#ue4-general

1 messages ยท Page 234 of 1

safe rose
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I've done both sides, so I know

plush yew
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because if i can use something that works better for me then i'd love to do that

brisk mountain
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Maybe it's not, but it's always worth giving things a try - presumably this is hobbyist, it's not like there's any lost commercial hours in trying out a new engine

plush yew
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^^^

frank escarp
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it depends on the project

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for example, you wouldnt do a multiplayer game in unity

plush yew
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i'm not working on a project that needs to be converted or anything

frank escarp
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becouse unreal netcode is miles ahead

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you also shouldnt do a 2d game in unreal

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as its overkill to a huge degree

brisk mountain
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not to mention the 2d specific stuff hasn't been worked on in a while iirc

maiden swift
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I recommend the Twin Stick Shooter and Intro to Blueprints series in particular.

plush yew
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oh neat, thanks

brisk mountain
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Yeah, I think at least one thing UE4 has going for it

frank escarp
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to be fair, for a pixel art 2d game i would just make the engine myself XD

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not unity nor unreal

brisk mountain
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is the amount of content Epic has put out for it

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both in terms of literal content packs, and guides/tutorials/examples

maiden swift
plush yew
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awesome

maiden swift
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Unity is more bare bones, while Unreal gives you more out of the box. Because of that it can be a little overwhelming, but just start small and focus on what you know you want to build. As the scope of your ideas expands, you'll often find Unreal has a tool to help you out.

plush yew
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yeah i noticed

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the amount of already implemented content is ridiculous

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but i suppose it's a good thing for hobbyists who can't spend time or money on assets

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(like me)

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i can do basic 3d modeling and texturing but not much beyond that

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for assets anyway

brisk mountain
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although for what it's worth, if you do end up wanting to spend money on assets, the options are still open

maiden swift
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I think Unreal is great for hobbyists because there's nothing to lose. Everything is free up front, no subscription tiers to think of. You don't pay Epic until you start selling a product. In that way, to answer your original question, I think it's incredibly indie-friendly.

plush yew
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๐Ÿ‘Œ

brisk mountain
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just look at PUBG, almost every asset in the game was prebuilt to start with ๐Ÿ˜›

plush yew
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yeah i saw that

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i remember people saying "IT'S AN ASSET FLIP LOOK"

maiden swift
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I think the asset flip debate is a bit too black and white. It's more nuanced than most people make it sound.

plush yew
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for sure yeah

brisk mountain
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Either way, there are a lot of assets to work with

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and you can pad out with purchased assets if you want them to release an actual project with

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it's also nice that every time an Epic game dies the assets get released for free, so... there's always the potential for high quality stuff in future

ancient obsidian
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Sounds like a circle of life ๐Ÿ˜ƒ

inner yacht
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can someone tell me why this isnt workin

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I had this before and it did

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Im in 4.192

restive basalt
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Anyone have any idea what could be causing this. Downloaded 4.15.3 source, unzipped, ran setup and generate but when I build the solution this error pops up.

digital anchor
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check the Output tab not the errors tab

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better info there

restive basalt
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It shows me this line is causing the issue but I am mostly a blueprint user...
Edit: In AudioCapture.cpp

inner yacht
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got it i hooked move to set the input

plush yew
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Hey, how would I load a .txt for a material?

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One of the Unreal Engine livestreams included a .txt file for the material.

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Looks like that.

fierce tulip
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copy text

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paste in mat editor

plush yew
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Oh really?

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Thank you!

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Didn't know it would be that simple.

fierce tulip
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might be ue4 version specific though

plush yew
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Ah alright

errant dome
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Hey

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Anyone having issues with Tilesets?

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left click does not properly select tiles

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the clicking is off

plush yew
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does Zbrush export to Unreal Engine?

royal gyro
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can someone unban me from fortnite discord my brother was doing something on my computer and i think i got kicked or ban

fierce tulip
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this isnt an official unreal engine channel so no we cannot

cursive dirge
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heh, it's always someone else

fierce tulip
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ikr

sinful umbra
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wait Fortnite has an official discord? I can only imagine the chaos....

fierce tulip
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do not want to be an admin there

weary basalt
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Me neither, it would be hectic to try and manage lol

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Maybe if Epic was paying me to do it ๐Ÿ˜›

coarse wigeon
grim sinew
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Still no dev-rendering ;-;

safe rose
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neither a dev-nobugs one

narrow pasture
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anyone know why unreal wouldn't be saving screenshots?

safe rose
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@narrow pasture How are you taking them?

narrow pasture
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with the high resolution screenshot tool in unreal

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and with command line

safe rose
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and you looked in your Saved folder?

narrow pasture
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yeah

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its not saving them at all

safe rose
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@narrow pasture version

narrow pasture
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18.3

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4.18.3

safe rose
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You try Execute Console Command ?

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But, pretty sure we were able to take screenshots in 4.18

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using console

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Does the popup come up after you take one?

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Where you can click

narrow pasture
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yeah the popup comes up, it just doesnt save anything to the location is specifies

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it could just be a "turn it off and back on" issue

coarse wigeon
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There are more branches coming btw.

inner yacht
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Whats the best way to make the chrom key material work?

idle sail
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Whats the node where you can input say a grey scale mask with all kinds of values from black to white and out put a range between a seleceted value

safe rose
idle sail
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Nah its not a lerp im thinking of

fluid stag
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you mean clamp

idle sail
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Maybe yeah

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But clamping forces the values to the clamp

fluid stag
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yep

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it's not like BP clamp

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or map range

sinful umbra
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you need to remap the values?

idle sail
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Theres a node that can say take the value 0.5 and above and turn the rest black

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Cant for the life of me remeber which one it was ๐Ÿ˜ฉ

sinful umbra
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you can use the if node

idle sail
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Im trying to avoid IF nodes but the node im probably thinking of has if nodes in the function anyways ๐Ÿ˜…

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haha

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Il find a different way no worries

idle sail
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How do you stop a cosine going into Negatives again?

elfin stream
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run it through a MAX node?

idle sail
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clamp it

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my bad

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lol

elfin stream
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would result in a flat bottom though

idle sail
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Oh ๐Ÿค”

elfin stream
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If your sin is going from -1 to +1

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Just add +1 and it will go from 0 - +2

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If you want a 0-1 sin you would want it to do -.5 to +.5 and add +5 to keep it above negative values and range from 0-1

idle sail
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Mathematics kappa

elfin stream
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addition.

idle sail
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so sine x .5 ?

south ridge
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But what I want sin to go from 1 to infinity

idle sail
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Oh i think i got it

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Yeah multiply .5 then add .5 ๐Ÿ‘Œ @elfin stream you the real MVP โค

elfin stream
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Yeah or add 1 then divide by 2 or multiply by .5

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six of one half dozen of another.

idle sail
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Stupid question here but

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is the devide node different to the multiply node in terms of the mathetmatics behind it?

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and like instruction count

elfin stream
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different behaviors, for instance you can't divide by zero where as multiplying by 0 makes 0.

