#ue4-general
1 messages ยท Page 223 of 1
I guess there aren't many alternative options
update/manage a list of all pawn class actors
unless
hey guys i need ur help, how to create a graph node in blueprint like this http://prntscr.com/j5vwxc
(0:05) - Intro and closing Blend Space (00:51) - Creating the Animation Blueprint (02:17) - Graphs in the Animation Blueprint (03:13) - Tabs in the Animation...
thanks
video 11 goes indepth to event graph itself
Hey Everyone, Is there a smart way to bake lighting on parts for example a car spoiler and then whilst playing the game swop in different car spoilers that are also baked?
guys i have a problem with painting foliage. so it started as following
- i painted some grass
- erased it and changed some placement and painting options
- tried painting again but i couldnt, thought it was just a bug so i restarted ue, but that didnt help
any ideas what might be the issue ?
are you sure you deleted the paint and not the foliage?
i deleted foliage from level to re apply it better
everything works fine but when i paint its blank
no grass generated
okay just tried with different mesh
and it works
for some reason my grass went through first time
but dosent want to go again
rocks go with no problem tho
okay just figured it out my selfe watch out with Height under Placement guys xd
Just wondering does anyone know of ways of procedural generation to create floating islands and on these islands generate of actors e.g. resources like rock and trees
Need more help, i use the starter kit animation and my player dont play the jump animation https://gyazo.com/c64fa04d6a52b55419c3b5b07201a666 (i use c++)
http://prntscr.com/j5w94a i think its bad
@faint sphinx You need to implement the logic yourself "WasJumping" is just a check for jumping itself to forbid more jumps than allowed.
I recommend using "IsFalling" from the CharacterMovementComponent to indicate the Character is jumping (not the best solution, but a starting point)
You also don't need to cast your Pawn again after successfully casting it
ok ty
Hello!
Is there any way to use highresshot or similar alternative to capture high res screenshots in a HTML5 build for the user to download?
anyone know what the "Odin" project is that sometimes appears on github commits?
why does the scale tool not follow the increments? no matter how small I make them, they don't follow the grid.
I would use BSP brushes, but they can't have custom collision settings ;/
try putting that same sentence in the google search bar
good point
@opal coral - the scale tool scales by increments of scale
the grid is at fixed intervals
the two are not compatible concepts
if you're going to use brushed, resize them, don't scale them
๐
@wary wave they aren't BSP brushes, but static meshes. I'm just blocking out the level, but I can't use BSP because of collision presets
right
any workflow for this kind of stuff, besides making lots of separate converted static mesh actors? takes time to set up each one, instead of just duplicating one with the correct settings
I just noticed Brackeys started using UE4
@opal coral - it would honestly depend on what you were doing
where I can ask math question?
How difficult is something like this to setup? https://www.youtube.com/watch?v=-fWvIvcg5qM
Model was taken from: http://tf3dm.com/3d-model/abrams-tank-17774.html No engine or gearbox code yet. Top part of the track is not correctly animated. Suspen...
Hello
@rocky portal we cannot really answer that since it depends mainly on your skill level
if you have done it a million times, its easy af. if you never even booted up a computer it might be near impossible.
I've mostly messed with FPS stuff
never touched vehicles ๐
just thought it would be something interested to try to make
i'd go with "hard af" then :p
and wish you good luck and let us know how it goes ๐
I know C++
i only use BP for prototyping stuff really
where does the PhysX part come in (I don't know this) as I thought Physics were not ideal for MP replication
but vehicles often use physics to allow for things like sliding i believe?
simulation of tracks and suspension
ah yeah those don't need to replicate
Building something cool? Tell us about it!
Main_Menu.PNG (https://forums.unrealengine.com/core/filedata/fetch?id=1460025&d=)
No C++ is needed, this works as Rama's Victory plugin - it adds extra nodes
first link is discontinued :p
ah well, didn't know :d
Is dot product in 4.19 not accurate?
That would brake half of the engine
I did normalized vectorA dot normalized -vectorA,it's -0.98
not -1
In 4.17 it should be -1
I don't think it's got anything to do with engine version.
It is floating point math so... maybe you looked at it funny and therefore it decided to be different?
does someone know how to make music like a composer or know someone that knows how to make music
Does following a video series creating something teach you as much as if you force yourself to create something?
@surreal skiff Hire a composer
They are quite a lot and they're generally quite forward
@austere yacht That really depends on the video itself and also how you go about it.
Hire a composer ๐
Like, if it's just instructional and telling you what to do to get a result, that's really not that helpful. You're not learning something you can apply. It's like learning a couple of phrases in a foreign language - you can't speak that language, you can just parrot back a few sounds/letters.
where do i find one
So what kind of videos are the most helpful? Gut reaction says the official ue4 ones
My bad,my code is wrong
I can't rightly say, I wouldn't know, but I would think the ones of the official YouTube channel are decent?
I'm sure some are much better than others.
Like, some probably are, unfortunately, largely just "Do X, then Y, and you get Z"
While other videos probably actually walk you through good habits and practices to build, not just getting an end result on the screen.
Ill just follow along one and see how it feels
It seems like you learn when you have an idea you want to make happen and then try to make it
If you want an example of a "good" video that is helpful just look for any of the ones from Zak Parrish. His are a great example of a video that teaches you how and why stuff does stuff when you do stuff
Hi, im having some big issues. I imported an FBX into my scene and now i keep getting this error throughout. Was working fine about an hour ago. http://puu.sh/A4o2o/a2186ee26a.png
Basically it won't let me save my level or anything in it as i "do not have permission"
"You do not have sufficient permission to save the following content to disk. Any changes you make to this content will only apply during the current editor session.
/Game/Level/Maps/TheDeathOnBrownStreetMain
"
Please mention me if you have a solution to my problem
@plush yew seems like you dont have access to your version control, are locked out of the file, or the file is suddenly read only.
Yeah, and i'm not sure what to do about solving this
that really depends on which of the three things I mentioned
I don't have version control setup i believe
- log into version control
- tell collueague to push the file/revert it
- find the file in your project folder > right click > properties > check to see if its read only, if it is, uncheck it
also, and its weird, but make sure you don't accidentally have 2 copies of the project open
Okay, i'm closing everything and i'll check to make sure it randomly hasnt gone to read only
Why would it change to read only if thats the case?
