#ue4-general

1 messages Β· Page 233 of 1

pallid compass
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light profiles

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i forgoet there name

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IIEM

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or some crap

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idk

oak linden
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Just look up 'light profiles' on the docs

grim sinew
narrow pasture
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Nah Im faking caustics in a trench

grim sinew
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4.20 is adding it officially, I made this before that announcement

narrow pasture
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Can't do bounce

grim sinew
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This isn't bounce cards.

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That's the specific reason I made this, to avoid that

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If it's still not good enough, wait for 4.20. Currently, bounce cards and that blueprint are the only two ways to do it.

plush yew
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hey, how Trace Hit color and Trace color (in ray tracing node) work?

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Lines still red

languid shard
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@pallid compass IES :p

grim sinew
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Trace colors are solely visual for the debug, but it should just be those

narrow pasture
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Well, I can wait for 4.20 then. Wasn't aware it was being added for that

plush yew
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ou, found out, trace hit color is color of the line AFTER hit

wary wave
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yes

worn ocean
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so my 780 ti died and now im using my spare 8 year old 550 ti is it good enough to run UE4? minimum is gtx 470 which is more powerful than a 550 ti

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i feel like πŸ’© for getting downgraded this bad

pallid compass
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would not recommend 550 ti πŸ˜‚ but u can prob get away with it

sturdy star
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has anyone noticed that Play-In-Editor no longer automatically takes your input, so you need to click-into the game window in order to register inputs? is this a 4.19 thing?

frosty copper
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There's a setting for it.

cloud cobalt
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@worn ocean Anything that has feature level 10 should run, which is basically every GPU these days

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Obviously the 550 is a shit GPU, but it should work

sturdy star
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oh, we just moved to custom engine, perhaps it got lost in an old ini file, do you perhaps know what the setting is called @frosty copper ?

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ah Game Gets Mouse Control, cheers!

covert kiln
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ScorpioZzN'acceptez aucune demande d'ami de ScorpioZz et Intervilles . Ce sont des hackers. Dites Γ  toutes les personnes dans votre liste d'amis de ne pas les ajouter car si quelqu'un sur votre liste ajoute l'un d'eux, ils seront sur votre liste aussi. Ils trouveront l'ID et l'adresse de votre ordinateur personnel, donc copier et coller ce message partout oΓΉ vous le pouvez afin de rΓ©duire les risque

frosty bloom
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^What is going on here?

cloud cobalt
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Someone just shared a stupid copypasta

wary wave
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lol, twaddle

plush yew
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Hey, anyone got 2 seconds to help with a beginner question?

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Can't figure out how to get values from character to the UI widget

round bloom
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Yeah You need help?

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Cause I just checked my schedule and it appears like the next 2 seconds will be free to help with a beginner question.

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nvm i busy now

cloud cobalt
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@plush yew Feel free to state your problem here, people willing to help will do if you provide enough details

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Just asking for someone to help gets the kind of response above

plush yew
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No worries, solved it πŸ˜ƒ

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Thanks to @thorny cipher ❀

warm mountain
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hey guys, i've been thinking of paying a programmer a gig to get a few tasks done for me. Some of the tasks involves creating spells and how those spells will play out. I would suppose I would also have to provide the model and animation cycles to the programmer but I'm pretty anxious if they could end up using the model for their own use.

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i would need to get them to sign an NDA i suppose and outline that i prohibit use of the model for any purpose outside of the specified gig?

wary wave
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something like that

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generally speaking though, they don't have the rights to use any content you give them anyway

paper kernel
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^ye, you need licence to use assets you haven't created. always

warm mountain
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gotcha thats good to know

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maybe i should omit the texture files

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since the person won't really need them

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they just need the mesh and animation cycles I can re add the textures when they are done

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that way even if they run away with it, it will be close to a generic human model with some clothing assets I can bother to lose

plush yew
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Not cool :/

pallid compass
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do a is valid

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on what ever u are getting value from

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and u wont get that

wary wave
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whilst true, might be better to identify why it's none, hehe

safe rose
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Yeah'

plush yew
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Forgot character reference in the cast πŸ˜ƒ

inner yacht
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how do you check is valid for a pet because if i would equip the pet he in not valid yet???

frosty copper
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probably just use the isValid node before a If.

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if(isValid){
    // Do stuff.
}```
^ in Blueprint... or code, whichever works. πŸ€”
inner yacht
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ok thanx that was one toughy

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lol

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I use to rely on print string on the screen what happened lol I can see it in the log though?

sturdy star
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small question: does anyone else have regular and constant micro-hangs in UnrealEd?once every 10 seconds my editor hangs for 1 - 2 seconds. Any idea where I could start looking to see what might be causing it?

grim ore
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gpu driver? overlay program like steam or shadowplay or anything else showing FPS?

cloud cobalt
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Source control might do that if the hard drive is slow

sturdy star
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hmm, no, I already disabled shadowplay stuff because it was killing fps in the editor

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ah that's interesting, i will test disabling sourceControl link

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thanks

cloud cobalt
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Generally speaking the editor is not optimized, because it's a moving target and the game part is where optimization is useful

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Getting a bulky CPU and having everything on a SSD is pretty important

sturdy star
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yeah, every editor ever tbh

cloud cobalt
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Yeah, but UE4 specifically. Like, it's compiled as a development build, featuring plenty of debugging information, asserts...

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The UI also runs in the game loop, so the more windows rendered, the slower the entire thing

sturdy star
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yeah i noticed havign content browser undocked and large is a real perf killer, probably running without the thumbnails would improve that. would rather just throw hardware at it though, quality of life is important πŸ˜ƒ

cloud cobalt
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Yeah, my thoughts exactly

viral herald
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anyone know a good tutorial on how to add differnt tabs on a widget?

cloud cobalt
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Slate ?

viral herald
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something like this

cloud cobalt
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I have exactly that in Slate, obviously it's useless if you're using UMG

viral herald
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?

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how so?

cloud cobalt
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Well, it's C++ code

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Basically a SWidgetSwitcher with some buttons

viral herald
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im still using blueprints XD

cloud cobalt
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Which is why I asked about UMG vs Slate

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But I suspect there's a widget switcher in UMG too

viral herald
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im using umg still

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widgets

cloud cobalt
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Tabs are just buttons that toggle visibility of parts of the UI

viral herald
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really

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then thats all i need to do!

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thanks man

karmic igloo
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It's almost funny how many of my projects have the word "Test" append to the end of the name. XD

clear parcel
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Hello everyone! I just want to say that I always wanted to start making my own 3D RPG game. I started using Unreal Engine just to see how my models look in the engine. So the question is, is Unreal Engine is good for a beginner or should I use Unity instead? If I do not reply here please DM me please πŸ˜ƒ

frosty bloom
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You should research all your viable options & then make the decision of which engine to use

proud pine
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If you don't have extensive experience making games or using any sophisticated engines like unity or ue4 - it doesn't matter much

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You can choose either by the way its default UI theme looks to you and it would very legit choice

surreal charm
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Hi guys... I can't find the reference viewer anymore. So I can't see where my blueprints are referenced. Why was it removed?

proud pine
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To make choice by looking at all the awesome features both offer means actuality have understanding how to use them, which you'll get after you already miles deep in the adventure :)

frosty bloom
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He said I always wanted to start making my own 3D RPG game, which means researching which engine is better in the long run is worth it. Now I'm not saying either is better but choosing an engine isn't the same as picking todays dinner

somber condor
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So is it possible to "Collapse all folders" in Content browser's source panel ?! It's messing up my OCD mind everytime I navigate through dozens of folders ...

grim ore
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possibly use alt or shift when clicking on the arrow next to the folder?

