#ue4-general

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fathom frost
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Thanks a lot

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Really appreciate the help

leaden umbra
plush yew
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yeah long journey before you

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bro

manic pawn
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it's reverse engineering the shaders

pulsar shell
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Any idea why when I built lighting it made my entire landscape white? I have a grass material on it.

plush yew
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question: how can i change this image to an actual image in my content folders or a material? in tutorials i am watching there is a material/image selection box under the appearance tab

plush yew
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yeah

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U have to click on BRUSH

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in appearance tab

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@plush yew

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omg i helped someone

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woah

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thanks

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cant believe i did not notice that

frail sun
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Man, I thought the marketplace was somewhat empty compared to Unity, but after finding out about all the features it has built in it's no wonder heh

fluid swallow
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I know a lot that say that when they first move from Unity to UnrealEngine4. A lot of tools on the Unity marketplace are available within the engine already (or as plugins).

plush yew
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Imagination>Marketplace

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or maybe im saying that cuz i cant afford anything there

distant river
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Hey guys, I want to make a first person pickaxe animation, but I have no idea where to start. I'm a programmer so I've been making everything with physics so far. Where do I start?

safe rose
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Not here.

pallid compass
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youtube, blender, google

safe rose
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But you can see if anyone in #animation would like to help ya out with any technical support

frail sun
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Is it possible to have the spline mesh tool not just use a random mesh in the list, but rather all of them?

winged crypt
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Anyone know why I get these errors on project launch but the files are there? The actors referencing them even have them applied and I can see the materials just fine.

narrow pasture
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have you tried cleaning up the references?

winged crypt
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Fix up redirectors?

narrow pasture
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yeah that

winged crypt
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yeah but nothing happens (or so it seems)

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will try a reload now

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still error

narrow pasture
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cuz those errors are normally the ones that show up when you move things in the File explorer

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they show up regardless if the asset is in the right place or not from my expierence

winged crypt
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Wait yeah, the file paths are wrong, there's an extra folder in there somewhere that's missing

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But redirecting doesn't fix that

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Do I have to move them back and then move them again (hope not)

narrow pasture
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you can try doing that from within unreal

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make a new folder and move then

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and then fix redirectors and see if the problem persists

dusty marlin
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Ehi guys! Is there a command or something to find all subtractive brushes in the scene?

glossy wraith
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is there a good channel for discussing modeling?

fluid swallow
languid patrol
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there isn't a channel for console discussion is there?

grim sinew
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Console discussion is NDA'd, so no. It's rare you'll find someone talk about it often.

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There's a reason the forums for that are private

languid patrol
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I thought maybe a channel only for such people

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thats all ๐Ÿ˜ƒ

glossy wraith
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anyone else make cars in unreal

sage hinge
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Does anyone know how to make the one stroke of a kick that has 50 or 80 damage blow an enemy ...? ... a boost
someone knows how to do that

crystal lotus
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Hello guys I have a problem I retargeted some animations to my character but now I get this weird pose. My body parts keep going into weird places haha

plush yew
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Hey, guys, I just find out that there is a lot of twitts with UE4Study tag

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from Japan

vivid girder
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Who has questions?

plush yew
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JoJo, is it you?

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is it possible to make RayTrace cone or somthing?

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Like "ViewCone" for enemies

vivid girder
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You're trying to create AI sight sensing?

plush yew
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yep

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Then add some pretty stuff and now I wanna make it like in other games

vivid girder
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in your AIC

plush yew
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ho, is there any config for it?

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Or only c++?

vivid girder
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?

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It's all there in the screenshot

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Most of the functions you need are exposed

plush yew
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There is only AISense_Sight

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Not config

vivid girder
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Add it and take a look

plush yew
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ou, yeah, wrong drop down

vivid girder
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Who else has questions?

plush yew
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And how to render this sight volume?

vivid girder
plush yew
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thanx

plush yew
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hah. nope

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Doesn't show itself

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@vivid girder sight cone didn't apear

vivid girder
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You need to press the numpad to toggle parts of the debug menu

plush yew
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debug menu?

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I check AI Debug checkbox

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I really didn't get

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All I've found is "press ' then 4"

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But nothing happened

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_EnableGDT _cheat

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Doesn;t work

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ok, it works, but only in simulate

drowsy basalt
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@robust grove Hey mate, so i exported the mesh from ue4, stuffed it into 3DS to check the axis. Its got z=up and x=forward. Not sure where to go from here

plush yew
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I made a character and place it in level. How can I possess him at start?

