#ue4-general

1 messages ยท Page 254 of 1

queen arch
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anyone here a fan of Deus Ex?

plush yew
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i disliked it

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idea was good but video wasnt too entertaining

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oh nvm im talking about something else, my bad

queen arch
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Yeah, I'm talking about the game from 2000

harsh tiger
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does anyone know why in the default level the clouds pick and choose when they want to be visible?

pallid compass
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prob camera depth

plush yew
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i think i will have to use epic textures

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but thats ok for now

harsh tiger
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@pallid compass how do you mean?

pallid compass
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well i assume u mean they disappear and reappear based on your distance to them?

harsh tiger
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nah

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like they are either in the sky or they arent haha

pallid compass
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prob random then

harsh tiger
pallid compass
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oh no idea

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prob something in the skysphere bp

harsh tiger
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i used the default level and it does use the skysphere bp

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i've always thought this blueprint is a bit weird though. like i will change the speed and refresh the material but nothing actually happens

plush yew
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why is your game in the air?

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are you creating aeroplane

harsh tiger
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@plush yew i started making this game about a week ago. just focusing on getting gameplay to feel good and see if what i have envisioned will even work haha. then i'll work on graphics and a theme etc

plush yew
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oh nice stuff

harsh tiger
patent ibex
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is anything heard about AGAA?

topaz quest
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im trying to make a true first person camera just wondering do you guys attach the fpc to the head bone or position it relative to the head?

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Also is the camera boom for the third person camera supposed to be straight like that or coming from the camera to the position near the body?

tall pendant
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nvidia had it working in UE4 two years ago. But i didn't followed it since. So idk if there any news on the current state of AGAA and UE4.

vivid oar
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Guys i cant work like this anymore please help me ...
My GPU sucks and because i added alot of objects and materials it asked me to change graphics or resolution automatically.
Now when i zoom out my landscape changes and as well some of my materials are weird.

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zoomed in

topaz quest
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@vivid oar im not sure if it is related but i know you can setup your materials to display differently depending on the quality settings applied.

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perhaps that is a place to start looking for some info?

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also perhaps the lods for the landscape work differently also ?

vivid oar
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I still have no clue how to fix this

topaz quest
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how does the landscape look when you are playing it ?

queen arch
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i fucking hate myself and game development right now

cloud cobalt
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You shouldn't

viral herald
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hey guys

vivid oar
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like it was made in 1995

viral herald
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i got a project in trying to upload into gitlab via kitcraken

vivid oar
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resolution sucks

viral herald
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how do i upload that folder into the repo?

mint raptor
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Any reason why socket rotation ping pongs from -90 to 90 instead of looping back like in most other cases when rotating in one direction endlessly?

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I'm speaking in terms of the bone and using GetSocketRotation

cyan merlin
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@vivid oar looks like your quality settings are on the lowest and you haven't even built the lighting lol

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Unreal probably set quality to lowest based on your computer specs

vivid oar
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how do i change that back

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please tell me

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ill build lighting at the end of designing my level.

cloud cobalt
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Looks like the editor just reset to low quality

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There's a graphics settings menu in the main window

vivid oar
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Project Settings?

patent ibex
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@tall pendant as far as i understand it wasn't released in any form, right?

cloud cobalt
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@vivid oar Main window

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Scalability settings

tall pendant
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@patent ibex afaik thats correct yes.

warm mountain
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seeing ubisoft's laziness in creating texture variation or making realistic debris piles

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makes me feel better about myself ๐Ÿ˜„

topaz quest
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@warm mountain ubisoft's laziness in creating texture variation? i could also do with some cheering up got a link to some reference ?

queen arch
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anyone here good at umg?

knotty lagoon
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guys, i gotta make performance comparison of unity vs ue4

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do you think approach of making 2 "identical" scenes in both makes sense?

leaden garnet
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everytime I see ue4 vs unity I die a little on the inside

knotty lagoon
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check link

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there are 2 pictures

queen arch
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Let me save you the trouble, they are almost identical

knotty lagoon
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i mean i gonna do not visual but FPS etc. testing and idk if making 2 same games for both makes sense for constructive results

warm mountain
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@topaz quest its just running around ghost recon wildlands

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its really obvious

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the roads repeat so frequently

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and when you go inside a house

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it can be the same concrete texture on every single wall

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and the same decals

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they didn't even bother to size their debris right

queen arch
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Dydzio check one of the many videos that do performance comparisons

warm mountain
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just smacked a photo on it

queen arch
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and then check the comment section

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There will be lots of people who will talk about what the tester did wrong

warm mountain
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and when you shoot chickens they explode

queen arch
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then don't do those things

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What I would love is for a comparison of their pipelines

tall pendant
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Usually Unity vs UE4 videos are childish bollocks.

knotty lagoon
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well basically i am writing graduation thesis about unity & UE 4

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but the guy is stubborn about some practical testing shit to compare something with measurable results

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as part of the work

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so this is the best i could think of

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both scenes look like crap imo but im programmer, not 3d modeler / level designer

silver crown
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@knotty lagoon Any kind of performance?

knotty lagoon
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ye

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for now i will test FPS and think what else i can do with these levels

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and put profiler into use and dig in some details

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testing specific algorithm implementations etc. is not very constructive in my opinion, so I go for practical product prototypes... pretending they are "equivalent" by making them similar

remote moss
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Hey friends, are there any tools out there to debug unreal .sav file or parse into ascii format? I want to debug my .sav file to check is everything is under control but I couldn't find a tool for that other than doing it manually

plush yew
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@agile furnace Hey man how do i go about making a 1000 player MMO using only Blueprints? I'm new to game dev.

agile furnace
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yeah just go to the blueprints channel wes bunns will be with you shortly. he's just checking his notes

plush yew
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Appreciate your help!

graceful grove
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We're gonna need a bigger thinking emoji ๐Ÿค”

plush yew
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Copyright!

kindred viper
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@remote moss the .sav file is binary and possible has compression. You need to do exactly the reverse to get it back into ue4 as a save game object so I would look at the source relating to that in the SaveGame Object serialize function

remote moss
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@kindred viper Thanks Marc, I'll look into it than. I just thought there were a more rapid way of doing it.

kindred viper
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well the easiest way would be to simply load the SaveGame object and read out the values. If you want to do it in editor though you could make a plugin to check it. its not too hard.

topaz quest
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is the HUD class required or can i use another blueprint widget as the HUD?

thick scroll
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Hey guys, which channel do I go to if UE is giving me issues?

kindred viper
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@topaz quest you dont need the hud class at all. Since UMG its kind of redundant except for some built in functionality for screenspace stuff

remote moss
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@kindred viper Yep, doing it manually works for now, because I'm working on a simple mobile game project.

pallid compass
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god dam my vs feels slow af today

remote moss
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BTW guys my game is a very small game with a few assets but Unreal engine tells me that it uses 2 gb of ram, is that normal?

pallid compass
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i see 130k objects

remote moss
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all unreal engine stuff added to that number I guess for I have max 15-20 assets

pallid compass
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what did u did u use to bring that window up

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let me compare to mine

remote moss
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its under editor preferences>performance>show frame rate and memory

pallid compass
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lemi check mine

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dude u sure ur not looking at ue4

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with the edtior open

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and it counting all the editor stuff

manic pawn
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that widget is part of the editor ui so yeah

remote moss
manic pawn
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the editor using 2gb ram is totally normal

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you'd have to package a shipping build and test there to get any meaningful result

remote moss
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alright, so there is nothing to worry about, thanks

earnest elbow
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Hey, Im pretty new to UE4 and playing around with Lighting, why does it look that kinda weird when I rebuild Lighting? http://prntscr.com/jp2g8d

Lightshot

Captured with Lightshot

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the textures on the wall to the left

remote moss
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@earnest elbow it seems you don't have a lightmap UV on those wall assets?

thick scroll
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I had the same issue. It might be a texture streaming issue. Should be a couple options to mess around with in the Editor Preferences. If you changed the lighting and then it became that way, then it may very well be a texture streaming issue.