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nope looks like there is no default collapse/show all =/ I take that back, shift shows all but doesnt collapse all lol.. FFS I take that take back back.. shift does both lol. Kinda got to let go of shift when checking if it collapsed all or it opens them all back lol

proud pine
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Research is good, but to build a space ship... Agh, I mean 3D RPG you need to know rocket science (general game building) before you start choosing who would be the supplier of your engines, right?

grim ore
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nah just start making something and see how it goes

somber condor
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@grim ore lol it's exactly how you described it!! epic should add it to it's documentations

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awkward UX

grim ore
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I know they are planning on it actually πŸ˜‰

plush yew
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Guys what are the possible axis value for mouse wheel scrolling?

thorny cipher
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What's the proper way to destroy a UMG?

plush yew
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range -1 to 1, or?

clear parcel
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Thank you guys for the advices. πŸ˜ƒ

grim ore
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most Axis are normally -1 to 1 with 0 being resting in the middle. No guarantees tho πŸ˜‰

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@thorny cipher I would say remove it from the parent or viewport then set any references you have to that widget to null and it should clean it up in the next Garbage Collection

plush yew
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Yeah, needed a way to reverse the mouse wheel axis

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but since it's -1 to 1 and not 0 to 1 I just multiplied it by -1

grim ore
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Multiply the output by -1 or just change it in your input settings

plush yew
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πŸ˜›

grim ore
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yep it's the common solution for stuff like vertical mouse look as well

spare blade
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When adding cut sequences to your game what movie format is preferred ?

night tide
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fmv

floral lion
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:/ ke * EventName is not possible for bound events to delegates ?

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nvm iam just stupid and wrote the whole time the wrong event name .. forgot an S at the end of the verb ..

chilly gale
plush yew
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@chilly gale i think there's a folder you can delete which will fix that... look for something like that during your google hunt

chilly gale
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thanks

crimson sky
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Hey guys, would any of you know how i can fix this?

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I made a custom cursor in photshop as PNG transparent
when i put it into UE4 as a new widget, the sides have that ugly square line(s)?
like its not fading, you can tell its in a box, any way to sort this?

chilly gale
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@crimson sky do you have an aphla setup in the opacity channel

spare blade
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@night tide mentioned fmv was a preferred movie file format for cut sequences. I am currious can UE handle movie files with Alpha channels ? Also I have heard Bink is a good format too ?

digital anchor
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@chilly gale in case you didnt find a solution yet, open the project sln file, search for UnrealLightMass and right click > build

chilly gale
digital anchor
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im not sure but maybe if you created a blueprint only project there wont be visual studio files

chilly gale
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thats probley it then, I install from the launcher, geesss why doesn't epic have the stuff that needed in the install?, I guess I need to make a dummy C++ project to force the download?

digital anchor
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oh, hes showing on the engine source files, if you downloaded from the launcher you can find on your projects folder, if its also not in there, you can create a C++ class, and it will generate all needed files

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like D:\projects\MyProject

chilly gale
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Its doing a verify right now so I guess I'd better make a coffee lol, do it when it done

rocky kayak
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if a pawn shoots a projectile (another actor), is that pawn the owner/parent of the projectile actor? i'm only wondering because i'm not sure if i have to initially set the pawn as the owner or if it's automatically done by the engine.

digital anchor
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Spawn actor* has a Instigator input, its the "parent", there is also a Owner input, used for replication and visibility

rocky kayak
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ah okay

livid haven
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There are three somewhat related concepts involved there

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Outer, Owner, and Instigator.

kindred shell
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hi

livid haven
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Instigator is very much a gameplay concept and has to do with who is "responsible" for anything that happens because of this thing - it's intentionally broad. The obvious uses are that a weapon should set the projectile's instigator to be the thing that fired the weapon.

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Outer has to do with the Object system and which object contains other objects - it ties their lifetime together.

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Owner is specific to Actors, although Components also have an owning actor referred to as the Owner.

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I believe ownership is actually used to handle network replication through actor channels? That part I'm a bit less clear on.

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For Components, the Outer and Owner are the same.

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For Actors, I'm pretty sure the Outer is the world. The Owner can vary.

plush yew
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Isn't this supposed to be like a for loop?

worn granite
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no

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its meant to be called repeatedly over time - like on tick

plush yew
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Yeah

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Aka a for loop with a timer

worn granite
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aka no

plush yew
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until it reaches the target value

worn granite
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Yeah but you have to check it.

plush yew
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Well, wtf am I doing wrong with my zooming xD

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Isn't this supposed to keep going until it reaches the designated value? (aka current+200 or 325)?

worn granite
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There are several ways you could improve this, but is the component moving at all?

plush yew
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Yeah it is moving, but like 20 x values, not 200 like it's supposed to

crimson sky
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@chilly gale yep

worn granite
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Try using a known starting location to derive the target location - you still do need the current location but not for the target location only the interp

plush yew
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I don't get it lol

grim ore
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for example you are telling it to go 10% from the current camera location to the new location every time that is called as an example

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so instead of 10% each time from the original to the new you are telling it to go 10% form the current to the new

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the current is always moving so you will never really go from start to end doing it that way

sudden agate
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@plush yew you have to call this function in Tick for example.

grim ore
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plus we can't really see what is calling camera zoom as well so that could be just triggering on a scroll wheel scroll or you could be calling it every tick or in a timer or a timeline

plush yew
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This is all I have currently

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Still no "smoothness" like I am trying to achieve

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Just static movement on the x axis

worn granite
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Well you're stull just using the current location.

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Save the location on begin play

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use that.

sudden agate
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yep, you are setting the Start Camera distance to always the same value before you lerp ()

plush yew
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And what is setting it to the same value?

worn granite
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float TargetCameraLocation = FMath::Clamp((AxisValue * 50) + StartingLocationAtBeginPlay, -50, 350)

plush yew
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which blueprint?

worn granite
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rn you are

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in the graph

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that function

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I mean, its not the same value.

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But it doesn't actually do what I'm suggesting.

plush yew
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I am totally confused idk why lol

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This was so much easier with pure code in pure C# without any engines xD

worn granite
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basically if you want it to move within a given range from where you started, this will never work.

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You're using its current position

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So you can only move X distance from its current position

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So, it'll interp forward from its current position, but it will continue to move forward until you stop zooming

plush yew
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ehm

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it's not moving "forward" rn

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It just does like 20xAxis movement and then stops

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in one move

worn granite
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Are you calling it over time?

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How are you calling this function

plush yew
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Isn't this supposed to take care of "calling over time"

worn granite
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how would it

pallid compass
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my BOI

worn granite
plush yew
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Dude seriously, in short:

worn granite
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how does this function get called

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look if you're tired of me, I'll shut up

pallid compass
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Play nice immutable he is super new

worn granite
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my bad for trying to give you some advice that isn't "oh do this here's your gift wrapped solution see you in 40 min"

pallid compass
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ImmutableLambda = very knowledable, but also master of sarcasm

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omg

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Basically he is asking you how you are calling the function

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as basic as that sounds

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What is calling Camera Zoom.

grim ore
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when he scrolls the mouse wheel it is calling it, he linked that a few pictures up

pallid compass
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MathewW u got a tutorial video

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on mouse zoom in and out?

worn granite
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Thanks

plush yew
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float currentXPosition = camera.GetCurrentXPosition();
float targetXPosition = currentXPosition + targetXPosition;

while (targetXPosition > currentXPosition) {
currentXPosition++;
}
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I don't get it why this is supposed to be so hard with blueprints

grim ore
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your not using a while loop in your blueprint if you are trying to copy code -> BP 1:1

pallid compass
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That is not Lerp in c++

worn granite
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Ok, so if you're only calling it once on an event, you should move the call to this function elsewhere.

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Set a flag or something - bNeedsToMoveCamera

pallid compass
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Guys i hate to interupt but

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you know the spring arm has this built in right?

worn granite
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then on tick you call this function.

pallid compass
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theres a smooth delay option

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built in too it

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for scrolling and shit

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well its called LAg

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also wth, ur stuck on bp but know c++?

silver crown
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It's C#

pallid compass
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also that snippet of code only shifts the positon in a hard manor

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there is no lerp or smoothing to othat

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thAT

silver crown
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tbh that snippet is kinda funny

plush yew
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one async function and you have it smooth..

