#ue4-general
1 messages · Page 217 of 1
show us the BP in question i guess
yea dont @fiery bane
xD
You thought it would be okay to bust in and drop an @everyone with over 3000 users online?
So... your needs were more important. Gotcha.
Pay me 100/minute
but thats beside then point
hmm
im scared
ill be dead now by EPIC
😮
see
its silence without everyone
😛
@hidden heart ill pay you nothing
rules dont say i pay for help
pretty good punny joke tho
so?
xD
bad entry, bad first impression
So yeah
@stray gust
I was gonna tell you your issue then
But obviously not now
dont think anyone is gonna help you buddy
LOL
you must struggle to learn
Jesus im sobbin
still a bad build?
That was too funny
lmao
um
how do I stop this
UATHelper: Packaging (Android (ETC1)): Creating rungradle.bat to work around commandline length limit (using unused drive letter Z:)
https://giphy.com/gifs/steve-martin-3o6UBil4zn1Tt03PI4
meanwhile 2 weeks of not touching materials & vfx and im like
did that @ everyone even work? I got no popup
it doesnt
good
@ someone does, but thats bcause someone has that nickname :p
Can someone help me with this seemingly simple script? I'm trying to make a particle effect when a player touches the edge of a surface.
Didn't they leave?
@someone
What the hell
Also @hexed solstice have you tried OnCollide?
when the player collides it plays the particle
I'm brand new to Unreal, so even if I call it, I have no fucking idea what I'm doing
I'm using 4.19
I heard @fierce tulip was the master VFX guy around here, you could beg him for some tips
Are you saying the get closest point on collision?
oh shit
'android.bat' is not recognized as an internal or external command,
operable program or batch file.
wtf
I literally just did a clean install of it
try going to cmd
Are you running it with the android sdk installed?
yes
and do you have the right sdk for VS as well?
just incase some shiz broke
Well yeah that works but my environment variables aren't right
wait how do I know which ndk versions I have
are they installed with the sdk versions
alright tried ant too
https://pastebin.com/raw/c1AfNW8G
for some reason it is creating a Z: drive
i really need this fixed
im gonna reinstall my sdk AGAIN
LOL @EncryptedReality
ur envir variables are not right again?
m8 u might wann reinstall windows because
thats some really bad crap
if ur registery and stuff aint writing right
oh i forgot to install it
i just uninstalled
now i have to reinstall
and I cant reinstall because I have no where for my files
seems like everyones having a bad project day yeeesh
🍕
I got substance painter but I cannot figure out how to establish a live link
How do I get YouTube to never ever give me another udemy commercial? Especially the condescending one with the weird looking guy being all buddy-buddy and saying I should go take the course on Unity.
that's the best one
I don't see InstaLOD as an option in 4.19. Just the Simplygon option. There a reason?
Can somone send this condescending commercial. I want to feel offended too!
adblock?
Adblock has never blocked ad's on youtube (pre-video ads)
lights are turning my screen black. What should I do? https://media.discordapp.net/attachments/286263316614217729/433049451053973507/unknown.png
are those point lights? I think theres a pretty low limit for them
sequencer needs a better indicator for locked channels, turning the borders red isn't good enough
it just kinda looks selected
hmm, not sure Visceral, are they all stacked on top of one another? maybe try changing the distance they emit?
i think the setting is attenuation or something close to that
hi everyone, i am working on a project and i am looking for people to work with
is that your pitch?
Pitch can go in #looking-for-talent
gonna have to work on it too
Is it possible to have a color changing material its self that's not done via blueprint but rather in the material itsself?
I use ublock origin. Have never seen an ad on YouTube.
@gleaming shore Pretty sure there are mechanisms for varying by time.
material editor is v.capable, should be possible dbbk
silly question but where do I put my gradle? I just downloaded an older version
Ryan Brucks is a wizard, the impostor plugin he made is pure magic
Highly recommend trying it if you need convincing billboards
Hah. 🤔 That name sounds awfully familiar. Oh. Derp. Right.
?
Respond to something before you commented.
You want me to respond to something before I comment?
ah ok
Was remarking on recognizing the name Ryan Brucks.
Yo you never answered my "Do I have to make 6 classes question" lol
I was working elsewhere and forgot about it.
all good
But I really didn't understand what you were trying to do so I'm still not sure what to answer with. :X
fair enough
Just going to move this down here "Quick little confusion here, on the issues page for Unreal, example here https://issues.unrealengine.com/issue/UE-57452 they will say download the attached project, but I never see a place to download"
I imagine they don't make that available externally.
They'd be providing someone else's files to random people.
Files that might be under NDA.
Not to "help on the issue", but to potentially escalate the bug if it is being seen a lot.
I see
Or add more details if you have any to contribute, potentially.
Relevance: I'd theorized part of ME:A's issues stemmed from switching from familiar (probably heavily customized) UE3 to FrostBite as part of an EA mandated cost-cutting measure.
Guess not.
To be fair, that excuse always seemed a little flimsy. Complaining about Frostbite not having a built in RPG inventory system? Neither did the UE3, they had to do that anyway, that never changed.
A lot of weird excuses were tossed around
Sorry, to clarify: It wasn't EA mandated, but yes, the engine change did have a major impact.
And that's fair.
I read that the sdk build tools and gradle versions have to match
I'm using sdk 21 so what gradle version is that?
