

hidden heart
#

hmm, did you try using a breakpoint

livid haven
#

@cloud latch Exactly where were you using /Game/Maps/Mapname.Mapname?

cloud latch
#

@livid haven well, it was my mapname specifically, but in an UGameplayStatics::OpenLevel call

livid haven
#

I see. That API wants the name of the package, not the object within the package.

cloud latch
#

Ahhh, thanks, @livid haven I've found the whole documentation on those APIs a bit confusing. Unclear what it expects, where to get the correct string from, how non-absolute are resolved, correct formatting of options.

livid haven
#

Unfortunately, there's a metric fuck ton of inconsistency in terminology, even within the source code and various APIs, when it comes to object/package paths/names.

cloud latch
#

@livid haven that makes me feel a bit less stupid, thanks 😄

livid haven
#

Drives me batshit and I always end up spending a bunch of time writing code to try it each way and debugging which one gets it quite right.

hexed solstice
#

I have a seemingly simple but dumb question

#

How do I make a dome where the player is inside and moving around, but can't pass through the edges of the dome?

#

@here can anyone help? Is there something special I need to do?

worn ocean
#

Hey what happened to LOUNGE why its gone?

glossy flame
worn ocean
#

ah never mind i got the General arrow minimized

drowsy fox
#

ive used speedtree for the last two months without any problems. this is a new top down style game and its having those errors.

#

and only happens when i move them..

#

(directories)

hexed solstice
#

@here Can anyone help me with the idea of building a fighting dome? Even just a general direction of where to start would be good

safe rose
#

First. Glad @here and @everyone doesn't work

#

@hexed solstice second. What exactly are you asking?

#

If you don't want anything moving outside the dome, set collisions to block them

hexed solstice
#

I'm trying to create a fighting arena where the player is trapped inside a dome. When they run into the edge of the dome it displayers a VFX particle effect that's similar to a force field

#

the issue I'm running into is I can't find a way to allow the actor to move inside a sphere, or half sphere, while being blocked by the edge of the sphere

#

its either non-blocking, or shunts them out of the dome

#

I want the character inside the dome

#

so I can apply vfx on collision with the edge

#

if this isn't do-able, what would be an approach? Would I need to sculpt terrain and then place a shaped roof?

safe rose
#

@hexed solstice create custom collision

#

Or modular approach to dome

#

Piece by piece instead of one huge half sphere

hexed solstice
#

If I make it a modular approach wouldn't that end up costing more memory for the rendering?

#

Also, brand new to UE and game programming, but have a solid background in game system design and other coding languages

pallid talon
dapper obsidian
golden idol
#

is someone able to help me?

vale solar
#

most likely

golden idol
#

im having probs with grassy material on a landscape i imported its very reflective and glossy

vale solar
#

That looks beautiful tho hahah

golden idol
#

haha

vale solar
floral heart
#

Save it before you replace it, might want to use it some day

vale solar
#

reminds me of like the terminator metal

golden idol
#

lol its not reflective in the material editor

#

just on the landscape only

vale solar
#

I do not do materials much so I wouldn't know 😮

#

thats a good channel too i think

golden idol
#

which one would i go to tho

vale solar
#

Why not both? 😄

golden idol
#

😂

golden idol
#

ummm so after adding landscape my character now just keeps walking straight up

#

pls help lol

zenith flower
#

You set gravity upside down

golden idol
#

how do i fix lol

zenith flower
#

Just messing with you lol

#

Are you absolutely sure that you didnt mess with anything else other than landscape?

golden idol
#

nope just imported it

zenith flower
#

(also make sure you dont have a stuck key)

#

Do you have a jump function for your char?

golden idol
#

nope dont have a stuck key

zenith flower
#

hmmm

golden idol
#

yes he can jum\

#

jump

zenith flower
#

check wireframe

golden idol
#

it was fine before the landscape was imported

zenith flower
#

also, outside of the landscape area, create a plane or box or something and spawn there, and see if your char keeps walking up

#

if he doesn't its the landscape for sure

golden idol
#

he used to spawn on that boat there

#

now cuz of the landscape he just walks upwards

zenith flower
golden idol
#

this is the wireframe

golden idol
#

didnt have issues before when had it has a fbx height map

#

only when importing through landscape tool

mint raptor
#

Hey guys I'm really confused by something I think should be obvious, no collisions on the UE4_Mannequin from the animation starter pack. It has its physics assets with capsules.