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I am seriously just tryint to achieve scrolling "over time"

pallid compass
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imo taking it to be async seams abit over the top

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why dont u just do something like

plush yew
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@pallid compass Still easier than those fucking blueprints xD

pallid compass
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or maybe its the fact that u have no idea wtf u are doing

plush yew
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Well, I don't

pallid compass
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Give me a moment

plush yew
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I'm trying to understand, but can't

pallid compass
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il ship something up and annotate it in bp quickly to give you an idea

silver crown
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What are you trying to do again @plush yew?

plush yew
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REDTCFVYGBUHNIJ

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Mkay, so I am trying to achieve this "smooth camera zooming"

grim ore
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I did post a thread from the forums that has a few different ways of doing camera zoom. One of them is similar to what you are trying to do and shows using Event Tick to control the interp.

plush yew
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I just want to understand why this way doesn't work..

grim ore
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I would personally just be super duper lazy and use a timeline with a 0-1 float on it to drive the interp so it's fire and forget plus you get a fun curve you can play with to get any effects you want on it (pop in/out, etc.)

plush yew
grim ore
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the reason it won't work is because your "code" uses a while loop and your BP does not.

plush yew
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This thing runs 0 once then 1 once, right?

grim ore
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it will do that correct

plush yew
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okay so here

grim ore
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then 0 sets your start and end goal for your camera

plush yew
pallid compass
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its nearly done for u fam

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alot cleaner than that

grim ore
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then 1 moves it ONE time to your goal X amount based on your interp float

plush yew
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  1. It sets the target to current +- 50
grim ore
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your interp only runs ONE time each time it is called. 1. It is called 1 time when you scroll the mouse.

plush yew
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  1. it sets start to current
grim ore
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this is the part you keep glossing over

plush yew
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oh

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then..

worn granite
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I've an idea.

plush yew
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wtf is the point of it xD

worn granite
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I never ever thought I'd link this.

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Sec

plush yew
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or better, how to make it not be called once

grim ore
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an interp is to give you a value between X and Y based on Z

rocky kayak
#

ack my on hit events aren't triggering half the time. i'm simply shooting a ball at chickens and half the time it runs my apply damage script and others it simply pushes them aside without even calling my "event hit -> print string: hit!". does event hit need to have a minimum velocity? i dont think thats the case even if so.

grim ore
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if you change Z over time from 0 to 1 you will end up getting your output value to go from X to Y over time

pallid compass
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There u go, an example of how to handle it.

plush yew
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okay, so what I need here is something that repeats the interp

worn granite
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I thought this was the most pointless thing ever.

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But

pallid compass
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Obviously u wouldnt do it on tick, u could do it on a Axis input for mouse wheel

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That make more sense?

grim ore
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lol @worn granite I was going to suggest it but I figured it might be harder to set up than just fixing his BP.

pallid compass
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Also tip, go look on Mathew's channel and watch video on Finterp or Vinterp

plush yew
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okay, I understand

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finally..

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jeez

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I was 101% sure that the finterp had a repeat function by itself

pallid compass
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Dont assume the framework from 1 engine run's the same in another engine

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well its not a function, its a pure i guess

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Thats prob not even the right word for it

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If there is no white in and out pin's then its a math / helper / do something, if there is white then its a IL DO A IMPORTANT THING

plush yew
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so, last thing

pallid compass
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@worn granite man

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actually i dont know how to explain it

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u can prob do it lmfao

plush yew
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what's the difference between finterp and a float+float and a condition <=>

worn granite
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eh

pallid compass
#

Explain the difference between pure and non pure bp function's

plush yew
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since based on the functionality I see here, it's exactly the same 😐

pallid compass
#

Im not even sure the right word for it

worn granite
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There's some calculation inside the node to give you an output based on rate and delta time.

grim ore
#

pure functions are ones that are under 18 and have not met the right partner in life yet.

worn granite
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And in some cases, an ease function.

pallid compass
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omg

worn granite
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@grim ore is correct

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on the wedding night, nodes gain white pins

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look into K2_WedNodes::NightOf but do it on your own time

pallid compass
#

Jesus christ

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on another note, my dungeon algo is sickkk

digital anchor
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lmao

plush yew
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I'm so fucking happy

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you have no idea

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This is the "hello world didn't crash after you added your first command-in" feeling

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Final

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Thanks a lot ❀

pallid compass
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well

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i wouldnt adjust the camera location

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id just adjust the length of ur camera boon/arm spring length

plush yew
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Tried, but it didn't really work well with my first person perspective when you're rotating the camera and body when looking around

pallid compass
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ahh fair enough then, good too see it works

dense patio
#

Anybody else notice 20fps hit or so every few seconds in editor?

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since new update it does this, every few seconds, 20fps hit then back up to perfect

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happening on clean/fresh projects, so not code or shader related

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on the newest graphics drivers from nvidia as well

safe rose
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@dense patio a lot of folks are

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1070ti here

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Just keeps getting worse and worse with each new update

dense patio
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figured, well its good news its not just me, bad news is them πŸ˜›

silver crown
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If for some reason shadow play is enabled (even if inactive), disable it

obsidian nimbus
#

go back to 4.7 and lets talk again πŸ˜›

clear parcel
#

I need help with a problem I am having. I made plane mesh with texture, and it only show textures on one side and goes invisible when look from the other side. Trying to make something like a plant with leafs card.

silver crown
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@clear parcel That's because the material isn't double sided

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There's a checkbox in the details

clear parcel
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ohhh thank you so much

zenith flower
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So I know about the Kill -Z, is there a Kill +Z? I'm going for a space to planet transition, and if I spawn my character really really high, it will spawn and disappear really quick, like kill -Z kicked in... 😦

silver crown
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How high?

kindred viper
#

its the absolute of kill-z

zenith flower
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so Kill Z goes both ways?

kindred viper
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yeah the map is a cube based on the kill z

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im not sure if there is an event for the absolute of kill-z but I would guess there is

zenith flower
kindred viper
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or it gets handled the same way

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you can negate all that with peristent world if its causing you issues. Simply use world composition to extend your playable area. it will really help when you run into floating point issues too

zenith flower
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So I set the kill -Z to be way higher than my spawn point in "space" and it still kills my character

silver crown
#

World composition helps for float issues?

kindred viper
#

yeah in a space game, when you get so far, you simply rebase world origin

silver crown
#

But that's not world composition right?

zenith flower
#

Well, its just the beginning, players start at a drop ship, and drop to "earth"

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I won't need rebasing

kindred viper
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I would probably look into the method they used in Fortnite to drop down. They had some nice tricks from what I remember.

zenith flower
kindred viper
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it was kind of faked but very well done

zenith flower
#

Google search is of no help for this

drowsy fox
#

hey guys i have an issue deploying my project to android, it says last minute that it is missing something

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GameCircle Is Not Enabled. Removing GameCircle Files
LogPlayLevel: Copying permission_library directory to staging before build
LogPlayLevel: Directory C:\Program Files\Epic Games\UE_4.18/Engine/Source/ThirdParty/AndroidPermission/permission_library copied to C:\Users\liife\Documents\Unreal Projects\MobileSurvival\Intermediate/Android/APK/JavaLibs/permission_library
LogPlayLevel: ====5/2/2018 9:42:23 PM====UPDATING BUILD CONFIGURATION FILES====================================================
LogPlayLevel: ERROR: System.ComponentModel.Win32Exception (0x80004005): The system cannot find the file specified

silver crown
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@zenith flower have you unticked "Enable world bound checks"?

zenith flower
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I guess I could do a temp script that unticks it during the "drop" and checks it back when all the players are below the threshold...

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Yea it works...