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Not sure on instruction count but I highly doubt the difference would be something you would notice.

idle sail
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cheers ๐Ÿ‘Œ

plush yew
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its all stretched and shit

whole quarry
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Cant resize it from the borders?

idle sail
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Is there an append vector node with three inputs rather than 2? just curious for the sake of tidiness

plush yew
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@idle sail In the material editor? MakeFloat

whole quarry
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Isnt vector always 3?

idle sail
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Sorry yeah float

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๐Ÿ˜…

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@whole quarry forgive my newbieness

obsidian nimbus
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i think a vector is at least 2, but can go up

cloud cobalt
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Material editor doesn't really have a vector type, it has 2V, 3V, 4V

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The "vector" parameter type in C++ on mat instances is actually a color type with 4 values, too

obsidian nimbus
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a point in 3d space is a 3vector but could also add time or speed

cloud cobalt
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To answer the question, @idle sail you can also append twice, or append to an existing vector

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Chaining three append nodes would make a 4vector

idle sail
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Yeah the make was what i needed ๐Ÿ˜ƒ

obsidian nimbus
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an append string node can have added pins

idle sail
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Is there a different between one minus and *one minus? :S

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sorry maths isnt my strongest

honest vale
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logically nothing

cloud cobalt
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@obsidian nimbus We're talking material editor here

obsidian nimbus
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my bad ๐Ÿ˜›

plush yew
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@idle sail What's *one minus?

idle sail
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Times one minus

plush yew
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You mean *-1?

idle sail
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I think so?

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๐Ÿ˜…

safe rose
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no, there's no difference

plush yew
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There absolutely is a difference...

safe rose
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use a minus when you wanna

idle sail
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Sorry im more of a artist then a programmer, never been my strong suit ๐Ÿ˜“

safe rose
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and a *-1 when you do

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ezpz

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But 4realz

plush yew
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One minus is literally just that: 1 - x

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E.g. 1 - 5 = -4

safe rose
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Just google Mathew W and whatever

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node you want

plush yew
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Multiplying by -1 is 5 * -1 = -5

idle sail
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Making this in unreal

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not quite 100% on what nodes are what but

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going in the right direction i think

obsidian nimbus
plush yew
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Watcha making?

obsidian nimbus
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looks simple and it is, but its da ultimate fps killer ๐Ÿ˜›

idle sail
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Im turning a sine wave into a triangle wave

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so it can lerp between two textures at a constant speed rather then like a sine where it slows in and out

obsidian nimbus
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mine is a volume particle with a flowmap

plush yew
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@idle sail There's probably a simpler formula than what you're doing

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@obsidian nimbus Screenshot?

idle sail
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Probably much simpler ๐Ÿคฃ

obsidian nimbus
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cant screenshot flowmaps, they move and stuff ๐Ÿ˜›

idle sail
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@obsidian nimbus what are you doing it for?

obsidian nimbus
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for great glory ๐Ÿ˜„

plush yew
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Oh I just wanted to see what the particle looks like

idle sail
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Oh im doing one of those CGMA courses on game fx this is total over kill but like

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I started down this path and now wanna figure it out ๐Ÿ˜…

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also my friend wants to see what will happen because he made that chart for me

obsidian nimbus
idle sail
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Interesting

obsidian nimbus
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its the purple stuff breaking the lightshafts

idle sail
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Im not sure what it is ๐Ÿค”

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Enlighten us what are you trying to do

obsidian nimbus
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guess i can record it

idle sail
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If you're not too busy sure ๐Ÿ˜ƒ

obsidian nimbus
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well it will prolly get lost in compression ๐Ÿ˜›

plush yew
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Probably looks better in motion ๐Ÿ˜›

woeful oar
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Is there a way to send network messages that aren't RPCs or replicated variables?

idle sail
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@plush yew that kind of stuff goes right over my head dude sorry ๐Ÿ˜ฆ

plush yew
idle sail
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thanks ๐Ÿ‘Œ

plush yew
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That'll oscillate between 0 and Amplitude

faint cedar
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anyone know if there's a quick way to restart the current streamed level?

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Or do I have to unload and reload it?

idle sail
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๐ŸŽ ๐Ÿ”ฅ ๐Ÿ”ฅ ๐Ÿ”ฅ ๐Ÿ”ฅ ๐Ÿ”ฅ ๐Ÿ”ฅ

plush yew
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I would tell you not to 1 - Time but... it should work anyway

idle sail
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Heh im just being silly trying your way now ๐Ÿ˜ƒ

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@plush yew Nice works perfect thank you ๐Ÿ‘Œ

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Whats the difference between freq and amplitude though?

paper kernel
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how often and how much

idle sail
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Ahhh makes sense yeah sorry

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๐Ÿ˜…

plush yew
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Check the graph I sent to see the effect. f is Frequency and a is Amplitude

idle sail
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Yeah i was playing around with it just took a sec to make sense of it

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๐Ÿ‘Œ

sudden agate
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trigonometric functions 101 ๐Ÿ˜„

winter thistle
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Whoops

idle sail
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All those algebra classes I feel asleep in ๐Ÿ’ค

sudden agate
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I had a lot of fun with the lectures about Fourier series ๐Ÿ˜„

idle sail
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Tbh all this maths seems so much more interesting now its in context of something I want to do

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when you're just reading it off a board its so zzzzzz

plush yew
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Complaint of high school kids: When will I ever use this?

idle sail
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Famous last words man how many times did I say that to my teacher ๐Ÿ˜…

steady sequoia
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Math is amazing

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I wish I had the mindset of understanding things now about learning back then

idle sail
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Its cool they other day I found out its mathematically impossible to make a perfect sphere with only hexagons, there needs to be atleast 8 or 12 pentagons or something

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Mind blown

plush yew
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"Today I learnt that 1 - and * -1 are not the same" ๐Ÿ˜›

idle sail
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Hah, you would think they would add the function to change the shape of the sines

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would be a no brainer

plush yew
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Adding different waves to the material editor wouldn't be a bad idea

idle sail
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Epic ples

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also boys next update is 4.20 ๐Ÿ hahaha

cloud cobalt
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For what it's worth I have a hatred of even basic math. Went to engineering school, got actual zero on one class. Still, for most stuff I get through it by taking my time, drawing plenty of debug stuff...

idle sail
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I did ICT (like a more business focused programming class) and we had to do shit like simultaneous equations and matrices and just all this logic based stuff

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failed it twice then just quit the whole course

obsidian nimbus
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yea busines IT is a drag

idle sail
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Tech art is my kind of jam now though so gotta actually try to learn this stuff

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but its much less of a chour to learn when its relevant

obsidian nimbus
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im pretty good at math. not ryanB shader math kind of stuff tho ๐Ÿ˜›

idle sail
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I dont need to know math, the computer does it all for me right! ๐Ÿ˜„

obsidian nimbus
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you just need to know how to tell the computer what kind of math it needs to do

gaunt raptor
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does anyone know where is fix this ? InstancedFoliageActor_0 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. - Setting something to false sound like c++ to me or no ?

woeful oar
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What if I want to send a network message only to the owner and one other person? It's just impossible without a huge mess of owned objects and references? (netCullDistanceSquared wouldn't help)

plush yew
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Hey guys. I was wondering what you are doing while your computer is building the lighting. Do you just leave it alone and let it work? Do you work on some other stuff in the meantime (maybe Blueprints)?

whole quarry
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@plush yew i let it do its work

plush yew
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@whole quarry so you just do something else entirely meanwhile?

whole quarry
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Yep

plush yew
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Hmm. So I'm employeed and currently I am alone in the office. And I am wondering what I can do while the engine is running things like this. It's only preview settings, but I can't do some things while I wait for it to finish =/

wary wave
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building lighting during office hours is just silly

languid shard
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oh @plush yew , you lurk here too ๐Ÿ˜ƒ

whole quarry
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Clean the kitchen, make coffee,

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Broom the room

plush yew
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@languid shard yes, I do ๐Ÿ˜„

languid shard
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have you tried the GPU lightmapper ?

plush yew
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@whole quarry we pay someone to clean the kitchen and broom the room =/ So nothing to do here

languid shard
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its bonkers

plush yew
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@languid shard hmm don't know. How can I use it?

languid shard
whole quarry
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@plush yew early weekend then :x

languid shard
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Maybe we'll use it for CC, need to wait for it to be completely stable and feature complete

gloomy sandal
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Can someone help with replication?