#

And I don't mean no collision as in just not hitting things, I mean the show collision command shows no collisions

zenith flower
#

#legacy-physics will be your best bet, may not be exactly physics related, but they sure as shit will know the answer

#

@golden idol Forgive me for not knowing this answer, but can you set collision on the landscape to complex?

mint raptor
#

@zenith flower I thought so, I posted the problem in detail like a few hours ago no one has gotten to me yet, makes me think no one knows so far

#

Last resort was here

zenith flower
#

@mint raptor In that case, lets see if I can float you some ideas

mint raptor
grim ore
#

the mannequin has no collision because it uses the capsule collider in the character for that

mint raptor
#

@grim ore Should I not be able to visualize the collisions though from the Physics Asset?

grim ore
#

if you mean the collision visualization then probably not as that would be actual collision on the mesh itself, not the physics asset which is seperate

#

you can easily add a collision to the mannequin in the editor to test that theory

mint raptor
#

Yet if you see the screenshot above two skeletal meshes both with physics assets one is visualized one is not

hexed solstice
#

Anyone have a good tutorial for space skyboxes?

mint raptor
golden idol
#

no just says collison bit ammount

zenith flower
#

does visualize collision show anything weird?

mint raptor
#

@zenith flower check out the screenshot I posted

#

Not from what I can tell

zenith flower
#

that was wiremesh though?

mint raptor
#

The right one? No

golden idol
#

it doesnt even show collisions when i put it on only the boats have it

mint raptor
#

@golden idol in reference to me?

golden idol
#

no to my prob

mint raptor
#

@grim ore @zenith flower Well I didn't want to have to do this but I just created and assigned another physics asset (new one) and it shows

#

So odd, after having made it and swaping, I swapped back to the old one and its there. Most importantly I can also now use the collisions as well. For context, originally it was there assigned but not showing and not working.

#

I'm actually leaning to this being a minor hiccup with UE4. Really threw me off though

zenith flower
#

I have that happen at times myself. One example was a setting that would always revert. I would change it, compile and save. and restart the editor, and there it was, back to the wrong value. I had to recreate the character. Using duplicate, duplicated the bug. I had to recreate it by hand.... Fun times

mint raptor
#

oh man

zenith flower
#

I'm just happy its working for you now

mint raptor
#

As am I

#

Side note, the shooter game always suffered from this problem for me since 4.9 to 4.19 where trying to run the game in Editor would only last about 30 seconds before the whole thing would hang and I had to back out. As of 4.19 this has went away. Possibly 4.18 but I didn't touch the project on 4.18

#

Good chance it was a machine specific issue. Specs were on point though, always high end.

hollow breach
#

is there anyway to change the size of the splash screen?

hexed solstice
#

Can anyone point me to a good VFX tutorial that shows how to have a particle display/animation on contact with a surface?

weary basalt
#

Not as an setting no @hollow breach

hollow breach
#

hmm ok ty

plush yew
#

anyone knlw who is @ankangronto#1753?

#

he posted job here but dont find with that name

polar hawk
#

Something no one ever really needed to know...

cursive dirge
#

heh

wary wave
#

PUBG are actually claiming ownership of pre-match warmups

#

that's just amazing

polar hawk
#

do what now

wary wave
#

wrong channel, but yeah

cinder iron
#

what

wary wave
#

goes to lounge

viral herald
#

yo guys, quick question

#

how to upload RMA to textures?

grim sinew
#

Pack them in substance or photoshop

pallid compass
#

inject in to channels ez

grim sinew
#

Pretty much

viral herald
#

pink is rma

#

where exactly?

grim sinew
#

My brain suddenly hurts, you do this @pallid compass 😛

viral herald
#

XD

#

cant find much on google atm

cloud cobalt
#

RMA meaning roughness metal AO ?

sudden agate
#

what is rma?

grim sinew
#

You see the red, green, and blue dots to the right of the textures?