It's not about Frostbite not having an RPG inventory system, it's building the quality that's expected for an ME title while having to reinvent literally all of the tech for ME while learning a new engine.
" Developed by the EA-owned studio DICE, Frostbite is capable of rendering gorgeous graphics and visual effects, but when BioWare first started using it, in 2011, it had never been used to make role-playing games. DICE made first-person shooters like Battlefield, and the Frostbite engine was designed solely to develop those games. When BioWare first got its hands on Frostbite, the engine wasn’t capable of performing the basic functions you’d expect from a role-playing game, like managing party members or keeping track of a player’s inventory. BioWare’s coders had to build almost everything from scratch."
This was an old quote from about a year ago.
From what source?
An interview, apparently
I don't like Kotaku as much as the next guy but when you have people going on record saying that, it seems a little off
Ah, so it's not an actual quote, it's some journalist's paraphrasing of something he totally didn't understand. 🤕
Well there are quotes around it, so I imagine it's a quote by the standard english definition of a quote.
Quotes?
Hmm. Stupid inconsistency between websites. I didn't find the kotaku article until after you asked, even though it was what I was looking for.
Regardless, the statement does stand that they had to reinvent tech they had already polished for 3 consecutive games
Right but they're an RPG company. You would think that they can handle it
It's not about handling it, it's about having had to spend the time to do it in a new engine you don't know.
As for all this new engine tech to learn. Maybe they need to take a page out of https://telltale.com/
Every sequel could afford more of that development time to refining than the previous one. This one could not - the whole thing is out the window.
With all their Telltales
They used the same one for every game 😃
Oh. Yeah.
That's what I was getting at originally with ME:A. If they'd used the same engine, they may have been able to spend more time where it was needed, rather than acclimating to unfamiliar tech and reinventing wheels they couldn't reuse.
If you can make millions off a game with tech 5-10 years old
Don't switch until you are sure it can't be done or modified
And wasn't the majority of their A team working on anthem?
I mean, it sucks, don't get me wrong, to be stuck on UE3 from forever ago, but if you're not going to give the necessary time to actually acclimate... 🤷
@grim sinew Different teams altogether AFAIK.
Yeah, exactly. I thought it was a support studio that did andromeda
I imagine a lot of the original ME devs were also getting tired of doing the same thing for the better part of a decade, y'know?
I've never worked on an ongoing yearly franchise kind of thing, don't want to either, but I imagine you start to get pretty burned out on doing the same thing forever.
For their XCOM games
Yeah.
Super modified by this point
They made two XCOM games
But it would be awesome to see them come over to UE4
Though, again, to be fair, in all these cases of reusing an old engine, they're making mostly the same game.
they didn't just make two games
they made expansions also
And whatever games before XCOM
But 2012 is when they released XCOM
so, 3-4 dev years?
2008
10 years
before Andromeda they made three mass effect games, so the "two xcom games" was a weak thing to point out I guess :P
the xcom games just don't seem like they have as much heritage though
though XCOM 2 was also made a short time after EU (or at least it felt like it to me)
Meh, they already had the base for it
It's the same thing I was saying about the Telltale or Lego games
Once you have the basic framework
It's just iteration and adding a few new bells and whistles and art 😃
I bet XCOM3 will still be in UE3.5 as well
quite
the new XCOM just wasn't the thing that struck me as a long-term franchise
if they use the same engine for XCOM3 I'll be surprised
actually I'll be upset, because it seemed to be something of a hurdle for them
Sadly, it's made in Unity
No, not really
They don't have to pay for a new license
or royalties
They have their engineers just add whatever they need
I doubt they are hurting that much for money that they couldn't come over to UE4, but I'm sure there are probably other things they need to worry about. If they have custom license agreements for every external SDK they may be using, etc.
so reading up, the engine change wasn't mandated for Andromeda?
at least we can cross one ambitious top-level decision off the list of problems Andromeda suffered
though I wonder
Could have been internally mandated despite popular sentiment or professional opinions of the engineering department, though. 🤷
um wtf
help?
UATHelper: Packaging (Android (ETC1)): > Could not find method jcenter() for arguments [] on repository container.
Assuming the engine change meant they couldn't reuse the old animation pipeline
assuming the new animation pipeline wasn't messed up for some entirely different reason
and assuming they wouldn't have messed up the old animation pipeline had they not changed the engine
that's 3 assumptions before one can believe the engine change can be directly faulted for the broken feature that caused the most bad press for the game
so I wonder if focusing on the engine change isn't misplaced
I don't follow
Why would you not assume that going to a completely unrelated engine would a) mean you need to do a bunch of work to reuse assets and b) learn new workflows for a totally different set of tools?
guys which gradle should I use for SDK 21?
No clue man
Seriously
We're not ignoring you - we don't know and have nothing to contribute.
I did a quick google search but nothing came up
And I don't know where to point you at either.
assuming the new animation pipeline wasn't messed up for some entirely different reason - possible, but Occam's razor.
im trying 4.4
We can assume that the engine change, which is likely to be a disruption, was also responsible for that or we can assume that additionally they were incompetent.
and assuming they wouldn't have messed up the old animation pipeline had they not changed the engine - that's not a third assumption, that's the same as the second. That they were incompetent with regards to their animation pipeline.