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Or how it happen in TopDown template?

drowsy basalt
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@plush yew Its quick and dirty but you can just set the auto possess player to player 0 for testing.
Make sure you setup the game mode if you want a more permanent solution

jaunty zephyr
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Anyone got any tips for reducing the time on lighting builds

drowsy basalt
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@jaunty zephyr Setup a lightmass importance volume, may help a little

grim sinew
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And lower resolution lightmaps.

plush yew
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@drowsy basalt yeah, thnx, already found it

drowsy basalt
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Anyone good with skeletal meshes, got a second? Trying to setup a vehicle movement component

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Specifically my wheels aren't turning on the correct axis. Not sure why

bold schooner
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Any idea how i would go around using charactermovementcomponent to be able to walk on walls and ceilings?

fluid stag
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rotate your whole scene \ o /

bold schooner
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*in multiplayer ๐Ÿ˜›

grim sinew
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Make the other players deal with it \o/

bold schooner
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"Make the other players pay for it" fixt it ๐Ÿ˜„

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i think i may have figured out a way though. still figuring out the implementation now. there's surprisingly little documentation about custom movement modes and what's possible and what isn't possible with how charactermovementcomponent works. and writing a custom component that plays well with multiplayer maaaaay just be (far) beyond my skill level

pallid compass
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Yeah u wont get custom multiplayer movement unless u understand how it works under the hood

paper kernel
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well, you'll learn on the way

bold schooner
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from what i understood it's generally a bad idea to try and replace charactermovement component with something custom if you're going multiplayer as it holds a bunch of network prediction code

pallid compass
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pretty much

paper kernel
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nothing stopping you from making your own predictions

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or, not make one at all

pallid compass
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if ur going multiplayer and not experienced , dont fuck around with the CMC

paper kernel
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it's not like it's even mandatory for most games

bold schooner
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absolutely zero understanding of multiplayer related coding is certainly stopping me ๐Ÿ˜„

pallid compass
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Yeah then dont touch it otherwise fuck storm

paper kernel
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negative nancy attitude you got going here ๐Ÿ™ƒ

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explore

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break things

bold schooner
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which is why i'm thinking of still using cmc but in a way that i want

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i.e. i wanna be able to basically able to walk on all sides of a cube

pallid compass
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nah be realistic if u dont know fuck all about netcode dont try and build ur own prediction, common sense really

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skipping steps is bad, u end up with trash

paper kernel
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it's only a matter of do you wanna learn it

bold schooner
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actually taking the middle approach here, i won't screw with cmc for this project but i will sure as hell be playing with netcode outside of it

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but as far as this project i don't want to overcomplicate things, i want to actually get it running

paper kernel
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sole reason I ever started doing custom cmc is because the latency compensation code kept screwing me over

bold schooner
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thing is, i have unlimited time. so i will just keep hammering at it until i get it, but i also don't want to get stuck in something that is a book's worth of skill and eventually give up on a project

tall pendant
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btw: life isn't infinite so no, you don't really have unlimited time. ๐Ÿ˜›

bold schooner
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pffft!

paper kernel
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again with the negative attitude ๐Ÿ™ƒ

bold schooner
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i mean as it stands now i can literally dedicate my entire daytime to just this

cedar snow
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having an actor with a hierarchical instanced static mesh component on it didn't reduce the draw calls

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what am i doing wrong?

robust grove
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@drowsy basalt , i haven't done any ue/max/vehicle setups since UT3 but the workflow is the same, in max select the bone/wheelmesh and at the top of the mod panel click the hierarchy tab / affect pivot only, this way you can double check the axis is correct

drowsy basalt
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Cheers will definitely have a look, the mesh does seem to be importing properly however the wheels (from the movement component) seem to be off and there is no rotation adjustment

fossil ore
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Does anyone know If there is a plugin/fix/anything that can copy whole transform data and transfer it to the other object?

I know that you can duplicate object... but question remains

bold schooner
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hmmm.. in charactermovement component, the blueprint version, there's a dropdown for movement mode including 'custom', but i can't find any info on that elsewhere. where am i not looking?

pallid compass
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i think its only for defining custom movement settings in c++

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i could be wrong tho

bold schooner
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if it's that, it may very well be exactly what i need ๐Ÿ˜„

grim sinew
pallid compass
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Creating slate editor interfaces

bold schooner
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custom movement? ๐Ÿ˜„

pallid compass
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when u get ur first intellsense false postive in 2 years

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feels bad

bold schooner
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apparently subclassing ucharactermovementcomponent is the way to go, in case anyone else looks into this that seems to be the solution.

agile notch
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@bold schooner is that with the PhysCustom override? i noticed the SetBase() can set what the character is "walking" on, but i don't know how that works with different gravity direction... i'd also like to know how to do it properly, because i'd like to have character walking around on a ship that can fly upsidedown etc

bold schooner
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@agile notch i don't know the specifics yet, but from what i understand subclassing from the movementcomponent is the way to go if you don't wanna write your own from scratch

sinful mesa
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anyone had the issue that UE4 does not compile shaders. I mean its stuck on for instance 700 shaders left to compile

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and it doesnt go down at all

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just stuck

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and from what i see

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UE4 does not spawn ShaderCompiler processes

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I saw it can be the incredibuid i accidentaly installed with VS

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but i completlu deleted dis package from the installation, then completly removed VS with cleanup of the leftowver files, reinstalled VS without this stupid package and it still hangs -.-

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wtf

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the shader compilation works perfectly fine on second PC

plush yew
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nope

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im looking for away to change the base arms

sinful mesa
plush yew
livid haven
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Your character is associated with a player, which is where input is routed from.

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Putting input related logic in any old blueprint won't just work automatically.

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It's easy to think it would, until you consider how that wouldn't make sense if supporting multiple local players, like on a console.

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I don't recall how you get an object added on to the stack of things that can receive input.