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Thanks

silent narwhal
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Hi, does anyone know of a pack of "plug and play" shaders for UE4? Or a good decal layering system maybe. Anyway something to blend several materials. All kinds (displacement, alphas, emissives etc....) I'd like to focus on my environments

zenith flower
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Your back slashes looks screwed? @drowsy fox d to C:\Users\liife\Documents\Unreal Projects\MobileSurvival\Intermediate/Android/APK/JavaLibs/permission_library

drowsy fox
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i noticed that too, what would cause that?

zenith flower
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a hardcoded reference that you typed using the wrong slashes

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/Android/APK/JavaLibs/permission_library

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should be \

drowsy fox
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i havent hard coded anything :\

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especially not any references to that folder

zenith flower
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how about /Engine/Source/ThirdParty/AndroidPermission/permission_library

drowsy fox
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ill look for that

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i have that file, not sure where android references that though

zenith flower
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how did you install the sdk?

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And how did you link that with ue4?

drowsy fox
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using codeworks

zenith flower
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well, its related to permission_library

grim ore
carmine wind
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guys does someoen know how can i add the time of were you live in a widget so people can see the time it is in were they live

drowsy fox
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i believe theres a location plugin

carmine wind
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sorry if you see i have a bad english lol but its nto my official language

drowsy fox
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im looking into which version i have @grim ore

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the latest isnt good

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?

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mer how do i get 1r7, i have 1r6 and the dropdown doesnt show 1r7..

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ill see if its on the site

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thank you

carmine wind
grim ore
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I have 1r6 and it works fine here. I was just linking what someone else posted and their fix. It's possible installing it somewhere else fixed it as well and 1r7 was just a placebo fix.

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I literally just nuked my android test project or I would check to see my settings 😦

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about the only thing I can think of that is different is I have SDK 24 installed and using that and it looks like your using 19

drowsy fox
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its alright i appreciate it :\

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im actually using 23

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localization is used for translation i believe; isnt it?

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search in all plugins and type "location" and youll be given a few options

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@carmine wind

grim ore
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your settings above show your using android-19 for the NDK tho

livid haven
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Localization means to make changes to a thing so that it is friendlier for a particular locale. Part of that involves "translation", yes.

drowsy fox
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should i use l

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"latest" instead?

carmine wind
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o

grim ore
drowsy fox
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ill try launching with matchndk

grim ore
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@carmine wind if you want you can use the NOW blueprint node to get the current date/time

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if you look at the Math -> Date Time section of the blueprint nodes there are ways of working with the date time objects as well as "Now" getting the current local date and time and "UtcNow" getting the UTC version of that

drowsy fox
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so smart

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also, still failed haha

carmine wind
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ooo

drowsy fox
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ill try 1r7 i guess

grim ore
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aww

carmine wind
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all make a bow to matheww

grim ore
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lol I realized I had not covered the Date Time nodes yet so it's a win for me

drowsy fox
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haha i can definitely appreciate help

grim ore
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yep built out a new android file with 1r6 without issue. I am curious what else might be busted on your side.

drowsy fox
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hm..

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i installed jdk without rebooting.

grim ore
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this is what I get after your crash part UATHelper: Packaging (Android (ASTC)): Copying permission_library directory to staging before build UATHelper: Packaging (Android (ASTC)): Directory C:\Epic Games\UE_4.18/Engine/Source/ThirdParty/AndroidPermission/permission_library copied to C:\Projects\UE4\EditorOverview\Intermediate/Android/APK/JavaLibs/permission_library UATHelper: Packaging (Android (ASTC)): :permission_library:preBuild UP-TO-DATE UATHelper: Packaging (Android (ASTC)): :permission_library:preReleaseBuild UP-TO-DATE UATHelper: Packaging (Android (ASTC)): :permission_library:checkReleaseManifest UATHelper: Packaging (Android (ASTC)): :permission_library:preDebugAndroidTestBuild UP-TO-DATE

drowsy fox
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that could be it?

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i dont get why yours isnt messed up..

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well, more or less why mine is messed up lol

grim ore
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I take that back as I had a filter on still lol UATHelper: Packaging (Android (ASTC)): ====5/2/2018 7:21:07 PM====PREPARING NATIVE CODE================================================================= UATHelper: Packaging (Android (ASTC)): On build machine. UATHelper: Packaging (Android (ASTC)): Fixing minSdkVersion; NDK level above 19 requires minSdkVersion of 21 (arch=armv7) UATHelper: Packaging (Android (ASTC)): Copying permission_library directory to staging before build UATHelper: Packaging (Android (ASTC)): Directory C:\Epic Games\UE_4.18/Engine/Source/ThirdParty/AndroidPermission/permission_library copied to C:\Projects\UE4\EditorOverview\Intermediate/Android/APK/JavaLibs/permission_library UATHelper: Packaging (Android (ASTC)): ==== Writing new GameActivity.java file to C:\Projects\UE4\EditorOverview\Intermediate/Android/APK\src\com\epicgames\ue4\GameActivity.java ====

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that's the real log

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maybe you don't have write permission for some reason to your project?

drowsy fox
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impossible lol

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im reinstalling nvworks

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i installed it at a friends house and had stopped all processes and selected which ones i wanted myself

grim ore
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it's weird your next part before the crash is updating build configuration and I never get that in my log at all

drowsy fox
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so im letting it do its thing this time as im sure that wasnt good for the process

grim ore
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yeah maybe just a bad install

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lol I also have another NDK (13) installed and still no issues here. If anything it should have broken it lol

zenith flower
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Also, were you installing as admin, or regular user,
are you on windows or linux ?

drowsy fox
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windows as an administrator account

zenith flower
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well there are two types of "admin"

drowsy fox
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im the main and only account on my computer lol

zenith flower
drowsy fox
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i give it permissions when i run the installer, should i restart it with admin checked?

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i never realized that would be vital someday lol

zenith flower
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Sometimes, if you install stuff under "super" admin, and run apps without "super" it can't write to the installed folder, because "super" owns it

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I would try installing without special admin

drowsy fox
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i didnt install with any special privileges :\

zenith flower
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So you didn't run it as administrator?

drowsy fox
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no, just from my administrative account

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:\

zenith flower
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thats not the same thing

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but okay

drowsy fox
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i didnt run it as administrator

zenith flower
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What are you permissions on this folder?
C:\Users\liife\Documents\Unreal Projects\MobileSurvival\Intermediate/Android/APK/JavaLibs/permission_library

drowsy fox
zenith flower
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thats for SYSTEM

drowsy fox
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they are all the same hold on..

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i knew you were going to say something

grim ore
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keep in mind with the way the UE4 log works you could be chasing a dead end. Just because the error comes after the line (which does say copied btw, not copying) does not mean that line is at fault.

steady sequoia
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Oh no

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I just realized

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Why does the game jam have to overlap with Mother's Day 😦

grim ore
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because they want you to have someone to do the jam with

zenith flower
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Okay, so lets look at the other guys log, and assume it got stuck there:
UATHelper: Packaging (Android (ASTC)): ==== Writing new GameActivity.java file to C:\Projects\UE4\EditorOverview\Intermediate/Android/APK\src\com\epicgames\ue4\GameActivity.java

steady sequoia
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Yeah...I love my mom and all but I don't think she's too great at making games lol

zenith flower
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Make sure you have permissions, on the folder and the file in it

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Intermediate/Android/APK\src\com\epicgames\ue4\GameActivity.java

fallen urchin
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Hi everyone , wanted to know if its possible to load 3d model in run time

zenith flower
grim ore
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"Hey mom how is that art coming along? we got 3 hours till we have the submit!"

zenith flower
drowsy fox
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once nvworks finishes up im going to take a solid look at packaging again

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:\

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@fallen urchin not sure what you mean by that, if you mean what you said then yes... lol

fallen urchin
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@drowsy fox I meant I have a server which can send me files, I need to download this 3d model from that server , unpack it and then use it in my game,

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I want to know from where I could start

drowsy fox
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uh

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hmm

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that im not sure about lol

fallen urchin
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any directions

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:/

drowsy fox
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thought you meant literally visually seeing a 3d model in a game that wasnt visualized two minutes ago lol

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not one downloaded at runtime

grim juniper
drifting bough
sudden agate
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So

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When accessing Component of the Owning Actor in Event Blueprint Initialize Animation in an AnimBP, you get an Accessed None, although they shouldn't in my opinion.