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Client to server doesnt work :/

plush yew
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@languid shard hmm so I can't use the gpu lightmapper for the project of my work (4.18). But it sounds interesting

languid shard
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I'm having a lot of fun working with it

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since we're using studio we need 4.19 here :p

plush yew
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@languid shard I'm currently not working on CC. I'm doing stuff as a working student with a VR project. It's something different

languid shard
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Still quite interesting :p

cloud cobalt
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It is interesting

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Though really what I want is Epic to port Lightmass to GPU correctly, in a way that works on all GPUs, with all lights

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Closed-source community tool for something as crucial as lighting ? Nope

frank escarp
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the big issue is the closed source part

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that makes that i cant use it

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becouse i use source engines

languid shard
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uh, you can't just overwrite it in source builds of the engine ?

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or is it just a legal question

cloud cobalt
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@languid shard If the author drops the project tomorrow, you'll need to drop the plugin with the next engine update

languid shard
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true

cloud cobalt
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Unless the license is super clear, you also risk the author coming at you for money

languid shard
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you could just rebake it with the OG cpu lightmass though

fierce tulip
cloud cobalt
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"Just rebake it" works if you're really confident the result is the same

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If the result differ, you just need to relight your entire game

languid shard
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hmm yeah

cloud cobalt
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I'm already very suspicious of open-source plugins because they might not be supported forever, and I'm even suspicious of some engine plugins that demonstrated not-so-serious support (looking at you, APEX plugin that broke on Linux)

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UE4 is greatly portable and greatly upgradable, I don't want to compromise that

wary wave
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I've already paid for a plugin once that magically disappeared ๐Ÿ˜

idle sail
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@plush yew How would you make a number that say goes from 0-1000 then once it hits 1000 it goes back to zero?

cloud cobalt
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1000 * abs(sine (time))

frank escarp
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@wary wave fuck instalod

languid shard
wary wave
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also Neofur

languid shard
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do you guys have an idea on how I could invert the Z axis on an HDRI ?

prime grove
languid shard
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hah neofur

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what a joke

frank escarp
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motherfuckers abandoned the unreal plugin, DRM-d it to hell, and went to chase the sympligon AAA money now that sympligon is dead

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im so pissed i actually paid those guys

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the new versions are of an "ask us ;)" license

manic pawn
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how did simplygon even die? wasn't it used nearly everywhere?

frank escarp
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bought by microsoft

manic pawn
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and they just stopped selling it? :v

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I noticed some proxy lod thing in recent engine versions that says it's meant to replace simplygon

honest vale
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didn't they turn it into a service

cloud cobalt
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Neofur is something yeah

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Simplygon, too. Thing was available more than a decade ago and worked well enough, you'd think it would be available to everyone with something like a $100 lifetime license

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Since there's like no need to keep working on it

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But no, it's a 25k$-year service

idle sail
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@cloud cobalt what you typed 1000 * abs(sine (time)) it sines between 0 and 1000 I need to go to 1000 then snap back to 0

manic pawn
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that's pretty expensive

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you want modulus 1000 then

cloud cobalt
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Yup

idle sail
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How to do that :S sorry my maths is the strongest heh

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I would google it but im not sure like what the terms to google heh

cloud cobalt
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Modulo node

plush yew
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Sawtooth wave?

idle sail
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Ye

cloud cobalt
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modulo(Time * X, 1000)

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X being a speed

idle sail
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whats the modulo node called?

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fmod?

cloud cobalt
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mod, modulo, something like that

plush yew
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Yeah Fmod

idle sail
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K let me try figure it out heh gotta get good at turning maths into material ๐Ÿ˜…

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Think I got it ๐Ÿ˜ƒ

plush yew
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I wonder if Lerp(0, 1000, frac(Time)) would be cheaper

pallid compass
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wakes up

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its time

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to PROGRAM

late stream
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Is there any first person RPG tutorials out there that anyone knows of? Everything I can find is third person tutorials.

cloud cobalt
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Take a third person tutorial and move the camera to the player's head

late stream
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Problem is they are heavily focused on animations lol.. but yeah I was thinking about doing that, but that means half the video is fluff to me... May just go third person.. just trying to learn this engine.

whole quarry
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There are never "this is how you make your game" tutorials

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You always need to find the bits and pieces of info you need

idle sail
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@whole quarry Yeah Ive been looking for the "Do my project for me" Button for years, shame on epic for hiding it so well ๐Ÿ˜ฆ

whole quarry
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Its right under the "Make MMO" button

cloud cobalt
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@late stream Then ignore the animation part. The RPG part should be a large part of any thrid-person RPG tutorial ๐Ÿ˜ƒ

idle sail
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Ohh found it!

woeful oar
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Anyone know of a way to send information across the network that isn't RPC or variable replication?

cloud cobalt
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Why wouldn't a RPC or variable replication do ?

whole quarry
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You can try the fax or a mail pigeon?

wary wave
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I'm a bit miffed as to what possible alternative you might want?

whole quarry
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FTP ๐Ÿ˜ฌ

cloud cobalt
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There are options, but they come at a cost, and they'll be much harder to use

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If you're never going to be on consoles you can still use a plain dumb socket in C

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But there's nothing sockets do than RPCs don't do better

woeful oar
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@cloud cobalt I send large streams from a client to the server and then the server sends it back out to everyone (including the client who already knows the information) so I'm trying to cut down on that

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Without having to do a complex system of owned objects and references to everything.

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Socket in C, interesting, I'll have to google about it, thanks!

manic pawn
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But there's nothing sockets do than RPCs don't do better less overhead for sending crazy amounts of data

cloud cobalt
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Sure, but then you also have to reinvent your own protocol, handle errors, etc.

manic pawn
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you can start a level higher though

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instead of making a whole custom socket

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just make a custom channel

cloud cobalt
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@woeful oar Not replicating back to owner is supported in UE4 - COND_SkipOwner

manic pawn
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then you can use unreals protocol, have reliable/unreliable messages, etc

cloud cobalt
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DOREPLIFETIME_CONDITION( Class, Property, COND_SkipOwner);

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If you have huge volumes of data, depending on which kind, you might get lucky (or not) with something else

woeful oar
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Ah, that'll help, but I also want to not send to people who are too far away. I was hoping netCullDistanceSquared would work with RPCs but I guess not.

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Thanks zeb too, you've all given me some stuff to google and point me in the right direction

manic pawn
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if you're sending them as reliable it will always send the rpc

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unreliable ones don't get sent when the object is not relevant

cloud cobalt
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Relevancy would solve the distance issue

woeful oar
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whoah, where is all of this explained?

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I have a hard time finding good information?

manic pawn
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did you read this pdf?

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there's a pdf somewhere explaining all this

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what's it called

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anything that's not in there, I guess you find it out by exploring the source code

cloud cobalt
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@woeful oar My larger point is that what you're doing is definitely not routine stuff that most games need, and there's very probably a clean way of doing it in-engine

woeful oar
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Ah, thanks Zeblote, that'll help a ton!

cloud cobalt
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I'd also be curious as to which kind of data you need to send, because I'm fairly sure there's a way to cut down on the data too

woeful oar
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@cloud cobalt Oh, I know. I'm doing something very very naughty. I'm making a client determined movement system.

manic pawn
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that doesn't sound like a large amount of data?

cloud cobalt
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That's not necessarily a bad idea, either

manic pawn
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just a few things each tick

woeful oar
#

Yeah, it's really not, but I want to cut it down as much as possible

cloud cobalt
#

It's a bad idea for PVP, obviously

manic pawn
#

there's no point optimizing something that's already not a problem tho

woeful oar
#

I plan on releasing it on whatever the Unreal engine asset store is. I'm porting one of my Unity assets.