#

Those are the individual channels

cloud cobalt
#

Just plug red into roughness, green into metal and blue into AO

pallid compass
#

RMA = Roughness Matallic AO

#

u like it up like this

#

R M A
R G B

sudden agate
#

tip : roughness should go into the green channel when packing it

pallid compass
#

its too do with the order, not the letters being the same

#

really why green?

sudden agate
#

green has a bit more when compressing

pallid compass
#

really o_O

cloud cobalt
#

7 8 7

pallid compass
#

is that even noticeable

sudden agate
#

isn't it 565?

grim sinew
#

565

cloud cobalt
#

Yeah

sudden agate
#

it is noticable

viral herald
#

this is horyfiying XD

sudden agate
#

when your texture has a lot of changes

viral herald
#

this is whats it supposed to look like XD

grim sinew
#

Don't forget to tick SRGB off for the packed masks

viral herald
#

wheres that?

grim sinew
#

On the texture itself

viral herald
#

cant find it

grim sinew
viral herald
#

i dont have thatr

grim sinew
#

Yes you do.

grim sinew
#

That's the material, I said the texture.

viral herald
#

each texture

cloud cobalt
#

The RMA one.

#

Not the albedo

viral herald
#

none has anything called srgb

#

i click the texture right

#

in the details

#

there

#

right?

cloud cobalt
#

Open the content browser

#

Go to texture

#

Double click on it

#

Each asset has its own editor window in UE4

#

Texture settings are in the texture editor

#

Materials have material settings in the material editor

viral herald
#

ohh

#

i got it

#

yup

#

that lookis better

#

thanks stranger!

cloud cobalt
#

You're welcome

viral herald
#

heres how it looks now

pallid compass
#

sRGB

#

the devils work

grim sinew
#

How dare electricians 30 years ago mess this up for us

pallid compass
#

lmfao

cloud cobalt
#

SRGB is great

viral herald
#

yup

grim sinew
#

SRGB is terrible and shouldn't need to be a thing, but it is, because monitors

viral herald
#

XD

#

also

#

when i have a texture that says metalic smoothness

#

does that mean its a texture for both?

grim sinew
#

Not unless it has it in two channels

viral herald
#

how so 'in 2 channels'

grim sinew
#

Exactly how you just did it.

viral herald
#

with the mrba?

#

like iplace it in the metalic and moothness tab?

grim sinew
#

Close enough, yes.

#

There is no smoothness in Unreal. Smoothness is usually referring to Glossiness. You need to invert it to get Roughness.

viral herald
#

so invert of it for roughness

grim sinew
#

I have absolutely no idea what I'm looking at

viral herald
#

the back and white is metalic smoothness

#

how would i insert that

grim sinew
#

a OneMinus node. But you may want to reconsider using these assets for Unreal, they're clearly not made for it.

#

If I had to guess, Unity, right?

viral herald
#

maybe

#

it was made by a friend in substance painter

grim sinew
#

Right, so Unity. Tell your friend to re-export it using the UE4 preset it'll work more nicely.

viral herald
#

ok

hasty owl
#

Hey, could anyone assist me with an issue i'm having? I got an error message stating that "Save Game Object Reference is not compatible with Save Game Object Reference" and....well i have no idea xD I was just following a tutorial on saving and doing slight differences for my needs but now i'm not sure how to proceed at all, Thanks in advance for any help.

manic pawn
#

@silver crown how come you have "voxel plugin™ " but there's no trademark registered for it? :D

paper kernel
#

soon ™

pallid compass
#

@hasty owl u casting to ur save game object u made?

hasty owl
#

yea, i'll add the screenshot one sec

pallid compass
#

u doing it from the live training video?

hasty owl
#

dont think so, it was a CodeViper video on youtube

pallid compass
#

two things

hasty owl
#

oh hadnt got to the casting yet, thats what the next node was supposed to be, using that reference

pallid compass
#

ur not casting from the load slot to ur custom save object

#

and

#

is that the HUD?

#

u really shouldnt be doing this type of thing in the HUD

#

u should handle it in your GameMode

#

Your HUD should not be responsible for anything slightly important

#

all the HUD is for is to represent, not to do.

