#ue4-general
1 messages · Page 232 of 1
is there a way to clean up a project by removing unused assets?
You could try to use the cooking logic to identify what assets are being cooked, and invert that set to know what isn't used.
If there's a better, more readily available tool out of the box, I do not know it.
ok i will try that
Granted, I just gave you a very general direction to go in - unless you're super comfortable and confident in looking at all this code and figuring out how it works, it's not all that actionable.
I know that internally we use the content browser collection system, and we update some special collections that contain all cooked content.
you could hook
the validation in too the reference tree
and see what its being used by
Wont give you whats in game
But it will give u a god dam good idea of if something is not being used
So we know, after some kind of automation, what the most recent set of known cooked content is.
But u would really need to know wtf u where doing
i dont know what im doing lol
Then you need search and purge ur project your self
Lesson learned of not importing and managing what you actually need
its an important part of games dev
i am trying to get a reference to my enemy which is an class: enemyspike and parent class: actor, but I cant
thats not really any info to help u
Hi , I was told to come here to ask why my mobile packaged game joins the dedicated server but crashes when join is successful. I had it working Before i recently added child actors. Also how could I use Visual Studio Debug?
@pallid compass what lesson is being learned here? importing assets from the marketplace doesn't exactly let you pick and choose what to omit at the time of importing. the obvious solution is to go through it yourself which is why i asked if there were alternatives.
Yeah, even if you try to manage stuff, you'll eventually have some assets end up being slowly replaced and "orphaned".
I mean, imagine how many assets are created each day in Fortnite.
Hi, are all Player Controllers supposed to be Role_Authority on the server? I thought one was owned by the server and the rest were owned by the client?
anyone know when the networking improvements discussed at GDC from Fortnite will be integrated?
4.21 or what?
Pretty sure it will be in 4.20
As far as i was aware 4.20 was getting most of the network improvements.
I could be wrong.
cool
Any estimate date for 4.20?
Hey @crisp fable you said earlier that the client owns their own player controller. Does this mean when I loop through the PlayerControllers on the server that all Player Controllers are supposed to be Role_Authority and HasAuthority()? Not trying to rope you into a discussion or anything, I'm just very confused about this one aspect that seems to contradict the docs.
The server has authority on all replicated actors.
So, yes?
How would I SetOwner() if I have to use an actor that's owned by a client but all objects (including PlayerControllers) are owned by the server forever and always?
It's not owned by the server.
The server has authority on the object.
Ownership and authority are two separate topics.
So, me and a few friends have been working on a Project in 4.14 for a few months, entirely in Blueprints.
Is there an easy way to convert it all into C++?
for you to use as normal C++?
Or do you mean like export to C++?
1: no
2: yes, google ue4 nativize BP
Use as C++. Basically make the project from a 'Blueprint Only' Project into a 'C++ Only' Project.
no, there's not a supported way other than to manually port it
Can someone please help me with this?
Absolute beginner in unreal switching over from unity after 3 years. Where do I start?
@woeful oar thats right the client owns the playercontroller, lethalclips aint right
note that authority and ownership are two different things
actual lethal is right
actually now im confused
sorry, you'll have to test it
Hey I downloaded 4.14.1 and it crashes with this error on startup LogWindows: Failed to load 'aqProf.dll' I searched google and it says to download a driver is this true?
is this what you are seeing? https://answers.unrealengine.com/questions/731556/do-i-need-to-worry-about-these-missing-dlls.html
have you tried simply reinstalling the engine?
It takes 7 hours on my wifi lol
well the thing you can try before hand is running setup/prerequsites.exe
should be somewhere on your computer
you should also just try rebooting completely and then relaunch epic launcher then launch the engine through that.
that all fails, there is a verify function in the epic launcher
should download the parts if missing any
ok tysm for all the help
Im now getting this
File build somthing somthing ran out of memory
It started to download somthing so does that mean there was somthing missing?
4.19 and 4.18 received the net improvements
from fortnite
more are coming in 420
@crisp fable
@crisp fable Thanks! I was definitely thinking they were the same thing.
UDIM HYPE
Wait, Blender didn't have UDIMs? Seriously?
Um I still get the missing driver error
should I just install a lower version?
(Sorry idk which channel i should use for the purpose) I packaged my game and gave it to some beta testers. One of them told me that he can't run the exe it says that he can't run the code because X3DAudio1_7.dll is missing. If anyone knows a solution please contact me
@thorny cipher hardly improvments
that commit mainly focused on HTTP api
probably to improve service handling over REST
the actual netcode was optimised, and we got new net profiling shit
4.18 exposed dormancy to bp
your country tax number
Is there a way to send information out from the Server but only to clients who don't own the Actor?
Or is there anyway to send information across the network in Unreal that isn't RPC or a replicated variable?