It was set to read only, however everytime i open it again it resets to read only
again
What the hell??? I restarted my computer and re-launched it up and it works fine with 0 issues...
#justunreal and/or #justwindows10 things
a headache for no reason. Thanks for your help regardless Luos. Appreciate it :)
Hey guys i need help because i can not do it, i make jump c++ but he dont play my animation(i use animation starter kit) https://gyazo.com/e4d552360a3fdb64c4b0a96c5419a9d1
Anyone know how to set up Shadowplay in UE4? I've always had it work but I think a recent update broke it.
Found a few unanswered threads that seem to have the same problem
Use OBS instead, if all else fails
It can use the Shadowplay encoder and you have much more options
Ah alright, cheers
@livid haven Would you mind messaging someone to help me with my login issue, or get me an email?
Did you ever link a Google account with your Epic account?
That I did not.
I'm not really sure who I could direct you to, what was the deal again? Sorry, I vaguely recall you mentioning log in troubles.
Sure. I won't receive two factor authentication emails even though it displays the correct email when I try to log in. I can't access the support section of the website due to it needed me to log in. I tried going through an email support system I found, but I haven't received anything back over the past two weeks.
Obligatory: Checked spam filters?
Did that.
Huh. I'll see what I can do.
Thank you so much.
DM me your e-mail address for the Epic Account, at least, so I can give them something to look at.
Sure.
@livid haven I assume FN is on latest version of UE, are you guys getting issues with using stat commands and hitching?
Thanks
I put in a bug report, but was wondering if anyone has talked about the issue
Dunno, I've been in my hole working on camera stuff for a while.
๐
Morning
Morning.
Sorry I don't have anything on that. There's a certain level of removal between being remote and being on UI.
So what is everyone's stance on using Unreal Studio for making 3D Animated shows?
"Stance"?
I know of at least that one 3d animated kids show, but I don't know that they're using Unreal Studio rather than plain old Unreal Engine.
Well opinions I guess would be a better word
Well I mention that due to the fact that when you go to the Unreal Studio page they show customers and one of them is the people making the animated kids show.
Ah, fair, then they probably are using the whole Data Smith thing then.
Worth asking, though I'm afraid you probably won't find anyone on here with experience in that particular use. Still very early days and I'm not sure how much overlap there is with this community.
Maybe #visual-fx or #animation?
D3D... The good ol crash back then when I used my previous computer to use UE
๐
i though unreal studio was to capitalize on stuff that wont be sold, if you use studio for an animation you will just skip the 5% royalty?
Didnt have it again since I upgraded
For sure I will check there, most of our team knows unreal, we are looking for better tools that will help in rendering times, as of right now Redshift is what we planned on using but $500 per licence and costs for render farms is just a bit much for a team without a lot of funding. So we are looking at the unreal engine/studio to help cut a lot of those costs/time.
@digital anchor No. Unreal Studio is basically UE4 + Data Smith, which is basically a toolset oriented more towards arch viz and such.
hey guys, just a quick question: i can only select static meshes that have no alpha
objects with a alpha below 1 cant be selected.. why?
As for the pricing model, I don't know.
Well I know in Nov it will be $49 a month which is not too bad really.
Besides our usual uses for UE4, VR/AR interactive and other experiences for industrial... We've started using UE4 with a build of the VXGI version as a rendering replacement for Vray when making linear content. I'm curious if there is a specific section where this sort of use is best discussed. Maybe cinematics? Though there is a significant difference. Perhaps a section for high-quality linear animation might be useful?
The current visual fidelity, coupled with the upcoming raytracing capabilities have really pushed us to re-imagine our workflows. When you can render 4k frames out at less than 1 frame a second at impressive quality, with DOF, fog, etc... this is faster than we can run a comp frame from Nuke. It sort of changes the game in terms of whether we even need compositing in a pipeline, when you can change it in the final and render frames again that fast.
bit off topic, but does anyone here have experience deploying on googles app engine?
app engine?
google cloud, compute engine, etc. whatever name you might know it under
@tidal elbow this is a big reason we are considering using the Unreal Engine/Studio for our animated series. We are using Redshift right now and the costs of rendering in redshift can get costly.
@still pilot I would really consider it. There are some bumps in the road, but we've put our first all Unreal animation into production for a medical project, and so far, the client is totally happy with the look. There is minor exception with some of the artifacts in the circle dof. We are considering if there is a cleanup phase we can do in Nuke to get rid of the worst ones by rendering out
but our project is pretty shallow dof, so the artifacts are more pronounced than normal.
Ya we are already thinking of ways to fix that as well, the only thing stopping us right now from completely moving to unreal is looking for a Rigger and Animator that can make the rigs for Unreal.
Any normal rigger should be able to handle it. Just some rules they might not like.
Ya lol always an issue with that, plus the main reason we want to use it is due to the fact we do not have any kind of funding, which would make the switch to unreal 100x better as we would not need software licenses for redshift or pay for a render farm.
Same for animators. Also, you can use alembic as a transfer file so you can just bake the animation out to cached verts.
Yeah I'm looking at our current licensing costs and seeing that several Mayas can go to LT. While we may never truly remove Vray from our pipeline entirely... it could be reduced.
would #cinematics be the best place for conversations on linear media rendering?
Most likely lol.
hey, anyone have/know any tutorial/guide on making interaction/adventure mechanics, like stuff you see in zelda dungeons, activating switches , pushing stones, bombs etc
I just want to experiment with the various mechanics we usually have in games before I make my own, so anything is welcome really
Ue4 retarget anim sucks
Doesn't work with uniform scale
Mobile autocorrect to retarded lmao
Where can I find the size map? ๐ฎ cant seem to find it
@thorny cipher In the content browser, right-click any selected asset or folder.
For assets it's under References; for folders it's under Bulk Operations.
Just found it cheers!
I think I'm going to go. Anyone else?
Hey guys, do you know how to scale a texture sample (i.e a noise mask) so it's huge per landscape size? I'm looking for methods to mask out my landscape to place random variation of material functions into.
A Noise node gives me what I need, but I have issues making it solid, i.e not a lot of dots on the landscape, but large areas. Get what I mean?