#

u dont need to watch the whole thing, just skip in too where he starts

#

and watch the setup

hasty owl
#

ok, i was just trying to find a way to input data into an array faster so i made a hud to do it, but never found where everything "Should" be, i just keep guessing >.<

pallid compass
#

Input data in too an array

#

Can you expand further on that

hasty owl
#

for that project i was just trying to make a calculator app for an existing game

pallid compass
#

The save state object is for serialising ue4 data to binary to store on storage device

hasty owl
#

so i need to put hundreds of items and stats for the items into an array

pallid compass
#

Why so much?

hasty owl
#

cause the game has that many items

pallid compass
#

But why would u store them all in memory at run time?

#

Sort of like a database?

#

of all ur items?

hasty owl
#

yea

pallid compass
#

Right so basically

#

thats bad bad

hasty owl
#

ok good to know

pallid compass
#

so why dont u try this too start with

#

Use a bleuprint Struct

#

for your Stuff

#

which i assume you have done already to some degree

hasty owl
#

yea got the structs

pallid compass
#

Then you can make a Data Table of that struct

#

Then when u need Data for Item

#

U can pull the data from the data table

#

then all u need to do is store Names of items

#

To pull that row of information from the data table

#

Its by far not the most effective way but

#

it is a very good starting point

#

To Grasp information storage and usage

hasty owl
#

ok sweet

pallid compass
#

The great thing about this

#

Is you can do something like this

#

You have your Item struct right

hasty owl
#

i mean, the project was only gonna end up being something you click on say like, find materials with highest stat gain, where to aquire them etc

pallid compass
#

You can make a Item wrapper struct

#

Thats like

#

Item Name
Enum( enum of item type, Sword, Gun, Armor etc)
Stack info ( how many? )

#

Then u can use tmulti data tables

#

"How do i know what data table to pull the name from?"
enum tells you

#

yeah gotcha

hasty owl
#

is this "Gameplay Tag Table Row" in "Pick Structure" when creating a DataTable, the correct option? no other options are coming up

pallid compass
#

no

#

do u not get the option

#

for your struct name?

#

if not close ur engine

#

repon it

#

try again

hasty owl
#

its only just been opened

pallid compass
#

should get some sort of list

#

like so

#

if not try creating data table again

#

sometimes it bugs

hasty owl
#

huh, it came up with the Materials Struct this time, strangely none of my other 3 Structs appear but oh well dont need them yet, thanks for the help and insight Halcyon ^^

pallid compass
#

np

hasty owl
#

@pallid compass heh one more question about this, should i remove "Name" from the struct and use the names for the "RowName"? or just keep as is?

pallid compass
#

You can have both really if u want

#

think of it like this

#

Ref to an item and the items display name are different

#

ie

#

Sword_01 FName row

#

might be in game

#

Bronze Sword

#

This lets u change weapon names later on

#

and not break ur data tables

hasty owl
#

Ok thanks 😃

silver crown
#
Unregistered trademarks, denoted "TM," can be claimed by any company.```
manic pawn
#

interesting

vast fjord
#

I get a unknown error when trying to output

#

UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

plush yew
#

anyone else just have unreal engine get stuck at 95% loading after changing pluggins?

empty berry
#

Takes a little longer sometimes but doesn't usually get stuck. Is that with all plugins or just a specific one?

plush yew
#

i turned off the VR support since i'm makin a 2D game, it loaded fine with them on

empty berry
#

Oh that is weird. Yeah I do that all the time with no issues.

plush yew
#

i guess its not stuck based on control panel telling me its memory is changing. i'll give it some time incase it just has to regenerate something due to VR support

#

yeap. it definitely had to regenerate some file. alls good

little token
#

do any of you guys test out each other games on this discord?

ionic oxide
#

How looking good a prototype needs to be?

tall pendant
#

depends on what you want do to with it.

little token
#

Alrighty, was just curious

ionic oxide
#

Thanks

grim ore
#

@vast fjord there would be more information above that in the log that tells you why it actually failed

grim ore
#

UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: No 32-bit compiler toolchain found in C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\cl.exe

vast fjord
#

so I need visual studio 14?

pallid compass
#

u need 2017

#

or 2015

vast fjord
#

I have them both

grim ore
#

do you have C++ installed as part of 2015?

pallid compass
#

Are u trying to package?