(That new IP’s code-name, a source said, came because Hudson and team wanted to make the Bob Dylan of video games—one that would be referenced for years to come.)
They may have still succeeded. 😄
using Frostbite was only logical choice
from EA perspective
they have in house engine, developed by many studios
and BioWare contributed back RPG framework which can be reused by other studios
short pain for long gain
5 years is enough to make game
unless you try for 3 years create procedural planet system
@devout gulch Beside the point though - an authority who left the studio said EA did not mandate it.
Implies that it was the studio's own choice to do so.
yes, even then it is logical choice, since there is a lot of internal know-how and other people who can help
But there isn't, unless that studio actually worked with that engine before.
That's not the same at all though.
You don't put a junior programmer to work and say "You have all the senior programmers at your disposal, therefore we expect you to not be slowed down by your unfamiliarity"
It's better than nothing, but it's still a huge difference compared to actually having lots of people on-site who know how to use the new tools and tech.
5 year isn't an impressive amount of time though.
it's enough to create RPG
it's not enough to create Star Citizen
that is what they tried to do
What is star citizen anyway
I know what it was supposed to be, but what is it nowdays
ultimate space sandbox
It's coming along but it's still really early days because they're dramatically overhauling all of the networking tech.
As far as I'm aware, it's a shooter game and an unrelated (except in setting) alpha demo thing
Is the MMO part already playable?
somewhat
It is, but with very, very limited persistence.
The beginnings of a quest system and having a persistent wallet, respawning your ship, etc.
I'm personally neutral about star citizen. It'll be spectacular whether it succeeds or fails
Biggest issue right now is their networking isn't properly serializing/replicating as little as possible - everything everywhere in the solar system is replicated constantly. They're still working on implementing "network bind culling" within their whole crazy hierarchical spatial system.
Even with a powerful GPU, you'll easily end up at 20 FPS due to getting CPU bound handling all the network traffic for everyone in the solar system moving around, even if they're 1,500,000 KM away, walking inside of a stationary ship - on the opposite side of a planet.
Derp
Because the server broadcasts the changes to everyone.
?
What they shouldn't do is what they're doing, in other words.
The server is overflowing every client with the sheer amount of data it's sending about everything in the entire universe.
Server broadcast info about object I don't see, I receive info, but client probabaly doesn't even have it loaded so it end up in /null
unless they don't have streaming yet..
Maybe... but you need to confirm that for every object in the universe.
They seem to have streaming, but it's honestly the sheer quantity of data.
yes well i wonder how much it costs them on aws -;
Like, even if it's a bunch of "Data received for item 53456. It doesn't exist, toss it", it's doing that, I guess, millions of times.
So, they stream assets in and out, but the actual entities themselves do exist, AFAIK.
https://youtu.be/IAbZiE0MQQw?t=1m18s If you want to hear details about it.
Alpha 3.1 is soon to go to Evocati Testing and then a planned live release for the end of March. And the plan for releases in the future is for a major patch...
(I do realize this isn't really Unreal related, but it got asked and it's tenuously relevant to general engine tech. 🤷)
range-based serialized network culling?
I assume that would be very naive, brute force "If greater than X distance, completely ignore it"
As opposed to "Within visible range, but deep inside a spaceship, so ignore it"
Or "Yes, the bathroom light is on inside that ship parked inside that space station, but who cares, ignore it"
That stuff they're calling "Object Container Streaming" AFAIK
curious what "serialized" has to do with it
they've improved ship AI with a conversion over to subsumption
%#&!
What do you mean?
As in, cull what things need to be serialized over the network based on range.
Heh. I want to build a kind of hierarching network sync for our physics engine too
But it's pretty different in concept
It's an impressive undertaking, for sure.
They also had to rewrite a ton of things to use doubles instead of floats. :X
It's simpler for us, we don't have a ton of objects, just the specifics of how physics engine works (it simulates all objects in some coordinate system, it can be an arbitrary coordinate system)
Heh. I wish UE4 was dual floats-doubles
howdy all! My team and I just uploaded the first beta for Nightstar: ALLIANCE to itch.io! If you own a VR headset you're invited to try it for free, and please fill our feedback survey for a chance to get an Alliance t-shirt and keys for the game on Steam when it comes out! ⚡
https://tiny-leviathan.itch.io/alliance
Hello, is there technology out there, or can someone point me in a direction, to track an object's actions in the real world to be translated into information Unreal can understand. For example, a Rubik's cube core. How could I go about translating, let's say, a single rotation, and notify the engine?
@upper flame that sounds like you are better off searching for a general cpp sdk that could that for you
And then implement that into the engine
Cause you need something that registers the rotation in rl and sends it to the engine and I don't think the engine has something build in for that
I figured I would have to implement it myself, but I have no clue where to start when it comes to real world technology.
i would look at arduino/adafruit gear and sensors
Yeah probably anything but the pure engine forums hehe
Oops I already posted on the forums
I mean maybe someone did what you want to do. Had people for VR asking for getting a wheelchair into the game as controller
But it's still pretty specific and unrelated to the engine
This is the place to show, share, and link to your stuff!
Gonna be a big rubik's cube
Anyone looked through UT Source Code lately?