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I think only actors can do it and they have to have an input component, maybe?

agile notch
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i think it's pawns getting possession of the input controller

livid haven
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Can't be pawn-based, since you can put input components on non-pawns too, like the PC.

plush yew
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Can I cast it to character?

grim ore
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IF you want to get input on a BP that can accept input, look for the Input section on the Class defaults and set it to Auto Receive Input for player 0 https://i.imgur.com/DuegCI3.png

plush yew
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oh thanks

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ill just cast the item to character

grim ore
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Alternately if you are just arbitrarily having random items accept input you might want to consider changing that idea as you will run into issues later if you have to manage the input

plush yew
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because it didnt work when i casted character to item

grim ore
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sure you can cast it to the character and that wont work

plush yew
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no i mean

grim ore
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you cant just cast stuff to stuff because why not

plush yew
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ill cast character to item

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but have input nodes in character bp

grim ore
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you mean you will take the input in the character then talk to the item and tell it to do something?

plush yew
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yes

grim ore
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that definitely sounds more reasonable

plush yew
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if i make it work, i always wonder what to put as object in casting

grim ore
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object is a thing

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casting turns the thing into a specific thing

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so casting a cat to a dog would be silly

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casting an animal to a dog would make sense

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casting a car to a boat would be silly

plush yew
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so animal is object?

grim ore
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casting a car to a honda would make sense

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and object is a thing and it can be pretty much any base thing

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you would put the correct thing in the object input that would then become a specific type of object when you cast it

plush yew
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what about object for sword lying on the ground

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that has actor blueprint?

grim ore
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that would be whatever you called it, bp_sword, sword, BP_SWORD, SWORD

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whatever it is is what it is

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if you have 2 swords on the ground, 1 is bp_sword1 and the other is bp_sword2

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when you pick one up the game has no idea what you are picking up, just that it's something.

agile notch
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character is a pawn, which is an actor, which is an object

grim ore
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when you cast that something you pick up to something else you are saying hey this item i picked up is actually literally this other thing

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so if you pick up sword1 and cast it to sword2 its going to fail because thats not correct

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the object exists because its the base class for stuff, sword1 and 2 are both objects but sword1 and 2 could both be different types of objects

plush yew
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y but if i cast from character to sword, what would be the object?

grim ore
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the object would be whatever you are working with/on

agile notch
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casting is like going from actor to character, or from object to actor... generally you don't need to cast the other way because you already inherited all the base stuff

grim ore
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you need to start from the beginning and figure it out. How are you getting this object? are you doing a line trace and hitting it. Are you randomly getting it at random. Are you getting an item from your inventory.

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a large part of programming is literally just thinking how you are doing stuff before or when you are doing it. start from the beginning and go from there or go backwards from the end till you get to the start but you have to do one or the other.

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"I want to do something with this sword" is not helpful because what is something, where is the sword, how did you even know about the sword, etc..

vague raptor
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Hey, im new to the engine and im gonna be working with a friend. We're gonna be using git but i'd also like to know if there is a tool that would allow us to work on the same project in real time (maybe a VisualStudio thing)

grim ore
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not really

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UE4 really does not support same time same stuff but you can use source control, you can use level streaming to work on separate parts at the same time.

vague raptor
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aww ok. another question i have (dont know if it should be directed towards cpp or blueprint) but I've researched and came to the conclusion that the best is to use both technologies. my question is, when to use one and when to use the other? do i make cpp classes for everything and then BP for each of them?

grim ore
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There is no right answer

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some things should be done in blueprints, like animation BP and uhm... particles lol

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some things should be done in C++ like complex math

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despite that you can do it all in C++ or BP

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and when I say "should be" I just mean are more performant

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or easier to do, like doing UMG/UI in C++ is just weird but doable

vague raptor
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i think that is my biggest issue: what to do in what. i feel like i dont want to do something because i fear i might be doing something wrong and because of that i dont really do anything

grim ore
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well I can say doing nothing is definitely wrong

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at the worst if you do it all in C++ and then decide you wanted to do it in BP you learn both ways

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vice versa the same learning experience

vague raptor
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like, i create some individual stuff but i cant seem to start thinking bout the actual game that we wanna make

grim ore
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if you are learning and you get it working I don't think you can say you even did it wrong at that point

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search for a good Game Design Document or GDD and outline it all. break it down into parts. implement parts. make parts work together. publish on steam. see 0 sales. repeat.

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the first couple parts are critical, breaking it down into your design then making your parts. the rest is just optional lol

vague raptor
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i dont think that we are gonna be selling the game on steam tho, or at least thats not the goal xD

livid haven
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I recommend making a wiki, rather than a traditional, linear document for game design.

grim ore
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well then you can't fail ๐Ÿ˜ƒ

livid haven
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But you can definitely adapt a traditional GDD into a wiki format and improve on it

grim ore
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yep. simply getting something is better than nothing. you lose too much if its all in your head and you don't have a place to start.