I want something like this: random variation, but I dont want a cell of that randomness everywhere I turn, so I need to add variation randomness to it
https://cdn.discordapp.com/attachments/337290865326292992/435516836998676490/Brown-Patch-Advanced-Stages.png
I've tried multiplying the UV input of the texture sample with a scalar, to no effect. Using Tex Coords, etc.
This is what a Noise node gives me, but I don't want the noise to be covering everywhere; I need it to be way less frequent than grass.
https://cdn.discordapp.com/attachments/337290865326292992/435517840808738828/unknown.png
Multiply it by another larger scale noise texture with less white
(or more white depending on how you use it)
@mint umbra go look in the example landscape material pretty sure they have it setup with texture macro's
anyone have a tutorial for making a multiplayer with steam ??
why does it take so long to compile when i create a new C++ class
@keen birch That worked perfect in the first iteration, I can still play with the values
compiling modules takes about 5 mins
Is there a limitation with skeletal meshes and trigger volumes?
I can't get my simulated skeletal meshes to be detected.
i am treying to set my UStaticMeshComponent to the root component
What is a PhysicsHandleComponent?
but getting the error " a Value type "UStaticMeshComponent*" cannot be assigned to entity of type "USceneComponent*"
i am following a course
and they have set it up in this manner
@narrow pasture assuming you mean a normal skeletal mesh it should be detected fine assuming your collision channels are paired. Out of the box it should work as far as I know. If your using a character then your collision is your capsule not the mesh itself
Nah I'm using a blueprint with a skeletal mesh on it. Though I haven't heard about collision channels
It's not a character, it's something you pick up in VR.
and physics are enabled i am assuming?
Yeah
then the next question might be are you using physics to move the item for the volume to detect it or are you moving it by changing location directly?
if physics are on and your using physics to move it, it should detect it and if not I am at a loss assuming collision is good
I'm picking it up with the motion controller and dropping it into the volume. So I'm assuming he former would apply.
yeah if your just dropping it and it's falling it should trigger
maybe turn all the channels to block on the volume and see if it blocks it so you can see if the volume is having a problem or not.
other than that double check collisions because they suck to debug ๐ฆ
Hmm, well it is using the physics actor collision preset
I tried that and block all
Neither worked
Maybe it's an issue elsewhere in my code
maybe just hide the trigger volumen and drop a simple cube into the scene in the spot and see if it drops onto it and collides. If it still doesnt then yeah its got to be something funky on the collision on the item itself
Alright I figured it out,I was casting wrong
ah, good you figured it out.
Pro tip, put log ot text outputs on every cast fail
oof wwise and 4.19 with vs 2017 are not liking each other
how to get invite link here?
can someone help me pls?
@swift hull See info in #more-resources
ok so im a total newbie at unreal
and I did my first game in less than a month
and I tried to use a plug in from c4d to UE4 (wich later I had to delete because I couldnt make it a hard obj)
but it doesnt matter. So, apparently I exported a "transparent file" wich now, when I try to compile my project, wont let me do it because it still has a path
that my project detects but it is deleted from EU4. And when I tried to delete it manually from the folders, I still have the same problem
I have prints btw
If i get an asset from the learn tab how do i import it to unreal engine 4
@upbeat eagle whatcha mean buddy? migrating the asset to your own project?
you right click on the asset you want and click migrate, then you navigate to the content folder of your project
it will transfer the asset and all its dependencies
uhh
Oh
Im so sorry I didnt notice it said Add to project
Thank you so much though ๐
yup
Can anyone show me a direction/guide/tutorial for Unreal Engine 4 Multiplayer like in Rainbow 6 Siege or GTA V ? Where players host lobbys but if the host leaves there is no "Host Migration" just someone else is hosting it? ^^
player hosted is called listen server for ue4
not sure if theres a specifix guide for what you want out there however,
and is it a Standard nowdays that the host gets passed or will it be like in CoD / close connection
cause i think that even if u only play with friends and one of them is host and head to bed and the other ones want to continue their game should not be stopped because of that
not sure
dedicated would solve that, but thats not player hosted where one person is the client and server
How do I load in foliage?
doing a dedicated server setup?
I downloaded some and it won't let me use it
yeah cause im not realy expierenced in programming
it is more work
hmmm ๐ค
@Konners#1750 If a player is hosting, then you're going to have to deal with host migration - you're not going to get seamless host migration.
@Konners#1750 ... not sure why it didn't tag?
Okay, cool, Discord. Whatevs.
Some games just have dedicated servers, so there is no player host.
I imported the open world demo content and its not showing up in my content?
Rather my actual file. I loaded it into there and now its nowhere to be seen
Gonna try to reinstall it I guess? I have no idea why it doesn't work
hmmm
i did not see all the other messages let me read a moment
@livid haven Try to tag me again should work now or ?
@hidden heart realy basic stuff lol i started reading a book about C++ but it was so basic that i could understand the stuff and their meaning and im pretty sure i could read some code if not to complex but i dont know how to nail it myself to make it work
well keep at it
it was "The C++ Programming Language 4. Edition by Bjarne Stroustrup" wich i got recommended from a c++ discord
took 40 minutes to install the open world demo collection but it was worth it
no wait
it was Programming Principles and Practice Using C++ Second Edition by Bjarne Stroustrup
hey do I really need to upgrade my Visual Studio to VS 2017 in order to used the latest versions of UE4 or is there other way around it?
You don't need 2017.
I've tried running UE4 4.19 with VS2015 and i get errors
UE4 4.12 is fine with VS2015 tho
maybe Framework?