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Have a guess what the answer from Epic is.

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Yes. Accessed None for accessing Components is by Design in a Blueprint that has these Components

wary wave
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Initialize Animation is probably done during component initialisation, so there's no guarantee the component you're trying to access is ready

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so I would say this is by design

sudden agate
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the thing is: Sometimes it works, sometimes it doesnt.
There is no prediction

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How should I access a component in Init Anim then?

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a delay of 0.2 is already too late

wary wave
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you wouldn't, you'd need to work another way

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and yeah, sometimes it'll work because the component you want has been initialised already, and sometimes it won't because the opposite

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it's literally pot luck

sudden agate
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imo it doesn't make sense. The SkeletalMeshComponent should be initialized, that's right, but not the animation. The animation should be initialized after beginplay/component init.

wary wave
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it's initialised during mesh component initialisation

grim juniper
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The new Depth of Field coming in 4.20 is really good looking

sudden agate
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@wary wave it means that you actually cannot initialize the animation.

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it works for ACharacter-based pawns because the Components are already initialized via CDO I guess.

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For ever other Actor, you cannot initialize the Animation because the every single component is potentially uninitialized

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I can access ACharacter Components (Mesh, Capsule, CMC) with no problem. "New" Components cannot be accessed

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in reverse it means that the Animation of an empty actor with "new" Components cannot be initialized

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which also means we can only initialize animation of ACharacter

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lol

honest vale
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@grim juniper what's new about it?

steady sequoia
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I'm no expert on this but is the improvement that the new one looks less like pastel crayons and has smoother blur?

grim juniper
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Actually, here's some better comparison shots

plush yew
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pee pee poo poo

grim juniper
sudden agate
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the new one doesn't have this outline-blur, right? in current DoF Meshes are blurred along their outline (blur doesn'T go further than the Outline)

plush yew
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finally starting to look like how cryengine looked for the past 5 years now πŸ˜ƒ

sudden agate
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neat

steady sequoia
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Oh yeah new one definitely looks a lot nicer

grim juniper
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It looks a lot better with how the blurred foreground blends with the stuff in focus and in the background

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It's supposedly better performance wise too, but I haven't tested that

wary wave
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found a bug \o/

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you can't find references to variables of type Data Table in all BPs

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it doesn't find them

brittle gulch
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Hi! I see that there's a live stream today called Animation BLueprint Setup & Walkthrough Part 2. Where is the Part 1 please?

cloud cobalt
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So, wondering about the timeline of Blueprint actors with components. I'm spawning a Blueprint actor from C++ with SpawnActor(MyBlueprintClass), and immediately access its VerySpecialComponent, a component declared in C++ and "filled" with settings in Blueprint. VerySpecialComponent is NULL at that time, though the component does exist.

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Is that normal, or should I be looking for a bug in my code here ?

vale osprey
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@cloud cobalt I think this is normal, when working with components in terms of references I always have to do it on BeginPlay of actor

cloud cobalt
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Okay. It worked well when the actor was just the default C++ class, no Blueprint involved, so I suspected it was BP related

vale osprey
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Yes, BPs have different order of component creation, like their constructor event is not the same as c++ actor constructor

cloud cobalt
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Great. I'll move the stuff to BeginPlay then. Thanks !

dark sparrow
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@brittle gulch i believe it is on unreal engines youtube channel. do you have a link for part 2?

brittle gulch
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@dark sparrow I don't yet, the live stream is tonight (at my place)
I searched the same title on their YT channel but I didn't get any result. There are other Animation Live trainings though.
I suppose the one you sent me is the part one? Not sure.
I was wondering if there isn't any other place where live streams are posted? (Like twitch or something)

sturdy star
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hello friends, we just tried building custom engine from git, our designer (offsite) has tried downloading the engine but when launching gets this error and a failure to opent he engine: https://imgur.com/a/FU9xyQM

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the folders and files exist on disk and in perforce, does anyone has any ideas what could cause this?

whole quarry
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I didnt knew that OnlineSubsystem was a plugin

sturdy star
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the message doesn't help much because i can't find it as a plugin at all

frosty copper
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πŸ€”

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is it not listed inside the editor?

paper kernel
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are the plugins included on sourcebuild?

languid shard
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@wary wave what's your process to find this bug ?

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we're using data tables a lot, I don't remember having this kind of situation

sturdy star
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@paper kernel yeah the plugins exist

whole quarry
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@grim juniper that is a very nice blur!

chilly gale
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Has anybody gotten any of the Paragon Characters working with Advanced the Locomotion System asset?

wary wave
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@languid shard - in one BP I have a variable of type Data Table

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if I do a 'find references' on that variable, it will find it inside that BP

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if you search globally, it will only find references inside that original BP

languid shard
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hmm

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weirdstuff

surreal viper
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did anyone experience any serious issues with 4.19? I'm not sure if I should update from 4.18 or wait a bit more for fixes πŸ€”

cloud cobalt
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No serious issue on my side. We've been shipping it for weeks

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Only issue was the profiler in 4.19.1 (fixed now)

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We actually had a random crash in 4.18.3 that 4.19 fixed so we updated very quickly to it

ancient obsidian
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4.19 had a problem with class-type wires being broken in BP, but it got fixed in 4.19.1

cloud cobalt
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There also was an issue with material parameter inside material functions, also fixed in 4.19.2

ancient obsidian
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So all looks solid right now, although I haven't been using .2 for long.

surreal viper
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cool, thanks for the info

plush yew
#

hey running into a bit of a conundrum here, I've had our engine programmer look at this and he says its definately unexpected behavour, a simple breakdown of the problem is that inside the animation blueprint, if we try to 'add' to this rotation here, at the end of the rotation animation it always resets to 0

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i do not have this problem in a normal blueprint, and I've actually put a ticket on assembla for the engine programmer to dig in and have this behavour changed, but was wondering if there's some bypass or workaround until epic fixes this problem

cloud cobalt
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@vale osprey So, my crash earlier on spawn wasn't BP-timings-caused

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The Blueprint is actually corrupted - the root component isn't editable in BP (no details panel)

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Creating a new Blueprint with the same base class appears to work

vale osprey
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Ohh wow

cloud cobalt
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Detail pane noped out of there

whole quarry
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What is that Diff thing?