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like right now I am trying to get 4.20 to compile on the laptop so I can learn niagara in bed today lol. Epic kinda forgot to release the preview =/

plush yew
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i have a kind of "dumb" question... if i change the quality of my game (when you create a new project you are able to choose high quality or resizeable or something) will it reduce my project space? And what about the graphics will they be extremly bad if i change that option to resizeable ?

grim ore
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in terms of space not really, when creating a project the template you choose and the starter content are what uses extra space

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as for graphics all it does it change some default settings. They can be changed at anytime individually or you can even go and change the setting later after the project is created and it will change the entire group

plush yew
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ok thank you sir so far

grim ore
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the Editor Basics and the Projects and File Structures series

agile notch
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hm, do you know what the smallest build size is? mine seems maybe a bit bloated for what's in it

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i guess unused plugins could be disabled?

grim ore
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the smallest build size is not that small. There is a post on the forums with some stuff you can remove and change to get a smaller size.

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yeah plugins are a good one, only building out the shaders you need, including on maps, remove pre requisites, things like that.

plush yew
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i casted successfuly but to red node (action event overlap)

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i mean with this node as object

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@grim ore i need a small size cause i am going to create a game for android

grim ore
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yep mobile is a downside of UE4 right now in terms of size.

worn granite
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Are you just starting in UE4 or are you experienced in it?

plush yew
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experienced in it

worn granite
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ah

plush yew
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but only in windows games XD

grim ore
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There is a doc page for tappy chicken and the other mobile stuff on how to optimize it a bit for smaller size

plush yew
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k i will search for that maybe if i finished my project xD

grim ore
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yeah i was trying to find it but I know it's out there. A few people have put up posts on the forum as well for optimizing. Android/IOS build size is a "big" issue out of the box lol

frank escarp
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meanwhile the unity guys have demoed sub 1 mb builds

grim ore
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yeah that liteweight runtime is a bit misleading but still way smaller than UE4

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Unity going the route of being able to basically replace key parts of the engine at will is the way to go tho =/

frank escarp
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its a very serious refactor

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yeah, ECS is OP as hell

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becouse you can switch out implementations easily

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and you can calculate wich systems never run when you package game

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and then dont compile them

grim ore
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yeah the render system being replaceable is pretty fun so far

frank escarp
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too bad its brooooken

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as expected ofc

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Lightweight Pipeline for VR, they say

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cant use any postprocess

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so you cant even have tonemapping

grim ore
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yeah some of the out of the box renderers are a bit limited for sure, it's still super beta

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but having the ability to basically add in just the feature you want will be nice one people get it understood

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didnt install C++ toolchain in the laptop,, no 8.1 sdk, VS had to update. This goal to compile 4.20 is not going well today lol ๐Ÿ˜ƒ

winged sphinx
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Don't know where exactly to ask this, but Is UE4 capable of reading 16 bit color depth bitmaps at runtime without compressing to 8bit color (without needing to create a texture from the read file) using it's FFileHelper?

plush yew
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looks like a question to Dr Gadget

tough ridge
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My unreal project always fails while packaging it, can someone help me if i give you the project

solar eagle
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kek

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does anyone know why this is happening?

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I tried importing this model from C4D to Unreal in many ways and I always get this "missing" faces

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am i exporting it incorrectly or...?

grim ore
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it looks less like missing faces and more like inverted normals on that face

solar eagle
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Im still very new to these programs so I have no clue about what's that xD

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but does it have a solution?

grim ore
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the normal is the direction that is "out" for that face or vertex

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basically it looks like that face is facing the other way and since they are 1 sided you are seeing thru it

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maybe go into the DCC program you are using, C4D, and check if you can see the direction normals are facing

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You can also open up the static mesh in UE4, and click normals at the top and it will show you the direction they are facing

sudden agate
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it's probably because C4D draws polygons two-sided.
Either you create a Two-Sided Material or you need to model both sides of the polygons

grim ore
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bah. can't seem to get 4.20 stable enough to actually try Niagara ๐Ÿ˜ฆ

tired island
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Hey i need help

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Which source engine is better Perforce or SVN?

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I know SVN has unlimited space if the host can handle it

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But perforce is better for accessibility?

grim ore
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Perforce seems to be better for full projects based on what people mention in here, plus perforce is directly supported in the engine. With that said I have never used Either and I use GIT lol

weary basalt
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@tired island We have an #source-control channel where you can freely discuss such topics

tired island
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Sorry

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Its just Im setting programmers for my game

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And when we stated that we were using git

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They said like we are out

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So now im trying to find alternatives

weary basalt
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In my professional opinion as an programmer, Perforce is much better than SVN if you can manage to find an hosting solution.

pallid compass
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lmao

grim ore
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That seems a bit extreme lol

pallid compass
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i would be out as well with git :p

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LFS is pain in the bum

weary basalt
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I would not use GIT either.

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More trouble than its worth IMO

tired island
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Yes

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I guessed so

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After 3 programmers refused

weary basalt
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Perforce has an 5 user free license. Anymore than that and you are limited to 10GB of space from memory.

pallid compass
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yeah using LFS normally displays a massive amount of exp in team management due too the shit storm of issues it can bring

tired island
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Not actually its 1 gb

weary basalt
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Whatever, the point is thats the limit

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5 free users

tired island
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In SVN its unlimited or so i heard xD

pallid compass
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i mean

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lacks a massive amount

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๐Ÿ˜‚

tired island
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Well yeah i could talk with a dev from perforce

pallid compass
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parforce no good for u

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since 20+

weary basalt
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Perforce is fine for small teams.

pallid compass
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they are like 20

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or 28+

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or something

weary basalt
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Right well in that case you either need to pay or find an free solution such as SVN

tired island
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Can we decide which one?