vast fjord
#

yes

pallid compass
#

if so try packaging for 64 bit

#

see what happens

vast fjord
#

i have

#

the pastebin is what appears

#

there's no cl.exe

pallid compass
#

u dont have vs installed properly

#

run the vs installer again

#

make sure u tick the ue4 stuff

#

and ugh

vast fjord
#

ahh, thanks

pallid compass
#

1 sec let me find it

vast fjord
#

which version? i downloaded the vs professional installer

pallid compass
#

Community

#

no need for prof

#

ur trying to package a c++ project right?

vast fjord
#

got it, thanks

#

yeah

#

i'll see if it works

hot ledge
#

Has anyone figured out how to do aim down sights first person like call of duty style or battlefield

shell jetty
#

in this spring creator update or what is for windows the Windows 10 SDK contain headers so now you have need to get them from github

manic vault
#

Anyone know a good place to find rigged / animated models like dark souls bosses

vast fjord
#

I still have that error

#

I installed Unreal Engine Installer too

#

UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: No 32-bit compiler toolchain found in C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\cl.exe

#

still getting this

grim ore
#

which version of VS were you updating?

vast fjord
#

2017

#

so I jsut made a new project and it built successfully

grim ore
#

that error is from 2015, did you update 2015 to add the C++ stuff or just 2017

vast fjord
#

oh shit

#

I'll try that

feral echo
#

@manic vault paragon assets looks nice as starting point. You can scale them up 😃

distant finch
#

uhm i might have an problem

#

unreal engine crashed

#

now i cant do shit with it anymore

#

just nothing working

cloud cobalt
#

What's happening exactly ?

steel bronze
#

I'm sure this is a really stupid question, but here goes... When I used to build for the web UE4 compiled to JavaScript, but now it compiles to WebAssembly instead. Can I switch it back to JavaScript?

distant finch
#

i can press everything, but nothing happens when i press it

#

nor i cant move anything nor open anything

steel bronze
vast fjord
#

I changed the compiler to 2017 and it gives me the same errors

#

should i install Desktop development with C++?

cloud cobalt
#

Yes

frosty bloom
#

@distant finch What engine version is this project in?

distant finch
#

4.19

frosty bloom
#

I figured.

#

One of the MP assets i bought has the same problem. the 4.19 version is completely useless. I would suggest changing the project to Engine Version 4.18 or wait for 4.20

hexed solstice
#

@here Anyone have a good tutorial for displaying a vfx when a character collides with a static mesh?

viral herald
#

Hey guys a quick question,

Say I have a model that has a base rig (in my case a character model) and I upload that to mixamo to get some of the default animations (walk/run/crouch etc etc) and export those like that as it is with just the literal bare bones, and then used that exact same rig to create more custom animations, only difference between the first and second rig are that the first doesn’t have ik and such.

Is there a way I can upload the rig without any ik bones and then have the rig with the iks uploaded.

Is there a way I can use both rigs at the same time (without conflict) for the same mesh and have all the animations there (from Mixamo and custom)?

gleaming shore
vast fjord
#

I still can't find cl.exe

mortal gale
#

.exe
That's for Windows.

livid haven
#

Yes?

mortal gale
#

Why bother with Windows? It's more trouble than it is worth it.

livid haven
#

... really?

#

Are you just going to sit in #ue4-general and take every opportunity to soap box about OS wars?

safe rose
#

Anyone know what Data Validation consists of exactly? New in 4.19

livid haven
#

@pallid compass

safe rose
#

Windows PC Master Race

mortal gale
#

Linux Master Race

#

Windows is too broken.

manic pawn
#

you probably just aren't good at using it since it's not broken for me

mortal gale
#

I've used Windows alot, it's self-destruction.

livid haven
#

@safe rose Don't get him started. He seems to legitimately think it's acceptable to just drive-by derail a thread with his OS proselytizing.

mortal gale
#

Not to mention you need to install bloatware to use C++ in UE4 in Windows.

safe rose
#

heh

manic pawn
#

you mean the ide that is far superior to all the stuff available for linux?

safe rose
#

But really, no one knows what Data Validation is?

livid haven
#

@safe rose Data Validation is, AFAIK, just a new right click option that will try to call UObject::IsDataValid on all the objects in the selected packages.

mortal gale
#

You don't need an IDE.

safe rose
#

I ran it, and it gave me a few cool things

manic pawn
#

working with unreal without an ide

safe rose
#

But, then it said one of my BPs had invalid data...but nothing else. It compiles just fine.

livid haven
#

@manic pawn Come on man. Why you gotta feed the troll?

manic pawn
#

🤷

mortal gale
#

All you need is a text editor, compiler, and linker.

