#ue4-general
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because if i can use something that works better for me then i'd love to do that
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
^^^
i'm not working on a project that needs to be converted or anything
becouse unreal netcode is miles ahead
you also shouldnt do a 2d game in unreal
as its overkill to a huge degree
not to mention the 2d specific stuff hasn't been worked on in a while iirc
@plush yew I recommend taking a look at this list of official tutorial series from Epic, specifically designed for getting started. https://www.youtube.com/user/UnrealDevelopmentKit/playlists?view=50&sort=dd&shelf_id=17
I recommend the Twin Stick Shooter and Intro to Blueprints series in particular.
oh neat, thanks
Yeah, I think at least one thing UE4 has going for it
to be fair, for a pixel art 2d game i would just make the engine myself XD
not unity nor unreal
is the amount of content Epic has put out for it
both in terms of literal content packs, and guides/tutorials/examples
@plush yew They also have a guide for Unity developers in the docs, which may help you learn the different UI more quickly. https://docs.unrealengine.com/en-us/GettingStarted/FromUnity
awesome
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.
yeah i noticed
the amount of already implemented content is ridiculous
but i suppose it's a good thing for hobbyists who can't spend time or money on assets
(like me)
i can do basic 3d modeling and texturing but not much beyond that
for assets anyway
although for what it's worth, if you do end up wanting to spend money on assets, the options are still open
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.
๐
just look at PUBG, almost every asset in the game was prebuilt to start with ๐
I think the asset flip debate is a bit too black and white. It's more nuanced than most people make it sound.
for sure yeah
Either way, there are a lot of assets to work with
and you can pad out with purchased assets if you want them to release an actual project with
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
Sounds like a circle of life ๐
An Unreal Engine 4 blueprint tutorial for swipe to look controls for your FPS or TPS mobile game. Works with all UE4 versions. No voice, just follow along an...
can someone tell me why this isnt workin
I had this before and it did
Im in 4.192
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.
It shows me this line is causing the issue but I am mostly a blueprint user...
Edit: In AudioCapture.cpp
Hey, how would I load a .txt for a material?
One of the Unreal Engine livestreams included a .txt file for the material.
Looks like that.
might be ue4 version specific though
Ah alright
Hey
Anyone having issues with Tilesets?
left click does not properly select tiles
the clicking is off
does Zbrush export to Unreal Engine?
can someone unban me from fortnite discord my brother was doing something on my computer and i think i got kicked or ban
this isnt an official unreal engine channel so no we cannot
heh, it's always someone else
ikr
wait Fortnite has an official discord? I can only imagine the chaos....
do not want to be an admin there
Me neither, it would be hectic to try and manage lol
Maybe if Epic was paying me to do it ๐
https://twitter.com/mike_fricker/status/992158071374929925 Not many people have seen this. Good stuff! Hats off to the Epic Games staff ๐
Still no dev-rendering ;-;
neither a dev-nobugs one
anyone know why unreal wouldn't be saving screenshots?
@narrow pasture How are you taking them?
and you looked in your Saved folder?
@narrow pasture version
You try Execute Console Command ?
But, pretty sure we were able to take screenshots in 4.18
using console
Does the popup come up after you take one?
Where you can click
yeah the popup comes up, it just doesnt save anything to the location is specifies
it could just be a "turn it off and back on" issue
There are more branches coming btw.
Whats the best way to make the chrom key material work?
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
@idle sail https://www.youtube.com/watch?v=fckeT6GyvPc ?
What is the Material: Linear Interpolate (Lerp) Node in Unreal Engine 4 Source Files: https://github.com/MWadstein/wtf-hdi-files
Nah its not a lerp im thinking of
you mean clamp
you need to remap the values?
Theres a node that can say take the value 0.5 and above and turn the rest black
Cant for the life of me remeber which one it was ๐ฉ
you can use the if node
Im trying to avoid IF nodes but the node im probably thinking of has if nodes in the function anyways ๐
haha
Il find a different way no worries
How do you stop a cosine going into Negatives again?
run it through a MAX node?
would result in a flat bottom though
Oh ๐ค
If your sin is going from -1 to +1
Just add +1 and it will go from 0 - +2
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
Mathematics 
addition.
so sine x .5 ?