earnest elbow
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@remote moss after rebuilding lighting it kinda says somewith with lightmap UV but i dont know what that is xD

tawdry hedge
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Hey, guys. I'm working on a Molotov cocktail and I want the liquid inside to move around. I set up the "liquid" as a jiggle bone. Problem I have is that it distorts the "liquid" when it moves around, like so (On the left:

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so as the angle rises, it distorts it

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so my question is: I was thinking of linking the scale of the bone to the rotation and have that scale then correct itself to 1/cos(angle), which will compensate for the distortion and you get a shear effect. Is that possible to do in UE4?

remote moss
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@earnest elbow you have to have 2 uv map. First channel is for normal surface textures, your standard wall texture and the second uv channel is for lightmaps. You have 2 options, you can let Unreal create it for you upon importing the assets or you can do it in your 3d applicaiton of choice like 3d max or maya

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I prefer doing it manually in you 3d app, that would give you the best result

digital anchor
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@earnest elbow if youre not doing something really serious, just set everything to dynamic, then it wont use lightmaps

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but will get less performant

graceful grove
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oh wait wrong person WOOPS

digital anchor
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xd

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was about to say

lavish basin
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I'm making a fps like those of the old era like the doom and quake but sadly i can see the side of the sprites and it's giving me a headache, can someone help me make sure that i'm always facing the face of the sprites no matter the change in camera position.

kindred viper
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billboard takes care of that

graceful grove
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what he/she said, make everything a billboard

kindred viper
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he but female on the inside ๐Ÿ˜‰

lavish basin
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its a flipbook, can i change a flipbook into a bilboard?

kindred viper
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I am growing manboobs as I get older though so I dunno anymore

lavish basin
remote moss
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@tawdry hedge I wouldn't do that actually, you may prefer doing this animation in your 3d app if you are not after a pure realistic liquid result as it moves with your animation simultaneously. You can just create the liquid part and populate some bones on the surface of your liquid mesh and do some dynamic bone movement and bake that out.

graceful grove
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The approach in Left 4 Dead 2 is full dynamic and requires just two bones so I don't think it's a bad idea

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Although yeah other titles have done some pretty good looking baked fluid stuff, Vermintide looked nice

remote moss
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@graceful grove Actually I made a similar animation for our game Conarium but it was not liquid but baked cloth movement. I works perfectly.

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btw you need to have more division on that liquid mesh it seems

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with correct weigting you can di what you want

tawdry hedge
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Ok, thanks guys.

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@remote moss Add more divisions huh? So just basically subdivide the mesh?

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Should I just add one near the bottom and then weight paint, how many would you add

remote moss
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two or three might do well in your case, bottom one should not affected by the top bone and gradually increase the influence to the top

tawdry hedge
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Oh I see, that makes a lot of sense! ๐Ÿ˜ƒ

remote moss
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yes subdivide or edge cut

tawdry hedge
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Thank you for your help. Conarium looks beautiful, by the way

lavish basin
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is there any way that i can use a paper flipbook as a billboard?

plush yew
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@remote moss what assets did you using

remote moss
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@tawdry hedge thanks man!

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@plush yew for Conarium nearly all were custom made

plush yew
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Trees is looking so good

remote moss
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oh above picture is taken from a mobile project just for fun

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these are all billboard particles

queen arch
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any ideas what i'm doing wrong?

graceful grove
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Nessie, is that you? kappa

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@queen arch Are you making a blueprintable function?

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Actually what am I looking at here? Is that a blueprint node that already exists, FormatText?

queen arch
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yes

graceful grove
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Wait which yes are we talking about, yes to a blueprintable function or yes to an existing blueprint node?

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๐Ÿ˜ต

queen arch
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existing bp node

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what do you mean blueprintable function?

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a function within a bp?

graceful grove
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You can create function in CPP that then exist as nodes in BP with customizable input/output pins, default values, etc

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Although that's not the problem here evidently

queen arch
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the node on the left, is what I see in tutorials.
the node on the right is what UE4 gives me

river mirage
queen arch
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no wait

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the other way around

graceful grove
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Ah ok. Could you link to the tutorial you're following @queen arch ?

graceful grove
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@queen arch Where did you get the screenshot on the right anyway? I don't think it's from this tutorial.

graceful grove
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Ok, so you need to plugin a preformatted string to the Format pin of the FormatText node for it to generate the other input pins. e.g. Create a MakeLiteralText node and write in it "{Currency} {CurrencyType} {Ammo} {AmmoType}" , and then attach the value of that to the Format pin.

queen arch
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ok solved it

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well not really solved it

graceful grove
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You can also manually add arguments by right clicking the FormatText node and somewhere there's an Arguments panel where you can make more specifiers

queen arch
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I still don't know why unreal doesn't give me the node I want

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but the problem is that the new nodes are wildcards, not texts

graceful grove
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Interdasting

queen arch
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so I just create a text variable with the value I want and connect it to my node

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the new pins are wildcards*

graceful grove
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Well I guess that means you can plugin anything that can be converted to a string ๐Ÿค”

queen arch
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I still don't get why the pins are wildcards though, when in plenty of tutorials I see that they are text

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and you can enter whatever text you want directly on to the node

graceful grove
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Probably an improvement to the node so that you can more easily add text input from things that aren't inherently fstrings

manic pawn
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using a format text node and then manually typing in values makes no sense so they probably thought this was better

worn granite
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its possible that you can right click the pin to make it act like a literal - that'd be where it would be if its still possible. Doubtful though.

queen arch
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Well it was just confusing watching all those old tutorials

worn granite
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yeah, I can imagine

grim ore
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@queen arch yep I just checked and it looks like they updated the Format Text node to take in other types at some point lol. It converts the other types internally to text as a convenience. I'll add a note to the video about this so maybe it will help in the future.

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I can see how this would be annoying as you can't edit in the actual node itself anymore since they are wildcards =/

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ah they changed it in 4.13 To allow you to pass in the numeric/gender values needed for plural/gender form support, all of the FText::Format(...) family of functions now take their values as FFormatArgumentValue rather than FText. This can be implicitly constructed from any numeric type, ETextGender, or FText.

graceful grove
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You'd just plug a make literal node into the wildcard and have the same behavior right

grim ore
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yep and I pinned his comment on the video and added that reply ๐Ÿ˜ƒ hopefully it helps out other people

dull grotto
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Hey everyone, not sure which exact section to ask this in, but I've been having stability issues since the Windows 10 1803 update. TL:DR; crashing while adjusting meshes. My project will generally crash anywhere between 5 minutes to an hour. Normally happening while I'm adjusting meshes. I feel like it might be a GPU issue, but the crash report doesn't give any details. All of my Google searching results in Fortnight issues, and never of those had helped so far. Ryzen 1700 on X370 MB, 16GB RAM, and x2 RX 480. I have issues even if I disable crossfire. I didn't know if anyone else is having this issue and can point me in the right direction.

silver crown
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@dull grotto Install engine debug symbols to get a proper call stack

dull grotto
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Ok thanks @silver crown I'll do that and see if I can resolve it in my end.

opal kindle
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'Ello
Got a question about performance, namely how can I set the transforms of many components at once (every frame) without tanking the performance?
Profiling reveals that UE4 spends a long time on UpdateChildTransforms/UpdateComponentToWorld: https://media.discordapp.net/attachments/393606229236252683/451870822433554443/unknown.png

For context, we're making a runtime custom level loading/animating system, where each object gets its own RuntimeMeshComponent, and these can be animated. Ideally it should be able to hold up to having around many animated objects.

cinder iron
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are using skeletal components, how is your current setup?

tranquil bone
opal kindle
tranquil bone
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Why so many runtime components

opal kindle
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Well this level has a few hundred objects

tranquil bone
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Ah okay

cinder iron
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so you are using scene components because (?)

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also thats a great amount of scene components

opal kindle
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You can't parent objects to runtime meshes, so each mesh is wrapped in a scene component and stuff parented to that

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Currently just waiting on someone else to bake the animations and flatten out the component graph, hopefully that works a lot better

cinder iron
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is this done to build an scenario procedurally or similar?