#

I'm not a troll.

hidden heart
#

thats masochistic

livid haven
#

No, but you're acting like one.

worn granite
#

See now I want linux IDEs to be better. But so far VS still beats them.

mortal gale
frank escarp
#

@safe rose validation is just a new function you have in a DataAsset

safe rose
#

yeah, I know lol

#

But what does it do?

frank escarp
#

that basically returns "everything is fine" or "everything is broken"

safe rose
#

Yeah, I get that. But how can I tell what's broken?

frank escarp
#

well, you can run that check on the whole project

#

becouse you implement that checking function

pallid compass
#

@safe rose

hidden heart
#

good job you can google

livid haven
#

It's a generic API for adding in your own custom validation, @safe rose.

pallid compass
#

Yes

safe rose
#

Like, it said one BP had Invalid Data, however, it compiles just fine

pallid compass
#

its the greatest thing ever

livid haven
#

You override that method for your own classes and you can then use the menu option to check if they're valid.

frank escarp
#

its not about compiling, is about making sure your data assets have correct data

pallid compass
#

u override a function that u can put in any uobject

frank escarp
#

you could also use it to perform unit tests 🤔

safe rose
#

Hmm, like Naming Convention checks?

frank escarp
#

but i think unreal has an actual unit test thing

pallid compass
#
EDataValidationResult UMob_DA_Core::IsDataValid(TArray<FText>& ValidationErrors)
{
    if(Image)
    {
        return EDataValidationResult::Valid;
    }
    else {
        return EDataValidationResult::Invalid;
    }
    //return EDataValidationResult::NotValidated;
}```
#

Example

worn granite
#

Data.

pallid compass
#

Do all my equipment data assets have images?

livid haven
#

It's literally just an API for calling a method that can return valid/not sure/invalid and fills an array of text errors.

safe rose
#

Hmmm, this is interesting

livid haven
#

Not sure why it uses FText...

pallid compass
#

its the greatest thing since the GAS system imo

frank escarp
#

becouse FText has localization

livid haven
#

Aye.

manic pawn
#

why would you need localized errors

pallid compass
#

so u can read it

frank escarp
#

why would you need a localized editor ?

manic pawn
#

^

livid haven
#

Unlike everything else in the engine where errors aren't localized.

#

User-facing errors are localized

#

Practically everything else isn't.

#

I mean, I suppose it at least means you can give localized data validation errors.

#

But seriously. Outside of stuff in the actual UI in the editor, I don't think anything localizes its errors.

safe rose
#

@pallid compass Do you know the default test it runs off the top of your head?

#

Because it's definitely running one

livid haven
#

@safe rose Just look for references to IsDataValid

#

UBlueprint and AActor

safe rose
#

hmm yeah, strange

#

Gotta find the rules that are already set up for it now

livid haven
#

Basically, unless the asset contains an AActor, it should always be returning NotValidated.

pallid compass
#

U swt ur own rules

safe rose
#

But it does return

pallid compass
#

Nothing is setup

safe rose
#

Because it said it wasn't valid lol

livid haven
#

AActor has a bunch of template/component related data validation.

pallid compass
#

It returns that function i posted

safe rose
#

No, something's definitely done by default

pallid compass
#

Just override the func i posted

#

And set ur rules via it

safe rose
#

I just ran it and I had some errors

worn granite
#

just go look?

safe rose
#

Aye

pallid compass
#

Some default stuff has checks

#

Like maps

#

I think

livid haven
#

@safe rose For real though. UBlueprint and AActor are the only implementers that don't just return NotValidated.

pallid compass
#

U gotta set ur rules up for everything by override

livid haven
#

You may have just stumbled on to a bug. 🤷

worn granite
#

didn't he say one of his blueprints had an error?

safe rose
#

yea

#

But, it compiles just fine

worn granite
#

yeah so it had an error lol

#

DATA

safe rose
#

Aye, but what data 😃

livid haven
#

Look

worn granite
#

ikd

livid haven
#

At

safe rose
#

It's not verbose enough

livid haven
#

The

#

Override

pallid compass
#

I told u before

#

I posted it

hidden heart
#

what does this data validation do again? check the engine for errors after a source compile?

pallid compass
#

Before

livid haven
pallid compass
#

Its for checking ur shiz is setup right

hidden heart
#

oh i see

livid haven
#

TL;DR: Blueprint implementation is just forwarding the call to the CDO of the generated class.