#

So I want to optmize as much as possible.

cloud cobalt
#

If you're doing it as a store thing, you really want to stick to what UE4 offers, cleanly, in a way that every engine user understands

woeful oar
#

Yeah, I'm trying to, it's rough going. They really dont' want to do things the way I want to do them.

cloud cobalt
#

Your clients might want to ship on the Switch or the PS4 where sockets could be basically outlawed

woeful oar
#

Ah yeah, true. My other option is just a huge mess of owned objects I spawn that handle each of my Syncing scripts I guess.

#

Wait, it has relevancy built in. I think I might be fine going forward.

wary wave
#

client authorative movement with server side validation is pretty normal

cloud cobalt
#

Start with regular engine tool that everyone understands, unless you're an expert of the engine net stack and you know for a fact that something in there is broken. But what you describe sounds both easy and a very low volume of data

wary wave
#

normal replication should be enough for that tbh

woeful oar
#

I already have the asset made. I figured I would learn C++ and Unreal along the way and maybe make some bucks.

#

It's released on Unity store already.

#

@wary wave What's normal replication?

wary wave
#

as in vars and RPCs

cloud cobalt
#

Variable replication & RPC

woeful oar
#

That can be client determined?

wary wave
#

of course

woeful oar
#

Oh, nm

cloud cobalt
#

RPCs are usually fired from the client so yeah

woeful oar
#

I mean replicated vars.

#

I'll have to read that PDF ya'll gave me. I didn't learn much from the Unreal docs.

cloud cobalt
#

Replicated vars are server-to-client

woeful oar
#

Yeah, I thought so. Gonna need client determined vars for sure.

#

Or I guess I could rpc them over and set the server.

#

But I have this whole interpolation back time system like they used to use in counter strike so I don't think it'll work

#

Thanks a ton for the info!

cloud cobalt
#

For what it's worth, every multiplayer game does need the client to send data to the server

#

Whether it's inputs or the actual position is up to you

woeful oar
#

Actual position! Client prediction is a farse!

cloud cobalt
#

The engine give you all the tools you'd want to send data from A to B, run code on client, server, on both, and to replicate data from the server back to everyone - since UE4 doesn't do peer-to-peer, the server is always "special"

#

People have done client authoritative movement, client authoritative physics, regular server-authoritative-with-local-simulation

#

Nothing in there would work better by not using the built-in tools

woeful oar
#

Yeah, it seems like I can do it without sockets. Thanks again for the info!

#

Btw, did you play Grabbles? I used to have a steam friend named stranger and I want to say the icon looks familiar.

cloud cobalt
#

Nope, not me

whole quarry
#

He is the Stranger from Stranger Things

woeful oar
#

Ahhhh

#

lol

ember dove
#

The Stranger rooScared

cloud cobalt
#

I'm actually the Stranger from Destiny, I'll pass by for a few seconds, spew useless nonsense and leave

#

You're welcome

whole quarry
#

Funny, my wife does the same!

cloud cobalt
#

I'm getting married this month, I'll see if that changes how she behaves !

ember dove
#

LMAO

whole quarry
#

@cloud cobalt i know an awesome song to play at the wedding

#

Ita a song from Queen

#

Its called "I want to break free", always a hit at weddings

fierce tulip
#

lol

cloud cobalt
#

That's actually a fairly fun idea

idle sail
#

This question might sound stupid

#

but how do you turn a float in a texture?

#

is it possible?

cloud cobalt
#

A texture is a 2D array of colors, colors being an array of four float values

#

Not sure what you want to do

fierce tulip
#

most time when people ask that they want to use some scalar/float values and feed it to a mat function using t2d

#

in that case, copy the shizzle in the mat function and edit accordingly

idle sail
#

Its hard to explain Ive got a world aligned texture and I want to put this radial pulse ive made on it but

#

I get the feeling if i make the radial pulse world aligned thats gunna look hella weird as well

viral herald
#

hey guys

#

.wav files should upload in unreal easily right?

idle sail
#

I think ive done enough for today anyways il sort it tomorrow

#

night

fierce tulip
#

never tried that @idle sail

#

good luck on it and good night

#

@viral herald yes

viral herald
#

it says there is an error when uploading

fierce tulip
cloud cobalt
#

What do you mean uploading

#

Importing, right ?

#

You still have to follow some constraints

viral herald
#

yea

#

what constrains

cloud cobalt
#

Click the link...

viral herald
#

i did

#

am reading through it

cloud cobalt
#

The second paragraph is what you need to check

#

Bitrate, etc

honest vale
#

the api pages are a mess

#

breadcrumbs would be nice

manic pawn
#

just forget the api pages lol

#

get visual assist and just explore the code

crisp fable
#

[2018.05.04-15.18.26:806][ 0]LogWindows: Error: Assertion failed: bDynamicClassLinker || !Loader->IsError()

#

what the hell is that

honest vale
#

@manic pawn I have VAX

manic pawn
#

use it :D

honest vale
#

....

#

browsing code still sucks

#

it's slow

manic pawn
#

well it's better than attempting to browse horrifying machine generated api pages so

honest vale
#

for fuck's sake I said the pages are poor and you say I should just use VAX

#

what kind of suggestion is that

crisp fable
#

its a good one

#

VAX gives you the descriptions of functions if they exist

manic pawn
#

one that solves your problem ...?

#

noone in here can do fuck all about the api pages lol

honest vale
#

I simply stated they're a mess

crisp fable
#

ok so you werent looking for an actual solution or work around

honest vale
#

no, just verifying whether I'm stupid or that the pages are so poor

manic pawn
#

they have been useless since unreal was first released

drowsy fox
#

Has anyone here successfully packaged AND opened the app on their android device?

whole quarry
#

Yes

#

I have

#

Apk and obb

drowsy fox
#

Iโ€™ve packaged it in multiple ways and every since way, wonโ€™t load on either of my two devices. One is very old, the HTC One M8 running 6.0.0 and the other is a very new galaxy tablet

whole quarry
#

It even let the game being played

drowsy fox
#

Both package fine with obb attached to apk and without

#

But when I load it on the device, it immediately crashes..

whole quarry
#

There was a tool for error logging

#

Forgot the name tho

drowsy fox
#

Iโ€™ve hardly any code put into my project (enough to not want to restart) but nothing happens upon startup except loading a level for the main menu

#

Hmm

whole quarry
#

Its somewhere in the documentation

drowsy fox
#

Yea because even when I launch it from unreal engine it starts tracking then shuts down when it crashes

whole quarry
#

But its important for these kind of things

#

Navcat or something

pallid compass
#

There is logs on your device

drowsy fox
#

How can access the log on my device?

#

Also I will check out logs that youโ€™re referring to @whole quarry

whole quarry
#

You connect it with usb, load up the program and it logs every thing from the android

drowsy fox
#

I did that

#

Through launching with usb debugging on and everything

#

But it still crashes

whole quarry
#

Then with filter (UE4_gamename) it gets the relevant info

pallid compass
#

there is literally logtxt files on the device

#

cant remember where tho

drowsy fox
#

Is there something that needs to be setup before hand?

drowsy fox
#

It really shouldnโ€™t have any errors

whole quarry
#

If it crashes, it has errors :P

noble geyser
#

Hey guy's i can't really find a general help section i was just wondering if anyone can help me get the default views back in unreal? I x'd out of them and cannot for the life of me figure it out and don't really wish to reinstall as i have a bunch of assets downloaded and imported etc

drowsy fox
#

I understand something is clearly wrong haha Iโ€™ll look into it after work trying that method from the link above. Iโ€™m at work for another 7 hours haha

#

Thank you for all your help

whole quarry
#

@drowsy fox logcat is very usefull, even just to monitor the android

#

Np ;)

#

@noble geyser assets are seperate from the engine

noble geyser
#

Hmm, hard to explain ill post an image showing what i mean

#

There is normally a window in the top left and a window in the bottom left, but i have closed them and i am not sure how to get them back, so now it's just like a full screen window with the world settings and world outliner on the right but nothing on the left except viewport 1

whole quarry
#

Hmz im not sure

noble geyser
#

didnt help, i guess ill just reinstall no biggie

#

cheers though, that link explained some stuff i was wondering but wasn't sure about so, still helpful! thank you

#

Actually, the entire link is helpful all the documentation, so again, thank you

grim ore
#

you dont need to reinstall just reset your layout to defaults

noble geyser
#

i tried that, it didn't work ๐Ÿ˜ฆ

#

unless i did it incorrectly. That's probable

grim ore
#

maybe you hit the maximize button on the viewport?

noble geyser
#

Possibly, i just reinstalled anyway only takes 5 minutes to download ๐Ÿ˜ƒ

woeful oar
#

Is there a way to send an RPC to everyone but the owner or to specific clients at all (from the server).