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set master pose component might work

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if you need multiple bodies following the same animation

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because the more scene components you add, the more transforms you will have to update

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thing which is not very cheap per say

opal kindle
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"is this done to build an scenario procedurally or similar?" - yeah, it pretty much just takes an FBX and loads the entire thing into UE
Also "Set MasterPoseComponent" isn't possible as URuntimeMeshComponent doesn't inherit from USkinnedMeshComponent

cinder iron
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I got you wanted to animate something

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updating N scene components XD

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But yeah, if you don't use skeletons then set masterposecomponent is useless

slim cairn
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Guys, any idea why the editor might become unresponsive few seconds after I type "stat game" console command? I'm on 4.19 binary version, and the freezes are frequent until I manage to turn it off with "stat none". Even with the blank project while the game stopped its freezing every 5-6 seconds. This seems to happen in the editor mode only. Running the "stat game" in packaged debug game works ok. Has anyone had anything similar before and how do I prevent it?

storm venture
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Anyone know of a way to achieve a sort of 3d scene capture?

silver crown
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What do you mean @storm venture

storm venture
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Well, I would like to achieve a sort of hologram effect of a given area

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Basically duplicate a building and have a miniature version of it on a table

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but I can't manually do it, it has to be dynamically done during runtime

silver crown
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You could use tricks

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Like make a camera render to a plane facing the player camera

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And rotating that camera according to the view angle

storm venture
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Oh, interesting idea

unreal spoke
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can a lobby for mp be done enterily with bps?

safe rose
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yup

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Not perfect

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But it'll get you there

plush yew
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looks perfect to me

unreal spoke
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@safe rose Thanks!

pine parcel
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Hmm is one unreal unit really the same as 1 cm in other 3d programs?

kindred viper
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1uu is 1cm in the UWorld. Other apps differ sometimes, so conversion can be required

pine parcel
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It looks like 1 unreal unit is actually 10 centimeters

storm venture
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You may have exported your assets with some incorrect conversion settings then

pine parcel
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no nothing wrong with the export... here I'll send you a screenshot

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So the smallest one up top is a 1cm plane from maya, the next one is scaled by 10, and the next one is a 1.0, 1.0, 1.0 box brush

weary basalt
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As @kindred viper said the conversion between programs will not be 1:1

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1UU = 1CM in real world units. Other programs, such as Maya might be different.

grim ore
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When you create the box brush, the scale might be 1 but check the actual size for it in the settings

pine parcel
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hmm... didn't realize I could do that, let me see

storm venture
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If you go to "Basic" and place a "Cube", it will be a cubic meter

pine parcel
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I don't see where you can check the size settings @grim ore -- @storm venture If that's the case, then maya:unreal = 1:10

grim ore
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In the Brush Settings in the Detail panel when you have it selected

storm venture
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on the side here

grim ore
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yep its 200x200x200

pine parcel
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True, so to unreal a maya centimeter is a millimeter

grim ore
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well you can say it's whatever you want to whatever but in unreal 1 unreal unit is 1 centimeter

storm venture
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No, I export meshes from Maya in centimeters and UE4 interprets it correctly

grim ore
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I know in modo when I export I get to choose the size

storm venture
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Like I mentioned earlier, you probably have a conversion setting or something incorrect in Maya

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If you go to Windows > Settings/Preferences > Settings, you will see "Working Units"

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make sure that's on centimeters

pine parcel
storm venture
pine parcel
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the big orange one is the 200x200 box brush

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Hmm, I think I used that setting... but let me double check that I did for this one

storm venture
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During the export process you will see this in the Options on the side of the Export All window

grim ore
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That's why I like modo's way of doing it, just pick what you want and you win lol ๐Ÿ˜ƒ

storm venture
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I checked out Modo for a bit once, looked and felt super awesome, but it was just a trial

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I don't suppose you know of any student licenses? ๐Ÿ˜›

grim ore
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Modo is super weird to get used to, I fault no one for that

storm venture
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Ive watched professionals use it during streams and they used it so nicely

grim ore
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they do have a student license that I have seen but the modo *indie on steam is a good alternative as well

pine parcel
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So there is this setting for unreal's importer "Convert Scene Unit - Convert FBX Scene Unit to Unreal Unit (cm)" I'll try one without, then one with ๐Ÿ˜›

storm venture
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If you ever feel like, feel free to make a 1cm cube or 1m cube or whatever and export it as fbx and drop it in here

pine parcel
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I can do whatever, do you want it in maya or unreal units? ๐Ÿ˜›

storm venture
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Do whichever you think works best, I just wanna double check that the mesh itself is scaled wrong

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If I import it and it's scaled wrong, then I'd bet money your Maya just has a weird setting somewhere

pine parcel
storm venture
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Yeah this is correct, 1cm in ue4 too

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This isnt 1cm in your ue4?

pine parcel
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i don't believe so, let me compare it against a box

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Well I'll be damned, it is the correct size. I guess I was making a false assumption that the grid also starts off at 1 cm

storm venture
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Ahh, yes that's good ๐Ÿ˜„

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The '50' means it will snap every 50cm

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and so the gridlines will appear every 50cm as well

pine parcel
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ahhh, it all becomes clear now

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welp at least I know I can model true to size ๐Ÿ˜„

storm venture
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lol yup, I spent way too long back when i used 3dsmax with the wrong units, I would convert between inches and cm constantly, fun times

pine parcel
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Fun times with units. We should just erase "degrees" from human history and only teach radians moving forward

cunning umbra
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We should also delete pi and all convert to using Tau.

pine parcel
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tau?

cunning umbra
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tau = 2*pi

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tau / 4 = 90 degrees, or 1/4th of a circle

pine parcel
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Ok, so the ratio of the full circle to it's radius, rather than it's semicircle

cunning umbra
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yes

pine parcel
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Neither pi nor tau are arbitrary though, and they both represent a meaningful ratio... where degrees on the other hand are just an arbitrary scale of man-made numbers.

cunning umbra
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true. I believe degrees come all the way back from babylonian times? The military uses a "mil" system, where the circumference of a circle is 6400 mils. I think it comes down to easy divisibility for humans. I mean, you could also represent the circuference of a circle as a normalized value between [0..1], and coincidentally, that would be the exact same number of taus. 0.5 * tau> = tau/2 => 2pi/2 => pi => 3.1415

pine parcel
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XD

cunning umbra
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If your steering a ship, it would be pretty cumbersome for the captain to say, "helmsman, turn to 0.15363 taus!"

pine parcel
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Yeah the 360 was like a biblical thing or something originally. At least I think I had read that somewhere.

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@cunning umbra Hahaha

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"Admiral, plot us to 10:00"

cunning umbra
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nah, it had nothing to do with the bible. It's just a coincidence that babylonians are mentioned in the bible. Babylonians were world leaders in mathematics and, if I recall correctly, they really like the number "60", so they wanted things to be easily divisible by it? I think they didn't use a base 10 numbering system like we use today.

pine parcel
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Considering how engrained base 10 is into our minds is intriguing... makes trying to decipher the meaning of a different base like learning another language.

cunning umbra
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yeah, it's actually kind of interesting. A base 6 numbering system would be something that works well if you're counting things on one hand because you have 5 fingers. If you count on two hands, a base 10 system makes sense.

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like, if you show 3 fingers on one hand and 5 fingers on the other, to show the value "35" in base six, in base 10 that would be 24. It's a little harder to parse, but you can think of it like "the number of times I counted to 5 on one hand" or something similar

marsh storm
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Is there a .ini setting I can change to get a larger brush size out of the vertex paint tool in UE4? It's nearly impossible to use this feature on large objects with low vertex density, even with the maximum radius.

brazen bobcat
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while building i get this message:
UATHelper: Packaging (Windows (64-bit)): LogSavePackage: Display: No exports found (or all exports are editor-only) for GameState. Package will not be saved.

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and it seems to prevent my building

#

searching up online results results in more of the same syntax but having GameState replaced with the errored class

#

i have one gamemode using GameStateBase, which is the menu gamemode

#

some help would be greaty appreciated

#

(sorry everybody's questions i buried up above)

topaz quest
#

hey all is there any reason why the toggle of my widget doesn't work with this?