#

Which means out of the box, it'll only do anything other than return NotValidated (the default implementation in UObject), if the class is an actor subclass.

pallid compass
#
EDataValidationResult UMob_DA_Core::IsDataValid(TArray<FText>& ValidationErrors)
{
    if(Image)
    {
        return EDataValidationResult::Valid;
    }
    else {
        return EDataValidationResult::Invalid;
    }
    //return EDataValidationResult::NotValidated;
}``` Example of override, I have this inside my data assets for items, it checks if iv i have remember to assign a image too them.
livid haven
#

In which case, it'll do a bunch of shit that you can go look at in AActor::IsDataValid.

#

Telling you, @safe rose, it's probably just a bug or it's something with an actor. The only existing data validation out of the box is for actors and you'll just have to look at what it does.

safe rose
#

👍 victor39Happy Thanks

pallid compass
#

wtf that icon LOL

safe rose
livid haven
#

It seems to reuse existing "checking" functionality which instead writes to the "Message Log" instead of writing anything out to the array.

#

It's clearly a rushed and minimal effort implementation.

safe rose
#

Word of warning, don't run this on Content if you have a lot of assets...might take a year

pallid compass
#

lmao yeah i found out with like

safe rose
#

It can't be "escaped" either

pallid compass
#

2k icon's

#

thank my cpu and ssd it was fast, if u where on a HHD ud cry

hidden heart
#

4k icons or bust

livid haven
#

Number of icons. Not resolution.

hidden heart
#

4k icons at 4k res

pallid compass
#

ez when u packing m.2

#

EZ

hidden heart
#

thows down the pizza peel

silver crown
#

🍕

dense quartz
#

Does anyone know how much time does it takes normally to render video in UE4 (like around 1 min Full HD video) or does it depends on the scene?

livid haven
#

@dense quartz Imagine if it didn't depend on the scene. What would be the implications of that?

#

The answer should be pretty obvious.

dense quartz
#

Cool.Got it.One more thing is that after the flythrough ends it still says rendering.Does it usually goes on or we have to stop it.Sorry this is the first time I'm using a sequencer in UE4

livid haven
#

That I can't tell you.

pallid compass
#

Question while ur lookng here Sion

#

if u right click ur project in vs and rebuild

#

does it do the engine as well?

#

or just ur project

livid haven
#

But just in case, yes - it depends on the scene. If it didn't, then everyone would use UE4 because Epic figured out how to render infinitely complex graphics in constant time.

#

Which would also imply it can calculate an infinite range of mathematical problems in constant time.

#

@pallid compass I want to say it should only do the project, but I get the feeling it ends up doing the engine too.

#

Despite the commandline it uses specifying the project.

hidden heart
#

in vs it has two projects, the engine code and your project right @pallid compass

pallid compass
#

Yeah

#

I right click my project and rebuild and it feels like its doing the engine too lmao

hidden heart
#

it shouldnt

#

but dem feels about the compile times

manic pawn
#

it does rebuild the engine

pallid compass
#

god dam it

#

regrets

#

REGRETS

manic pawn
#

there is actually no way to get ubt to just rebuild the project

#

it deletes all engine binaries when you tell it to clear the project

#

because... reasons

pallid compass
#

just trying to do a rebuild of project

#

to debug some shiz

#

but i excluded GAS system

#

and it keeps trying to build it with no .cpp project files

manic pawn
#

delete intermediate/binaries folder in your project has the result you want I think

hidden heart
#

what zeblote said

pallid compass
#

and the plugin and dependency off

#

ah gotcha

hidden heart
#

thats a good way to do a safe rebuild

safe rose
#

saved is good one too

fiery bane
#

howdy

#

how to resolve this crap?

#

and also, i gathered its close to BP objects

#

they were meant to be instanced

#

but failures are in reading

#

attention seek, requesting attention! xD

#

@everyone

livid haven
#

Geezus