@coarse wigeon Lukas joining in? holy shit yes. he is a wizard
@grim sinew UDIMs were done, but only in a company branch
i guess this is to integrate UDIMS into "real" blender
if im correct, Lukas was a hired coder for a medium tier animation studio (i think 50 employes?) he and other coders implemented features specifically for the movie needs
one of those was UDIM
@grim sinew they talk about it here
wrong one
by Lukas Stockner at Blender Conference 2017 Learn more at https://www.blender.org/conference Watch it all: https://www.youtube.com/playlist?list=PLa1F2ddGya...
That would be such a different show if it was called The Castle in the High Man
this is the guy who wrote the current denoiser in cycles
high man in a castle
that show was actually kinda cool
nice filters
but now that he is joining as a "core" dev, he will port UDIM from their hacky internal implementation into a solid one
how interesting
they used amazon AWS as a render farm
blender UV is allready kinda good 😛
dont need udim for jack
can allready put high res textures on part of the UV
you can emulate udims in blender with not much effort
but of course, native is better
as thats kind of the whole point
ok, Solved. It was translucent
It's normal that a Widget can reduce the Framerate from 60 to 30 in 15seconds?
(In an empty map)
yesd
Seriusly?
hey guys, my AI blueprint setup wont work
this is how it should work
any ideas?
i tried yesterday and couldnt find any answers
Why does my landscape turn black after i bake my lighting ?
Luos my material is working just fine - it's only some parts and it only turns black when I try and bake my lights - if I use movable lights everything is just fine
thats exactly what they say in those threads
did you paint that bottom layer, else its just a preview that gets removed after bake.
else --without any information from you-- nobody will know whats going on and itll be 100% guesswork
we'd need more info, and that can be a long list
from material to lighting settings, post processing, and a lot more
Ahh I see - I have 5 layers in my landscape material and you're right I just added some extra segments and I didn't paint everywhere yet.. So if I paint it over and bake again it should be fine?
I will give it a try! Thanks! Ripping my hair out because of this :p
we've all been there with different things hehe
It's just so much information and things you need to understand - coming from Maya and zbrush into this had been a steep learning curve
good practice though, as someone who still wants to delve into zbrush and houdini I know that frustration. lack of time and steep learning curve are a chips
Zbrush is fairly simple once you get over the ui layout etc. But houdini is a different beast :p
Trying to load the open world demo collection scotspine_01 as a foliage type but it keeps crashing the engine... Any help or alternatives?
more ram, or export the textures and make em smaller are generally suggested
It's on a college computer (in a Games Development course) so can't get any more RAM but I'll try the second option
shrudder
Saw a talk on Houdini in Berlin, he mentioned they were aware of the learning curve, looked like they were genuinely simplifying the workflow for a lot of stuff.
Nvm, this is the 7th time I've tried to do this in the past hour (following the Procedural Foliage guide) so I think I'm going to move on and focus on making a random encounter feature (making a turn based JRPG set in a forest)
id try to work with the rig you have instead of against, there is a lot of free mobile content on mp/learning tab
@dull wraith they are starting to actually have tutorials
they released a very nice "basics" book
when i got houdini a few months ago, no such thing existed
i tried to find tutorials and i couldnt find shit in the official pages
had to go to 3rd party youtube stuff
There isn't alot of third party stuff for houdini tho - at least not quality stuff
there is
if you are good with paything a fuck ton for tutorial
the state of houdini learning is absolutely terrible
and the program is extremelly complex
Yeah, just seen the Open World Demo video on YouTube made back in March 2015
Please point me in the right direction then - Gnomon Workshop etc almost has no houdini content at all
pluralsight has some great ones
and there is a website called Game Tutors wich has very good noob content for procedural modelling for games
for free, its sponsored
I reinstalled ue4 and it’s still saying I’m missing the driver
I’m so confused
LogWindows: File 'aqProf.dll' does not exist
Hello all, couldn't find any info in rules/guides, I'm wondering if there is a Nintendo Switch channel for discussing things with other Switch developers using UE4?
@sturdy star There is no Platform specific channels on this Discord Server
since most platform related stuff is hidden behind nda and other related contracts it wouldnt be wise to add those channels. no way for us (especially since its an unofficial channel) to see who and who doesnt have the right credentials.
would result in a bleepload of potential leaked information hehe
any good placeholder enemy I can use for free to test my character's attack ?
hmm, is there a fast way to turn the rotation of a single bone of an animation into a float track?
ok thanks @frosty bloom and @fierce tulip - understandable though.
@sturdy star there should be a section in the forums tho. For xbone and ps4 there is.
@fierce tulip tried to paint it over again 😦 same issue - half the landscape is still black - and half is doing exactly what its supposed to do
Any ideas why my game crashes on login via mobile. I Successfully login and see my character then the app crashes on my phone. Maybe my blueprints?
Anyone else having issues debugging dmp files in 4.19?
Possibly. I had them working on Feb 2017. But haven't had to debug many since then.