#

it does work if i set it to game mode and ui though

manic pawn
#

set input mode ui only prevents this from receiving input

#

also you really should not re-create that widget every time it is opened/hidden :v

topaz quest
#

how would you do it?

brazen bobcat
#

make a var

topaz quest
#

also doesn't setting the input to UI mean that only the ui accepts input ?

#

im sorry im a noob ๐Ÿ˜ฆ

manic pawn
#

yeah, but if only the ui receives input, it never gets passed to this input action

#

since that is not part of the ui

topaz quest
#

ok that makes sense

kindred viper
#

Anyone know which input includes you need to use a slate ComboBox? Seem to be getting lots of input related link errors.

topaz quest
#

can you elaborate a bit more as to how you might do it @manic pawn if you dont mind ?

manic pawn
#

I'd use input mode game and ui

topaz quest
#

ok, and could i stop the character from moving on input?

#

also, how would i avoid re creating the widget every time?

#

ty for your patience btw ๐Ÿ˜ƒ

manic pawn
#

to avoid recreating it just store it in a variable

#

and only create once in begin play or something

topaz quest
#

ok thank you i will do some reading ๐Ÿ˜ƒ

#

ok so you guys would create all your widgets at begin play for example and just hide them and then show them as needed?

manic pawn
#

I create all possible dialogs at the start of the game and then switch them between collapsed/self hit test invisible as needed

#

except for some rare cases where it makes more sense to spawn it dynamically

#

this allows you to turn complex ui on/off without framedrops

topaz quest
#

ah that makes a lot of sense.

#

sounds kind of complicated

manic pawn
#

kinda is

#

but it's also kinda simple

#

you'd just replace all of your add to viewport/remove from parent calls with setvisibility ones and keep track of all widgets somewhere

topaz quest
#

lol you make it sound simple ๐Ÿ˜ƒ

#

thank you though that is really good advice. better to learn the correct way instead of the quick and easy way

narrow pasture
#

Anyone else know a solution to taking high res screenshots in unreal? both the command line and the interface versions don't work

narrow pasture
#

for some reason i can't change the directory of the screenshots, so its saving it to a directory that doesn't exist on the computer that im using

#

even though i went into the settings and changed it

sinful narwhal
#

hi

daring atlas
#

Is there a recommended maximum size of the name of any asset as seen in the Content Browser? Example: I import a mesh called SM_whateverobjectname01. How long can that name be, potentially?

vivid girder
#

Anyone know anything about the BSP error that was recently patched?

worn granite
#

what was it

#

well in that case, no.

whole quarry
#

@daring atlas i would say: keep it as short as possible

daring atlas
#

someone specifically told me 27 was the recommended max

#

it sounded a little superstitious and oddly specific

plush yew
#

@daring atlas you want naming conventions for your assets. so that way you can quickly reference them from dropdowns. so you can do things like BP_Pawn for blueprints, and M_Tex_NRM / M_Tex_Base / M_Tex_Spec for textures / materials that type of thing. naming convention is important. sometimes if you have no way of describing something other than to name it in a long way like M_TexturedGravelEarthDaytime_Base then you can do that if there are several of a similar type and you want to differentiate. if you don't want to differentiate them, you really should keep them short as Remco said.

#

hope that helps

daring atlas
#

yeah, this limit came up in my teams discussions about naming conventions

plush yew
#

yep

daring atlas
#

still, 27 sounded fishy

#

๐Ÿค”

grim sinew
#

Well here's the problem - Operating systems have a file name path size limit, 240 characters total. So if the user installs to some random directory, it's entirely possible the path will be so long that the OS can't access, copy, move, or delete the files.

#

So that's why you generally want to keep them as short as possible, because you're already going into program files/your company/game name/whatever

#

Making insanely long names for things is just asking for someone to have some trouble

#

27 itself is probably a pretty random number they just came up with on the spot, but it's the idea of it. Just don't make it insanely long

cloud cobalt
#

"Operating systems" meaning pre-10 Windows really

grim sinew
#

Or Windows 10 before I think the 2017 update, they increased it in that version

daring atlas
#

isn't that what the cooking filepath length is meant to warn and advise about?

cloud cobalt
#

It is

grim sinew
#

And of course, at a certain point it's just harder to read as a developer. "M_Tex_GrassOpenWorld_Diffuse_SRGB_WithKittensInAlpha" is never going to fit in the UI and it'll just trail off into "..." anyway so you won't be able to even read the full name in the editor at any point.

#

Keep things short and readable

worn granite
#

still using any kind of shortcut

#

Material_Texture_GrassOpenWorld_Diffuse_sRedGreenBlue_WithKittensInAlpha__FINAL_last_PSD

daring atlas
#

ahhh, maybe that's where the 27 came from. Being able to read it in the UI

cloud cobalt
#

Nah, that depends on scale

grim sinew
#

"Material_Texture_GrassOpenWorld_Diffuse_sRedGreenBlue_WithKittensInAlpha__FINAL_last_PSD_final2_seriouslyFinalThisTime_FINISHED_done_iGiveUp"

fluid stag
#

lol

#

my iterations of tank models were like that

grim sinew
#

It's so bad. I just gave up on calling anything final and just do things like Wall_02.spp

#

And just version up in numbers

worn granite
#

Material_Texture_GrassOpenWorld_Diffuse_sRedGreenBlue_WithKittensInAlpha__FINAL_last_PSD_final2_seriouslyFinalThisTime_FINISHED_done_iGiveUp_DebugFinal

#

I wonder what the actual longest attempted asset name was

fluid stag
#

Tiger_I_712(Early_B_R_SB)_althull_altgun_NOGUARDS_Scaled_RIG_V2Tracks

grim sinew
#

It would be so stupid to accidentally break Windows 7 and 8 compatibly by just having a stupid filename

fluid stag
#

I have a folder named M1911

#

in that folder is V1 - V2

#

and

#

THE LAST FUCKING 1911

#

another folder named

grim sinew
#

hahahaha

fluid stag
#

I LIED ANOTHER 1911

tranquil hare
#

hey guys, anyone know how to rename multiple assets of same time?
For example change Prefix of multiple Animations

#

*type

weary basalt
#

Pretty sure there is an MP plugin that does that

#

From Allar

tranquil hare
#

MP plugin?

cloud cobalt
#

marketplace

tranquil hare
#

ahh, i got it thanks

quasi lake
#

Can I ask something about animation here?

sudden agate
quasi lake
#

Ok

timid sail
#

could somebody please help me with getting a real life location into UE4? because if i use L3DT i only get 1 x0y0 .rar file :/

manic pawn
#

open the rar file and check what's inside?

timid sail
#

if i want to open it, it says that it is damaged

manic pawn
#

then the file is probably corrupted and useless

#

:/

timid sail
#

and i tried multiple times and all the same result :/

whole quarry
#

Sculp it yourself?

vivid girder
#

Is there a way to get a callback when a section of a montage finishes?

#

Without manually adding a notify to the ends of each section

keen frigate
#

hey everyone ๐Ÿ˜ƒ

plush yew
#

Guys anyone know free animated bird character?

languid shard
#

anyone has a very simple way to use the windows file explorer to import stuff at runtime ?

#

and by very simple I mean blueprint based

#

Everything I've seen so far is C++ based and you have to code your own tree structure and all

#

I just want the plain old windows explorer to open a file in my build ๐Ÿ˜ฆ

manic pawn
#

you'll have to write a bp accessible node in cpp that opens the explorer

languid shard
#

got no clue when it comes to C++ stuff :/

obsidian nimbus
#

@plush yew there is flappy bird in the learn i believe ๐Ÿ˜ƒ

wary wave
#

you'd need to do more than just have an accessible node - I don't think there's any way to import stuff at run time from drag and drop

#

I don't think you can even get to windows explorer either in game code

#

I suspect that's all editor side

languid shard
#

well thats quite the problem ๐Ÿ˜ฆ

#

right now I'm using a good ol text path, but it isn't really user friendly

knotty lagoon
#

i mean... the shadows of static objects

whole quarry
#

Yes,you messed up the light settings

knotty lagoon
#

i am using default scene light

#

maybe, just maybe i changed position or somethingby mistake

#

on the way

whole quarry
#

The yellow arrows tells me nothinf is default about it

knotty lagoon
#

yellow arrows.. where?

whole quarry
#

You changed values in the Directional Light settings

grim sinew
#

The shadows are off because your lightmap resolution isn't high enough on the floor.

whole quarry
#

Never had it that ugly even with 64 res

grim sinew
#

It's a big floor.