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Never seen it before

cloud cobalt
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Click two BPs, right click, diff.

whole quarry
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It shows the differences or smth?

manic pawn
cloud cobalt
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It compares the component tree and graph I believe

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In any case, sounds like my root component is just fucked now, gonna remake the BP

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And people ask why I use C++ a lot :3

vale osprey
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yeah

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I'm still using BPs but now I start with a c++ scafolding class for shared functions and data structures

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seams to be helping

cloud cobalt
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I suspect hot reload is the culprit

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But again, binary assets, what can you do... No clear diff, can't detect spurious unwanted changes

vale osprey
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I'm never using hot reload

cloud cobalt
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I've used it successfully for literally years without issue, but on this new project I'm doing much more Blueprint stuff too

vale osprey
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one of the last funny glitches I've got is a base c++ function override in child classes

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if you have inheritance like this: A-->B-->C

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where A is a c++ class

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then to override some A function properly in C, you have to override it first in B

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if you don't do that, don't get surprised with overridden function to be called two times or not called at all πŸ˜„

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@cloud cobalt last time I've used hot reload with MMT, I got corruption of several BP and had to just throw away the code

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luckily using git

dawn linden
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@cloud cobalt That bug came up a lot in older versions, but still shows up once in a while. It's generally caused by making changes to component classes at the C++ level, when you have existing BPs based on the C++ class.

steady sequoia
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I think I may have had something similar happen to me too

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Because I haven't used hot reload in forever after it

cloud cobalt
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@dawn linden Yeah luckily that won't happen much, but still

steady sequoia
#

Just overall safer to not use hot reload I think

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It's become second nature to close down the editor before building for me

sudden agate
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@wary wave Regarding the discussion regarding Animation initialization:
Just as I thought: You cannot initialize anything if the Actor is AActor based

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All components are null when Event Initialize Animation is called

worthy fox
#

What’s the color value for a flat normal map?

languid shard
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@worthy fox 128 128 255

worthy fox
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Ty ty

wise heart
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hi, is it true that ue4 uses none of the c++ stl? if so, am i able to start using it without knowing c++s stl, just the langauge features?

wary wave
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a) Yes.
b) Yes.

wise heart
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thanks, oh and lastly

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do you recommend doing that or not lol

wary wave
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doing what?

wise heart
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getting into it without c++ stl experience, would it be helpful or am i fine? (i come from C)

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but i've messed around with the language features before

wary wave
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given that UE4 doesn't even use it, I don't think you'll have much trouble

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familiarity with generic C++ and object orientated concepts will help a lot however

wise heart
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okay great, thanks for your help

wary wave
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no problem

manic pawn
#

the unreal versions of stl things are much nicer than stl too

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for example you don't have any of this begin(), end() nonsense you see so often in stl code

cloud cobalt
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this ^

manic pawn
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better syntax, faster, what more could you ask for :D

languid shard
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what do you guys think about this kind of webapp ?

manic pawn
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sounds like a load of marketing bullshit

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the stream will be much lower quality than playing the game locally, not to mention the latency, which makes it completely unusable for games

cloud cobalt
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it has "cloud" and uppercase in the video title, what more do you want to know

languid shard
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good thing its not meant for gaming πŸ˜…

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gonna review it in the next days, waiting for an access

manic pawn
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not saying it can't work

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just won't be pretty

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and probably expensive, since you now have to rent hardware capable of running unreal games for each viewer πŸ€”

vale osprey
#

@languid shard I've used such service some years ago. It's great for reviewing games and deciding on purchase

languid shard
#

gaikai and such ?

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I'm used that a while ago aswell

cloud cobalt
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Why would you even want to run your work applications remotely in the first place, is something I'll never understand. A basic network outage puts you out of business for as long as it lasts, a contract issue or the company going down breaks it entirely, etc. I kind of understand why people want game streaming (even though it's the most expensive way to play games there is), but for work ? Nah

vale osprey
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when it comes to actually playing them, quality is like watching youtube and there is input lag, but for quite a few games its not an issue

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@cloud cobalt it's like that already in many multinationals

languid shard
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it actually fixes a very, very big shortcoming we have with our demos and shipping em to clients

wary wave
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game streaming bothers me in that normal wireless gamepad latency is bad enough

languid shard
#

clients are dumb as bricks

wary wave
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let alone input latency from your Internet connection D:

languid shard
#

most of the time they want to run 3d stuff on crappy laptops

vale osprey
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there are thousands of companies using google docs, they are not safe from internet outage either

wary wave
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more fool them

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Β―_(ツ)_/Β―

cloud cobalt
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Yeah

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That's stupid too

languid shard
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being able to stream content like that on a website as simple as youtube would be awesome

vale osprey
#

@languid shard for industrial applications this is already used for like last 10 years

languid shard
#

even if there's latency and compression, which is most likely to not even be noticed

manic pawn
#

seems like it would work just fine for showing things to someone on crappy hardware yeah

languid shard
#

what kind of service are you thinking about @vale osprey ?

vale osprey
#

architecture, marketing materials and etc

languid shard
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@manic pawn this is mostly what we do, show stuff to clients :p

manic pawn
#

then it's probably really good

cloud cobalt
#

Yeah if you just want to demonstrate something with high-quality and interaction and you can't provide decent hardware, in that case it might be useful, though really you could also set it up yourself with your server

manic pawn
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they won't notice the horrible latency

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and couldn't run it better locally

cloud cobalt
#

Just don't make that your workflow

languid shard
#

we work with very short deadlines, matter of a couple days sometimes

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supplying the client with decent hardware is near impossible here

vale osprey
#

@languid shard stream results for review of iterations, then ship final in hardware or host somewhere on amazon if you need it remotely accessible as final product

languid shard
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the problem is

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"couple days"

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our clients are total 3d noobs

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mostly construction site managers, the clients who bought the building, stuff like this

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they just want pretty images

vale osprey
#

yeap, just host it somewhere then

#

I think even Vray had this option some time ago

#

or it was there partners who provided such services

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but I wouldn't use specifically that ^ thing, real-time compression of video is pretty terrible

languid shard
#

welp we'll see how it fares

vale osprey
#

do a bit of search, there are different companies who provide such services, not necessary UE4/Unity specific

olive drum
#

hey guy I have one question

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why substance painter textures looks very dark in unreal?

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im using 4.18.3

vale osprey
#

@languid shard btw, I think Nvidia had something for this. It was either Tegra or a predecessor that was showcased for streaming.

languid shard
#

well they have Geforce now that will soon allow to have your own virtual machine

vale osprey
olive drum
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@vale osprey thnx for the info buddy

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for now its to much technical

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and im noob

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hehe

#

can someone please explain me in simple words? πŸ˜ƒ

cloud cobalt
#

Basically, Substance and UE4 are not the same thing, so you won't get the same render

vale osprey
#

and PBR is not a standart

cloud cobalt
#

For example, in the first comparison on that thread, the left scene has heavy environment lighting, the right scene (UE4) doesn't

olive drum
#

its kinda like liner work flow . am i right?

#

I come from progressive rendering background

vale osprey
#

yes, it's kind of like that

cloud cobalt
#

Simply put, the visual look of objects if heavily dependent on the scene. Try adding / removing skylights in a UE4 scene, the result is drastically different because skylights provide smooth ambient lighting that feels super realistic and gives an "outdoor" feel immediately. That's just one thing among dozens.

vale osprey
#

like different software follows general set of assumptions/practices but specific implementations are not the same

olive drum
#

Ohhh okok making some sense now

vale osprey
#

to add to what @cloud cobalt said, the cubemap here is the same HDR but a simple difference in intensity and tonemapping making it look completely different

olive drum
#

what u guy do with this kinda situation ?

vale osprey
#

there is an old guide on how to setup environment very similar to Marmoset

olive drum
#

also I found that metallic surfaces has some drastic changes

#

thnx guys

cloud cobalt
#

Well, it's not that I would do anything in particular. If the UE4 scene your material is too dark with looks a lot like the kind of scene you're going to have in your game, then, change your Substance preview settings to match it

#

if you're doing an open-world game vs a horror game in tunnels or inside a spaceship, you're not going to have the same styles of lighting at all

olive drum
cloud cobalt
#

What I would do is make sure my UE4 preview & test scene matches what the game looks like

#

Then if Substance doesn't look like that scene at all, I'd try changing the Substance settings

olive drum
#

@cloud cobalt yes thats what im doing

#

this is interesting need to digg more

#

what is the meaning of tonemapping

#

?

cloud cobalt
#

Color grading ?

olive drum
#

ohh like post process thing?

cloud cobalt
#

It is a post process, yes, though just one of many

#

I'd recommend looking up everything you come across with in terms of lighting, and experimenting with all settings

#

Lighting is very technical

cursive dirge
#

looks like ACES all over it

#

(new tonemapper)