Wondering what one specific MatchState is meant to represent
It just says PlayerIntro and I don't get if this is some form of WarmUp or what
Comments aren't helping (if present at all)
I mean, just by the name of it, I would guess it's some state shortly before the game starts that is introducing players
Guess I have to download it and play it :D
Can only advice everyone trying to learn more about the Engine to look into Source Code of Epic Games.
UT might not be the type of game you are creating or might even not be the best way to handle something, but you will still learn so freaking much.
Even if it's just small things like this:
if (GetWorld()->IsPlayInEditor() || !bDelayedStart) {
// starting on first frame has side effects in PIE because of differences in ordering; components haven't been initialized/registered yet...
if (GetWorld()->TimeSeconds == 0.0f) {
GetWorldTimerManager().SetTimerForNextTick(this, &AUTGameMode::StartMatch);
return false;
} else {
// PIE is always ready to start.
return true;
}
}
any master of lighting in here ? 😃
just ask
Lighting a cave inside my open world game is causing me hella troubles... I cant for the love of god make the inside of the cave dark
i have a skysphere moveable setup for my outside lighting. But even if i make it static and bake my lighting the inside of the cave is bright as day
if you're talking about Epic's skysphere it does not light anything
it's the skylight and directional light that light things up
along with environmental colour setting in world properties
so the directional light and the skylight should be stationary
then add reflection capture actors inside the cave
its a skylight and a directional light i have ofc 😃 sorry bout that
this is how it looks inside my cave
and this is outside https://i.imgur.com/ntTSuc8.png
right now its a moveable light - but even if i change it to static and build the lighting - results are the same
are the rock meshes set to cast shadows?
yes
it looks like directional light is being blocked inside the cave, right?
im not sure what you mean - but its acts like the rocks are not even there for some reason
lighting inside the cave is exactly the same as if the rocks werent there at all
I can only say that you should check the shadow casting options on the static meshes
Or the other new engine user mistake, so consistent you could almost bet money on it, the auto exposure settings are too aggressive.
nah
it's for transitioning between open/closed spaces
it just need tunning to be less agressive
or day and night
why is auto exposure even on by default
Because it -should- be on by default, it's just 50x stronger than it needs to be.
but muh default graphixx
I don't know where Epic got their numbers from on that but it wasn't humans
It'll take a human eye 10 solid minutes to adjust to darkness levels Epic's auto exposure does in 10 seconds, and it still won't be nearly as effective.
its not about humans, but cameras
thats why its that fast, to work from inside to sunny outside
massive pain in vr
uh, eyes do adapt too
a PC monitor can't produce brightness levels for your eyes to adapt naturally so you need to simulate it
Just blind your players. problem solved 😄
auto exposure is turned off in the project settings tho
Eyes adapt, but eyes don't adapt as well as epic seems to think they do
I have photosensitive eyes, and even I can't adjust to the dark that fast or that strongly.
This is my settings for the rocks - https://i.imgur.com/beFctiv.png does it look right ?
yea
Yeah, you take 10-30 minutes to adjust to the dark, I'm the opposite. I take 10-30 to adjust to the -light-. Going from inside a room to outdoors takes me around 10 minutes before I can stop squinting, longer on a sunny day.
I should not be allowed to drive without sunglasses on 😛
It's even worse at night, with headlights oncoming.
so i think i got it to work when i baked the lighting out again without auto exposure on - however baking the light with all the foliage and such enabled will litteraly take forever. Is there a way to only bake the lighting in the cave ? And leave the rest of the open world to use the moveable lights ?
I always thought LightImportanceVolumes were designed for that purpose?
sorry if its been asked here before, but how do you implement animation smears in ue4? in dragon ball fighterz the smears are hidden within the character apparently https://youtu.be/wfL8s5FJoJc?t=475
Lets take the camera absolutely anywhere we want to learn more about Dragon Ball FighterZ! Every episode I have (playlist) - https://www.youtube.com/playlist...
are there any good tutorials for that?
those smears are particle effects, but most likely they are directly animated
they have this smear planes with the smear texture (or geometry), parented to a bone
when not used, its on scale 0.01 and inside the body
kensei the lightmass importance volume do they require any setup ? Or do i just drag one out filling the entire cave ? Someone mentioned a sublevel for the entire cave and then bake the light only on the sublevel - but if i can do it with the lightmass volume that seems even better or no ?
I would bake lighting over the entire level at once
and encapsulate your entire playable area within importance volumes, it helps
Hey guys I got a crash log... And wanted to look at it with someone...where should i post it?
so no sublevel ? We tried baking out the entire level - it litteraly took 3 hours for it to go to 2 % - im guessing a few importance volumes wont fix that ? or no ?
@gaunt raptor Without lightmass importance, your lighting gets baked with only One bounce
importance allows u to bake more bounces and concentrates processing power when baking in those areas
to lower ur baking times use unreal swarm
however baking is a slow process in any situation
also, do whhat ambershee said, and use importance volumes, because not only do you get only a single light bounce outside it, it's also of a much lower res.
oh yeah, to answer ur question, yeah it's just DnD
are you baking for shipping or just preview?
if just preview, make sure ur baker is set to preview and not production
right now its set to preview - we have some pretty high poly foliage in the scene - which seems like its the big problem when we are baking. The trees is somewhat in the background and are not really that "important" - so maybe there is something you could do to the foliage to make it faster ?
also we have a bunch of particle snow and wind effects - but im not sure if that plays a role in baking at all ?
the lightmass importance volumes - do i need to set any settings on them at all ? or is it just "plug and play" ? The cave is the main part of the level - the outside world is just the spawnpoint where the character will be for a brief moment before entering the cave
Drop them in, make them fit around the playable area of the level, and done.