A few weeks ago I noticed that I suddenly could no longer open any of the generated .dmp files in Visual Studio that are generated when the packaged game
ahh okay yeah those are the symptoms I'm having as well
just dumping those 3 files in in the binaries folder is not really a solution, because 1) we have no idea where they came from and 2) it prevents starting the game on windows 7
I don't see any bugs opened around it at issues.unrealengine.com
epic must have found some workaround for fortnite but they have not shared it
best off asking sion when hes around
New update for 4.19, hopefully I can actually use 4.19 after the update Fingers Crossed
im praying for you
"That action could not be completed. Please try again, and if this occurs again please contact the system administrator and tell them how you got this message."
How do i contact the system admin? Google has no idea, just tons of other people mentioning the same message.
anyone know is there a way to revert back to a previous save for the likes of a level or even the project in general
@north nova you need source control for this, I believe
i see thanks
in case i have a serious question regarding the engine and i want an official response from who can i get it ?
usually the answer is "you can't"
you could try posting on the forum... maybe... or if it's a technical question you might get someone in this chat
well that is a bummer
well a signal that we extract data from it and translate it to a reasonable output (class) can we output it to a command such as (move left move right up down etc .. in unreal engine )
?
your question does not even make sense
i need an engineer that works in the unreal engine
he won't have time to try piecing together what you are even asking about
well at least we can try
Is there any known issues 4.16 after mobile login then the phone puts a black screen in background, I can see the character in game from my pc?
I had this working perfect but add some child actors repackaged and yupp...
looking for talent
dont think so, im trying to make an array shift down or up by one each time, but want an "If" of sorts to tell wether its at the end or beginning of the array, to loop it to the other end rather than push it off
if that makes sense xD
A branch makes decisions based on a boolean value. Are you asking how to get that boolean?
so like, "If index > array length then - length as well as +1
if false it just +1
just didnt want more exec lines everywhere 😛
A select might work there.
It takes in two values and a boolean and outputs a value based on that boolean.
its an index now 😛 so you can use like 10 pins in it if you want 😛
but you can still change to bool so would work
thanks ^^
Hey, new to the channel, I am attempting to create a "Disco Light" basically, a colored spotlight, that has a timed color fade, and rotates. I feel like it shouldnt be too difficult, and I have a BP I think should work, but its not working in the intended way. Anyone wanna give me some pointers?
dont make it physics accurate
Hey guys, can you explain me how to make a big world for a game like rust? Link me some videos or forums please? Thanks everyone! If possible, a detailed one, because I am really new to the engine. Thanks everyone!
new to the engine should prolly try a small map first
A detailed guide on how to make a big game world? Not sure any exist, so I'll get back to you in 5 years after I make one.
big map is worldmachine or something like that
let me see. Thanks for the answers!!
is it possible to make a widget in C++ and do the regular stuff you’d in blueprint like on pressed or clicked
Whoo, finally. I hope this is the 4.20 rendering changes
r there any good animators here who are willing to help with my western game if so dm me plz i will give you pay when the game is launched
make a post in looking-for-talent @shy heath
@shy heath The instructions for using #looking-for-talent are pinned to the channel.
no need to be a rude dude with a 'tude Mr. Hitler Pikachu avatar
Could anyone spare a few mins to help me find and/or fix the problem in my widget? Screenshare pref but can screenshot everything if needed.
loads of Vulkan changes
finally a rendering merge after like... months?
woo
yes but no groundbreaking changes
mainly bug fixing
Vulkan
and some optimizations
adding Dev-Core tp github is more interesting
maybe we will finally see more bracnhes pushed to git
https://i.imgur.com/T6Mvzks.png what's this
does this add rtx support
nope
https://i.imgur.com/pocDv5f.png I wonder how much of an effect this has
https://i.imgur.com/XaLpxwN.png what virtual textures
yeah well it's hard to find about those virtual textures 😄
ok so after trying for the past 3 hours i cant seem to open my project any more after i tryed to add source control in, after adding it in and setting the assets to commit the engine crashed and will no longer open for me even though i can compile it in visual studio just find with no problems but i still cant open it it just crashs each time
should have made a backup before playing around with large changes like that
the source control was to work as a back up and i need to fix this before tomorrow as its for a end of the year assignment
ooof
y would you do experiments with a thing that's due tomorrow??
i need to have it uploaded to the git for tomorrow
yeah I cant follow how that happened, good luck though
I wonder if it's finally fast now
is there a way to move the blueprints and the files to another project with out loosing everything
DR - vk - Copy from 3840663
Fix for layout ensure on HMD projects on Vulkan
vulkan vr coming
anyone know where i can ask for real time help?
depends, i'd try asking in the channle related to your topic..
also all answers here are in real time
i did ask in the channel related to my topic, it's still there from 7 and a half hours ago
hence me asking where else i could ask
That's just the nature of it. People sometimes just won't know the answer and don't reply.
Discord tends to be better for discussion than Q and A because of that, you're better off trying Answerhub.
i dont know how i would word the question, cause i know the problem, just don't know how to go around fixing it
and is it ok to post multiple questions in one day?
Just be reasonable, if people get annoyed at seeing the same question over and over they're less likely to help.
ofc, it's a different question, but related to the same blueprint is all
A question a day keeps mods away.