#

adjust the contrast bit back on post processing settings

#

it should match the looks more

#

if you want that

cloud cobalt
#

That's not what this is about no

cursive dirge
#

the high contrast thing is definitely from ACES

#

it does exactly that

whole quarry
#

My tip is: try all the buttons you can find

olive drum
#

lol

#

I will @whole quarry remco

whole quarry
#

Even the big red ones

cloud cobalt
#

It's not about X or Y being A or B, it's a combination of many factors

#

No magic bullet, lots of hard work

#

The important part is understanding the impact of each lighting tool

cursive dirge
#

well, of course ACES changes a lot more than just contrast

#

what I said will make it look more alike the painter tho

cloud cobalt
#

It's not about ACES at all

#

The Substance scene just has extremely flat lighting to start with

#

The UE4 scene does not

#

Substance screenshot has like zero shadowing at all anywhere on the mesh, and barely visible highlights

cursive dirge
#

why do you deny the affect with ACES? it's enabled, it affects it

#

I'm fully aware that painter uses image based lighting

#

and it probably doesn't match his ue4 scene at all

cloud cobalt
#

Because ACES has tiny effect on this problem. The lighting setup is 99% of the problem.

cursive dirge
#

that's one thing you can play with too

cloud cobalt
#

Tweaking post-processing & tonemapping is a thing, but it should be your last resort

#

Toning contrast way down does not replace proper lighting

cursive dirge
#

just to make a point, this is what happens when you simply add contrast to that painter screenshot

#

well, aces overdoes the contrast

#

this is only reason why I recommend dialing it down

olive drum
#

damn fast

cloud cobalt
#

Sigh

cursive dirge
#

unless you want that effect

cloud cobalt
#

You can have extremely low contrast scene even with ACES

drowsy fox
#

Does anyone have experience packaging apks? I’m having trouble wrapping my mind around how the obb data makes its way to my phone from the apk

cursive dirge
#

I'm not going to keep debating on this, just compare the screenshots and make your own conclusions what has changed

drowsy fox
#

Does it require the direct launch from the pc until I get it in the App Store to handle the obb?

cloud cobalt
#

I won't debate this either, because I really couldn't care

vale osprey
#

I think you are both correct

whole quarry
#

Both are wrong

cursive dirge
#

I've never denied his point on lighting, I actually said painters lighting doesn't match ue4's

#

he just denies ACES being there

cloud cobalt
#

I don't, ACES is just not what you should start with

vale osprey
#

the truth is in the middle - your light setup need to be roughly the same, your materials have to be roughly the same and PP needs to be roughly the same as well

cloud cobalt
#

It's the thing you should end with

whole quarry
#

Guys guys, please fight it out outside

#

Pick a weapon and go for it

cloud cobalt
#

You don't start your lighting work by the very last final step there is in the renderer, imho. That's all I'm saying.

vale osprey
#

technically you can, depends on where you start from

cloud cobalt
#

@olive drum Look at all options & tools, play with it, find what works

cursive dirge
#

but you don't start fixing it after the tonemapper either, if you know it adds huge amounts of extra contrast

#

in ideal case, you could bypass the tonemapper first altogether

olive drum
#

sure guy I will

#

dont fight

#

hehe

cloud cobalt
#

No one's really fighting. People just have different workflows for lighting their scenes.

olive drum
#

thank you

vale osprey
#

You can have a reference in raw format and setup tonemapper outside of UE4, then you would want to match your tonemaper first. We worked like this in different engine. But if you already have "sketch" in UE4, then sure.

olive drum
#

that gave me idea what really happening

vale osprey
#

don't forget that what you see in the level editor and mesh editor are completely different scenes

cloud cobalt
#

You can edit the default scene too now, which is great

digital anchor
#

too bad it doesnt apply to all scenes

#

like particles

vale osprey
#

it's awesome indeed

cursive dirge
#

btw

#

I checked Painters PP settings

#

they disable them by default but they do have optional tonemapper there

#

no ACES in list tho

plush yew
heavy relic
#

not posting in the help channels because i don't currently have a problem

#

but I just wrote some custom character prediction

#

i have no idea how you'd mod anything other than your own compressed flags (you have space for 4) into the prediction state

#

the thing seems completely hostile to extensibility

#

it's 10,000 lines of what

#

and as far as i can tell in all of that there's space for 4 bits extra to be added

plush yew
#

so bored

quasi lake
#

Have a wank

plush yew
#

@plush yew make my material work4mobile

viral herald
#

uhh guys

#

something is acting up with my model

#

i have a bow with some animations

#

though when i try to upload it, the animations are empty

#

one second while i take a gif

#

here it is before exporting

plush yew
#

@plush yew I don't really do coding stuff, I do design stuff x'd

#

design that blueprint material bb

#

Not that kind of design

#

Like, the graphical side

#

and only the graphical side

#

ur making pets cry

#

Wah wah!?

#

the walls containing the material are black on mobile, not reflecting as they are in shader5 shown there. cmon @plush yew yew can dew eeeet

#

i think it's cause mobile doesnt allow for occlusion

viral herald
#

what does this error mean

digital anchor
#

it means a file/folder cant have a name that match any of the following

viral herald
#

but there isnt a file know none

plush yew
#

@plush yew Hmm... I dunno, I don't usually do artistic stuff on Unreal

#

I do level design and textures yea but, my friends do the rest lol

#

@plush yew i still believe in u

wild glacier
#

@viral herald

#

I had the same problem time ago (I rigged too a bow on Blender following the Youtube Tutorial)

#

You have to rename you "Armature" with a different name

#

And when you export the Model you have to pin the "Leaf Bones"

#

(Or something like that, now I'm not at Pc and I don't remember the name)

#

@viral herald

worldly axle
#

@plush yew There's a mobile example

#

with a similar material

#

Sun Temple

plush yew
#

@worldly axle MoooooojooooJojO

empty condor
#

@viral herald those are reserved names on Windows.

#

most of them holdovers from CP/M when it became DOS

#

those are special "device" files that exist inherently everywhere in Windows. in every folder, on every drive. when you copy textfile.txt CON it will copy the contents of textfile.txt to the console, which is the command prompt you're using at that moment.

#

if you copy textfile.txt LPT1 it will send that text file to the printer. well, it used to, when printers were connected to parallel ports.

#

etc.

brisk mountain
#

How do people feel about netcode C++ vs Blueprints?

#

(in the case of a programmer who's comfortable using both)

#

Just getting started with networked code, and it seems like blueprint nodes are more fluent when it comes to replicating variables and functions, and handling events on clients vs the server

#

(but I'm only just getting started, so it's hard to tell what it's like when you get into a full game's worth)

worldly axle
#

I'd imagine C++ if you can do both, you can also convert blueprints to c++ and clean it up after

worn granite
#

There are things that you can't currently do in BP - such as conditionally replicating a variable - and things that are easier to do in C++ - such as packing data.

#

BP is certainly more concise when it comes to what both can do

#

You just check a box or alter a drop down.

#

ezpz

brisk mountain
#

That's a nice summary - I'm primarily a C++ developer, was wondering at first if it'd be easier to just expose stuff to BP and handle networking there

worn granite
#

IF you just wanna build understanding of UE4's network flow BP is probably the better choice at first.

#

But I'd encourage you to also look at the C++ side - you might end up using both.

brisk mountain
#

Yeah, that's what it looks like - thanks a lot! πŸ˜ƒ Definitely helped clear things for me

swift spindle
#

hey all.. in an emergency!

#

when I run my packaged game

#

the screen is all streched out

#

or looks like it's only part of the overall image

cyan merlin
#

Resolutions are different

swift spindle
#

the UMG interface is all streched out also

#

we have not changed the resolution in over a year

#

where would this have been changed ?

grim ore
#

What has changed since the last time you tested it packaged and now?

craggy birch
#

for some reason, the actor destroyed event is called whenever I load the main level from the menu, what's causing this?