4.18 at least compiled without errors on vs2015
@cerulean nova thats a great book, you should take a few months to fully work through it
@steel meadow Well, have you considered seeking help with the errors?
would be easier to make educated guesses if we actually knew what errors it threw on you
@hidden heart Months?!
in the ue4 docs says:
Unreal Engine Version Visual Studio Version
4.15 or Later VS2017
4.10 to 4.14 VS2015
4.2 to 4.9 VS2013
those are defaults/recommended versions I assume
well the error was "Could not be compiled. Try rebuilding from source manually." when using 4.19 with VS2015
I think he means the plugin popup
And exactly how you're trying to build.
when you have to actually open just the sln in VS and build it
you know, the thing you get when you open your ue4 project that was built with older UE4 version before and binaries are outdated
if it fails to automatically build it, it could be just outdated plugins
as ue4 api has changed a lot since 4.12
you can't run the same c++ code as is with 4.12 and 4.19 unless you upgrade bits manually
@steel meadow ^
but it's impossible to tell what's going on with the info you've give so far
we can just make wild guesses like that
yes @cerulean nova assuming you dont have prior programming experience, learning c++ is def a challenge, if you did nothing but that everyday maybe a month but chances are you will burn out
Hey guys, quick question, mainly to the beginners and intermediates in here
(I know might be preaching to the choir here but it's worth a shot)
@cerulean nova people use years to learn c++ and still don't fully grasp it
you can grasp the basics in short period of time but it will take longer to understand it properly
heres the log:
All too often do I see tutorials, asset packs and explanations for stuff in UE4 t hat works as a demo or as a prototype but isn't even remotely production ready - unoptimised, unscalable etc. I've been intending to do some livestreams of creating a game from scratch while enforcing good practices, proper asset setup and organisation etc. Question is - what kind of game would be the most fun for people to learn with? My original idea was a fast-paced doom-like shooter since it's relatively simple and straightforward.
Would anyone even be interested in that sort of thing?
@steel meadow There's a big message right smack dab in the middle.
is it possible to change the material of terrain without deleting it
@steel meadow ok, here's another tip, with UE4 errors, you don't look at the long list of all possible errors, you want to look at the first error it throws and fix that first, it might not be that intimidating once you realize there might not be all that much going wrong
@faint cedar Rather than livestreams, I think well planned videos would be much more valuable
ok so my VS 2015 Enterprise says Update 1 ill try updating it
update 3 has been requirement for a long time for VS2015 and UE4
yes, videos in a series where each is 5 - 15 minutes long are best imo,
I am not quite sure I agree, livestreams have the benefit of being able to go back and forth, do mistakes, show how it looks like "in real life" rather than a cut-and-dry "laboratory-condition" video.
also Q&A etc
Game dev is messy ๐
There's nothing to say that you can't showcase the common mistakes in a video series
Livestreams are long as fuck and most people aren't going to watch the whole thing
Live streams are superb if you can be bothered to do a little bit of two-way communication
Your assuming that people will make the same mistakes, even if its an edited video or live stream, people will have different issues with it, there is no way to compensate for that.
If you split it into multiple parts with appropriate titles/sections, it's much easier to digest and is better for search
^
this
True on both points, but the problem with a video playlist is that it constraints you to "do A, then B then C" when in reality there's a lot more back and forth, it's just a lot more organic
That's just where you have to plan it well
no idea what the end goal here is but issue with all video based training, be it prerecorded or livestreams is that it gets outdated really quickly
who enjoys animations
it's easier to keep document style training up to date
@gray basin this channel is for "General discussion about Unreal Engine that doesn't fit in other channels."
i mean i scripted abit before in SQF wich is a Horror in most Programmers eyes ๐
params [
["_ownerID",objNull,[objNull]],
["_uid","",[""]],
["_gangName","",[""]],
["_gangTag","",[""]]
];
_group = group _ownerID;
if (isNull _ownerID || _uid isEqualTo "" || _gangName isEqualTo "" || _gangTag isEqualTo "") exitWith {}; //Fail
_ownerID = owner _ownerID;
_gangName = [_gangName] call DB_fnc_mresString;
_gangTag = [_gangTag] call DB_fnc_mresString;
_query = format ["SELECT id FROM gangs WHERE (name='%1' or gangtag = '%2') AND active='1'",_gangName,_gangTag];
_queryResult = [_query,2] call DB_fnc_asyncCall;
//Check to see if the gang name already exists.
if (!(count _queryResult isEqualTo 0)) exitWith {
[1,"There is already a gang created with that name or gang tag please pick another name or clantag."] remoteExecCall ["life_fnc_broadcast",_ownerID];
life_action_gangInUse = nil;
_ownerID publicVariableClient "life_action_gangInUse";
};````
Thats a little part of it
im not trying to dissuade or discourage you, just givng you an idea of whats realistic for most people
the problem is i dont see me realy code in anything but a little in UE4
just as a hobby?
but for what? ^^
just using UE4 style c++ as a hobby?
whats the diffrence between c++ & UE4 Style c++
Hmmm, phrasing it like that might be somewhat misleading.
C++ is the language, you can follow different coding standards/styles, which are more about trying to follow specific guidelines about what kind of language constructs you use, whitespace, how you name things etc.
When working with an existing code base, you tend to adopt their coding style, but you also use their code and they tend to have their own solutions/patterns for typical things.
So in you might use std::vector<int> if you're using plain old standard C++ libraries, but you'd use TArray<int32> when working with C++ in UE4.
Because UE4 has its owns pre-existing frameworks that it uses, instead of the optional standard ones.
One C++ programmer at one company might name something like class CSomeClass; and make instances of it like CSomeClasss instanceOfSomeClass;, where another might do it as class FSomeClass; and FSomeClass InstanceOfSomeClass;
and theres also the macros to expose things to the editor
Yeah, and Super
I'd consider all of those parts of the framework, pre-existing code you use.
Even the code generation stuff is just additional stuff in the UE4 build process.
They're UE4-specific APIs in C++, but UE4 is strictly written in C++ - Epic did not create their own compiler for a variant of C++.
Everything true of C++ is true of C++ code you write in UE4. Everything.
so it is indeed worth your time to learn c++
Where UHT wants to throw an error at you because you tried to make a property that's a pointer to a struct is separate - I've seen people think that's impossible just because they can't make it a property, failing to understand that UHT was angry, but the code would compile just fine.
To the Unreal Employees, Is there a node anchor to be implemented to keep the node graphs better organized such as Nuke uses? And even the "postage stamp" nodes. Would be an amazing addition to help from stray connections
you can also change the way the lines work to be straight all the time rather than curved in the settings
Yep, for a while
WHOA.
oh dang... This has been driving me crazy haha, Thanks!
like, how long zero lol?
Long enough where I forgot when it was added
there are a ton of settings for the graph editors added over time
hell remove the lines and add a kitten picture to the background ftw ๐
@grim ore where's the setting for setting the lines to straight?