#

*?

plush yew
#

@drowsy fox are you opening a blankish / default project or your own projec

drowsy fox
#

It was a blank project I created three weeks ago as a start to multiplayer on mobile

#

@Steeeeve#8769

plush yew
#

so if you open up ue4

cinder minnow
#

can someone explain me what the "autosave" feature is for ? because each time unreal crash (90% of time with no reason) and I restart it, I get this :

plush yew
#

create a new project, third person, set it up for mobile/tablet, scalable 3d/2d

#

is your phone being detected in the launch option top right? and @cinder minnow , often when i click restore selected, it is able to restore some blueprints or maps i was working on

#

but ctrl + shift + s often

cinder minnow
#

( @plush yew thank you, I never had to try with blueprint yet...)

plush yew
#

ya the editor crashes fairly often for me too but if you save often youll be alright

languid flax
#

The restore packages feature hasn't worked once for me.

plush yew
#

my ue4 crashes from copy and pasting keyframes of simple object movements in sequencer

#

shit sucks but it's a good program anyway

#

@drowsy fox are you trying it

#

if anyone is sweet at material making pmme

noble geyser
#

Question, you know the default templates like "Game Pad Input" and it has a Gray box drawn around it in the blueprint window, how do i replicate that gray box or make my own?

#

It makes sorting the scripts much easier and better reference points

noble geyser
#

Cheers man

worldly axle
#

np

median comet
#

woah that helped me too

#

thanks man

worldly axle
#

I'm a noob here to help other noobs ๐Ÿ˜„

hot ledge
#

im doing a flying object how can i make it fly towards where the camera is facing not just fly forward

devout gulch
#

changes from fortnite network have been merged

frank escarp
#

@devout gulch ``` Change 3844506 by Jake.Leonard

Implementing missing steam leaderboard implementations. Also streamlines and fixes the friends leaderboard too.

#Jira UE-53474,UE-53475,UE-53476
#

quality merge

#

back to the past

winter thistle
#

Hey, can anybody tell me which sound file types can be imported into UE4?

drowsy fox
#

I am at work @Steeeeve#8769 I apologize, as Iโ€™m here for the next 3.5 hours. My project is a top down template, Iโ€™ve got replication setup to handle movement. But I think I know what my issue is. The first thing is loads is a map that has moving grass behind the UI to select your gameplay, I think since my grass has warnings itโ€™s causing errors upon loading. Iโ€™m going to try packing it with a blank map with the UI and see if that handles my error. (Aswell as checking some logs out)

#

Do I need to setup loading screens before packing?

#

I havenโ€™t done that yet either

stiff crow
#

So, I've run into an anoying issue

#

every time I open my project, it deletes the cable component from one of my objects

#

I have to re-add it manually and then replace the refrences to it in my blueprints

#

is there any way to fix this

craggy birch
#

I found a olution to my problem before

#

it worked

#

btw, how do I open a web browser with url from a button?

drowsy fox
#

I believe that can be achieved through a console command but there could be something built in. @iCrazyBlaze#7950

devout gulch
#

lol

#

there is quite a bit of linux changes

#

for UE Editor

#

maybe Tim got really fed up with Microsoft ๐Ÿ˜„

plush yew
#

i decided to try and model my first character up for rigging and

#

the result

#

is quite

#

not describable by words i guess

livid haven
#

If you mean Tim Sweeney, you can always look up his responses to the whole UWP thing.

#

But I doubt that has anything to do with additional Linux support.

devout gulch
#

probabaly not, but it still funny :

worn granite
#

changes made by epic?

upbeat eagle
#

why is the picture the uplay logo lol

rocky kayak
#

hey guys, currently my health system is set so all characters have their own health variable and health is + and - simply from the apply damage blueprint. is there an easy way to, say, break hit -> hit actor -> get health(variable)? i only know how to cast to specific character blueprints to get their health value.

worn granite
#

You have a bunch of characters, that introduce their own health variable?

rocky kayak
#

yeah thats how its currently set

worn granite
#

Its not quick, but you should make your health a component.

#

You could also introduce a base character the others are based on, which would introduce the health var.

rocky kayak
#

yeah i was just hooking up some stuff together while making an ability and thought it'd be really neat if i could check if the hit actor has a variable named Health and if yes then display it for bug testing. not sure if thats a thing or not

worn granite
#

not really, no.

#

at least, not in BP

rocky kayak
#

darn

atomic lance
#

hey guys

#

just started using UE4. question: i created new project and how do i import the starter content, so i can use materials in my project?
thanks

ionic oxide
#

create a second project with starter content

#

and then migrate

atomic lance
#

aaah

#

lemme try

ionic oxide
#

yes

atomic lance
#

thanks

frosty bloom
#

that's quite unnecessary. There is actually a button inside all projects that seems to be forgotten by all

#

There is this big green AddNew button in the content browser. If you click it there will be a button at the very top that lets you add content from any Template type

#

Template type being, TopDown / ThirdPerson / FirstPerson etc

atomic lance
#

I'll look into it

#

You're right Erik, it lets me add Content Packs to my project. Ty.

grim ore
#

Lol that's an official ue4 tutorial that the guy ripped and put on his channel.

atomic lance
#

Huh

grim ore
#

That video on that channel is a repost of an official ue4 video on their official channel. Maybe there is some comments on the official video with how he snapped it?

atomic lance
#

Haha nice. It's really the same video.

grim ore
#

It looks like S or Alt-S might be surface snap

atomic lance
#

Hm, not working for me

#

Do I hold S / Alt+S when dragging or something else?

#

Can't get it to work

high oriole
#

can anyone help me understand tesselation calculated based on camera position and player position?

#

im trying to wrap my mind around how it works and I don't get it

drowsy fox
#

Has anyone here packaged and ran an android apk? My game is crashing and I canโ€™t seem to figure out why, or where the log is kept

#

@Paexl#9138 thereโ€™s a toggle on your viewport

#

It crashes upon startup

plush yew
#

@drowsy fox did you open a blank project yet and launch it to your phone

#

with the settings i mentioned earlier

idle sail
#

Is there a website where you can upload material graphs?

#

like just so they can be copied via a browser kind of thing

#

or like viewed with out having to take 50 screenshots

muted minnow
#

Hello. I'm looking for information on how to get a river to applt force to push my character in the direction of the water flow. Any suggestions?

idle sail
#

@muted minnow ๐Ÿ‘Œ

woeful oar
#

Is there a way to not send an RPC to the owner? Seems like a waste of bandwidth after sending the information to the server just to get it back on the owner.

plush yew
#

has anybody figured out how to flip the sky sphere

timid jungle
#

how do you mean?

plush yew
#

@timid jungle i mean rotating it 360 so say the stars are below the horiz

timid jungle
#

Why use a sky box

#

Er sphere

#

Why not just use a really big sphere with an inverted mesh then make it rotate off of a world transform

#

Excuse my bad drunk advice

tulip helm
#

what's one of the best games out there that uses 100% BP?