Multiple volumes is pointless, it treats it all as one massive volume anyway
https://i.imgur.com/f9Cu9NT.png this is the entire scene as of now - as you can see there is not a lot in there - but baking still seems to take 20+ hours even if its set the preview
running on a ryzen cpu and a nvidia 1060 if that has anything to say
so when we bake it our for production i should expect a couple of days of baking or ? Its still at 0% after 45 min. on preview
First 0% is skylight bounce, the progress bar isn't accurate as of 4.18
It's doing its thing.
allright man ill leave it for now 😄 thank you for everything ! Hopefully this will work 😃
@dark sparrow I've seen deforming smear materials somewhere
so no doubt doable, but only in small scale
@gaunt raptor Just DnD the volume and then bake. Depending on ur rig it may take a while. I have a pretty well overclocked CPU and an interface that can support the extra bandwidth, and even so there was a point where my workstation was on lockdown for a good day or so.
More importantly, you have a generated preview by default, a very rough one, so unless you're at the end of your alpha production, don't bake just to "take a look", because making changes to the scene will require a re-bake. Not a complete one of course, it will depend on what you moved an how many objects, but even so, baking should be the last step before building a release. At least that's my understanding.
I need some help with Gathering text with the Localization Dashboard. I cant gather the text of some Datatables. Is there anybody here that have done this recently?
Is there a better place for this question maybe?
I just found out the answer, classic I know. Turns out that I did not specify the text fields as FText, but FString.
Is anyone getting hiccups when running stat commands in a game on 4.19? Whenever I try to pull up detailed stat views (SceneMemory, SceneRendering, etc) my game constantly freezes once every few seconds.
@urban gyro allright man - just the be sure Dnd (Drag and drop? And not Dungeons & Dragons? :D) - Its a school project so i left it to do the bake overnight - i know its the last thing you wonna do - i just want to make absolutely sure that it will fix our light problems in the cave so that i can move on 😃
How do you find the height of a character? It says the mannequin's size is 283 cm. That can't be right
isn't it something like 180 UU?
@plush yew I think the 283 cm is the height of the bounds. If you throw the mannequin in to a level and measure him, he's 122cm tall
I'm getting about 182 cm
yup, i missed typed
Ahh ok. Thanks 😃
Unreal Engine 4.19.1 Hotfix is now available. Go download it now!
https://t.co/et1vxZNL0i
#UE4
rekt
I literally just rebuilt the whole thing omg
whistles there you go again ...
yay 4.19.1 is out
i got 100% rekt
that first comment ...
i don't even
wtf it worked
invest in a faster cpu :D
compile with YOUR MIND
anyone here got a target.cs thats been generated by 4.19? and not come from pervious ver
could just click new project real quick and get one?
paste it here so we can see if ours need updating too :D
// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
public class MyProject2 : ModuleRules
{
public MyProject2(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
PrivateDependencyModuleNames.AddRange(new string[] { });
}
}
it appears to be the same
im trying to root out a really weird issue im getting for packaging
Need to restart it maybe @safe rose , as the version check is done at start IIRC?
Bad issues?
vs 4.18?
aye
Sucks
I know 😃
Lots of changes in this compared to 4.18.3 though
Might have to port my texture array build to it
kinda normal with a .1 I guess
yo guys
when i try to create a animation blend
it doesnt want ot work
it says invalid animation type
@safe rose there's really not a ton they can do about that...?
You can't delete other people's tweets
No, but you can delete your own and repost
and if they do it again, well, you already know the dude's fortnite account
hopefully
ban
why would not allow ?
hahahaha XD
does anyone know?
Has anybody made an 8-bit retro style game with UE4?
Can we not use #ue4-general for that @warm bluff ?
Nothing against you making us laugh, but that's offtopic if it's not an actual question
alrighty 😄 I will delete it! Sowwys! I thought its simply for chatting lel
ooooh can i put it there then? o.O
Yes
neato dynamic landscape materials finally works, only took the entire 4.19 cycle and a patch lol
UE really isn't supportive of prone movement...
@gaunt raptor Yes DnD=Drag'n'Drop
no that's dungeons and dragons
its context sensitive 😛
which branch has the subdiv preview?
Nothing we can really do about it @safe rose
😭
@weary hull you mean static mesh subdivision or the new modeler thing?
regular mesh subdivision has been in since 4.13, but not sure if works properly even on 4.19
(it's a checkbox on static mesh import dialog)
theyre supposed to be bringing in Pixar subdiv support
now epic is begging me to use data smith via email.
Your participation in the Datasmith beta has been invaluable in helping us
When working on a complex animation blueprint , where you have strafing leaning and aim offset , what are the 'things' to consider , in order to make it work efficiently and correcty ?