But what I want sin to go from 1 to infinity
Oh i think i got it
Yeah multiply .5 then add .5 ๐ @elfin stream you the real MVP โค
Stupid question here but
is the devide node different to the multiply node in terms of the mathetmatics behind it?
and like instruction count
different behaviors, for instance you can't divide by zero where as multiplying by 0 makes 0.
Not sure on instruction count but I highly doubt the difference would be something you would notice.
cheers ๐
Cant resize it from the borders?
Is there an append vector node with three inputs rather than 2? just curious for the sake of tidiness
@idle sail In the material editor? MakeFloat
Isnt vector always 3?
i think a vector is at least 2, but can go up
Material editor doesn't really have a vector type, it has 2V, 3V, 4V
The "vector" parameter type in C++ on mat instances is actually a color type with 4 values, too
a point in 3d space is a 3vector but could also add time or speed
To answer the question, @idle sail you can also append twice, or append to an existing vector
Chaining three append nodes would make a 4vector
Yeah the make was what i needed ๐
an append string node can have added pins
Is there a different between one minus and *one minus? :S
sorry maths isnt my strongest
logically nothing
@obsidian nimbus We're talking material editor here
my bad ๐
@idle sail What's *one minus?
Times one minus
You mean *-1?
no, there's no difference
There absolutely is a difference...
use a minus when you wanna
Sorry im more of a artist then a programmer, never been my strong suit ๐
and a *-1 when you do
ezpz
But 4realz
What is the Material: One Minus Node in Unreal Engine 4 Source Files: https://github.com/MWadstein/wtf-hdi-files
Multiplying by -1 is 5 * -1 = -5
Making this in unreal
not quite 100% on what nodes are what but
going in the right direction i think
Watcha making?
looks simple and it is, but its da ultimate fps killer ๐
Im turning a sine wave into a triangle wave
so it can lerp between two textures at a constant speed rather then like a sine where it slows in and out
mine is a volume particle with a flowmap
@idle sail There's probably a simpler formula than what you're doing
@obsidian nimbus Screenshot?
Probably much simpler ๐คฃ
cant screenshot flowmaps, they move and stuff ๐
@obsidian nimbus what are you doing it for?
for great glory ๐
Oh I just wanted to see what the particle looks like
Oh im doing one of those CGMA courses on game fx this is total over kill but like
I started down this path and now wanna figure it out ๐
also my friend wants to see what will happen because he made that chart for me
Interesting
its the purple stuff breaking the lightshafts
guess i can record it
If you're not too busy sure ๐
well it will prolly get lost in compression ๐
Probably looks better in motion ๐
@idle sail Btw this might be easier to implement for triangle waves: https://www.desmos.com/calculator/fizf40ecmt
Is there a way to send network messages that aren't RPCs or replicated variables?
@plush yew that kind of stuff goes right over my head dude sorry ๐ฆ
thanks ๐
That'll oscillate between 0 and Amplitude
anyone know if there's a quick way to restart the current streamed level?
Or do I have to unload and reload it?
I would tell you not to 1 - Time but... it should work anyway
Heh im just being silly trying your way now ๐
@plush yew Nice works perfect thank you ๐
Whats the difference between freq and amplitude though?
how often and how much
Check the graph I sent to see the effect. f is Frequency and a is Amplitude
trigonometric functions 101 ๐
Whoops
All those algebra classes I feel asleep in ๐ค
I had a lot of fun with the lectures about Fourier series ๐
Tbh all this maths seems so much more interesting now its in context of something I want to do
when you're just reading it off a board its so zzzzzz
Complaint of high school kids: When will I ever use this?
Famous last words man how many times did I say that to my teacher ๐
Math is amazing
I wish I had the mindset of understanding things now about learning back then
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
Mind blown
"Today I learnt that 1 - and * -1 are not the same" ๐
Hah, you would think they would add the function to change the shape of the sines
would be a no brainer
Adding different waves to the material editor wouldn't be a bad idea
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...