#

I recently had an argument with someone who was convinced that in order to make a "triple A game", you have to modify source. That may have been true a while ago, but I've a tough time believing it's true today. I couldnt name any games to support my stance tho.

tall pendant
#

in order to make an AAA game you would need an team capable of doing so, plus some serious funding and backing by a Publisher.

#

But to answer your Question (Sorry! I didn't even addressed it): No. I don't recall any AAA game fully made in BP only either. I'm not even sure if there's an ambitious "indie" game around that is 100% BP based. @tulip helm

tulip helm
#

Heh, np! Thanks. Yeah, I couldnt find any either; advertising "100% BP" wouldn't appeal to the end-user anyway. I've been messing with BP for almost 3 years now, other than accessing destructible mesh fragments, and I haven't come across anything I couldn't do. Isn't pretty much everything exposed now to BP? Maybe I should ask in the blueprint section...

vale osprey
#

just means you haven't dig deep enough

#

no-offense, it depends on what exactly you are doing - kind of features you want to have, some require a simple exposing or few things from c++ to BP, some require quite serious changing

#

for a AAA project that hardly can be a concern

leaden garnet
#

BP's are quite slow once your game gets bigger and you start creating more complex systems

vale osprey
#

one of the recent cases - you can't set constraint brekable limit programatically, it's just not exposed to BP

#

when it comes to physics or quads, they are pretty much off limit in BP

#

@leaden garnet and get corrupted on top of that ๐Ÿ˜„

leaden garnet
#

oh yes, You just made me remember that, thanks!

vale osprey
#

I mostly use BP, it's not all bad, just have to be aware of certain quirks

leaden garnet
#

There's really nothing wrong with using BPs, it's just you may want to be aware of things incase you end up in a bad situation

tulip helm
#

Thanks for the info, and specifics. BPs have much more exposed now than was in the past right?
Creating complex systems is a bit vague. What's this corruption you speak of?

leaden garnet
#

I usually use BPs for quick prototypes, tho I can' t recall using them primarily in a project

vale osprey
#

@tulip helm yes, more is exposed. But that doesn't help when one or two specific things are not exposed

#

its not just BP, the same case is in c++

#

where some parts are made private

#

to get corrupted BP, you just need to start doing inheritance and combine it with structs

#

when you refactor your code and change parent classes, it gets very entertaining

leaden garnet
#

Yeah...esp when you accidentally unparent a BP class, you can't open it

tulip helm
#

Gotcha thanks. Those are bugs? Or as-designed?

vale osprey
#

designed bugs? ๐Ÿ˜„

leaden garnet
#

Hahaha

vale osprey
#

they are not bugs per-se but the way how system can work and get into such state

#

kind of like when you pull the power plug on frigde it stops working and food spoils, is food spoiling is a bug? - just undersirable results

#

you could "fix" it, by not allowing to pull the plug, which we all agree is a bit too much

#

So far, the combination of c++ and BP seams to be the fastest for prototyping and safest for refactoring.

#

I creat some base classes in c++ and structures. C++ structures are much safer as they donโ€™t break code. C++ base classes allow easier refactoring and reparenting later when you need it.

frank escarp
#

gotta be careful

#

any rename of C++ classes can be catastrophic

vale osprey
#

I have some abominations where half of the functions are implemented in c++ and some in BP ๐Ÿ˜„

frank escarp
#

thats very common

vale osprey
#

Yes, but its still ugly ๐Ÿ˜ƒ

#

But those will be refactored anyway

frank escarp
#

thats kind of why you want to keep as much into C++ as you can. Refactoring and cleaning is FAR easier if the code is c++

#

blueprint doesnt have good refactor tools

vale osprey
#

When you have some piece of functionality, fully working in BP as prototype, it take very little time to just re-implement it proper in c++ and move on

#

Agree

#

Debugging is another thing

viral herald
#

guys

#

why does the materials not show up?

tulip helm
#

@vale osprey A bug is simply an unintended result. I was just curious if/how Epic responded to that corruption issue you were talking about.

There've been numerous issues submitted to Epic in the past that were reported as bugs, but marked closed by Epic as "not a bug", "as designed", or "will not fix", because it was functioning as Epic designed it, or implemented with specific usage requirements that if not followed would cause the "bug" to occur.

wary wave
#

the Solaris project is entirely BP

#

though the authors regretted that, hehe

umbral tartan
#

@viral herald did you copy paste the uassets from another project?

frank escarp
#

@wary wave it was

#

until they ran into scalability issues

#

then it wasnt

viral herald
#

@umbral tartan yea

#

i did a copy of the whole project

tulip helm
#

@frank escarp So what they shipped was primarily C++? That means ambershee is wrong?

frank escarp
#

he isnt

#

solus project was actually 100% BP for a long time

#

only once they actually run into size issues (blueprints too big) they went to port stuff to c++

tulip helm
#

@frank escarp You don't happen to have a link to this thread by any chance do you? I want to see what you mean by "too big" and maybe glean some extra info from it.
@viral herald I've ran into issues directly copying uassets. How exactly did you copy the whole project?

viral herald
#

cntl+v

tulip helm
#

Hmm. It's probably better to clone the project through the launcher instead.

patent ibex
#

hey guys
i'm working on a generic weapon system for marketplace
do you think modelling advanced ballistic is good idea, or basic ballistic model will suffice?

vale osprey
#

There is a Solus โ€œtutorial โ€œ on YouTube where devs explain what kind of systems they have. Can use it as a reference to โ€œsizeโ€

tulip helm
#

@vale osprey Ah cool thanks. I assume all their dev talk has been vlogged then.

vale osprey
#

@patent ibex what is advanced vs basic ballistics? Do you have experience implementating both?

sullen sonnet
#

There's a scammer here
by the name of AnubhavPlayZYT
Asking to be payed $2 for his stolen art

#

be aware

patent ibex
#

@vale osprey basic is more of arcade style ballistic, just damage drop over distance and simple wall penetration
while advanced fully (or almost fully) simulates projectile behavior. Arma style i guess?

my experience doesn't mean much, the question is if it would be wanted or not

tulip helm
#

@sullen sonnet Wow, 2$ is cheap.
@patent ibex If there aren't any similar packages on the marketplace, I find it highly likely people would find use for it.

sullen sonnet
#

Ye he asks to be payed first before he "makes" the art

#

all his example art is from google

viral herald
#

ok thanks @tulip helm

vale osprey
#

@patent ibex I see, the basic is something that is definitely have a large audience, but there are already multiple systems like that

#

the advanced is something that could be used in one or two projects

#

you might have a better luck with developing and showcasing it, then getting a contract to implement it in specific game

#

the reason is simple, Arma's style balistics is pointless for CQB games or games based in non modern wars

#

in realistic WW1 and WW2 game, players won't be able to utilize such balistics as they will be lacking tools that can exploit it, so you won't tell much difference is balistic is modeled or its just a simple no friction curve + some random

#

on top of that, such asset would have to be made as code plugin as you will have to tinker with physics sub-stepping

#

so will take more time to get approved on MP

shell jetty
#

think if it was just physics curve

patent ibex
#

@vale osprey i didn't really see many mp releases of weapon systems, so i thought i might give it a try. advanced ballistic isn't something that everyone would use, in my opinion actually those who make serious shooters that would require this kind of ballistic wouldn't buy it of mp
asking for a community opinion before deciding, and it seems like advanced ballistic is bad idea

vale osprey
#

@patent ibex basically yes, when it's one of the core features, people are more luckily to implement it themselves