Im gonna add a pepperoni pizza to mine, obviously
I think it's these, you can adjust the tangents and obviously make it have none.
yep
finally my OCD can be helped with scripts
hey nice avatar ๐ what are you doing when that happens?
hahah ๐
umm i think it has something to do with the fact i am opening it in VS2017
i jsut changed it
changed it back to 2015
and it works
are sun flares a built in thing or do you have to make that yourself
How does Complex collision works?
Because to me it fails more than Simple collision, guess it more depends on how far each vertex is
Correct me if I'm wrong
@night wigeon simple collision uses (usually) shape vs * or convex mesh vs * collisions. Complex collision will use tri mesh vs * collisions, which are generally less nice.... what's the exact failure you're seeing? Also #legacy-physics
By failure i meant that certain spots of collision on imported mesh are like really large pits, pawn is going down once it reach them
I kinda just want to understand the technique of how unreal is making simple collision out of mesh without it (has only complex collision)
Is there a way ro release a set of splines from aterrain please?
@night wigeon simple mesh is made by trying to wrap up the model into a few convex meshes
But it's not very good
You should provide a proper collision mesh instead, built in your favorite 3d editor
is there a way to disable a bone's ability to generate overlap events?
i fixed the issue, disabled overlaps on the skeletalmesh and added a sphere
@copper fable your startup project needs to be set to your game module
Just the game project. You don't startup a module.
@narrow pasture Bones don't really generate overlaps, rigid bodies do, AFAIK. You can change those in PhAT, or whatever PhAT is these days.
People, I love you for telling me about those tangets
That's going to make OCD a lot easier
?
Would be a nice per-BP thing though
So e.g. marketplace stuff doesn't suddenly look awful
The tangent settings controlling the graph editor (sp?)lines
ok so ive update my VS 2015 to Update 3 and i still got an error
So what happens if you open it in VS ?
Yep. Tells you what's wrong right there
You're somehow trying to build both Test and Development, which are two different configurations entirely.
nevermind, its seems you only got this error if you named your project to "Test" looks like its reserved for Development purposes
Yeah, don't name your project identically to any of the configuration names.
Naturally, those will collide and create an ambiguity on the commandline.
Hadn't noticed the project was named Test at first.
Makes sense.
Never thought about that
That's both funny and good to know
I could've seen myself doing that as well
A lot of getting better at troubleshooting issues with UE4 is not being afraid to read walls of text carefully.
It's not always super clear like that.
Yeah, Test sounds like something I could have done
Can't open trees from Open World Demo. Always hangs up
already 10 minutes
oh man
It finished
so, what need? Better CPU, better GPu or more RAM?
I believe it's all done on the CPU
so you're looking at CPU first, memory second depending on where the bottleneck is (likely CPU)
it's always slow though, that's just the way it is
What is better AMD or Intel?
fortunately you only have to do it once and the data should be cached
oh, cached, nice
generally speaking Intel are the better processors, but AMD can sometimes offer better performance/cost ratio
and intel has 6 cores now
doesn UEeditor uses some CPU related code?
in consumer lineup that is
I mean, Like IPP for intel
it does have some optimisation for certain instruction sets
but it's hard to say just how much mileage you get out of those specific optimisations
if im correct, it should allow incremental lightmapping
like lightmapping only a few selected objects
I'm trying this tutorial https://docs.unrealengine.com/en-us/Engine/OpenWorldTools/ProceduralFoliage/QuickStart/3
And didn't expected such hi-res content
Hi there guys!!
Im new to this, and im looking for a new engine
Oh so do you recommend it more tham UE4 to start with??
xD, why??
Keep in mind Im completely new to this
That user has no post history here whatsoever.
Yeh
So they're just showing up to be contrarian.
I wasn't responding to what you said.
Oh
Everyone is so grumpy in this chat
You joined Unreal Slackers.
Which engine do you think the members of Unreal Slackers are going to recommend?
I've seen videos about cool dark games: Agony and Scorn
Yeah I know ive joined Unreal Slackers, but Im looking for your experience
Both UE
"๐ "
and recommendations
๐
chill out folks
Agony Part 1 FULL GAME [1080P 60FPS HD PC Xbox One PS4] - No Commentary Agony is an upcoming survival horror video game developed by Madmind Studio and publi...
Game based on UE
Lmfao. Try to be positive in your life
I agree UE4 is very good looking
Thst Will probably make you less grumpy
I will pirated this game for sure
And what I like is the blueprints

Do you guys use blueprints? Or do you think is not as usefull as programming in C++
Both do the same thing
Just c++
Can do some extra things
Nothing to worry about for a begginner tho
Its actually best to learn both
So would I be able to make a good game just with blueprints?
Yeah
U know, a + or - decent game
Nice... that is mainly what it encourages me to use UE4
And how do I learn? What do u think about it?
learning BP first is a good idea to get your head around how things work
Agree
I'm new to UE and I'm trying to create "interactive representation" for my C++ code
Will make one tutorial at day
for what it's worth, I use blueprint and C++ in a 20/80 ratio
Most BP knowledge Will transfer over to c++
^
and I work with the engine professionally on multiple major projects
It did for me
C++ is the primary way I write game code in UE
If you have the engineering resources, you should definitely be leaning on them for all your "business logic" and relegate the simplest stuff to blueprints.
But you can confirm BP works.
Well, of course it works. ๐
Yeh
And how could I start learning deeply in UE4?
๐
Blueprint is incredibly useful for game events as content
ie: a barrel that does something when shot
Yes it is
but for something like an item system, doing that in bp would be generally a bad idea
and, the best way to learn for me (and it's probably not the best advice to give) is to just make a game using the engine
there is a gamejam coming up
Overly complex in bps
Aye. If you find yourself building a system in BP, you probably need to bring that in to C++. Blueprints are not great for systemic complexity.
Or, well, really, any kind of complexity.
and the game doesn't even have to be functional nor do you have to submit it
yeah
Improve
ask questions as you try to figure things out
eventually you'll get good
or you give up ๐คท๐ฝ
Ah, shit. Sitting here waiting for something to load and then I realize I'm sitting on a breakpoint from my last debugging session. -_-
I did that the other day sion
Its all about investing time.
i was wondering why everything was frozen
nope, just breakpoint i had set the week before and forgot about
Womp womp.