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XD

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I feel like going back and forth

weary basalt
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Dont change source control solutions on an whim. Find one and stick to it

tired island
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Yeah i should do that

weary basalt
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SVN seems like your best solution.

tired island
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DevilD you saved my day

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I owe you one i guess

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๐Ÿ˜‰

weary basalt
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๐Ÿ‘

grim ore
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so since I am learning LFS what should I be worried about? so far it seems easy enough

tired island
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Lfs?

grim ore
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Git-LFS

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the solution to large binary files when using GIT

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what your supposed to use rather than storing binaries in straight git... like I do.... lol ๐Ÿ˜ƒ

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seems super simple so far using sourcetree

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but I bet it's just due to me being solo

weary basalt
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Ive not used it before, however the entire GIT workflow is distasteful for me. Ive been using P4 for years. Im biased ๐Ÿ˜›

grim ore
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ah yeah I've used git for years and never P4 so I am biased. I only use for for source control so never really need advanced stuff and it works well for that

weary basalt
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If thats what your used to and you understand its pros/cons then im in no position to tell you otherwise.

grim ore
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nah someone earlier mentioned LFS is a pain in the bum and I was curious why

weary basalt
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Ive heard similar but again, never used it, so dont know.

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I just know that its rare for me to have an issue with P4 and when i do its really obscure because im doing something silly lol

grim ore
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I should learn P4 at some point probably. Would you recommend a super simple windows client for idiots?

weary basalt
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P4V - Visual Client

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P4D - Admin/Server control

grim ore
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know of a free hosted server I could use to learn with?

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I use bitbucket for my git stuff

weary basalt
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You can install it on your own machine and have a local server.

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I run my own Server on my Build Server which sits in my Garage

grim ore
#

yeah that's the next option if I can't find someone else to do it for me lol ๐Ÿ˜›

weary basalt
#

I dont know of any free hosting solutions since i run my own Server or are connecting externally to others

grim ore
#

aye aye

livid umbra
#

hey guys would you know if there is a fortnite channel

worn granite
#

@livid umbra if you're seeking support go through the official channels - this isn't one. If you mean for like the UE4 dev community to play FN together... I don't think there are any channels for that sort of thing, but #lounge is a catchall

livid umbra
#

i just want to know why fortnite is randomly crashing on load screen. @worn granite

#

on pc

grim ore
#

yep might be best for the official UE4 forums then

worn granite
#

Oh that's cause I need to clean my desk, sorry.

livid umbra
#

which channel is that @grim ore

grim ore
livid umbra
#

thanks for the link @grim ore

vivid girder
#

Anyone know how normal maps work in Unreal?

#

They ever use more than 256 color values?

#

Trying to determine whether i need PNG-24 vs 8

#

@grim ore I have a good article on source control if you're interested

grim sinew
#

BC5 is 8 bit in R and G channels, with no B or A. So it'll never use 16 or 32 bit HDR color.

#

Stick to 8 bit images for normal maps when you import, it sometimes gets weird results otherwise. Unreal doesn't tonemap 16 bit to 8 bit properly a lot of the time.

#

Meanwhile, in the material editor itself, -that- stores all values as float, so you can do things like multiply the normal map by 0.534, 0.534, 1 and it'll work.

lone swallow
#

hi i have a problem with the editor and i'm not sure where i can troubleshoot it

#

i deleted a blueprint when it had a memory reference and now i can't open the BP editor at all

#

actually nvm, resetting layout fixed all of it

sour walrus
#

Anyone know if timeline finish plays if timeline stop is called?

sudden agate
#

@grim sinew speaking of color depth, what if I store textures in 16bit png?

#

or any other 16 bit format. Does UE downgrade them to 8bit?

keen frigate
#

Yo everyone ๐Ÿ˜ƒ

visual hollow
#

guyz how can I group all the actor in my scene?

sudden agate
#

Select Actors-> Right Click-> Groups -> Group Actors

visual hollow
#

ok thanks

plush yew
#

@keen frigate hows it going

#

almost got ded servers working ๐Ÿ˜ƒ

#

i spun up an ec2 instance and uploaded my pacagked game with sever binary and it ran

keen frigate
#

mneh getting pissed at people defaming other people's work on the marketplace, especially high quality ones.

plush yew
#

problem is the memory was 1 gb and my game is 4 gb ded lol

visual hollow
#

@sudden agate they are now grouped but is thier any option to see them as one in world outliner also. like having a black actor as a parent

keen frigate
#

@plush yew Oh so that was causing the det server issue?

sudden agate
#

@visual hollow you can put them in a folder in the World Outliner

plush yew
#

nope

#

that was steam

sudden agate
#

Create a Folder in the World Outliner

#

And Put your Actors in it

plush yew
#

so i axed all steam code from my defaultengine.ini file

visual hollow
#

alright

keen frigate
#

hay goth let's go private we're messing up the chat

plush yew
#

heh.. anyways

#

im glad i switched back to ded.. it's way better than listen servers

plush yew
#

@sudden agate still there?

sudden agate
#

no

keen frigate
#

๐Ÿ˜‚

plush yew
#

hey you have been around the block right raildex? have you made a game before?