And it drops fps as well.
is there any way to like open my project with 4.18, since i started it with that then updated and i do not want to redo everything i did (like I have to add basically everything that i made)
no there is not
Should have made a copy
u cant migrate content back down if its been saved in a higher version
In a timeline node is it possible for a keyframe to be a variable?
for example the first keyframe will the be the number I give it rather than what I set it
wtf
What does this mean
UATHelper: Packaging (Android (ETC1)): * What went wrong:
UATHelper: Packaging (Android (ETC1)): Execution failed for task ':app:transformClassesAndResourcesWithProguardForRelease'.
build error question ..? issue generating the final build: we are not seeing any textures or materials, we are seeing "no data validation" and " failed to cook trimesh" in the message window. any ideas ?
what platform are you packaging for
windows
hm
i dont know
try using #packaging for more in depth problems like that
im using general because my problem is probably just me being stupid
thanks
@quiet harness Just a thought but try removing anything android from your plugins
I thought I would need those?
I especially need adcollection because it is the only way of doing reward ads
can I keep that one?
Ah, sorry I read the conversation wrong. I thought you was packaging for windows not android
Engine\Source\Runtime\Advertising\Android\AndroidAdvertising\AndroidAdvertising_APL.xml
go there and find " < insertValue value="com.google.android.gms,play-services-ads,11.0.4" /> " aand change 11.0.4 to 11.6.2
this file is set to read only
nvm disabled read only
do I restart my engine now?
ok
and there was a huge string of tappx errors in it too
in the log before the proguard thing
so I think the adcollection might be the problem
Hmm, you may need to update your android sdk
alright i restarted my editor now what
try to package aagain
These new sequencer fixes in 4.19 give me life
Too bad I had to build my level design flythrough for grad school application on 4.18 😭
it didnt work
UATHelper: Packaging (Android (ETC1)): Execution failed for task ':app:transformClassesAndResourcesWithProguardForRelease'.
I had a a pain in the ass bug with sequences when selecting multiple keys it would craash ue4 😦
I had the rotation bug plague me on my whole flythrough, where if the Z coordinate goes even 1 degree into the negative ranges, the camera will do a 270 to adjust itself and turn alll the way around
I worked around it the best I could :c
What does this mean? UATHelper: Packaging (Android (ETC1)): Execution failed for task ':app:transformClassesAndResourcesWithProguardForRelease'.
Actually on the topic of sequencer, why are some of my keys red :/ https://i.gyazo.com/77488625e443d24e4f6b838a89d2afec.png
I'll just wait till the next update and hope it fixes the crashes while editing stuff
@quiet harness try updating android sdk tools and android sdk platform tools
in android.bat?
Yeah
latest
So do u guys use Array's or maps for your equipment systems?
i installed it and still get this GOD DAMN ISSUE @gleaming shore
try turning off Include AdMob support for ads in project settings if that doesnt fix it i have no idea
but I need ads
ur ads are gonna do u alot of luck if u cant even ship ur project
am i supposed to do anything with build.gradle?
no
wait I may have fixed it
i pray for u my 12 yr old friend
the problem is adcollection but I need it for reward ads
guys. is there a way to set the World Settings to different Default Settings?
Preferably via an INI file or something?
ur not allowed reward ads ur only 12 remember
uh oh
I fucked up my build.gradke
gradle*
can someone paste theirs here
please?
ugughhg
yeah i messed mine up and need the default one
C:\Program Files\Epic Games\UE_4.18\Engine\Build\Android\Java\gradle
// Top-level build file where you can add configuration options common to all sub-projects/modules.
buildscript {
repositories {
jcenter()
}
dependencies {
classpath 'com.android.tools.build:gradle:2.2.2'
// NOTE: Do not place your application dependencies here; they belong
// in the individual module build.gradle files
}
}
apply from: 'baseBuildAdditions.gradle'
allprojects {
repositories {
jcenter()
}
}
task clean(type: Delete) {
delete rootProject.buildDir
}
no idea if that will work for u
as iv got a git pull of the engine
anyone around here used alot of gameplay tags before?
I packaged my game for Android but when I open it the textures don’t show even the analog stick custom texture doesn’t show it shows a box shape thingy
ANNDNNDNDDD IT CRASHED
ya 2 weeks is nothing
@quiet harness I do not know what causes your trouble but I wanna give you some advice. The more you use all caps & frequently asks for help greatly reduces the chances anyone will reply.
Spend some effort in researching your problem, try to the best of your ability to solve it and THEN ask for help, by that point there should be a greater chance that people will aid you.
"Why is my game crashing" is about as actionable as "What is the meaning of life" or "What do dogs think about"
where is the global settings? I need to change the location where Derived Data Cache is stored. It fills up my SSD
hey
I was wondering if someone could give me good documentation on source control as im kind of failing to comprehend it
look at the pinned messages on #source-control
are there 4.19.1 notes up
The 4.19.1 Hotfix is now live!
Feel free to discuss this release on the 4.19 forum thread (https://forums.unrealengine.com/unreal-engine/announcements-and
unreal takes soooooo long to update
Can anyone help me with this is preventing me from packaging ProcessResult.StdOut: UELinkerFixups.cpp.obj : error LNK2019: unresolved external symbol "void __cdecl EmptyLinkFunctionForGeneratedCodeMaterialExpressionGetSharedInput(void)" (?EmptyLinkFunctionForGeneratedCodeMaterialExpressionGetSharedInput@@YAXXZ) referenced in function "void __cdecl UELinkerFixups(void)" (?UELinkerFixups@@YAXXZ)
Updated to UE4.19.1 and now im getting a ton of CPU Stalls
getting the same thing on a brand new project
@languid mica Compiling BPs?
well i was writing out this long explanation then my computer decided it was time to update windows.