If you dont have alot of time
Oh i see
Game making Will be harder
everyone starts at 0
everyone starts at 0
generally if you start just making a simple game
you can start to find pieces where you can learn
like, make pong and you start learning input
and physics
and how to respond to physics hits
I see...
I made tetris
For my first.
really, anything
its doable, break the problem down into manageable steps
Hey, Is there any examples of "Correct code/BP" for UE?
Before you start.
to be honest, I did my first game as a floating tank first person shooter
Note this.
i dove real deep into the engine on my first outing
"Nothing" will be "easy it's a frustrating road
And you will go mad
๐
Game making mixes feelings.
i made a platformer with a weird vaccum gun that then spat the objexts out
One time you will cry of happiness. By solving a problem you sat upon for weeks
just make something you can manage at first, then build on it from there
So thanks 4 the advice! I will be back soon
xd
Ugh... disappointed at how this solution turned out.
Tried to use an actor's bounds to frame it in the camera, but the bounds are either a sphere or an AABB.
use a helper arrow?
Prorgammatically.
how do i set the game project in VS 2017
i have been using VS 2015 for my project and want to switch
no i mean, use the arrow as a reference?
The sphere bounds are too big, the AAB is fine except... the AABB changes as the actor rotates.
ah
Initially I figured since we only rotate on the Z axis, I could use the box's top and bottom bounds, but the sphere's radius - but that radius is still way too huge.
hmm
@copper fable in your editor settings there is an option to change it
i ahve changed it to vs 2017
but getting this error when trying to build it https://gyazo.com/fbde35020b7b087d503d46f5d422f29b
wtf?, suddenly all my meshes showing up distorted, but only in orthographic vieww. They are completely normal in perspective...
@wheat patrol if you come to UE4 discord asking for game engine, they will answer UE4, obviously
unity guys will say unity, godot guys say godot, cryengine guys say cryengine...
you get the idea
well, one guy said that to be fair
but majority would have said ue4 here if they cared to answer
i was told to right click on the game solution and "Set as Startup Project" but there is no option : https://gyazo.com/c7625a46ce89bd19678085de40968666
ok, i fixed it, it was showing the low LOD... under show->advanced i had to uncheck LOD Parenting^^
@copper fable VS2017?
yeah
You should right-click at project, not folder
expand these folders
also, You have clicked at solution, not project files
@plush yew do you mean , D:\Unreal Projects\StealthGame\Intermediate\ProjectFiles?
no, I mean You have solution that has several projects
And one of them is Startup
To change it you should find solution "entry" in tree-view in VS
and assign it as startup
Also, install UnrealVS to make this easier to change quickly with a better UI
Engine/Extras
So, perhaps it was created in VS2015
yeah it was
You can convert it to 2017
Hm, it should ask you about convertation when you open it
maybe UE adds this?
-2017 argument to Gen Proj Files script, I believe, will do it.
Some old UE versions support VS2015
@livid haven dont really know what you mean by that... sorry
but is that the file i should make the start up
That question makes no sense...
A batch file can not be a startup project.
It's a batch file, not a visual studio project.
no sorry i meant the FPSGame(vs 2015) one
What about it?
will that be my start up project?
If you select it to be, yes?
has anyone tried the Paragon free content? my ue crashed every time i open the map level ๐ฉ
Might take a lot of memory to open it. Do you have at least 8 GB? Maybe 16 GB?
8 is probably cutting it close in general.
i got 16gb ram and 3.5 Vram
pressed generate VS project files...it said save FPSGame.sln... now it is all fucked:
https://gyazo.com/11002380ec9d6577f31f71604804e891
Cannot Open Source File
Perhaps some directories are fucked up, so you should check project settings
ok, where it was before?
"Cannot Open Source File" - does it even exist?
did it even exists?
I'm not sure, but I think there is some difference in "root directory" between 2017 and 2015
when i generate projhect files the log said it cant detect the vs 2017 instalation
so i am gonna reinstall
see if that helps
What do you guys to record Unreal? Shadowplay doesnt work anymore as of late (Staight up says Unreal isn't compatible), and OBS starts lagging once I go Fullscreen (Editor still runs fine, OBS doesn't)
vlc capture
sharex can do it aswell
have to change the default settings first to record in non-garbage quality then it works pretty well
Do you guys also have the Shadowplay issue? It has always worked just fine for me but as of late it just says Unreal isn't recognized whatsoever
did you try using the desktop capture option in shadowplay
Don't have that option sadly enough
huh? pretty sure it was there
I think its rig dependant, I don't have it
but i haven't used it in like a year
it's somewhat hidden in privacy settings on the overlay or something like this
Yeah I know where its supposed to be my laptop just doesnt have it rip
Hey everyone, just joined! I'm doing an assignment in my games development course to make my own game in UE4, and I'm making a turn based JRPG. I'm first focusing on how the battle system will work, so I'm wondering if the Paragon assets (specifically Kwang, Phase and Serath being a fighter, mage and cleric respectively) would be good for turn based combat?
probably enviromental assets
infinity blade probably has better assets for rpg game
like, spiders and monsters
By the way, forgot to mention I've only had 9 hours or so experience with Unreal Engine so I don't know some things.
well I can give you some key points for Turn based game
Yeah, I'm using the Infinity Blade adversaries and the 3 Paragon characters since they're more JRPG based rather than the rugged, fierce looks of the Infinity Blade warriors
yea focus on making a game where boxes can do damage to eachother taking turns, leave graphics for later date
I've got most of the structures and data tables sorted out but my teacher says to focus on the gameplay first and then specifics.
the paragon minions might work for enemies
I'm more worried about the performance issues that come with high-quality assets
inf.blade assets are more manageable
Yeah, actually I might try and use some of the Infinity Blade warriors first, then maybe replace then with the Paragon assets once I understand them more
just make sure you have a working base game before trying to shove assets at it
Paragon assets are bit limited, aren't they?
if you don't have too many on screen at once I don't think it's an issue.