@manic pawn I think engine has had virtual texture stuff since 4.16 on git but I never was sure if that's for some true virtual texturing solution or just some funky naming convention for their existing texture streaming
ok, since 4.17, remembered it wrong
I guess it's wip feature
after all, it's on the roadmap too
does ue4 support async texture upload to GPU?
for textures coming from external sources, like a webserver
so my mage pawn has the damage calculations for his fireball spell but the actual projectile actor is the one adding targets to an array on overlap to be damaged, is there a way to get that actor array from the projectile actor over to the mage pawn?
hey does anyone know of a good way to print out blueprints for an academic submission (paper) ?
i could screenshot them all and print it out but my printer is going to be sad about the dark backgrounds
plus it just looks absolutely unprofessional
Tell us how to improve Unreal Engine 4!
nooot sure if you can change bg color though
Tell us how to improve Unreal Engine 4!
ayyyy i answered that first link
hey, i updated my project to 4.19.2, and when i attach a weapon to the player, the weapon has some sort of lag in the transform update
has anyone experienced something like this?
Well, I am having a few issues in 4.19.2
Random ass asserts getting thrown all over the place that weren't there before in 4.19.1
hey man thanks for beta testing this one for us
Lmfao
this is why i aint budging off 4.19
Its all working, not gonna push my luck
i had this same problem on 4.19.1, and i dont have a clue where this problem comes from
this is a copy though, my project runs fine on 4.18.3
how do you guys find all those bugs 🤔
nice, i expect no less of that number
inb4 we get even more bugs
Like...
How do you get an Asset from a BPFL
I only have one GameInstance...
Yet, it can't find it
Pta wn
if i am attaching a particle system to my character and activate it on a collision, how do I terminate the particle effect???
ParticleTemplate->Deactivate?
4.19.2 works just fine over here... as usual...
Must be all that crazy c++ mixed in with bp's
xD
I wonder... why can't it find it.... hmmmmm
Since when did they add a world context handle for GGI?
Awesome, 19.2 not working either. Hope everyone is enjoying them Paragon Assets Watches from the sidelines as I cannot open any assets at all in 4.19
They didn't
I assume he put that into a blueprint function library or something that doesn't have context by default
pretty sure u can grab GI by controller
or some shiz
i use to do it all the time when u built a SQL interface system for a database
You can get GI from any BP that has ownership
Trying to remember what we did
Yeah something like that
was a year or so ago
cant really remember
The whole function itself just screams at me
So you still have to cast to the blueprint function library, and then call the get GI actual function, which takes just as much room as get instance, cast instance
ill put my 420 eye at it... ya dats broken
Can you put your 4.20 eye at it?
now it works
lmao
i like ur logic on how not making a function is better
You can use that
As I have
Always
And no issues 😃
It will get the current world context
Usually a BP
As it's source
BTW
You don't cast to the BPFL silly
You just get one node instead of two-three
Has nothing to do with complexity, just tidiness
OCD!!!
And easier to do in one BPFL, than trying to create the same function in every BP
I've been doing it just fine for years
Works great for me
sinning for years
Until now 😃 But, it has nothing to do with World Context
something in 4.19.2 breaks everything anyway
It is too, unconnected?
Nah
Well, we aren't blind
K, I know you may think you know better
No, because it works
Then its prob fine then
It gets self automatically
can someone help me out with this occlusion culling i believe it is called? i currently have a wall made of 200+ physics objects and if i turn around fast there are white boxes because the rendering needs to catch up, im looking for a way to eliminate that or atleast lessen it
I know, it's not that. I was just plainly pointing a random thing that broke in 4.19.2 that worked before
It just threw some random Begin Play in a Teleport BP
How do you get an Assert on Begin Play?
I mean, I guess it's possible if you had something that some stupid loop
?
I don't get your point
I know it's not that
I know I was right
But 4.19.2 is breaking random things
BPFL requiring a world context makes sense, since there may be multiple worlds and game instances in a PIE session, yet the BPFL only exists once
For no particular reason.
Not sure how you assert on getting the GI
if you were making this method in c++ you'd expose the world context again in the parameters, dunno how to do the same in BP
It can though
It works again
Like I was stating. Randomly since 4.19.2
Various BPs are asserting which never did before.
And shouldn't be.
4.19.1 and before == Works
4.19.2 random ass BP = asserting
@safe rose was about to link of a youtube video on gameinstance u made, but u deleted it?
Just refresh all nodes, compile and save
A quick and easy way to implement a Coin Collection Counter that will persists in between levels through the game's life. This uses Game Instance in a 3rd Pe...
@obsidian nimbus that one?
hmm could be, was a long time ago i checked it 😛
Terrible one, I am looking at it now
Doing some rotation on timer instead of using a simple Rotation component
40 min to get gameinstance and cast to gameinstance
top notch stuff 😛
Meh, I started doing some, and then got busy.