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
failed it twice then just quit the whole course
yea busines IT is a drag
Tech art is my kind of jam now though so gotta actually try to learn this stuff
but its much less of a chour to learn when its relevant
im pretty good at math. not ryanB shader math kind of stuff tho ๐
I dont need to know math, the computer does it all for me right! ๐
you just need to know how to tell the computer what kind of math it needs to do
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 ?
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)
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)?
@plush yew i let it do its work
@whole quarry so you just do something else entirely meanwhile?
Yep
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 =/
building lighting during office hours is just silly
oh @plush yew , you lurk here too ๐
@languid shard yes, I do ๐
have you tried the GPU lightmapper ?
@whole quarry we pay someone to clean the kitchen and broom the room =/ So nothing to do here
its bonkers
@languid shard hmm don't know. How can I use it?
teaser1.jpg
Disclaimer:
This is a very simple and early version of my GPU lightmap baker. Don't expect much from it! =)
Binary Installation:
4.19.1:
@plush yew early weekend then :x
Maybe we'll use it for CC, need to wait for it to be completely stable and feature complete
@languid shard hmm so I can't use the gpu lightmapper for the project of my work (4.18). But it sounds interesting
I'm having a lot of fun working with it
since we're using studio we need 4.19 here :p
@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
Still quite interesting :p
It is interesting
Though really what I want is Epic to port Lightmass to GPU correctly, in a way that works on all GPUs, with all lights
Closed-source community tool for something as crucial as lighting ? Nope
the big issue is the closed source part
that makes that i cant use it
becouse i use source engines
uh, you can't just overwrite it in source builds of the engine ?
or is it just a legal question
@languid shard If the author drops the project tomorrow, you'll need to drop the plugin with the next engine update
true
Unless the license is super clear, you also risk the author coming at you for money
you could just rebake it with the OG cpu lightmass though
postinh here as well since, well.. free stuff
https://gum.co/bouSt
A variety of hand-drawn noise textures (and some filters on top of it) for your noisey needs. by: Yoeri - Luos_83 - Vleer. website: luosarts.com. ue4 marketplace: https://www.unrealengine.com/marketplace/profile/Luos. Patreon: https://www.patreon...
"Just rebake it" works if you're really confident the result is the same
If the result differ, you just need to relight your entire game
hmm yeah
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)
UE4 is greatly portable and greatly upgradable, I don't want to compromise that
I've already paid for a plugin once that magically disappeared ๐
@plush yew How would you make a number that say goes from 0-1000 then once it hits 1000 it goes back to zero?
1000 * abs(sine (time))
@wary wave fuck instalod
also Neofur
do you guys have an idea on how I could invert the Z axis on an HDRI ?
Please Take Time Any Answer This Form Carefully. Thanks
https://goo.gl/forms/ONuBtPPfIVc2qaOc2
motherfuckers abandoned the unreal plugin, DRM-d it to hell, and went to chase the sympligon AAA money now that sympligon is dead
im so pissed i actually paid those guys
the new versions are of an "ask us ;)" license
how did simplygon even die? wasn't it used nearly everywhere?
bought by microsoft
and they just stopped selling it? :v
I noticed some proxy lod thing in recent engine versions that says it's meant to replace simplygon
didn't they turn it into a service
Neofur is something yeah
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 $100 lifetime license
Since there's like no need to keep working on it
But no, it's a 25k$-year service
@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
Yup
How to do that :S sorry my maths is the strongest heh
I would google it but im not sure like what the terms to google heh
Modulo node
Sawtooth wave?
Ye
mod, modulo, something like that
Yeah Fmod
K let me try figure it out heh gotta get good at turning maths into material ๐
Think I got it ๐
I wonder if Lerp(0, 1000, frac(Time)) would be cheaper
Is there any first person RPG tutorials out there that anyone knows of? Everything I can find is third person tutorials.