#

you seem pretty knowledgeable about your stuff.

grim sinew
#

@sudden agate Unreal will attempt to downgrade them to 8 bit, but it doesn't do so perfectly. The values get messed up sometimes, and things won't always look correct. As a general rule, anything should be 8 bit before you import unless you're specifically making something HDR like a render target or a skybox.

sudden agate
#

@plush yew i made many games. i make the best games.

grim sinew
#

From what I can tell, last time I saw it happen, my suspicion is Unreal actually messes up when it imports because of something SRGB related, and HDR images are always stored in linear. The consequence is things get double gamma corrected.

plush yew
#

still on my first myself ๐Ÿ˜ƒ

sudden agate
#

There is a Legacy Gamma checkbox for textures. Shouldn't that correct this?

grim sinew
#

No, that's to try and emulate how pre-UE4 textures were handled I think, totally different

sudden agate
#

It's better to store things in Linear space anyway and not mixing it up imo.

grim sinew
#

" There is a new advanced property on textures, "Use Legacy Gamma". All existing textures will maintain their sRGB space as Gamma 2.2, as to not invalidate all DDCs everywhere. Unchecking that will change your textures if set to bSRGB=true, to use the new sRGB conversion and not Gamma 2.2." Yeah, different

#

And no, it's important to use SRGB when necessary. That's just how computer monitors and electronics work

#

SRGB is a hack to get around a problem with how monitors display color data, it's actually an improvement

sudden agate
#

wait, you use sRGB for normal maps? is that even possible?

cloud cobalt
#

Normal maps obviously stay linear

grim sinew
#

You don't use SRGB for normal maps, that's stored in linear.

#

Normal maps and greyscale textures are linear

sudden agate
#

yeah. but why should I check srGB for anything different than Color Maps?

grim sinew
#

8 bit linear

cloud cobalt
#

Anything that represents a color should be sRGB

grim sinew
#

I didn't say you should.

cloud cobalt
#

Anything that's not a color should probably be linear

sudden agate
#

I keep sRGB unchecked for everything except BaseColor/Albedo

grim sinew
#

Right. As you should. That hasn't changed.

cloud cobalt
#

UE4 picks the correct setting based on the texture type FWIW. Normal maps, masks, all defaults to sRGB off

sudden agate
#

Ok, i got confused a bit :D

grim sinew
#

All I'm saying is, Unreal when trying to handle colors gets confused when you import a 16 or 32 bit image and it's expecting an 8 bit image.

#

Stick to 8 bit for the final output, unless you're using something for rendertarget data or a hdr skybox.

sudden agate
#

Maybe post a bug report

grim sinew
#

No point, there's no benefit in using 16 bit anyway

sudden agate
#

even for normal maps?

grim sinew
#

All the compression options will require 8 bit anyway

#

Debatably, even for normal maps. There ARE some engines that use 16 bit normal maps, not just a 16 bit normal gbuffer, but multiplying your texture data 10x is often a very stupid thing to do when dithering does the same job.

#

Even if you ignore the memory constraints, it would make textures load in significantly slower and chug the texture streaming

cloud cobalt
#

Even for HDR it's debatable whether 16 bits source assets have value

sudden agate
grim sinew
#

In that case, I would say, why on earth are you using a normal map to begin with

sudden agate
#

looks ugly af tbh

grim sinew
#

Model that shit.

#

It's actually more efficient to dump normal maps for something like that and just have the polygons.

#

Beveling 3 edges is cheaper than a normal map

cloud cobalt
#

@sudden agate Is that with UE4 ? because UE4 has very powerful smoothing that makes this issue nil

plush yew
#

aren't normal maps generated to show the detail without the added polys though?

sudden agate
#

wait it gets worse

grim sinew
#

Normal maps are expensive @plush yew and shouldn't be used to just bevel an edge

#

Smooth normals on the model reduces vertex count and largely compensates for the cost of beveling.

plush yew
#

i remember always being taught that you export normal maps from zbrush and keep your edge flow good and your polys low

cloud cobalt
#

More geometry + UE4 smoothing is much cheaper than a 16bit normal map

grim sinew
#

^^^^^^^^^^^^^^^

plush yew
#

wait normal maps are expensive? what? lol

sudden agate
#

^

cloud cobalt
#

A 16 bit normal map is

grim sinew
#

Yes. They are the most expensive type of texture, short of HDR textures.

#

They are 4x the memory cost of regular textures and add shader complexity.

sudden agate
#

make everything high poly. problem solved. No Normal Maps kappa

cloud cobalt
#

That's not what we're saying here

#

However, it's definitely true that geometry is much cheaper now that it was a decade ago

#

In particular, I'm willing to say that smoothing surfaces in UE4 shouldn't be done with normal maps

grim sinew
#

For something like that car body example, YES. You will actually reduce your vertex count by having smooth normals and vertex count matters just as much, if not more than polycount. If you smooth your normals and just bevel an edge or two, it'll not only look better but it'll run better.