And now I just stream Dev Work as I do it for most of the day
hey 1 is good enough 😃 I only have one on my personal channel but it's a keeper lol https://youtu.be/Qv6bfFb427Q
Live Stream with Operation Supply Drop and Hilarity ensues. Edited the Audio as best I could.. ok so as lazily as I could.. to remove Clipping.
thats sums up epic games 😛
huh... why does that message above yours say reaction blocked?
very strange lol
If Discord has it
Yeah if somebody blocks you, you cannot react to their message
Yeah but it doesn't say that
Usually it will spaz out a little
Shake the thing
But usually no message
Could be something new
that alt f4 is just too good, i actually pulled that a few times
most ppl dont fall for it
Haha, some people who even know it, just don't think about
it's muscle memmory for some people so it's easy to slip past
if u play enough room scape, u soon learn not to do it in the wildy or ever
"hey kid, want some addy plate for free?"
@grim ore I actually tried getting Alex and ALT and an F4 pillow but they where so hard to get hold of that we ended up getting him a bobblehead
still cracks me up that video
wonder if you could get him with it again
omg jesus
that video
10/10
god i fucking love alex
that is golden
i wish there was a super easy way to read array struct content while debugging
that be so handy
No, but I never thought about using Source Control on Launcher Versions 😉
I think this release will make me reconsider that
I am curious how that would work
rename the old version before you hit update, or just make a copy of it, or use Github
I back my shit up every night for this reason
engine can do evil things
when some people rant
is why I am still on 4.16 XD
"oh hur dur should always update, always most stable"
this is the shit im talking about lmfao
can fuck ur project's up
and even so not everyone remember's to backup everyday
looking at twitter, facebook, answerhub, and forums 4.19 has been one of the biggest cf's so far
Because i dont sometimes
this is why im hanging on to 4.19.0 and wont move
it aint not working so im staying lmfao
im worried that with niagara on the horizon itll only get more unstable
a no new features/stability only focussed month be nice.
U just gotta pray and back ur shit up and be safe
always back up mah shit :p
This is where c++ to some degree becomes super fucking handy
its as hell to roll back
easy as*
wayyyyyyy dungeon gen now triangulates and shift's overlapping room's correctly
Meh, has nothing to do with C++ or BP really
The Launcher should provide an easy way to rollback to whatevr version of the release you want
technically it does they just dont support it on epics side. It would be nice tho. I ran into an issue with the latest 2017.4 release of unity the other day and had to go back one sub version and had no issues as they archive all releases on their download page. Would be nice to have that option for sure with the UE4 engine
the issue is when u open something and save it with a later version of the engine
Its easy to go from A to B from upgrade perspective
Ah, that's true, but usually only so for Release
But going back is a pain in the fucking ass
Main Release Version
I dont blame them for not doing it
Not hotfix
if you have source control on the project then it's not an issue
the problem is we have no way to go back on the launcher
Also true
There is a big warning when u try and open ur project with a new engine version its like
HEY BOI
U BETTER BACKUP
Having Source Control on a project does nothing in this case though @pallid compass ( as we are using Perforce)
It's the Engine Version that's the issue 😉
hotfix issue
2017.4.2 for unity has an issue with the tilemap palette, 2017.4.1 does not. All I had to do to fix it was roll back my project and download the older version and install it side by side and fixed. You can't do that with UE4 😦
even if its a micro upgrade, u should be able to rollback if ur manage ur SC correctly, and kept sub branch's for any engine change
Which currently I can no longer back out of
You can't rollback in Launcher version
Which is the issue 😃
u talking about not being able to go from 4.19.2 to 4.19.1?
Aye
Nope
can u get 4.19.0?
lmao
Now you see the issue
u better pull ur self a nice github source then
@pallid compass Looks pretty nice, For your 2D Dungeon?
Yeah it is
Generates room's, slides them out so non of them are overlapping
Triangulates points between all room's
then maps a connection network based on a value of how interlinked u want ur system to be#
Looks nice. I need to work on something like that eventually. I have a nice book I was reading awhile back called Procedural Content Generation in Games
Made me some to do some ProcGen game
Not read it, good book?
Yeah
And I think there's a free version online
I got the hardcover edition. It's pretty informative
il take a look if its good il pick up a book as well
oh shit i tried to do 1000 room dungeon gen
engine froze
LOL
nvm WE GUD
there is call stack viewer now 😮
This is the shit I am talking about in 4.19.2
Did that bp come from ur previous version?
Sounds like some sort of migration clutter change
my whole game
lol
Look, seriously. Something is not right in 4.19.2 and I would seriously advise people to hold off on it
Yeah something migrating over from pervious version,
dont forget the bp linker was wrote by over 60 people
its a cluster fuck in there
@safe rose 
4.19.2 is just fine. Just make sure you "Refresh All Nodes", compile, and save everything thats acting up
You says it's "just fine'
by the sounds of it
But...
its really not fine
It's not
Like, I am glad it's working perfectly for you
Have u noticed there is a fuck ton of people who are always like
"its fine it works for me"
I never said I went perfect for me
I'm just used to the "if it worked before, and doesn't now, Refresh All Nodes, Compile and Save, every effected BP"
rolls eyes lets not even talk about the changes i made to my engine, im too scared to go up LOL
That's another thing though. Why the heck do we have to do such a silly thing?