Take a third person tutorial and move the camera to the player's head
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.
There are never "this is how you make your game" tutorials
You always need to find the bits and pieces of info you need
@whole quarry Yeah Ive been looking for the "Do my project for me" Button for years, shame on epic for hiding it so well ๐ฆ
Its right under the "Make MMO" button
@late stream Then ignore the animation part. The RPG part should be a large part of any thrid-person RPG tutorial ๐
Ohh found it!
Anyone know of a way to send information across the network that isn't RPC or variable replication?
Why wouldn't a RPC or variable replication do ?
You can try the fax or a mail pigeon?
I'm a bit miffed as to what possible alternative you might want?
FTP ๐ฌ
There are options, but they come at a cost, and they'll be much harder to use
If you're never going to be on consoles you can still use a plain dumb socket in C
But there's nothing sockets do than RPCs don't do better
@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
Without having to do a complex system of owned objects and references to everything.
Socket in C, interesting, I'll have to google about it, thanks!
But there's nothing sockets do than RPCs don't do better less overhead for sending crazy amounts of data
Sure, but then you also have to reinvent your own protocol, handle errors, etc.
you can start a level higher though
instead of making a whole custom socket
just make a custom channel
@woeful oar Not replicating back to owner is supported in UE4 - COND_SkipOwner
then you can use unreals protocol, have reliable/unreliable messages, etc
DOREPLIFETIME_CONDITION( Class, Property, COND_SkipOwner);
If you have huge volumes of data, depending on which kind, you might get lucky (or not) with something else
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.
Thanks zeb too, you've all given me some stuff to google and point me in the right direction
if you're sending them as reliable it will always send the rpc
unreliable ones don't get sent when the object is not relevant
Relevancy would solve the distance issue
did you read this pdf?
there's a pdf somewhere explaining all this
what's it called
anything that's not in there, I guess you find it out by exploring the source code
@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
Ah, thanks Zeblote, that'll help a ton!
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
@cloud cobalt Oh, I know. I'm doing something very very naughty. I'm making a client determined movement system.
that doesn't sound like a large amount of data?
That's not necessarily a bad idea, either
just a few things each tick
Yeah, it's really not, but I want to cut it down as much as possible
It's a bad idea for PVP, obviously
there's no point optimizing something that's already not a problem tho
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.
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
Yeah, I'm trying to, it's rough going. They really dont' want to do things the way I want to do them.
Your clients might want to ship on the Switch or the PS4 where sockets could be basically outlawed
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.
client authorative movement with server side validation is pretty normal
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
normal replication should be enough for that tbh
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?
as in vars and RPCs
Variable replication & RPC
That can be client determined?
of course
Oh, nm
RPCs are usually fired from the client so yeah
I mean replicated vars.
I'll have to read that PDF ya'll gave me. I didn't learn much from the Unreal docs.
Replicated vars are server-to-client
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!
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
Actual position! Client prediction is a farse!
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
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.
Nope, not me
He is the Stranger from Stranger Things
The Stranger 
I'm actually the Stranger from Destiny, I'll pass by for a few seconds, spew useless nonsense and leave
You're welcome
Funny, my wife does the same!
I'm getting married this month, I'll see if that changes how she behaves !
LMAO
@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
lol
That's actually a fairly fun idea
This question might sound stupid
but how do you turn a float in a texture?
is it possible?
A texture is a 2D array of colors, colors being an array of four float values
Not sure what you want to do
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
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
it says there is an error when uploading
What do you mean uploading
Importing, right ?
You still have to follow some constraints
Click the link...
the api pages are a mess
where is the link on this page that takes me back to TArray page http://api.unrealengine.com/INT/API/Runtime/Core/Containers/TArray/AddUninitialized/index.html
Adds a given number of uninitialized elements into the array.
breadcrumbs would be nice
[2018.05.04-15.18.26:806][ 0]LogWindows: Error: Assertion failed: bDynamicClassLinker || !Loader->IsError()
what the hell is that
@manic pawn I have VAX
use it :D
well it's better than attempting to browse horrifying machine generated api pages so
for fuck's sake I said the pages are poor and you say I should just use VAX
what kind of suggestion is that
one that solves your problem ...?
noone in here can do fuck all about the api pages lol
I simply stated they're a mess
ok so you werent looking for an actual solution or work around
no, just verifying whether I'm stupid or that the pages are so poor
they have been useless since unreal was first released
Has anyone here successfully packaged AND opened the app on their android device?