RIP /r/UE4
good riddance
I just shut it down right now
/r/unrealengine is the superior subreddit
im too scared to upgrade my 4.19 lmao
ya i would totally give it a couple months
I had to just load a previous backup
only lost a few days work
I almost pressed the update button, but I'm like 98% done with what Im working on, not worth the risk lol
yeah its really not
Top tier tip for all the less experienced people, back your shit up every night before bed, even with source control.
echo %dt%
xcopy "C:\Users\ \Documents\Unreal Projects\ 4.19" "H:\ \Backups\Live Backup %dt%\ 4.19" /O /X /E /H /K ```
Backup batch file
The cloud, thats how the fbi gets all your stuff lmao
yes, take my game fbi
Can't let the FBI see your unreal stuff
what if they steal my tiling material library 😦
fbi stealing all the source control
Pretty soon FBI will be the next Blizzard and just stealing ideas
yes because blizzard steal ideas
I cant think of one thing blizzard has stolen
There's also the fact that basically nothing is original these days, and inherits some form of something else already out there
Overwatch is not per se a stolen idea but the abilities from Paladins were in Global Agenda long before Overwatch was even a concept
thats what im saying its not per se "stolen" anymore
Would be considered a 90s term
You all talking about the downfall of Boss Key?
then why say "Pretty soon FBI will be the next Blizzard and just stealing ideas"
lmao
Oh Blizzard
so did i, and that makes no sense for an answer
They def have jacked other people's game idea and twisted it into their own mojo and won
Except maybe HOTS, that didn't fare too well
But it wasn't terribad
To me, Blizzard is a company who takes ideas from others...uses its huge budget and marketing. and releases it
thats stealing "IMO"
Well, depends
HOTS is basically a minigame
They don't just copy paste
They twist it with their magic sauce and make it better
Just enough
"take good concept's and apply practical skills & investment in too it"
Why are there so many BR games?
Why dont u make an original game?
People it works
I am making one
because its not what people want
^
Whatever they are doing, they are doing it right.
Every time someone releases a total fresh concept game
there playing with fire
big time
If anything, maybe everyone just needs to copy Blizzard principles 😉
Because you dont know if its gonna flop or go well
and if it flops u lose out big time
Its not all about budget and money
No clue, but back to Boss Key, which is UE4 related no?
It is man. Its all about Marketing
undertale is a game i dont like, but a prime example
They just released their BR take in the 80's
Welcome to RADICAL HEIGHTS, a free X-TREME Early Access BATTLE ROYALE shooter. Partake in high-stakes battle royale gunplay in a sunny SoCal dome as contestants drive-by on BMX bikes or stalk other contestants from the shadows in search for wea...
1559
If ur game is shit
Look at LawBreakers
No man's sky
Sea of thieves
etc
U can market all u want, but if its shit, its shit
I seen someone playing that Vitor
and it was buggy af
i was watching them play live today
also its micro transaction heavy af
"I don't really leave reviews... but when you launch your game onto steam at a stage too early to texture a large portion of the buildings in your game yet you have a fully functional cash shop, I think something needs to be said.
"
LMFAO
honestly i burst out laughing
that review was 10/10
How to destroy your rep 101
where is my projects "Plugins" folder supposed ot go?
root?
ok yes, damn I keep answering my own questions like immediately today
I beg someone help with this error https://i.gyazo.com/3ee39819344a8d01f71512389e639dcf.png
tried a rebuild yet?
I'm not sure how to do that, it's a blueprint project
this guy gets linker errors for different engine functions, but they show the folders they delete and ive deleted those to fix some build errors before too https://answers.unrealengine.com/questions/337305/linker-errorslnk2019.html
@gleaming shore
Ahh, Ive tried deleting the game intermediate before however not the engine one, will give it a shot thank you, appreciate it
yeah if that doesnt work id dump the whole log into pastebin and post it here, might be more clues before/after those linker errors
Anyone else having issues with the Epic launcher? When I click Unreal Engine, a green loading bar appears at the bottom but it keeps me on the front page with the Fortnite video looping
LOL
hey, i updated my project from 4.18.3 to 4.19.1, and now my attachments get updated late
@jaunty tinsel how late, like a day?
need more deets, also that kind of happens with updates. Make sure to make backups.
i attach a skeletal mesh (gun) to the hand of my character, after the update, the attachments position and rotation gets updated like 30 seconds late, if i dont move the mouse it doesnt even updates
are this kind of bugs common when you update entire projects?
the random ones where everything moves 2 inches to the left? Sure
Might want to go into Blueprints and show your update code that should be updating the pos/rot
its actually c++
or CPP
this is the piece of code that works in 4.18.3 (pretty standard tbh)
CurrentWeapon->SK_FP_Mesh->AttachToComponent(Mesh1P_Arms_lower, FAttachmentTransformRules(EAttachmentRule::SnapToTarget, true), TEXT("GripPoint"));
this happens on a function i call everytime i equip the weapon from its holster
it works perfectly in .18
Maybe make a small test case, redo that bit in BP and see if it updates late? Or do it in CPP to be consistent
Also a short gif or video (gif would be faster) of the before and after (or just after).