If they know it's going to break, why not make it to auto-refresh after an update
Because, Blueprint does a lot of upgrading for you, and its not perfect
if that's even the issue
I want to see an automatic updater for your c++
wonder if u could add a function in too validation to recompile a bp and refresh nodes via c++
too lazy to deep dive engine
Would be nice for a "Refresh every node in project"
ey victor did i show u my auto tile i built in too the engine
@pallid compass yeah man, I was very impressed, I want to buy it once that's polished 😉
man i dont even think i can sell it LOL
Trust me...have you seen what sells in the MP?
Because its modified 2D plugin
However its very nice, it works off standard RPG maker data format, but the auto tile system is driven by Data tables, so u can override them and make ur own custom ones for custom tile set layout's so its flexible for your artists / different data rules for different tile set's
I mean i might be able to just override everything it touch's but the issue is i had too actually add variables too the classes and stuff
Ah, yeah, if I were to really have looked at it
I would have probably based it off GameMakerStudio 2
Actually, if someone made an extension or completely rewrote Paper2D to be based off GMS2...so much money
I took the standard RPG maker layout, since it seams to be the most popular and robust, but the system is built to be very flexible with two data tables driving everything, Tile combination's & Target's for tile combo's
It's just so sad that Paper2D died
Like there's been no meaningful efforts there in years
Yeah idk why they left it too die
And they would make a lot of money if they invested in it
U know there's a fuck ton of stuff in there thats half wrote u cant turn on properly
unless u know wtf ur doing
Because I think there are plenty of devs that wouldn't mind a solid 2D experience in unreal
There's tons of experimental stuff in there
yeah, it was only one man's pet project
Sadly i cant really get round to doing that and selling it
Mr Noland. RIP
I might have the potato brain info in the head for the 2D part but
The Slate and engine intergration
Is a whole another story
Looking at that shit is like looking at blueprints for the first time LOL
But i will get around too it, just never sat down with it yet
Apart from a few tweak's here and there
also the fact that my god, there is 0 fucking good doc for it
So general question(s?), when I add an asset to my editor via dragging it in say, from my desktop. Beyond editing it, does UE4 keep a duplicate of the original file? If I edit the original file will it also edit within engine? If I delete the original will it disappear in engine?
With a uasset yes,
But no, it won't delete it from engine if you delete from windows
When ever you import something it makes a copy of it in a uasset format
goes to bp too see if anyone needs help
Spagetti first thing i see
comes back to general
lol
im too tired to explain all the bad things i seen with it
Anyway to pull an asset from UE4 into it's original format? For example, the crosshairs from the default project, or a texture?
if i switch editor version will my server still run
if ur asking that i advice u dont
or i advice you back up
and try and find out
because im a lil unsure my self
k thx
can anyone explain why Calculate Direction returns 90 when i'm not moving? and/or how to fix this?
Guys since 4.19.2 on certain maps my viewport has constant lag spicks occuring each second
Anyone else??
try playing with LOD settings in landscape, and tessellation LOD's
May not do anything, i'm curious if it does though
nope didn't help 😃
Make a copy of the map
And delete, half of whats in it
ahhh got you got you
if it doesn't go away, make another copy, and delete the other half
like reverse check 😃
(Hey, a misclick, is a misclick)
happens indeed
You could always, just do a delete all, and if it goes away, ctrl+z, and then just delete major stuff one by one ect
on it right now
kk
cause at a certain point
its just cripples your eyes working like that 😄
wtf!
ok this is my first Evo
made a copy
and issue is gone?!
yep thats my first
Okay, try this
Open the original map, open the blueprint part of it
and under File:
RefreshAllNodes
nope 😃
Usually, duplicating an asset, duplicates the bug
super strange
so copy works as intended
so i open back original
issue is back
open the copy
issue persists 😄
Well, screw why, do this:
Click MainMap
Delete
ReplaceReferences : CopiedMap
Done
hey
before that, I would click the Content folder, rightclick and fixup redirects
building source wish me luck for my server lol
has anyone setup SDKS for android?
But I guess, you don't really have references to maps, just "Name"
You can just delete MainMap, and then rename CopyMap to MainMap
but stuck a bit now on loading ref pack
?
ty
😃
takes notes @zenith flower
@drowsy fox Thanks, and I havn't done android yet, I wont know
just having issues with missing api for apk but i have the sdk installed, but not all packages so im finishing that up now and trying again
ok one sec haha now the stupid copy started to act the same
and i have the paths setup in the project settings
ill figure it out 😃 i always do lol
@slate cloud hmmmm.... is this the default loaded map, or are you loading it later?
loading later
@drowsy fox I always comb through about 15 tutorials, and put pieces together
Screenshot of where you load it?