Iโve packaged it in multiple ways and every since way, wonโt 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
It even let the game being played
Both package fine with obb attached to apk and without
But when I load it on the device, it immediately crashes..
Iโve 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
Its somewhere in the documentation
Yea because even when I launch it from unreal engine it starts tracking then shuts down when it crashes
There is logs on your device
How can access the log on my device?
Also I will check out logs that youโre referring to @whole quarry
You connect it with usb, load up the program and it logs every thing from the android
I did that
Through launching with usb debugging on and everything
But it still crashes
Then with filter (UE4_gamename) it gets the relevant info
Is there something that needs to be setup before hand?
It really shouldnโt have any errors
If it crashes, it has errors :P
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
I understand something is clearly wrong haha Iโll look into it after work trying that method from the link above. Iโm at work for another 7 hours haha
Thank you for all your help
@drowsy fox logcat is very usefull, even just to monitor the android
Np ;)
@noble geyser assets are seperate from the engine
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
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
you dont need to reinstall just reset your layout to defaults
maybe you hit the maximize button on the viewport?
Possibly, i just reinstalled anyway only takes 5 minutes to download ๐
Is there a way to send an RPC to everyone but the owner or to specific clients at all (from the server).
*?
@drowsy fox are you opening a blankish / default project or your own projec
It was a blank project I created three weeks ago as a start to multiplayer on mobile
@Steeeeve#8769
so if you open up ue4
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 :
which is ALWAYS followed by this :
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
( @plush yew thank you, I never had to try with blueprint yet...)
ya the editor crashes fairly often for me too but if you save often youll be alright
The restore packages feature hasn't worked once for me.
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
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
Cheers man
np
I'm a noob here to help other noobs ๐
im doing a flying object how can i make it fly towards where the camera is facing not just fly forward
changes from fortnite network have been merged
@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
Hey, can anybody tell me which sound file types can be imported into UE4?
I am at work @Steeeeve#8769 I apologize, as Iโm here for the next 3.5 hours. My project is a top down template, Iโve 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 itโs causing errors upon loading. Iโm 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 havenโt done that yet either
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
I found a olution to my problem before
it worked
btw, how do I open a web browser with url from a button?
I believe that can be achieved through a console command but there could be something built in. @iCrazyBlaze#7950
lol
there is quite a bit of linux changes
for UE Editor
maybe Tim got really fed up with Microsoft ๐
i decided to try and model my first character up for rigging and
the result
is quite
not describable by words i guess
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.
probabaly not, but it still funny :
changes made by epic?
why is the picture the uplay logo lol
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.
You have a bunch of characters, that introduce their own health variable?
yeah thats how its currently set
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.
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
darn
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
yes
thanks
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
I'll look into it
You're right Erik, it lets me add Content Packs to my project. Ty.
https://youtu.be/lNlUKLC8dEY?t=4m37s
in the video the guy adds a window frame, which snaps to the border and aligns into center. if I follow instructions, my window frame won't snap. what am I missing?
Unreal Engine 4 Tutorial
Lol that's an official ue4 tutorial that the guy ripped and put on his channel.
Huh
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?
Haha nice. It's really the same video.
It looks like S or Alt-S might be surface snap
Hm, not working for me
Do I hold S / Alt+S when dragging or something else?
Can't get it to work
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
Has anyone here packaged and ran an android apk? My game is crashing and I canโt seem to figure out why, or where the log is kept
@Paexl#9138 thereโs a toggle on your viewport
It crashes upon startup
@drowsy fox did you open a blank project yet and launch it to your phone
with the settings i mentioned earlier
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
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 : I think this is the site I've used for that. Doesn't always work right. https://blueprintue.com/
BlueprintUE.com is a tool for sharing, rendering and rating blueprints for Unreal Engine 4. UE4 is a game engine which use visual scripting called blueprint.