#

Hard edges are costly

#

They double the vertex count

cloud cobalt
#

One hard edge basically has the same cost as a single-face bevel

grim sinew
#

Exactly. So for a model like that piece of the car body, it'll look and run better to bevel it.

cloud cobalt
#

A two-segment bevel in UE4 looks better than hard edge + normal map, and if you only use the normal map for that, it's also cheaper

plush yew
#

i guess you guys do a lot of hard surface modeling then

#

because im used to models that have detrails engrained like in zbrush models.

#

organic stuff.

grim sinew
#

No, I do. All the time. And it's not as cut and dry as you say it is.

#

There's a lot of grey area as to when you should and shouldn't use a normal map.

plush yew
#

that was from my days in the film biz tho. i actually transitioned entirely to hard sruface with my most recent proj.

cloud cobalt
#

I'm not saying normal maps are useless either, just that UE4 has amazing smoothing built-in, and that geometry is quite cheap today. You get million-triangles scene on consoles.

plush yew
#

i think probably like every single one of my models has a normal map on it

grim sinew
#

It's just a balance you have to strike. If you're having issues like on that car body piece, because that is a -perfect- example of what I'm talking about, just model it. You don't need micro detail on car paint's normal maps.

plush yew
#

with the exception of flat shaded stuff

grim sinew
#

Also welcome to games, even today not every mesh has normal maps in AAA games

#

You still fake it a lot of the time

#

Sometimes because you have to, sometimes because you choose to.

plush yew
#

so objects close to the camera dont have normal maps? ๐Ÿ˜ฎ

grim sinew
#

Why on earth would you want a CAR BODY, something that needs to be perfectly smooth and have clean lines, to have hard edges up close to the camera?

cloud cobalt
#

Normal maps are great for actual detail that can't be geometry, no one's arguing against that. Normal maps are useless if you're just trying to smooth objects, however - geometry will look much better, and will be cheaper.

grim sinew
#

It's counterproductive, even if you bake that car body panel, you'll see a hard edge if you look for it up close

#

It looks WORSE and you pay MORE

#

Having the polygons actually there is always going to look better visually

plush yew
#

agreed stranger ๐Ÿ˜ƒ

wary wave
#

normal maps are good for curved surfaces

plush yew
#

ok let me ask you a question then i am curious now, what is the smoothingfunction you are referriung to? how do i use it?

wary wave
#

but UE4 doesn't support them with a high enough bit-depth

cloud cobalt
#

@plush yew Basic smoothing on import

grim sinew
#

It's higher up in the chat log

wary wave
#

that looks okay-ish, but it's not stellar

#

not the best example though

cloud cobalt
#

It's obviously not good quality

wary wave
#

if you take something like a BMW side panel where they have strong lines with subtle curves

grim sinew
#

If you're focusing on this vehicle, it needs a lot more polygons. There's faceting at the top, and you can bevel the hard edges closer to the camera.

cloud cobalt
#

^

wary wave
#

and yeah, this is way too low poly

grim sinew
#

This model, as it is right now, in this picture, would do better with no normal map and getting all that in geo

wary wave
#

yup

#

but once you're into the hundreds of thousands of tris, you're reaching the point where you need decent normals to get the detail you want in

grim sinew
#

Right, for the micro detail, but larger detail you can always just keep like this

#

At least, for this specific model

plush yew
grim sinew
#

Like tiny scratches, you would have only the scratches on a normal map by themselves

plush yew
#

i dont see it in there

cloud cobalt
#

It's not an option

plush yew
#

was looooking thru docs cant find basic smoothing

cloud cobalt
#

It's built-in

plush yew
#

is it based on normal direction?

#

or smoothing groups

cloud cobalt
#

Have you imported a mesh in UE4 ? Look at the smoothing

plush yew
#

yea

#

fbx import

cloud cobalt
#

If the polycount is anything decent, you should already have great-looking smoothing

plush yew
#

and here i thought that was anti aliasing! ๐Ÿ˜›

paper kernel
#

any idea why floating pawn movement doesn't accept input unless local controller is present?

cloud cobalt
#

@paper kernel Sounds like by design

#

Why would there by input if there is no controller ?

paper kernel
#

because it takes in only vector3

#

so I hardly assumed it would need an actual controller to handle it

cloud cobalt
#

Well, controllers are the one to provide inputs in the first place so I don't get it

sudden agate
#

speaking of Normal maps and Polycount. Is there a way to have modular LODs?
For example my character has a total of ~200k polygons on LOD0.
However in cinematics, mostly the face is important. Is there a way to have the Face behave differently in regards of LODs without actually splitting the mesh?

paper kernel
#

vector3

#

"input"

cloud cobalt
#

@sudden agate Outside of tesselation, I don't think so

paper kernel
#

as in, replicated vec3 from client isn't sufficient for it

cloud cobalt
grim sinew
#

@sudden agate Usually you would have a separate 'cinematic' model if you needed to do that used specifically for cutscenes. The advantage is you can also throw more complexity on top of it, like adding in additional bones for better face animation control that you wouldn't need in regular gameplay.

sudden agate
#

@grim sinew That makes sense.

visual hollow
#

I created an model in 3ds Max with some polygon having color, exported and imported in UE4 but during lighting build it gave me error enable error coloring to visualize

plush yew
#

Guys can anyone check #packaging channel please help me on that packing problem

visual hollow
#

Any solution ? I tried going to static mesh and the uv channel thing but didn't worked

whole quarry
#

@visual hollow try google

visual hollow
#

tried but I didn't found any solution which I can understand. One solution said that apply UV unwrap did that but still getting it

sudden agate
#

@visual hollow you need to properly unwrap your model if you want to use static Lighting

somber pendant
#

Hey can someone link me a good video or explain me how to create an Ai that (Moves , Deals Damage , Takes Damage , Dies) and how to Setup the animations for him?
I created an ai that can Do all the above but has the Default animations (I already have the enemy model and the animations)

errant chasm
#

my build failed because I don't have visual studio 2015.. but what I DO have is visual studio 2017..