#

@shell jetty sadly, in realistic balistics you have non-linear drag (the main contributor to the curve) and modelling it with some precalculated curves is not really possible

#

only if you do some simplifications

exotic tangle
#

Hey folks - is there a way to increase shadow intensity in the world?

patent ibex
#

looks like there's actually plenty of weapon systems and yet another generic one isn't needed

exotic tangle
#

like I lowered my "sun" beyond horizon and the whole world is still fairly light

#

I can't figure out how to give it darker more athmospheric look

vale osprey
#

like you can pre-calculate speed over time for a specific projectile with a constant start velocity, but you won't be able to capture effect of wind properly or add variations to yeld or starting speed

umbral tartan
#

@exotic tangle check the skylight

exotic tangle
#

k i'll check settings for it

#

ty

#

@umbral tartan - settings in there have no effect

#

left one is what it should be and the right one is what I have

#

let me build the lightin see if it has any effect

foggy spear
#

#here Happy 20th anniversary to unreal engine btw, if i'm not mistaken it was launched in May right?

exotic tangle
#

well it had some effect, but all in all shadows are still fairly light

patent ibex
#

@exotic tangle what you have on the left is only direct lighting, you can disable indirect lighting in world settings and rebuild lighting and you'll have something similar to that

exotic tangle
#

right ok

#

ty

#

i'll check it

viral herald
#

is it possible to create a file in the gitlab file and uplaod files there that arent connected to the project

exotic tangle
#

Is only way seeing difference is to rebuild light every time? - is there no way to see live preview @patent ibex

patent ibex
#

There's old built lighting in memory until you rebuild it

exotic tangle
#

hmm I reduced the number of indirect light bounces to 0 and it didnt really have an effect, there is no actual option to switch indirect light off

patent ibex
#

It's somewhere in project settings then. Sorry don't actually remember it
But 0 bounces should have effect. Did you disable skylight?

#

Or maybe there's ambient environment color in lightmass settings?

exotic tangle
#

oh - how do I disable skylight?

#

just remove the 'eye'?

patent ibex
#

Just delete it :) or set intensity to 0

exotic tangle
#

kk i'll try that ๐Ÿ˜ƒ

#

rebuilding light takes 5 minutes every time

plush yew
#

hah, baking lighting

exotic tangle
#

Ok THAT did the trick but now its way too dark ๐Ÿ˜ƒ lol ok

#

i'll play around now a bit

#

am i correct in understanding that baking in ue4 context means building?

late stream
#

Anyone know where I can find some good written tutorials on the blueprint system? Prefer written over videos.

#

Anyone know where I can find some good written tutorials on the blueprint system? Prefer written over videos.

patent ibex
#

@exotic tangle yeah, building light = baking light

exotic tangle
#

ty - I got it all sorted now

#

ty @patent ibex - got it to look like I wanted

patent ibex
#

you're welcome

exotic tangle
#

why does baking light sometimes fail? got once an error area too large or something and it just folded

proud pine
#

@late stream hi, here are some written stuff on Blueprints:

  1. Epic's documentation on Blueprints
  2. http://romeroblueprints.blogspot.ru/p/table-of-contents.html <- this one is really good and all compendiums are conveniently packed in PDFs.
  3. http://cedric-neukirchen.net/2017/02/14/multiplayer-network-compendium/ <- link is dead for me right now, not sure why, but search for "UE4 network compendium by Cedric Neukirchen" it is going to be another PDF
  4. https://www.packtpub.com/game-development/blueprints-visual-scripting-unreal-engine <- this is a book and I have not read it, but it is saved in my ToRead list
wary wave
#

I'd be pretty wary of any Packy book, let alone one that is now three years old

plush yew
#

Does Packt ever update books?

proud pine
#

well, that is why it is at the end of ToRead list, have prejudice towards book written about software, these days software could be completely changed before book got printed

muted minnow
#

Hello. I'm looking for information on how to get a river to apply force to push my character in the direction of the water flow, and other similar environmental forces, Any suggestions?

woeful oar
#

I'm new to Unreal, but there's gotta be someway to know if you are in a zone, then just move your character according to some variable you set on some script or blueprint on that zone.

umbral tartan
#

@proud pine number 3 will eventually work, just gotta keep trying it a couple times every day.

ember dove
#

@woeful oar you could always make a blueprint that contains a collision box and when someone is in it, go from there

woeful oar
#

@ember dove sorry, i was replying to timdix, i wasn't asking

ember dove
#

oh, omegalul

#

im dumb

woeful oar
#

i should use @ s more often, lol

exotic tangle
#

Hi folks, have filmback settings changed in latest UE4 build? I can't find these when I have camera selected

#

focus settings are missing also it seems

patent ibex
#

those are different actors @exotic tangle

#

cine camera actor
and camera actor

exotic tangle
#

hmm but camera one is what I am after

#

hmm i'll rewatch tutorial

#

k ty

honest vale
#

the launcher is getting pretty obnoxious

plush marsh
#

Hi. Just theoretical question. How would you draw a grid for a turn based game ? It should be visible when unit is selected ( like xcom for ex) or when player press a key. What is the best way to do it ?

drowsy fox
#

I would draw the grid by creating a location based UI that automatically snaps to each build point by dividing up the hit coordinates @Dyuk#3649

#

Example: you want the grid to be 100x100, have the coordinates divided by 100, truncated, then multiplied by 100 again

#

There could be a better method, but that was my thought process for making one soon

plush marsh
#

Thanks. I haven't touched UI in unreal yet. So , that is my next stop. I was previewing grid with particles , but i guess it is not optimal

weak thunder
#

is modding possible in unreal engine?

#

something similar to how skyrim/fallout handles mods?

#

So open game .data files, make some changes, make a pack.
Load mod pack into load order and press play and see the changes.

worldly axle
#

There are moddable UE4 games, you can see them in the launcher

weak thunder
#

yeah but I don't own them. So I was curious how they are handled

worldly axle
#

there is a section for modding

#

depends on how the developer implements it I guess though

weak thunder
#

Is this something Epic makes available or something that is developped independently

worldly axle
#

mod tools are basically just another layer between you and the actual base editor tools

#

I honestly don't know

#

It's up to the developer afaik

weak thunder
#

but so far games like conan/ark/etc have managed load orders, pack files and etc...

#

right...?

exotic tangle
#

@patent ibex came back from break - rewatched the tutorial - indeed - I imported wrong camera,

#

๐Ÿ˜ƒ small details

patent ibex
#

Told you :)

exotic tangle
#

aye ๐Ÿ˜ƒ

velvet latch
#

Is there a way to just compile your executable without cooking when you package so I don't have to cook everytime I package my game?

#

Sorry if this is the wrong place to ask.

uneven fractal
#

What's the best way to calculate a velocity that would bring you from point 1 to point 2 within x time?

velvet latch
#

Assuming it's constant speed you can't go wrong with distance = velocity * time

full vine
#

I'm planning to create a top-down lowpoly game. There wont be any static meshes, as the world is proceduraly generated. This will be my first game using UE4, and I'm having troubles with shadows. As you may think, in my case, shadow are essential to the look of the game, and I don't think I'll have performances problem as it's a top-down.
My problem is that shadows disapear with distance, and I can't find a way to force displaying shadows.