Also, you could try renaming the map to something else, and just changing your Name variable to that map
actually not Evo :S
just found out
as longer as i use the viewport
as sooner it happens
hence why i didn't notice it after copying the map
opening another one and going nuts on the port to see difference
Only while you use the viewport? Or only while its visible?
Back to square one, copy and delete half ect
(Thats what you get for jumping the gun :P)
(It wasn't even smoking yet)
hahah totally allready on it
its definatly something inside the lvl
im doomed
need really to go half by half 😄
1600+ actors :S
O.O
yeah tell me that
my PARTICLES
they are caussing it!!!!
wtf?!
great....
Evo thanks man for assist 😃
Where should I place lighting questions?
@zenith flower Finally man 😄
oh belive me it isn't the LOD 😃
I was messing around (I started with LOD's)
😄
You figure out whats up with the particles?
nope not at all
Wait for 4.19.3
you know cascade a bit? 😄
oh
48 particles
(sprites)
Gpu
...........
-.-
that 60 times in a lvl
how on earth can that lag the viewport?!
expect gpu... um...
um.... "trial by fire" over the next few itterations of ue4
They started with major LOD/Landscape improvements in early 4.19, and are moving over to mgpu, dx12 ect (I could be slightly incorrect here, but the point is, they are heavily working on gpu related stuff)
😃
Whoever made the Cardinal Menu project, you make me want to cry...
It looks great, and simple, until you open it up, and find out its all a bruteforced mess
Why?
Just why...?
And with that, goodnight yall
Is there a way to send information over the network that isn't RPC or replicated variables?
Wasnt sympligon integrated on the 4.19 @thorny cipher ????
Doubtful about that since it's paid
@thorny cipher they're (Epic) are working on a replacement solution for Simplygon.
Which is good. Simplygon isn't that awesome anymore since MS bought them and put their "must own Windows X to operate" on it.
wasn't simplygon partly integrated into the LOD system of the engine ?
or was it another system ?
its probably still is, if you own a license.
but doing a transition to a non simplygon solution is a good step
for sure
My understanding was that there is a non-simplygon tool in UE4 right now
And you can also buy Simplygon, which may have been put into UE4 as a default engine plugin, which in turn requires a license
But I don't use it so I might be wrong here , would love a correction
The auto lod stuff by default is epic's own solution, Simplygon is still only a plugin.
Sure
Just checkout the previous revision
If you want to really remove it, checkout a revision, and force push it - it will make the server use the state of your branch as its own
Obviously this is dangerous and you should be very cautious
Since you talk about "github" I guess you're using the Github client, which sucks
Gitkraken is a awesome Source control software
oh boy
man, there was a thing where if you jsut rightclick on the push
you can revert it
and @coarse wigeon what does gitkracken have that is better than github client
@viral herald https://www.gitkraken.com/
There you go
best thing there, 1 click redo-undo XD
i actually used it before, but at the time, i was completely oblivious to what it was XD
pretty sure I've used kraken on android phone to browse github
as web interface kinda sucks for that
I mean, to browse individual commits
Is there a way to delete a reroute node with out deleting the link?
gitkraken doesn't even work with UE 4 repo
in fact I can't think of any GUI tool that works with it
there's just too much stuff
I think a real possibility for a lot of folks is they will release the game they'd been working on for years, and than barely anyone will play it.
😦
Not a possibility that is a fact
Needa market
What?
Marketing always helps
Yeah Happened to my friend, I'm Like, Getting a market its like where do you even start?
WHERE?
But ye, having a small playerbase is a very real possibility
yeah thats true.
Because people try and make games with no marketing plan which is stupid af
Yeah just dropping your game on a store with no marketing plan is doomed for failiure
Bro, Its a bit more like, Negligent but yeah , stupid is like, they're just thinking it;l workout
oh and guys
It's something I want to try and experience and hopefully learn at some point
Yeah, I'm not sure exactly what you can do in this day and age with marketing other than, trying to get others youtubers to promote it.
is there a node like event beginplay only for the level instead?
Trying to push a product to people
@viral herald Level Blueprint should have a BeginPlay as well
You are such a scrub @viral herald
Having a small playerbase is something to plan for. Most indies on Steam sell hundreds, not thousands. Granted, that's the lowest-quality indies, but you should probably wonder how great your game really is too.
@plush yew i tried it, didnt want to work with me
In my brain current methods I can think of are youtubers, blog pages for the game, asking friends to help spread word for you, and email media sites
and @round bloom how?
And that's also true Stranger
It's a lot less pressure if your game is a passion project and you don't need it to sell well
@viral herald Well that's the node so you're probably doing something wrong
maybe. . .
But u do need food to live
though i cant seem to find it
U cant eat ur passion
looks like i will be needing to recreate everything
Ye I mean if you're not working fulltime on this game
again
And have some other fulltime job
Its like so ez to make games with ue4, makes me wonder why every game ins't a masterpiece, like really well made and such.