#

Whatever the floor's lightmap resolution is @knotty lagoon , double it

knotty lagoon
#

where do I set it

grim sinew
#

Either on the floor itself or on the mesh in the content browser.

knotty lagoon
#

the pillar shadows should be straight i guess

grim sinew
#

Double it one more time.

#

Should be all it needs

#

It'll never be 100% straight, but it should be close enough

knotty lagoon
#

i thought.. somethingis wrong with light source

#

because unbaked shadows look more reasonable - like this:

grim sinew
#

Nope, your lightmap is just too low.

#

Simple as that.

knotty lagoon
grim sinew
#

Do not go off of dynamic shadows, they're totally different.

#

Right, don't care. Doesn't matter.

#

Dynamic and baked light work with different resolutions entirely.

knotty lagoon
#

okay, rebuilding... current resolution is 512

grim sinew
#

What resolution is your floor right now

#

Okay 512 should be plenty.

#

On your directional light, what may also help is if you tick on area shadows, it'll blur it a bit with the shadow penumbra.

knotty lagoon
grim sinew
#

But you shouldn't need that

#

Yeah there you go

languid shard
#

keep in mind that the default template floor is a cube

#

so in action, 512 would be a little bit less than 256 on your top face

grim sinew
#

Is it the default template floor? I didn't look

languid shard
#

yeah it is, check in the sm window on the screens :p

grim sinew
#

Oh. Well step 1 is don't do that.

knotty lagoon
#

dont do what

languid shard
#

don't use the default template floor

#

for the reasons above

grim sinew
#

Half your resolution is being wasted below your map

#

Use a flat plane instead

knotty lagoon
#

anyway, i tried area shadows...

#

and not sure if the blurred out is "better" in the terms of visual experience

#

if its more realistic or mroe primitive

grim sinew
#

It's more realistic, you need to adjust the source angle slider it has above that checkbox to change the sharpness

#

The fewer clouds in the sky, the lower the angle will be.

#

Since clouds diffuse the light

#

A perfectly clear day will be like .3 or .4

#

I usually start at .5 and go from there

#

The lower the number is though, the more resolution you'll need for it to render properly

knotty lagoon
#

also, i have static model with apparently ruined lightning uv or something liek this

#

so i made it "stationary" rather than static

grim sinew
#

Without even seeing your model, I can almost put money on it being bad lightmap UVs or not high resolution enough.

knotty lagoon
#

wait i will make it static again and tell you what error appears

#

its that blue car model

#

xD

grim sinew
#

Let me guess, overlapping UVs error?

#

As I just said, bad lightmap UVs.

knotty lagoon
#

possible

grim sinew
eager ingot
#

hey everyone !

knotty lagoon
#

yeah overlapping uv

#

any quick fix for that?

grim sinew
#

No, you need to make a new UV channel manually for lightmaps

eager ingot
#

I have a question regarding StartupMovies format

grim sinew
#

That error only pops up when the automated method Unreal has built in fails

eager ingot
#

what software do you use for video formating

languid shard
#

@knotty lagoon can you show us the current UV of your car ?

knotty lagoon
#

its free .fbx file

eager ingot
#

My video is displaying black, It may be from bad format, or just that the video is too short

knotty lagoon
#

from internet

#

im not graphics guy

languid shard
#

I'm not asking where you got it ๐Ÿ˜

#

just open the mesh in unreal

#

and go in the UV channel drop down

#

and show us all the UVs in here

knotty lagoon
#

i made 1 mesh outta many meshes though as this is modular model

#

xD

eager ingot
#

(ouch)

languid shard
#

erm

knotty lagoon
#

should I continue?

languid shard
#

yeah

#

by default UV0 is for textures

#

UV1 for lighting

#

maybe UE built its own UV1 when you imported (unless you unchecked the option)

eager ingot
#

UE probably made UV1 out of UV0

#

so might be ugly as well

knotty lagoon
#

i used option to import

#

the lightning uv

#

(if model has one at all...)

languid shard
#

hmmyeah its fucked too

#

with a mesh that dense

grim sinew
#

RIP

languid shard
#

you should probably export each part separately

knotty lagoon
#

editor is havingperformance problems

languid shard
#

then rebuild it in UE

#

I mean your car has 1.5M polys

knotty lagoon
#

thats what i did, exported it into blueprint and then converted to one mesh

languid shard
#

that is way too big unless you are doing a carviz app

#

try to LOD it maybe ?

knotty lagoon
#

well i intentionally foudn hat complicated model for performance testing

#

that*

#

is it possible to always render lightning with some LOD or?

grim sinew
#

Well not baking it is going to double the polycount for every light in the scene, so you better bake it ๐Ÿ˜›

#

And no, you have to bake it at the LOD0 level. You just need to go in and do a ton of cleanup.

#

A mesh like that is very possible to make work in Unreal, you just need to put the time in.

knotty lagoon
#

which i dont have anyway

languid shard
#

rip

#

are you testing a workflow for very high poly model importing ?

knotty lagoon
#

that too

languid shard
#

unless that model has a well made lightmap UV, you can't really bake it

knotty lagoon
#

funny thing is in unity it bakes without problems xD

#

with its static light

languid shard
#

hmm

grim sinew
#

Probably just a better auto lightmapper.

knotty lagoon
#

anyway

#

how about making some fake static lightning rather than baked, is it possible?

#

so the model will at least not be completely black in UE when static

#

and it wont eat performance

#

screw shadows.. at least i dont want model to be black

tribal pebble
grim sinew
#

Just disable dynamic shadows on the mesh, that'll help it significantly. The real answer though is just better lightmaps

cloud cobalt
#

@tribal pebble Not the best place to post this

knotty lagoon
#

disable dynamic shadows.. you mean after making mesh non baked?

languid shard
#

on the mesh, you can disable "cast shadow"

#

or toggle off "Dynamic Shadow"

knotty lagoon
#

yeha, but that is for dynamic/movable objects, right?

languid shard
#

a static object can cast a dynamic shadow ๐Ÿ˜‰

knotty lagoon
#

I do not notice any much in-editor performance difference though

#

between static and dynamic car

#

(but im doing just poor fps testing while playing in viewport

tribal pebble
#

@cloud cobalt if its not the best place

#

tell me where it is

#

it is important for UE4 users in the EU as well

cloud cobalt
#

Politics are not to be discussed here

#

Even though I agree

warm mountain
#

When people talk about localization does that just mean translating all the game text to another language?