@muted minnow ๐
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.
has anybody figured out how to flip the sky sphere
how do you mean?
@timid jungle i mean rotating it 360 so say the stars are below the horiz
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
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.
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
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...
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
BP's are quite slow once your game gets bigger and you start creating more complex systems
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 ๐
oh yes, You just made me remember that, thanks!
I mostly use BP, it's not all bad, just have to be aware of certain quirks
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
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?
I usually use BPs for quick prototypes, tho I can' t recall using them primarily in a project
@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
Yeah...esp when you accidentally unparent a BP class, you can't open it
Gotcha thanks. Those are bugs? Or as-designed?
designed bugs? ๐
Hahaha
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 donโt break code. C++ base classes allow easier refactoring and reparenting later when you need it.
I have some abominations where half of the functions are implemented in c++ and some in BP ๐
thats very common
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
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
@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.
@viral herald did you copy paste the uassets from another project?
@frank escarp So what they shipped was primarily C++? That means ambershee is wrong?
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++
@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?
cntl+v
Hmm. It's probably better to clone the project through the launcher instead.
@viral herald https://i.imgur.com/3QOfhI0.png
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?
There is a Solus โtutorial โ on YouTube where devs explain what kind of systems they have. Can use it as a reference to โsizeโ
@vale osprey Ah cool thanks. I assume all their dev talk has been vlogged then.
@patent ibex what is advanced vs basic ballistics? Do you have experience implementating both?
There's a scammer here
by the name of AnubhavPlayZYT
Asking to be payed $2 for his stolen art
be aware
@vale osprey basic is more of arcade style ballistic, just damage drop over distance and simple wall penetration
while advanced fully (or almost fully) simulates projectile behavior. Arma style i guess?
my experience doesn't mean much, the question is if it would be wanted or not
@sullen sonnet Wow, 2$ 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.
Ye he asks to be payed first before he "makes" the art
all his example art is from google
ok thanks @tulip helm
@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
think if it was just physics curve
@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
@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
Hey folks - is there a way to increase shadow intensity in the world?
looks like there's actually plenty of weapon systems and yet another generic one isn't needed
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
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
@exotic tangle check the skylight
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
#here Happy 20th anniversary to unreal engine btw, if i'm not mistaken it was launched in May right?
well it had some effect, but all in all shadows are still fairly light
@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
is it possible to create a file in the gitlab file and uplaod files there that arent connected to the project
Is only way seeing difference is to rebuild light every time? - is there no way to see live preview @patent ibex
There's old built lighting in memory until you rebuild it
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
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?
Just delete it :) or set intensity to 0
hah, baking lighting
Ok THAT did the trick but now its way too dark ๐ lol ok
i'll play around now a bit
am i correct in understanding that baking in ue4 context means building?
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.
@exotic tangle yeah, building light = baking light
you're welcome
why does baking light sometimes fail? got once an error area too large or something and it just folded
@late stream hi, here are some written stuff on Blueprints:
- Epic's documentation on Blueprints
- http://romeroblueprints.blogspot.ru/p/table-of-contents.html <- this one is really good and all compendiums are conveniently packed in PDFs.
- 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
- 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
I'd be pretty wary of any Packy book, let alone one that is now three years old
Does Packt ever update books?
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
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?
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.
@proud pine number 3 will eventually work, just gotta keep trying it a couple times every day.
@woeful oar you could always make a blueprint that contains a collision box and when someone is in it, go from there
@ember dove sorry, i was replying to timdix, i wasn't asking
i should use @ s more often, lol
Hi folks, have filmback settings changed in latest UE4 build? I can't find these when I have camera selected
i just get this in mine
focus settings are missing also it seems
the launcher is getting pretty obnoxious
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 ?
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
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
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.