What do you mean by working base game? I've been told to first work on how the game works as it's better to actually have a game to play and not much info rather than a load of tables and structures and blueprints, but hardly any game
build the mechanics of the game first
you're making an interactive software, not a showroom
build game mode that distributes turns, build AI controllers that can execute actions for you or for the Master AI
And yeah, it'll be 6 characters max (not sure if I should do it like Pokemon with 1v1 or 3v2 or 3v3) and there'll be random encounters rather than overworld sprites
do health and mana potions
Thanks!
there's 1001 things to do before figuring what the characters should look like
Hello everyone
Yeah, I'll probably focus on the trigger boxes and random encounters. Not sure if I should focus on making stats or a leveling system, or even the structures and data tables first, or what in the battle system I should focus on.
And hey!
Would anyone suggest I follow the Behavior Tree Quick Start Guide for my turn based RPG?
start with input imo
What system is the lowest you guys want your game to be played
I'm new here, and I kinda suck at Unreal, so does anyone know how to create a basic environnent for a beach in Third person ?
@plush yew
-
get Beach Assets
-
Sculpt Landscape in UE to form the Beach
-
Place Beach Objects
-
Place Lights into Scene
-
Tweak Landscape
5)Tweak Beach Objects
6)Tweak Lights
Go To 5) if not satisfied with Result

Skill comes with practice
hi everyone, UE4 noob looking for some advice. I'm making a super fast racing game, looking to possibly scale down the size of my actor relative to environment to effectively 'increase top speed'
I can reach 150+ m/s in 1:1 scale, was possibly going to scale down my actor to a tenth of the size to effectively make my top speed 1500 m/s. is this a clever idea or am I asking for trouble?
current scale if I increase my top speed or velocity I can bump into physics issues suchas clipping through meshes
if you scale environment in the same way then you will get the same 150m/s at the end
but if I were to say for example, show the player the size of a human against the size of the vehicle, and for the vehicle to be in the view of the player.. would this not give the impression of 1500 m/s?
probably not, to be fair
you'd need to diddle the camera otherwise perspective projection might look weird
Well, R.I.P me... It seems my project has somehow crashed and made my 64gb USB stick really slow. Might be due to adding the paragon assets but not sure. I'm alright with restarting though since I'll know everything I did, and I did spend about 3 weeks researching about everything I need to do (data tables, structures, what I'll include in the game, etc.) but still...
you can move object at 2 m/s but make impression of speed by scrolling environment, having unrealistic motion blur, altering FOV and etc
there is no speed perception without a reference
Actually, never mind. It works
physics might also not behave as you expect if you arbitrarily scale things
environment less so than the player
morning
so i have just set up VS 2017 for UE4 how do i make it so it opens the editor when i run it in VS?
ctrl+F5
will it open the editor automatically?
the intention was to have giant skyscapers and other landmarks fly past the view of the player, I will tinker around and see how I get along ๐
you can do it in either scale
it does make sense to scale everything down so that it fits into a single level without using world composition
but you have to be careful, as things get smaller, float precision can get more pronounced, especially on things like skeletal meshes
other potential issues are with rendering
i think my build is set to the wrong thing
it is building in HTML5
is that normal
wait you can change what language u use in unreal engne?
1>INFO:root: - ok
1>INFO:root:generating system library: libcxxabi.bc... (this will be cached in "D:\Program files\Epic Games\UE_4.19\Engine\Intermediate\Build\HTML5\EmscriptenCache\asmjs\libcxxabi.bc" for subsequent builds)
1>INFO:root: - ok
1>INFO:root:generating system library: gl.bc... (this will be cached in "D:\Program files\Epic Games\UE_4.19\Engine\Intermediate\Build\HTML5\EmscriptenCache\asmjs\gl.bc" for subsequent builds)
1>INFO:root: - ok
1>INFO:root:generating system library: dlmalloc.bc... (this will be cached in "D:\Program files\Epic Games\UE_4.19\Engine\Intermediate\Build\HTML5\EmscriptenCache\asmjs\dlmalloc.bc" for subsequent builds)
1>INFO:root: - ok
1>INFO:root:generating system library: libc.bc... (this will be cached in "D:\Program files\Epic Games\UE_4.19\Engine\Intermediate\Build\HTML5\EmscriptenCache\asmjs\libc.bc" for subsequent builds)
no haha
oh
@next parcel engine makes a number of assumptions in regards to the size of environment
hope it gets fixed
@vale osprey thank you, I will keep this in mind
probs to do with this :
https://gyazo.com/ed5e22967001ba7a5c07c76e08c4fd71
can i stop this build?
or will it fuck it up
You can stop that build
@next parcel I would approach this in reverse - not how fast you want to move but how fast you CAN move. Potential issues with very fast moving objects are following:
- Collisions
- Performance impact from need to "trace" and query larger areas
- Ability to load/stream parts of the level fast enough
- Impact on Navmesh for AI
all of it can be solved but not necessary in a trivial way
I don't know if anyone here is any good with Turn Based RPGs in Unreal Engine 4 but I was wondering where/what specifically I should focus on doing first? All I really need is a basic start, and I should be able to build from that on my own
write down core mechanics, start with the basics. (i.e. move character a tile, etc)
@vale osprey thanks for the advice. as a side note, if the physics based approach does not work. I was possibly going to approach this from the angle of a train cart on a track. so the vehicle will always follow the path of the spline
I would hope this would allow to reach higher speeds without worrying so much about physics issues, as in theory, it would just need to calculate how much further down the spline you would be and set actor position relative to this. these are all just ideas at the moment but will investigate that if this doesn't work out
You want to make something that handles who's turn it is, and a player template kind of thing that can handle abilities and such
Walking, Running, Jumping, Level up system, Class system, Turn Based Combat, Skills and Collecting Items are my core gameplay mechanics. The first 3 are already implemented in the third-person game startup. So I think the battle system is the most important, and yeah, I'll probably focus on handling turns.
How long do you have for your project? It sounds pretty big for your first experience
6 weeks. All I really need to do is make a turn based battle system similar to Pokemon, implement levels/stats/loot and basic items/skills. Then if I have time at the end, I can focus on how it looks, I just want to focus on how it plays first before graphics and audio
things I dont like
selecting meshes in viewport, then wanting to move trough viewport with mouse, but it randomly decides to move the meshes instead
@dull wraith You want to think about what your game needs to be functional
This is what someone recommended me to do: "Start Simple. Make 1 player and 1 enemy, have 2 abilities to choose from (heavy attack and light attack), and get everything working. From there, you can start adding more ability, damage types, etc. I'd even hold off on animations and things like that until you can get the raw data working (health bars going down after choosing the attack options)."