#

or does audio dialogue count too?

vale osprey
#

Depends, but normally yes

warm mountain
#

oh boy

digital anchor
#

and not only, even assets

vale osprey
#

Imho Valveโ€™s games is a good example

warm mountain
#

sometimes thats something i dread with localizing

#

i think i'll probably limit it to just english and chinese

tall pendant
#

localization means way more than just translation work

#

you also have cultural localization and stuff

warm mountain
#

fair enough yups

#

i understand somethings that are fine in one culture isn't okay in others

#

i just did a survey for my game

#

and found that some of the word choices i made for english were not in good ways

#

didn't translate from chinese as well as i thought

cloud cobalt
#

Whether you translate the audio is a choice

#

English text is a must because well, it's probably what gives you the most reach

warm mountain
#

eeyups

#

i feel the game would be more authenthic in chinese

cloud cobalt
#

I think priorities should be english text -> other texts -> other audios

warm mountain
#

since the area we are setting up in based of guizhou

#

i'll def translate the text for sure

cloud cobalt
#

I would still look for english audio at least

warm mountain
#

just worried over changing the audio to english due to the cost

tall pendant
#

having an proper test loca (at least) is crucial is some areas tho

warm mountain
#

i might translate the audio to english for the prompts

tall pendant
#

Germany, France and Russia are well known to like their own language

warm mountain
#

like "you can't use that now" "this spell is unavailable"

#

but dialogue prob not

#

that i notice too

tall pendant
#

Portoguese and Spanish are also nice to have,

warm mountain
#

germany, france and russia seem to have their own localized servers

cloud cobalt
#

As a French developer, we decided to do everything in English, which was possible because I'm decent in English and check everything - no audio though. We then translated the English texts to French after the fact - which we weren't sure initially we'd do

warm mountain
#

Portuguese is quite reachable for me

#

due to my friends in brazil

cloud cobalt
#

Imho, in Europe, english audio with english subtitles would give you much more reach than chinese audio with english subtitles

warm mountain
#

gotcha

cloud cobalt
#

Everyone has some level of familiarity with english, even if just intonations / general vague idea of what people are talking

#

Chinese is completely obscure to us

warm mountain
#

i'm planning to get it published on wegame

#

aiming for more the chinese market

#

as thats where i am

cloud cobalt
#

Yeah, you won't get many english users there

warm mountain
#

but also considering the possibility of doing it on steam

#

with english localization

cloud cobalt
#

Usually, not having english is a death sentence but I guess Chinese is a large market too ๐Ÿ˜ƒ

warm mountain
#

i'll take note of it, if i have spare funds i'll try for an english audio haha

#

china is growing quite fast

#

tencent is our disney

cloud cobalt
#

Yeah. Too bad you basically have to go through them to ship in China

warm mountain
#

pretty much

#

they work with the gov

#

in a few years though alibaba could be a alternative

#

not now though

#

the thing about tencent is that in the future you might need a decent social credit to play there

#

and the younger chinese dont really like that kind of tracking

#

alibaba is offerring privacy in entertainment and gaming

#

and have been building up their platform, they have been trying to acquire this other gaming platform and peiwo

#

but it has been blocked by the chinese gov for now

#

expecting it to be lifted soon

cloud cobalt
#

Yeah, it's annoying that competition is government-controlled, but well, it's your country

dim merlin
#

hi guys

elfin jacinth
#

Good morning. ๐Ÿ˜ƒ

cloud cobalt
#

Good afternoon

solar eagle
#

hello

#

does someone know how to do this? Or what should I search for to get the tutorial?

grim ore
#

I am sure someone knows how to do that

solar eagle
#

this is a short video with 20s

#

and am like WOW that awesome and I wanted to apply this idea on a school project

grim ore
#

Look into portals for UE4

solar eagle
#

portal

grim ore
#

there are a few tutorials out there for it

#

even portals for Unity would use the same concept

solar eagle
#

oooooh!

#

I understand now

#

thank you ๐Ÿ˜„

grim ore
#

yay. hopefully you get it working ๐Ÿ˜ƒ

wary wave
#

they're render targets

languid shard
#

@wary wave @solar eagle wait is it render targets or stencil buffers ?

#

in unity you used stencils to do this

wary wave
#

render targets

vale jasper
#

the camera moves up and and down

wary wave
#

UE3 didn't have stencil buffer access for this kind of thing

#

I don't think UE4 does either

vale jasper
#

but no animation starts

wary wave
#

UE2 however did use the stencil buffer

grim ore
#

Does your animation BP have crouch set up?

vale jasper
grave nebula
#

@solar eagle You can achieve this effect by rendering faces of the cube, which are supposed to be see-through, into custom stencil buffer with different values. For object, that is in the center of the cube, in its material you'd sample custom stencil and adjust opacity of the object accordingly. Note that stock UE4 allows you to do that with translucent materials only.

wary wave
#

translucent materials only would kind of spoil the effect, maybe

grim ore
#

@vale jasper for the Idle -> Crouch state transition what is your setup? how does it know to go into the crouch animation

#

The first check would be to go to the anim preview editor on the right there and check your is crouched and crouching bools to test and see if they actually trigger that transistion (assuming that transition is set up)

#

then you will know which bool is the one that controls the anim, then you need to find out why that bool is not being set

grave nebula
#

You can check, if the object's pixel is behind a face analytically too.

solar eagle
#

kek, that was chinese to me ehhehe but I'll try it out

#

I was thinking of actually creating a "portal" and an invisible wall so that it doens't allow anyone to go through

plush yew
#

@agile furnace ^

pallid compass
#

anyone here know how i would get the world direction from 1 vector to another

agile furnace
#

@pallid compass find look at rotation (it's a node)

pallid compass
#

Does that work for world direction? as i cant actually rotate my pawn

agile furnace
#

yeah

#

it's simply giving a rotation from one point of view to the other. using 2 vector locations

pallid compass
#

alright il give it a trty

#

try*

golden lotus
#

@vale jasper can you, on the animation update tick, print the state of the boolean Crouching

#

Then play and do the same test again. If it stays false, it's not being set in the animation blueprint.

pallid compass
#

kinda works, bit funky need to test more not sure why its freezing up

golden lotus
#

What kind of vectors are these? Are they forward vectors of two actors?

agile furnace
#

if you're talking to me. they're just 2 vectors. doesn't matter what they are. and the find look at node. just mathematically computers the direction in rotation. from point a to point b

#

you actors don't need to look at it or anything

grim ore
#

@vale jasper that's good but now what actually sets that Boolean in your anim bp?

#

Usually in the main anim bp, in the event graph not the anim graph, the variable is normally set somehow. You would probably get it from the character it is controlling or have the character set it when you crouch.

#

Or both lol

oblique coyote
#

Anybody had expierence with steamworks yet and if you got your game on steam is there anything that you need to do with steamworks ? (do you have to include special files in your engine version ?) just asking to make sure.

plush yew
#

im total noob

safe rose
#

?

#

From that, there's nothing we can do

#

Only thing anyone could venture a guess at, would be that your collision are bad

plush yew
#

what step i missed?

safe rose
#

You missed the whole explanation

#

Of WHY it doesn't work

plush yew
#

so i need to make "collision sphere" ?

safe rose
#

You need to read what I just wrote

#

Why doesn't it work?

#

Does your Actor have collisions?

plush yew
#

no

safe rose
#

Soooo

#

k, one sec

#

read that and come back

plush yew
#

im tryin to pick up armoro

#

to inventory

#

you know what I mean

safe rose
#

Less typing, more reading, so you can understand what the problem is

#

No one else is going to be able to give you a better answer (other than feeding it to you), than Mr. Golding

plush yew
#

mr golding?

plush yew
#

a lot of reading

safe rose
#

Welcome to Game Development

#

But once you fully understand the issue, you'll grow.

golden lotus
#

When I first started using UE4, I just binge watched tutorials and followed along for weeks

#

At first I had no clue what I was doing, but eventually things started to stick.

plush yew
#

im just tryin to pick up item

grim ore
#

linetrace to the item, push a button, destroy item, add inventory version of item to inventory thingy. profit?

plush yew
#

lol i made it

pallid compass
#

grats

plush yew
#

idk why, but i just added component collision box to my armor model and it worked

#

but when i added that component inside model editor window

#

it didnt

pallid compass
#

well

#

prob because with out collison

#

box

#

u cant have collison:?

plush yew
#

but it had coliision sphere

pallid compass
#

prob the settings then

plush yew
#

im much closer to my game now

pallid compass
#

U are further away than u think ๐Ÿ˜‚

plush yew
#

haha i noticed when i take screenshoot of anything with these instant screenshot applications it uploads to image host in 1 sec but if i have game in preview window in small resolution n make screen it will be 2mb size and long upload time

pallid compass
#

sad times eh

plush yew
#

now i need to create inventory for items

#

but i probably need to invent some simple modelling/graphic style so all my items and characters fit each other you know what i mean

#

so tis not looking like chracter is from movie and items from some other game

pallid compass
#

yeah prob

slender mist
#

I'm trying to use the paragon assets in my project, but every time I try to use a new mesh, it takes like a solid minute
is that normal?

pallid compass
#

but for now u can just block in

#

that does not sound right

regal mulch
#

@slender mist A solid minute of freezing?