There are moddable UE4 games, you can see them in the launcher
yeah but I don't own them. So I was curious how they are handled
there is a section for modding
depends on how the developer implements it I guess though
Is this something Epic makes available or something that is developped independently
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
but so far games like conan/ark/etc have managed load orders, pack files and etc...
right...?
@patent ibex came back from break - rewatched the tutorial - indeed - I imported wrong camera,
๐ small details
Told you :)
aye ๐
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.
What's the best way to calculate a velocity that would bring you from point 1 to point 2 within x time?
Assuming it's constant speed you can't go wrong with distance = velocity * time
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)
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 itโs because of networking while I donโt have networking
How can I get average frames per second on my matinee after it finishes
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?
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?
I just tossed this up, in case anyone wants some free shit: https://blog.joy-machine.com/game-development-resources-scripts-ue4-assets-a-sample-landscape-node-graph-all-free-ee0fb09c13b2
share all the free stuff!
woooooord
we really need a database with all the free stuff
i always send u at least 1 dolla luos G:D
k
good job
you just pinged everyone

RIP
i quit this shit
haha
Who disturbs?
XD
reeeeee
UH OH
GRRR
ffricking admin rights
@fierce tulip you are literally as bad as they are
??
Luos
Oh boy
unleash the horde
wew LAD
GRR
you pinged us
can u not
I HAVE BEEN SUMMONED
well done
damn

๐๐ฟ
reeeeeeeeeeeeeeeee
oh god
Ping
๐
๐ข
El Idioto!
PFFAAHAHAHAHAAH
LOL
LOL
@everyone can 
Why would you do this?
๐
PICKLE RICKERS IN THE HOUSE TONIGHT
lol
aaaaaaaaaaaaaaaaaaaaaa
@fierce tulip YOU PINGED USSSS
Hi
-.-
lmao
OMG

))
Rekt
/giphy summoned
Whyyyyy?
SEVERAL PEOPLE ARE TYPING
"several people are typing..."
๐ค
kys
I HAVE BEEN CALLED
the fuck
Not happy.

@.@
and i thought i was special
y ping
Oh snap. Hello. XD
Oh damn
IM NOT GONNA WORK ON YER PROEJCT LUOS STOP PINGING ME
hahahaha
YOU WHAT
lul
Who summoned us
WHAT HAVE YOU DONE
@fierce tulip deleting the message won't help, lol
jesus

๐ :help
jesus christ this is like a bot
dat spam
You messed up.
OH GOSH!
Wtf
I guess he got his everyone ping
Skyrim
an at everyone happened i change to this and discord crashed
STOP

hi?
thees ees a deesaster
you fucked up
can someone ban this fucker
HELP
phone explodes
๐
Seem counter productive ๐ฆ
HELP IM LOST
MY PHONE
Ping NOOOOOOOOOOO
rage fire
๐
<_< sowwy
how 2 flip sky sphere 360 so stars are below horizon pmme a
UE5 RELEASED UE5 RELEASED
๐ค
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YOU JUST @EVERYONE 3724 PPL WAAAT
,,,,,,,,,,,,,,
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STAHP
Anyone wanna build Oblivion 2
how 2 flip sky sphere 360 so stars are below horizon pmme a

I can't believe you've done this.
goddamni
Haha
lololo
WHATร
Holy sheit
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suddenly in lounge
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AHHHH
@fierce tulip Dude :D
@fierce tulip WHY DID YOU DO THIS
@fierce tulip fuck you for using at everyone
He doesn't even go here
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lol
Lets Ping the Admin Back!!!
xd
What'd I miss?!
how 2 flip sky sphere 360 so stars are below horizon pmme a

Pping
Are there not permissions?
how 2 flip sky sphere 360 so stars are below horizon pmme a
you done goofed in a huge discord
๐ก

rip message 
@fierce tulip your mean!
now everyone spams the chat
@vagrant lance what are you doing here
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sooooorrryyyy
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Lol luos forgot he was a mod
๐ฏ
thanks obama
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