🤔
Welcome to engineering
Cos like, it's really hard to like, make video games bro
Inb4 asset flipper
My personal take is that most media won't care about your first game, no matter what, no matter how. Big Youtubers also won't unless you know them well. Reddit, social media, work very well for small games if they're good.
Try your best
Paying an editor can be worthwile because that opens the media access to some level
Don't put all your chips in on the game selling
Your first indie game is definitely not getting reviewed by RPS, unless it's wildly good and amazing and it's selling like hotcakes already
Overall I wouldn't (and I didn't) bet on a first game being worthwile financially, it's more of a first entry to get a player base, some visibility, some experience
Unless you're really experienced already
@cloud cobalt how good was your first game? Like i mean what could you do in it?
Build your fleet, trade, explore and conquerHelium Rain is a single-player space simulation that places you at the helm of a spacefaring company. Trade resources, buy ships and stations to fulfill contracts ! Dock at stations to buy and sell you ...
$14.99
Probably not that good, and a niche genre that might not be for everyone
Oooh neat
@cloud cobalt I bert that made you 20k usd. I'd like to know , nice job btw game looks alright.
I already have a full time job so I'm mainly just making small-ish projects with my friends during my free time
@round bloom We made less than that
I bought that game, hehe
❤ @wary wave
Still in Early Access and fairly hopeful the release will sell some more. It's a passion project with a main job, so it's successful enough for me
Ye that's really good then
AYYY
I like my risk minimal
Minimal risk is best
Is your job com sci related?
You can do pretty much whatever you want without too much pressure bearing down on you
I mean cause thats cool if it is. If not Ehh,
Yeah I work in software, gaming-related
Great job too
Which I actually got based on experience from a previous, non-commercial game project
Successful project isn't always about sales
Uh Save that wishy washyness, bro we all know if you got sales you'd be happier bro. I'm sorry but its true.
Like tons of sales.
Yeah bro, don't like, deny it
First commercial game @thorny cipher
neat 😃
@round bloom Well sure, It would be nice if it sold by the millions and I could get me a nice house with a sea view for me and the wife, not gonna deny that
What I'm talking about here is expectations and risk
okay
hmm, is there a way to run the game at a specific resolution when full screen?
I'm trying to use the console command 'SetRes 1024x768wf' as an example
Lol I still respect you though, You have a lot more than most people on this chat @cloud cobalt
yes amber
and whilst it does go to windowed full screen, it's matching my native display res, not the resolution I'm asking for
windowed fullscreen you cant change res
@wary wave wf is windowed FS, so it probably can't render at anything but that
so it would be setres 1024x768f
cheers, I'll give that a go
Like, ANd the fact you released to steam with a mild population is something you should be proud of.
yep, that works, thanks ^^
@round bloom The point I'm making here is that success is a relative concept, and the level of risk you're going to take should be based on that metric of success. Personally, I was okay with zero risk, I have a job I love and I'll be buying a flat soon, not going to invest any money that's not guaranteed to make a return. Not taking any risk like moving fulltime obviously diminishes the chances of making a mainstream success
But I also didn't try making a mainstream success, the game simply isn't mainstream in the first place
Alright bro Its all good.
Having a job, where zero risk, and you can afford to risky taking deving games, is all good. Independant of huge success of mild failuire.
Why does that matter? Like at all?
@thorny cipher Funny enough, I profiled last week and found the issue too
That's going to be super helpful
Not having to deal with random lag spikes during profiling
YOu don't need a profiler to know if you add something to a game, if its making it lag. Like you can delete stuff until you game stops lagging.
The lag spikes are annoying mostly because the profiler picks up on them as well so it can be annoying to sift through lagging points in your game and trying to figure out which parts are actual lag and which parts are lag from the profilier hitching
Yeah Im right.
Profiling is good to measure how much something is affecting performance
Okay, This subject is like just overcomplicated, Its not hard to figure out whats making your level lag, you dont need a profiler.
sometimes it is
It's helpful to determine where the lag is coming from
(Yeah THats right BOis i said it 😃 )
LOl i still dont think it matters, but i guess its good you got your profiler fixed.
It's not something that ruins the profiler since it's usually obvious which spikes on your chart are from profiler hitching instead of your actual game, but not having to deal with them at all is a great quality of life
Profiler is vitally helpful
Yeah We only got 80 years to live. and than you'l wonder where all those days went. Oh yeah they went into like worrying about stuff like the Profiler in ue4 not working correctly.
I mean if your game starts lagging wouldn't you want to know what to change in your game for sure rather than removing stuff at random until it works?
It saves a lot of time
If My game starts lagging. Boi, I Smack My Computer till it stops lagging.
Profiler just tells you which of your 100 000 lines of code suck
and without the profiler you can't exactly measure what your changes do
@round bloom The profiler is probably the most important tool in the engine
Can I change some cpp code when I create BP-project
You can have hybrid projects yes
@round bloom Also i'd recommend reading #old-rules 😃
Ark is worse, hehe
Is there any solution for making a rectanglular light?
no because both there sdk's are trash