  • I found some solutions, allowing to increase the distance at witch they disapear, but none allowing to forbid disapearance.
  • I tryied using "far shadows" but couldn't make them work.
#

(and btw I'm french, so please forgive my potentially bad english)

viral herald
#

hey guys, i got an error while starting trying out a new inventory set up

#

Blueprint Runtime Error: Accessed None trying to read property PickUpWidget from function: 'ExecuteUbergraph_MasterItem' from node: Add to Viewport in graph: EventGraph in object: MasterItem with description: Accessed None trying to read property PickUpWidget
Play in editor start time for /Temp/UEDPIE_0_Untitled_1 -0.645

#

i couldnt find out whats wrong and there isnt much on google

#

And all it says on google is itโ€™s because of networking while I donโ€™t have networking

hot ledge
#

How can I get average frames per second on my matinee after it finishes

lapis ember
#

Hey: I'm new to unreal completely. If I have multiple workstations, can I easily download my projects from the cloud via my account on the launcher? Is that a thing?

fierce tulip
#

only if you made your own cloud/server onto which you store and update your project

#

look into version control

#

<_< Ive had multiple people complain about my free stuff on gumroad because they do not understand you can put in "0" dollars.
I mean, cmon.. seriously?

urban salmon
fierce tulip
#

share all the free stuff!

urban salmon
#

woooooord

fierce tulip
#

we really need a database with all the free stuff

pallid compass
#

i always send u at least 1 dolla luos G:D

plush yew
#

k

vagrant lance
#

good job

lost ember
#

....

#

GG

vagrant lance
#

you just pinged everyone

tight geode
silver crown
#

RIP

pastel night
#

i quit this shit

dark depot
#

haha

willow stump
#

Who disturbs?

glossy beacon
#

XD

paper kernel
#

reeeeee

broken shadow
#

UH OH

main lotus
#

GRRR

fierce tulip
#

ffricking admin rights

vagrant lance
#

@fierce tulip you are literally as bad as they are

zenith flower
#

??

grizzled cape
#

Luos

glossy ingot
rocky tendon
#

Oh boy

plush yew
arctic horizon
#

unleash the horde

worn granite
#

wew LAD

languid kindle
#

GRR

grizzled cape
#

you pinged us

cold violet
#

can u not

woven sphinx
#

I HAVE BEEN SUMMONED

plush yew
#

well done

quiet tide
#

damn

hearty schooner
rocky acorn
#

๐Ÿ‘Œ๐Ÿฟ

patent siren
#

reeeeeeeeeeeeeeeee

dark depot
#

oh god

tired island
#

Ping

tender swan
#

๐Ÿ˜‚

raven halo
#

๐Ÿ’ข

glad moss
#

El Idioto!

broken shadow
#

PFFAAHAHAHAHAAH

buoyant echo
#

LOL

thorny cipher
#

LOL

acoustic pollen
#

@everyone can SuckMyUnit

amber cobalt
#

Why would you do this?

storm venture
#

๐Ÿ˜

coral oracle
#

PICKLE RICKERS IN THE HOUSE TONIGHT

hybrid scroll
#

lol

cold violet
#

aaaaaaaaaaaaaaaaaaaaaa

grizzled cape
#

@fierce tulip YOU PINGED USSSS

restive basalt
#

Hi

velvet sierra
#

-.-

covert plank
#

lmao

ornate atlas
#

OMG

wispy vault
eager anchor
#

))

round forge
#

Rekt

woven sphinx
#

/giphy summoned

inland sky
#

Whyyyyy?

calm barn
#

SEVERAL PEOPLE ARE TYPING

rocky tendon
#

"several people are typing..."

spiral hedge
#

๐Ÿค”

cold violet
#

kys

brittle kiln
#

I HAVE BEEN CALLED

west frigate
#

the fuck

plush yew
#

Not happy.

dim steppe
pallid flint
#

@.@

patent siren
#

and i thought i was special

cold violet
#

y ping

obsidian veldt
#

Oh snap. Hello. XD

ebon geode
#

Oh damn

worn granite
#

IM NOT GONNA WORK ON YER PROEJCT LUOS STOP PINGING ME

thorny cipher
#

hahahaha

brittle kiln
#

YOU WHAT

plush yew
#

lul

signal tree
#

Who summoned us

plush yew
#

WHAT HAVE YOU DONE

tired island
vagrant lance
#

@fierce tulip deleting the message won't help, lol

radiant remnant
#

jesus

stuck lagoon
raven halo
#

๐Ÿš :help

crisp spoke
#

jesus christ this is like a bot

stiff hazel
#

dat spam

amber cobalt
#

You messed up.

obsidian veldt
#

OH GOSH!

wintry jacinth
#

Wtf

trim rock
#

I guess he got his everyone ping

plush yew
#

Skyrim

distant finch
#

an at everyone happened i change to this and discord crashed

crisp spoke
#

STOP

winter wind
deep gate
#

hi?

glad moss
#

thees ees a deesaster

thorny cipher
#

you fucked up

west frigate
#

can someone ban this fucker

obsidian veldt
#

HELP

plush yew
#

phone explodes

north mountain
#

๐Ÿ˜‚

arctic ravine
#

Seem counter productive ๐Ÿ˜ฆ

crimson sigil
#

HELP IM LOST

crisp spoke
#

MY PHONE

pallid flint
#

Ping NOOOOOOOOOOO

pallid compass
#

rage fire

slate cloud
#

๐Ÿ˜ƒ

fierce tulip
#

<_< sowwy

plush yew
#

how 2 flip sky sphere 360 so stars are below horizon pmme a

coral oracle
#

UE5 RELEASED UE5 RELEASED

barren aurora
#

๐Ÿค”

plush yew
#

how 2 flip sky sphere 360 so stars are below horizon pmme a

torpid crypt
#

YOU JUST @EVERYONE 3724 PPL WAAAT

dull trellis
#

,,,,,,,,,,,,,,

plush yew
#

how 2 flip sky sphere 360 so stars are below horizon pmme a

obsidian veldt
#

STAHP

plush yew
#

Anyone wanna build Oblivion 2

#

how 2 flip sky sphere 360 so stars are below horizon pmme a

woven sphinx
fresh lantern
amber cobalt
#

I can't believe you've done this.

elfin plaza
#

goddamni

vernal spoke
#

Haha

restive basalt
#

lololo

weak sigil
#

WHATรŸ

worthy fox
#

Holy sheit

plush yew
#

how 2 flip sky sphere 360 so stars are below horizon pmme a

worn granite
#

suddenly in lounge

plush yew
#

how 2 flip sky sphere 360 so stars are below horizon pmme a

obsidian veldt
#

AHHHH

lament pewter
#

@fierce tulip Dude :D

crisp spoke
#

@fierce tulip WHY DID YOU DO THIS

fringe grail
#

@fierce tulip fuck you for using at everyone

sour citrus
#

He doesn't even go here

plush yew
#

how 2 flip sky sphere 360 so stars are below horizon pmme a

molten birch
#

lol

pallid flint
#

Lets Ping the Admin Back!!!

sinful wave
#

xd

normal bolt
#

What'd I miss?!

plush yew
#

how 2 flip sky sphere 360 so stars are below horizon pmme a

raven halo
tired island
#

Pping

vivid girder
#

Are there not permissions?

plush yew
#

how 2 flip sky sphere 360 so stars are below horizon pmme a

lost ember
#

you done goofed in a huge discord

opaque salmon
#

๐Ÿ˜ก

lone stream
tight geode
#

rip message GWsetmyxPeepoPinged

pallid flint
#

@fierce tulip your mean!

cold violet
#

now everyone spams the chat

plush yew
#

@vagrant lance what are you doing here

#

how 2 flip sky sphere 360 so stars are below horizon pmme a

fierce tulip
#

sooooorrryyyy

plush yew
#

how 2 flip sky sphere 360 so stars are below horizon pmme a

fresh lantern
lost ember
#

you brought doom to yourself @fierce tulip

#

x)

snow crown
#

Lol luos forgot he was a mod

elfin plaza
#

๐Ÿ’ฏ

marble patio
#

thanks obama

eternal belfry
plush yew
#

how 2 flip sky sphere 360 so stars are below horizon pmme