That sounds like a good start yep
I have noticed in unreal if i stay at the ground for too long it gets brighter is there a way to disable that
- Get the Battle setup in general. No Visuals, no Attacks yet. Make sure the whole Battle Cycle works: Start Battle, Switch Turns, End Battle.
- Get the Turn setup in general. No visuals, no Attacks yet.Make sure the Turn starts and ends properly with either users being able to perform a simple print action.
- Pokemon to the Battle, for now only Health.
- Add Attacks to the Pokomen, integrate it to your already working Print String in Turns.
- Update the "EndBattle" requirement to "All Pokemon dead".
What I'm thinking I might do is import an Infinity Blade warrior and adversary, create two abilities via structures/data tables, and then work on turn order. Or should i do turn order first (if so, where would I write blueprints to use the turn order
Nvm, thanks!
You can check #blueprint for help
Thank you!
http://prntscr.com/j6dpho am i doing lakes correctly
U get a water mesh place it on the ground and build small hills around it so you dont see the border of it
or should i make the entire map water and just build terrain over it
also is this outdated? https://docs.unrealengine.com/en-US/Gameplay/HowTo/CharacterMovement/Blueprints/Setup_1
it says engine version 4.9 but from what i know im pretty sure that doesnt exist
wait there is but its old
Thats not how it works
your displaying 30 frames of animation
has nothing to do with playback fps
So how to display 60 frames a second in animation view
fps has nothing to do with ur frame count
I know,so what decides the frame counts persecond
You mean in 3dmax?
in anything
i dont understand what ur trying to do
I dont think you understand how animation frames and fps works
I'm trying to do anything.I'm just wandering why the frames persecond in animation view will differ between different animations
in animation view not in real game play
because its the animation length?
its not fps
ur looking at FRAME COUNT
not FRAMES PER SECOND
to do with ur playrate export from ur animation software
3dsmax?
My animator says he did all animations the same way
Ok thanks
Getting some work done. Optimized the code by disabling the event tick when it's not necessary to use
Strange
I checked the max file,and it's in 1.0 play rate
Exported it normally,still 450 frames
Is there an easy way to find meshes within a project that doesnโt have a material assigned to it?
@quasi lake you need to check your playback options, its not rate its fps, so 30, 15, 60, 28 for pal i believe? etc
@worthy fox not really but
in 3dmax?
u could get the world grid material, and use the reference viewer
and PRAY
it tags mesh's with no materials
maybe?
yes 3ds max
I havent used max in awhile im primarily Maya but
one of the bottom right settings i think?
Alright I will try that. I wish they could implement a feature to handle this. I have about 1000 meshes in my project now and it would be nice to filter them..
it gives you like fps options and shiz
Why do you have a 1000 meshes with no materials ๐
sounds like your project organisation is the issue i guess
i believe the frame rate setting corresponds to how many frames per second
so 30 fps setting, at 60 frames gives 2 seconds i believe?
dont quote me on this its been awhile
I imported my meshes from a Unity project Iโm working on. In Unity they all use the same material, but when I import the meshes to Unreal a unique material is created for each mesh even though they should use the same... ๐
ask in #animation
Also Myrath if u can use c++ i believe data validation system could help you check mesh's for materials maybe?
Iโm not familiar with C++ yet.. ๐ So... I can โmulti-assignโ a material to multiple meshes at the same time? Bummer! ๐
I actually wrote a tutorial on it awhile ago, but u would have to override the function within engine source code, so u would need a git build
ahh
erm
Yes you can actually
Grab every object and use the property matrix editor
its like right click > another menu? forget the name > edit property matrix
it take awhile to gather 1000 meshs maybe
Asset action > properly matrix
Oh damn ๐๐๐ Thank you! Life owes me 4 hours of my โlifeโ back.....
haha dw lmao
Migrating from 1 engine to another is never easy
suprised they all use the same material actually
If your doing that create a material instance of that material
and assign that too all of them
to save engine mat compile time
Itโs a low poly game so the material only holds a texture with color information.. nothing too advanced ๐
yeah always good to optimise everywhere, increases platform reach
Can you import the 3rd pereon controller into an empty project?
I ask my TA friends and they checked my max file and said that frames or frames rate are all correct
But when some animations are exproted into ue4, frame counts just changed
The lengths are all right
just tried it on 4.19
works fine
by sounds of it
who ever made that, there rig cant cope with logging
Reproduced in 4.19 and 4.20 while not affecting 4.18 doesn't sound like "rig can't cope the logging"
It happening to you?
i just tried it, i hitch for like half a second and thats it
but i remember it always being like that
Haven't tried.
profile logging has always been a big performance grab, eats tons of space, cpu, and a lil ram
It happens to me
All stat commands hitch for me
Try stat startfile @pallid compass
works fine
wtf
nothing
6800k at 4.2ghz, ddr4 ram, m.2 / u,2 SSD's titan xp
lol
what cpu u got?
Profiling in general tends to be super performance draining in term's of cpu, as its basically like "do everything for game, also write EVERYTHING down"
Yeah but it's a regression
It shouldn't be using that much CPU
That it causes hitching
the bigger ur game / complex the more it has to write
its a very intensive process dont forget
wtf lmao
yeah..
yeah the fact it hitches in a blank project set off some alarm bells ๐
engine and the project is on SSD
looks like its very specific to people then, as this is the first iv heard of it
u would think it would be noticed by epic since they do alot of profiling constantly
yeah ur cpu is exploding wth
in a blank project ๐
yeah exactly and 4.17 works perfectly
This guy is on similar hardware
Actually nvm he has 1080
Processor: Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz (8 CPUs), ~4.0GHz
Same processor range as me
He has the unlocked edition
So something with this range it seems
47xx
FML.
for now ur just gonna have to brain profile
yeah it prob is
what do cpus run for these days
thats old af
depends what u want, what range etc, do u wann future proof, blah blah
latest probs
well i7 or i9 then
just get a decent motherboard with 8XXX i5 or i7
then u can upgrade later on
hard if u want
i believe last two gen's run on the same socket
well an i5 latest gen would be better than my i7