"i updated ________ from _____ to _____ and it broke ___________ " - welcome to using any complex software stack
i thought itd break stuff related to code updates, but this is pretty random
there is no better feeling than looking at your solution explorer and seeing everything named correctly
honestly it gets me more excited than writing animation code
so i dont want to sound like a horses rump
but the game engine that comes with 3dsmax has iterative light baking
and it handles lightmapping and scale and everything for you
People use stingray? lol
We had an eval back when it was still BitSquid. It was actually quite nice.
Well nobody uses Stingray now, Autodesk shut it down
yeah i know
im having an odd problem here
it thinks i have datasmith installed, i dont, its not in the UE4 directory
has it got it in some config somewhere?
oh nevermind its here
why does it think the udatasmith filetype is unknown
hmmf
is there a way to make a particle system react to speed/gravity/wind ? I have a torch that my chars holds in his hands - i want the fire to react a little bit when the character starts moving - is that doable ?
it should already do that if its world space
Hey guys, I have a landscape material question. I have a mask which places a material function at masked areas on the landscape. These would be for variation in my grass, i.e flowerfields, mud areas etc. The mask works perfectly, but its not removing from the grass output. The grass is being added to all other layers (both auto and paintable layers which all work) and then subtracted from the grass layer.
The result im getting is bad. Its removing grass at non-masked areas, somewhere its removing grass on the mask, while somewhere else its not removing grass at all. Ive tweaked this for days now, anyone have a suggestion?
Spaghetti madness. The last pic is the logic that removes/adds grass types.
is the kite demo field grass unoptimized enough that putting 2k pieces around the character on a flat landscape with nothing else gives 30 fps in the editor
I like how Even Epic doesn't go proper PBR with their assets 😄
they have to make i.e. the kite demo within a very short period of time, so the only/main focus is to make it look good for the frames they need. so cutting corners a lot
makes sense
Anybody can link me to some free textures for grass
mine doesnt have that natural feel
Good-looking grass is generally not just a material & texture
does 'Not enough memory for importing lighting' (Something like that) error message mean what it means?
Like seriously
do you have ridiculously large lightmaps?
ain't 16 gigs ddr4 enough for baking lgihting with only a few pieces of grass and a flat landscape
theres nothing else
absolutely nothing else
don't bake lighting for grass or landscapes. easy as that
depends on ur pawn settings too
hey lads, I've got a weird problem with my navigation mesh since uuh an hour or so... I've built it, but when starting the game it disappears, and when I interact with something a small part of the nav appears out of nowhere ? 🤔
In your pawn
https://gfycat.com/ThirstyFabulousBarnswallow to illustrate the navigation problem
They are
cant see it, res is to low
Another question now
lol
I would go and look at some content examples if i was u
and its still not working XD
Whats the best way to make grass that doesn't blow my computer up
and looks good
I mean medium quality
Using the foliage tool for placing it for one
hey cool
but unreal has become very laggy nowadays
for me
and not setting stuff up properly
nono
what gpu u got?
"its not on our side"
its something got to do with a virus attack recently
said every person ever
Thats the most stupidest thing i have ever heard
"ue4 got laggy because of a virus attack"
dude
please tell me thats not what u ment
eh?
A lot of programs have been lagging since
since what
i dont even know how to reply
to wtf ur saying
my grass is lag cus ue4 lag cus virus
I'm kinda confused
what
Then wipe ur pc
did
but now everything's not working properly
Its not ur pc, its ur setup
and prob a lack of knowing what ur doing
Reinstall your drivers
Did
if your confused or lack of knowledge u should go look online at reliable sources
Have u tried running a bunch mark
I probably already did all you're gonna tell me
for ur gpu?
I looked once
and see how u align up
really didnt find anything usefl
something's lagging the engine
not a packaged game
First thing to do is go run a benchmark
and compare to others users with same gpu and similar cpu
Cool, did you already try with a clean installation of Windows?
And I guess you also opened a new project in UE
Yep
First project
I tried in another one
still laggy
I mean
as soon as i start the game
And I'm guessing you also got all the drivers?
it goes to 60 fps
every time i open that video
its only 30 in the editor
my discord crashes
You have nvida shadowplay enabled?
I'm just Jaf online.
no worries just same profile pic as old friend
If you have Geforce Experience installed, go into and disable nVidia Shareplay features
It's known to make UE4 editor lag badly
Oh.
I have idea what it might be.
Have you disabled widnows 10's game DVR?
Assuming that's the version of windows you're using
It's relatively simple thing to do so, who knows ,it might help.
so, nobody has an answer for this navmesh problem ? 😢
Sorry I literally worked with navmesh for the first time last night.
I'm kind of a blueprint-only newbie
no probs 😃
Before I go
NOBODY TOLD ME HOW TO MAKE GRASS
That was my question
and we went on to lag instead
@granite swift welp, I've added another navmesh box in the scene and it fixed it
no clue why, maybe my first box is too big
Sometimes unreal has hiccups
Or so I believe, when in reality it's probably just me not understand how things work.
Oh, uh
I am talking about the method of making the grass mesh
In ue4
so it looks decent and doesnt blow computer
Grass mesh?
I mean the mdel you place
model
With the foliage tool
whats the best method to create it
you can make it yourself ya know, that's pretty simple stuff