#

Or just compiling shaders?

#

They are quite complex I think

slender mist
#

@regal mulch yeah, freezing

#

but I feel like its getting faster as I add more stuff haha

regal mulch
#

You PC has up to date hardware?

slender mist
#

i7 4790k, 16gb ram and gtx 970, not sure if that is good enough

regal mulch
#

Sounds okay

#

Not sure how complex the meshes are

slender mist
regal mulch
#

Maybe the Material?

#

Weird

slender mist
#

One more thing, I added some of the foliages from paragon to the tool and painted like 350 instances but it shows me this:
https://i.imgur.com/C1e1zuq.png
Do I need to configure anything to make it work?

small oar
#

Just curious about this missing dll error that comes up sometimes when I open an unreal project

#

Itโ€™s easy to get around usually just by restarting but is it something I should be worried about or can I just ignore it

livid haven
#

Can you not?

#

What is this, the early 2000s?

cyan merlin
#

What is this? Facebook

livid haven
#

(Spam removed, so our comments don't make sense now.)

next badger
#

um...there was no unreal stream this thursday???

pallid compass
#

kids be kids

next badger
#

OH, Epic added Steam Integration to the launcher

pallid compass
#

wat

frank escarp
tall pendant
#

just what people need for an dev account ๐Ÿ˜„

wary wave
#

oh lawd

pallid compass
#

Does anyone know how u could get ugh Screen X Y on mobile click event? i am totally lost

next badger
pallid compass
#

oh nice ๐Ÿ˜ฎ

#

know if there is a dispatcher / event for it?

plush yew
pallid compass
#

seams to work thanks alexey ๐Ÿ˜ƒ โค

oblique sorrel
#

I'm having a little bit of trouble choosing a license for my little project, was hoping someone knowledgeable in the arcane arts of copyright law could help me choose one.

  • It's a UE4 project in Blueprint
  • It has some assets that were free to use with modification, both for commercial and non-commercial purposes
  • I want to share it with anyone and everyone, freely
  • Under the condition, that whatever changes they make to the project, should also be publicly available
  • However I don't need them to disclose the source of their entire game if they use this project, just whatever they changed in the system contained within

Is there a license that handles it, or should I write my own or something?

livid haven
#

"someone knowledgeable in the arcane arts of copyright law" - Get a lawyer

#

Can't cost more than 1K.

oblique sorrel
#

I'm not looking for someone to write me a GDPR-compliant privacy policy. I was hoping for someone to say "Hey, I'm using a license like that, it's CC-XX-YY"

#

1k is about 1k too much

livid haven
#

You need to work out how all of the different licenses for everything you've used actually interact and what they mean about how you can distribute that content and license it.

#

Or you can take advice from people with no expertise on the internet and potentially get C&D'd or sued. ๐Ÿคท

#

The answer on legal matters is always, always get a lawyer.

oblique sorrel
#

I made sure beforehand, that whatever assets I use are CC-0

#

Also, I don't intend to sell it or anything. I made a cool thing, and I'm hoping it can help other people

livid haven
#

CC0 seems to imply you can do absolutely whatever the hell you want with it. I guess. I don't know.

twilit hill
#

oh boy, wouldnt it be nice to just export a single material, mesh, effect or blueprint into a single packed file with all its dependencies and without completely screwing up pathing .. why is this not a thing in 2018 yet kappa

#

oh wait, UNITY HAS IT

plush yew
#

What you mean

slim cairn
#

unity is abandonware :rip:

next badger
#

@slim cairn huh?

livid haven
#

@twilit hill It's technically possible, but it's a direction that was moved away from.

#

Blueprint assets contain multiple objects.

#

As do levels.

#

Having monolithic, atomic assets doesn't sound great.

languid patrol
#

hello

#

what is a good way to handle moving folders and files in a project?

next badger
#

@languid patrol just move them inside ue4 and then fix up redirectors

twilit hill
#

even for the sole reason of exporting and importing specific assets? if you do that with bare files now, you completely break all pathing, which will require you to re-assign materials/texture compositions/etc.

#

just plain stupid

#

i think ill write an essential plugin for that

#

it just bugs me too much

languid patrol
#

@next badger so I thought that would be the right way, however moving a folder to another folder should work fine but UE4 editor crashes

next badger
#

@languid patrol try to fix up redirectors Before moving the folders as well...

#

@languid patrol i've successfully moved folders in a HUGE project

slim cairn
#

@next badger I'm just saying the engine course feels like its now all about marketing to the bone with the people behind it these days

livid haven
#

@twilit hill Are you just shoving files around?

#

That's absolutely not what you're intended to do.

#

Never, ever just copy/paste or relocate asset files outside of the editor

twilit hill
#

no, i am exchanging materials with my mates on a regular base, and it always screws up linked textures to a degree where we decided to exchange small project files in order to migrate them from within the editor

#

-> plain stupid

languid patrol
#

@next badger so I might have some redirect issues for some reason and to run that before moving a folder?

livid haven
#

How do you think the marketplace works?

languid patrol
#

I actually haven't tried that

next badger
#

@languid patrol indeed, i've seen some projects on marketplace that has unfixed redirectors in it

twilit hill
#

the marketplace stuff is being copied within sub directories (which are also defined within the assets), so essentially this requires you to have ALL the requirements in the SAME directory - or you move 10 files into 10 different dirs every single time

#

again, this is an essential feature

livid haven
#

No. It requires you to have the same relative paths and names for files.

twilit hill
#

we even gone so far and just copied requirements to the root dir, and it STILL screwed up linked dependencies half of the time

livid haven
#

It's really not that hard to not screw it up.

twilit hill
#

why cant we have an export option into a single packaged file which keeps relative paths and recreates them upon import / or optionally moves them into another dir / or even smarter - checks the project if the same files exist already and automatically re-links them?

#

copying and exchanging assets is a pain in the butt atm

livid haven
#

This is a pretty basic file system situation, I don't understand why you think the engine needs to implement special functionality for this purpose.

twilit hill
#

im a bit hot on that topic, but ill eventually just write a plugin for that

worn granite
#

it'd still create the dirs that existed in the source project, and you'd still have to migrate out of that into your own structure

twilit hill
#

i just think its an essential low hanging fruit

livid haven
#

I don't really have a response to that that isn't patronizing, so... ๐Ÿคท

worn granite
#

surely you communicate with the people you wanna send this stuff to - just have a single hierarchy

next badger
#

@worn granite that's an improper way too...if you want to collaborate - use VCS

worn granite
#

haha, sure.

livid haven
#

It sounds like they're not collaborating on one project

#

Literally just sharing loose assets at eachother.

twilit hill
#

yeah, thats a workaround, but nothing more

livid haven
#

There's an entire marketplace that functions without this special feature you deem of such importance.

twilit hill
#

i cant use that marketplace to exchange assets with my mates, why even mentioning it?

livid haven
#

Because the marketplace distributes asset packs that people easily drop in without losing references.

safe rose
#

Note to other developers:

If you change your release date, don't forget to change your Steam Page

Or else you may have this problem: (And people wondering why they can't buy the game yet)

twilit hill
#

if we could "package" assets and provide them in a friend-list-only marketplace, that would be fine with me ๐Ÿ˜„

livid haven
#

You're missing my point - you don't need to go through the whole marketplace, you just need to package up your assets in the same fashion as done for the marketplace.

#

Trying to find the exact steps on that to link you to.

twilit hill
#

well, i already gave enough reasons as to why this is very time consuming and way too complicated, seeing as how my assets and requirements spread accross 10 directories at least

#

so i just migrate them into an empty project, move the files into the same directory, rename that directory and THEN i can send this packed directory

#

just about 5+ minutes for preparing a ssingle material, every time

sand leaf
#

Hi everyone, I was wondering if I can post a project of mine in this chat! Or must it be in another?

twilit hill
#

and if you dont get that, i cant explain it any better

worn granite
#

is it an ad @sand leaf

livid haven
#

Whatever way you're doing it may be taking 5+ minutes, but that means you're not doing it a better way...

twilit hill
#

all that could be done by the reference checker

#

with a single click even

livid haven
#

That's exactly what the migrate tool does.