#

In other words, my actor is being destroyed when loading a level. Why is this happening?

grim ore
#

is it out of the bounds of the level? is something else asking it to get destroyed? does it destroy itself due to some code?

tame stag
#

isn't it possible to let the player "look through" / switch to a camera component of a different actor`?

#

set view target is only for camera actors not for components..

craggy birch
#

no, checked all of those possibilities. Basically whenever I load the the level via blueprint

graceful grove
#

@craggy birch The only things that survive a new level being opened is the GameInstance as far as I know

karmic igloo
#

Unless you use Level Streaming in which case everything in your persistent level survives.

graceful grove
#

^ what they said

craggy birch
#

So I can't load a new level without my character dying?

manic pawn
#

what do you mean? when you change the map all actors are destroyed

#

makes perfect sense too

karmic igloo
#

@craggy birch You can use level streaming. I have a system set up where it fades out the screen, loads the next level, moves the character, and then unloads the previous level.

#

And it can optionally keep the music playing too.

craggy birch
#

and how would i do that? im a beginner

#

If I were to send you project files, could you do it? I GTG at the moment but could send some other time

karmic igloo
#

You just need to add the individual levels in a parent level and then use Load Stream Level and Unload Stream Level.

craggy birch
#

⬆ definition of jargon

#

imma have to watch more tutorials

karmic igloo
#

I could show you with a screen share or something sometime.

craggy birch
#

ok sure

karmic igloo
#

Just recently did that for creating some postprocess effects for somebody else.

#

Just DM me whenever you have the time.

craggy birch
#

k sounds like a good idea

karmic igloo
#

I should be here all day.

craggy birch
#

I'll DM tomorrow

karmic igloo
#

Okay.

craggy birch
#

πŸ‘Œ

wild glacier
#

Ok

errant dome
#

Anyone know if you can set the editor viewport to a set rotation ?

karmic igloo
#

@errant dome You can use the orthographic views, but that might not be what you're looking for.

errant dome
#

My game is setup on different axis to make the nav mesh work with my 2d game, every time I debug I have to rotate my camera view and rotate everything I add to the world.

karmic igloo
#

Well if it's 2d then use the Orthographic viewports. You can look from any axis, positive or negative.

errant dome
#

how do I do that?

karmic igloo
#

Click on the thing on the top left of the viewport that says "Perspective".

#

@errant dome

errant dome
#

thats already set

#

and still the editor viewport gets flipped around every time I debug

karmic igloo
#

It's set to what?

errant dome
#

"Perspective"

karmic igloo
#

Set it to something else.

#

Like "Top" or "Front".

errant dome
#

topview works

#

but i still get shity grid

karmic igloo
#

What's wrong with the grid?

errant dome
#

and when i place things in the world is half as backwards

plush yew
#

anyone see a link for the sun temple project?

errant dome
karmic igloo
#

@plush yew Go to the Learn tab, scroll down.

plush yew
#

got it thanks. i was looking in marketplace

errant dome
solar eagle
#

does someone know how can I turn off a looped animation that I imported from Mixamo?

karmic igloo
#

Well it automatically sets the camera position if it's in perspective, but I think there's a setting to turn it off.

errant dome
#

where is this setting i've been looking all over the internet for it

winged crypt
#

if I 'remove local content', will it only clear my vault cache or will it affect assets I've already imported into my projects?

#

the cache dir was on my SSD, I just changed it but need to free up that cache space

karmic igloo
#

@winged crypt It will just delete the vault cache.

winged crypt
#

Great, thanks

karmic igloo
#

You can remove local content and keep all the projects.

karmic igloo
#

@errant dome Found it. It's under Level Editor - Viewports/Look and Feel. it's called Use Camera Location From Play-In-Viewport.

keen parcel
#

anyone know if the licensing extends to these assets being used outside of cryengine?

#

i remember there being a similar deal on a couple of years back where only some of the assets were legally allowed to be used in external engines

tall pendant
#

its says for use in CRYENGINE projects. So no you are not allowed to use them in other engines.

keen parcel
#

thanks for clarifying @tall pendant

steady cipher
plush yew
#

is unreal viable for indie devs at this point?

safe rose
#

@plush yew Seems to be

#

Plenty of Indies here

#

Doing amazing things

plush yew
#

i'm considering switching from unity

brisk mountain
#

Might depend on your definition of "indie" though

#

although even for really small projects it works just fine

safe rose
#

That's not the question

plush yew
#

i have no idea where to start learning though

safe rose
#

If you don't like Unity, try Unreal

#

If you don't like Unreal, try GameMakerStudio 2

#

That's the wonderful thing about GameDevelopment. So many tools at your disposal

plush yew
#

i don't like GM

safe rose
#

That's not the point

plush yew
#

i like some parts of unity but unreal seems to have a slightly better toolset

brisk mountain
#

are you a programmer? or primarily something else?

safe rose
#

Play around with all the engines available for ya

plush yew
#

yes

#

but i've not done C++ before

brisk mountain
#

haven't used unity myself, but from what I've heard from converted devs, UE4 has a way better toolset

safe rose
#

hmm

#

Nah

#

Unity's got a few legs up on UE4

#

But not going to turn this into Unity vs UE4 debate

brisk mountain
#

at the very least, it comes pre-packaged with stuff that you'd normally have to spend a fairly heft amount (for an indie) on

plush yew
#

either way i've already learned how to use unity and i'd like to see if unreal is a better fit for me

safe rose
#

It doesn't matter what engine you use, as long as you know how to use it

#

That's the best way to put it

plush yew
#

only problem is i don't know C++ and i have no idea where to begin

safe rose
#

So, go with whatever you feel will be most comfortable

#

What languages do you know ?

brisk mountain
#

well it's free to try it - you can always start with BP example projects and work your way down to the C++ if necessary

plush yew
#

Lua, C# (to an extent), Dream Maker, and ofc i can use other scripting languages like python which come naturally with the knowledge

safe rose
#

You could try out UE4's Blueprints then

brisk mountain
#

You can get a lot done with blueprints, and with a general understanding of programming you'll have no problem using them effectively

safe rose
#

See if you can get the hang of it and enjoy it

#

If not, move on to something you do

plush yew
#

blueprints seemed really complicated already last time i checked them out

safe rose
#

Basically, don't waste your time asking questions that no one but you can really answer

plush yew
#

there's just so many options and i have no idea where to start

safe rose
#

And don't waste it if you are not enjoying the engine you are developing on

plush yew
#

ofc

safe rose
#

Start at the beginning

plush yew
#

and where is the beginning

safe rose
#

Google: Engine + Newb

#

or Engine + Starting Guide

#

or Engine + Beginner

#

I don't know, I know if you do that with UE4

#

You'll get a lot of options

plush yew
#

but then i have to choose between tutorials GWshinodunHaaha

maiden swift
#

@plush yew What's your level of experience? How far did you get with Unity? What did you make?

safe rose
brisk mountain
#

Yeah

safe rose
#

Like, that's the first thing that popped up for UE4 + StartingGuide

brisk mountain
#

Fortunately, there's a fair amount of official starter content and example projects

safe rose
#

Yeah, like no one here should be giving you the answer you seek sadly

brisk mountain
#

if you boot up the engine and go to create a new project, you can find one that's similar to the kind of game you'd like to make

plush yew
#

@maiden swift i made a prototype or two with unity but the workflow was a little weird to me and i saw what UE had to offer so i figured i'd see if it clicked any better

safe rose
#

You should find it on your own

plush yew
#

i've worked on open source projects before

#

space station 13 namely

maiden swift
#

@plush yew OK great. What is your primary discipline? Are you more designer, programmer, artist, or a generalist?

safe rose
#

If you have a lot of experience in Unity, why make the switch?

brisk mountain
#

and there's a decent chance of finding an accompanying guide or set of youtube tutorials from the official Unreal Engine channel - they're mostly pretty good

safe rose
#

Like, the grass is not always greener on the other side.

plush yew
#

sort of generalist but my strong point is just programming really