#

Find references. Grab all of them. Copy them. Elsewhere.

sand leaf
#

@worn granite is a link from a project

worn granite
#

are you trying to sell the project, or will otherwise gain profit from an audience you intend to establish here?

twilit hill
#

yeah, so we end up with 30 different directories everytime we dont move them into a single dir / we all have our different directory structures

worn granite
#

you know what I meant.

#

That'd happen anyway Tymax

livid haven
#

@twilit hill So you want a bunch of meatballs of assets, made atomic, intermixed with loose files in a stricter directory structure?

worn granite
#

I can point to several issues I'd rather UE4 fix rather than implement some sort of auto-project-structure-mapper thing

sand leaf
#

@worn granite in fact, it's a link to my post on the Indiegogo site, which is to make money to create my game

frosty bloom
#

Just send him the textures and print screen the material, if you can't organize your stuff that sounds like a shorter rout

livid haven
#

Good practices and convention alone are a great reason to not do that.

twilit hill
#

no, i will just make that plugin for me and my mates

worn granite
#

For instance, I don't know, how about we improve BPs resistance to corruption again

#

its much better but I'm sure the time it'd take to do your thing would be better spent there

sand leaf
#

-_-

worn granite
#

@sand leaf Well, they don't take too kindly to that sort of thing then.

#

ask a mod if you can, maybe.

#

#work-in-progress works for just showcasing what you've done though.

west quarry
#

hey, I need some suggestion for effects like if player posses item and when player pass item something like a ball

drowsy basalt
#

Anyone know how to fix the wheels being rotated? The mesh looks fine, but i'm clearly missing something.

dim arch
#

does anyone know if there is a bp available which will take a pano screenshot and then upload it to facebook ?

plush yew
#

Is unreal dev grants still continue?

cloud cobalt
#

Sure

plush yew
#

I really need that dev grant

#

I got 2 - 10 fps when making games

cloud cobalt
#

Extremely few people get it and they mostly get it after making extremely great stuff

#

Don't plan on getting one

plush yew
#

I dont planning

#

Just a hope

cloud cobalt
#

YOu need to do something really cool that gets press coverage basically

#

Something unique that Epic can use for advertising the engine

#

Or a great tool for other game devs

#

Like, the GPU lightmass tool is stuff that could get a dev grant

signal field
#

Hi everyone, Iโ€™m looking for a few people to do a few hangout pair-coding sessions on Saturdays working on each otherโ€™s projects. Hit me up with a DM

plush yew
#

where is the marketing channel

#

with good marketing araticles

pallid compass
#

There isent any

#

this is not a marketing discord

dim merlin
#

hi, anyone knows its possible to import a 3dsmax scene but set all objects to 0,0,0 ?

pallid compass
#

no you need to shift them to 0,0,0 your self

dim merlin
#

ah, right okay

obsidian fable
#

Do anyone know how i get off the "preview" text from the light source?

grim sinew
#

Bake it.

silver crown
#

There's also a config option

#

Useful when you have a dynamic terrain and you want to have high quality shadows for your screenshot ๐Ÿ˜…

cedar snow
#

@drowsy basalt are the green/yellow graphs in your screenshot custom-made?

drowsy basalt
#

@cedar snow nope. Console command showdebug wheel

#

When using a vehicle movement component

plush yew
frail light
#

hey guys ^^

pallid compass
#

tip 1 karol

#

name ur shit

frail light
#

guys i have a question how can i fix this ?

pallid compass
#

need to reimport it with it at the 0,0,0 of ur modelling software

#

there might be away to shift pivots in the editor

#

but iv never done it before

#

generally u dont want to, u want to fix it in modelling software

#

to avoid further issues

frail light
#

but its a free assets so i didnt make it xD

#

and idk how to do that too :X

analog pollen
#

Do you guys have any game ideas? i need some thing to do

grim sinew
#

!gameidea

plush yew
#

Want game ideas? Send me a DM!

grim sinew
#

Aww, they changed it

#

Well go PM the bot Toni

tired island
#

@analog pollen what type of game ideas?

robust grove
#

@drowsy basalt check your axis, for vehicle you MUST have Z=up X=forward

drowsy basalt
#

On the mesh @robust grove ?

robust grove
#

yes , before you export

#

that goes for the bones as well if you use bones/objects

drowsy basalt
#

gotcha, i'll do some tweeking, for the record, I bought these assets from the marketplace. Cheers for the heads up

robust grove
#

you can bodge a lot of things, but they'll come back and bite you later

#

its all ways the same with vehicles, people just never learn

#

i'll check back later

cedar snow
#

@drowsy basalt thanks

plush yew
#

Hi guys. I'm looking for Russian CG in Montreal Canada

fathom frost
#

hey guys, I have a question (new to casting), I want to set a variable in BP_Participant, so what is the object in the cast to?

austere finch
#

can anyone tell me when Epic Games will release the rest of the Paragon characters? I really need Wraith for my game

cloud cobalt
#

You don't need another game's character for yours

austere finch
#

I wish I could say that, but I don't really make characters and their animations. Also, if they are releasing it for us to use, so why not use it

cloud cobalt
#

@austere finch You could consider making a different art style

#

Reusing characters is fine for learning but it's not what will make your game better

native creek
#

I can't find the 'Blend poses (ECardinalDirection)' in the Blueprint Animation, has anyone woked with it ?

cinder iron
#

thats just blend by enum

#

ECardinalDirection is an enum

#

North West East and Default as south might work for you

fathom frost
#

Yes?

#

No sorry

worn granite
#

why do you ask?

#

its not allowed to just randomly distribute assets

#

hahaha

silver crown
#

lol

worn granite
#

@elfin jacinth weigh in on this?

silver crown
#

It is

elfin jacinth
#

What am I doing?

worn granite
#

Know what?

silver crown
#

Nothing

worn granite
#

Maybe I am

#

Tim they wanna distribute MP assets arbitrarily

silver crown
#

You didn't

worn granite
#

right.

elfin jacinth
#

Ya'll chill

worn granite
#

Well I have a paid asset - cause it's my own asset that I made.

elfin jacinth
#

If you're looking for someone to help with a project, I recommend heading to the forums.

worn granite
#

And you're not gonna just come in and ask about distributing paid assets and then berate me like I've got no stake here.

elfin jacinth
#

If you're looking for assets, check out the MP.

manic pawn
#

(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

silver crown
#

โ”ฌโ”€โ”ฌ ใƒŽ( ใ‚œ-ใ‚œใƒŽ)

worn granite
#

@upper heart

elfin jacinth
#

We should all get along, no reason to get heated about stuff. Misunderstanding, or miscommunications happen. Lets not let that define communication

worn granite
#

Yeah DM me rude comments and then block me

#

it was funny until then, miserable wretch

#

<@&213101288538374145> I've got an image of @clear dagger using racial slurs in a DM

upper heart
#

banned

manic pawn
#

what is it doing when it sits at 99% for 2 hours?

silver crown
#

Watching you cry

manic pawn
#

:(

#

is this normal?

fathom frost
#

Can someone please help. What does this object need to be if I am just trying to set a variable on another blue print?

manic pawn
#

.....the object you want to set it on?

#

what

#

you can't just cast the game instance to some unrelated thing

fathom frost
#

There is no object, I just want to set a variable to use in the blue print

#

Or is there a better way to set a variable on another blue print?

manic pawn
#

variables in blueprints only exist as variables on instances of them

fluid swallow
#

@fathom frost Every actor is an object. If you want to set a variable you need to get that specific object.

#

@fathom frost A good example is if you have 10 players in your game. You don't want to set the health on all 10 of them at the same time when only one of them becomes hurt.

#

@fathom frost You will need to reference the BP_Participant directly that you want to modify. If it's already in your level, you can drag it into your level blueprint to test it out (or use GetAllActorsOfClass - which I wouldn't recommend).