#

any ways to fix this without finding an outdated download for visual studio?

silver crown
#

@errant chasm You can install VS 2015 compiler in VS 2017, that might help

gaunt void
#

hey guys, i need to ask a stupid question and maybe somebody of you can guide me in the right direction!
I want to spawn an object when the player clicks an item
that works fine but i suck at maths and vector calculations.
lets say i want to spawn the object a bit in front of my player pawn, do i just add the offset i want onto the forward axis of the player? will this work in negative areas?
made a small pic for understanding

silver crown
#

Negative areas?

gaunt void
#

as i said, i might sound dumb with that, but im not good at math
for example when my location would be -137/-42/0

somber pendant
#

Negative x y z

#

i guess so

#

You can get the forward vector and add some to the x y or z?

sudden agate
#

Multiply the ForwardVector with your distance

somber pendant
#

yeah

silver crown
#

^

sudden agate
#

and add it to the actor location

somber pendant
#

I can send you a print screen of something similar on what you want to do

gaunt void
#

so i simply get the Forward vector, multiplay it by lets say 500 (if i want 500 units offset) and then i set it to the actor?

#

@somber pendant that would be really nice of you!

#

also another thing.
i probably need to have a function that prevents the object from being inside a wall etc.
my approach would be to do line tracing and check for blocking volumes. if it hits a wall id just reduce the offset until its not hitting it anymore.
does that sound okay? ๐Ÿ˜„

main widget
cloud cobalt
#

Open it in Visual and compile

#

Usually happens after engine updates etc

main widget
#

ue4 version haven't change

cloud cobalt
#

VS version then

main widget
#

I use Vs code

cloud cobalt
#

Doesn't matter really though, open it in Visual and compile

main widget
#

can't find .sln file

cloud cobalt
#

How did you compile before ?

main widget
#

yes

#

I add some c++ file

#

And can't compile, then I close it , when I open again , It show that

cloud cobalt
#

If it's the first time you add C++ files, then you need to set your project up for C++, be sure you have the required dependencies

#

Look for a UE4 C++ tutorial

main widget
#

Ok, I try to create a new one

tired oracle
#

UATHelper: Packaging (Windows (64-bit)): ERROR: Editor target not found!

#

whats causing this packaging error?

plush yew
#

google is your best friend

#

but really, id like to help, just dont know how

tired oracle
#

tried the google advice but nothing worked so far

wary wave
#

just a quick question from me - if you have an actor that has a component that uses rigid body physics, said component needs to be the root, right?

little island
#

have you tried youtube @tired oracle

tired oracle
#

yup

#

nothing worked so far

little island
#

have you tried emailing their support?

tired oracle
#

huh. for some reason my project got unloaded in VS lol

#

thats probably it

#

nvm still not packaging

thorny cipher
#

whats the math to detect if the player is looking at something

whole quarry
#

Tracing

thorny cipher
#

lol no

#

let me rephrase

#

Player is facing the direction of another actor

whole quarry
#

Let me add more info: you can use a cone trace to check if the player can see something

digital anchor
#

actor forward vector - normalize(vector 2 - vector 1) < error margin i guess

#

@thorny cipher

#

this will include z tho

#

may want to zero it

thorny cipher
#

hm

wary wave
#

tracing is crazy expensive for this

#

you can do it with basic vector math

thorny cipher
#

ยฏ_(ใƒ„)_/ยฏ

#

haha

#

is there a better way than this ^

wary wave
#

probably

#

does that even work?

#

this is the kind of principle you're looking for

thorny cipher
#

i suck with math

#

eee

wary wave
#

you'll also need to do an additional test to work out if the object is behind the player

thorny cipher
#

yeah that's what i want to figure out

plush yew
#

It'd be something like

dot(playerForwardVector, normalize(playerLocation - targetLocation))
thorny cipher
plush yew
#

Result should be value between -1 and 1 where -1 is behind player, 0 is to either side and 1 is in front

thorny cipher
#

this is what im trying to stop

#

ok will try that tommy

plush yew
#

Might be the other way around with -1 being in front and 1 behind

thorny cipher
#

ill print it and find out ๐Ÿ˜ƒ

#

0 = behind

plush yew
#

I always get the values mixed up

thorny cipher
#

๐Ÿ˜„

#

so i'd just swap the bottom and top dot prod and < 1 will be behind?

plush yew
#

Nah pretty sure it'd be the same value

#

Since dot product uses all commutative operations

vale osprey
#

@wary wave it has to be root to drive actor but otherwise no

#

Itโ€™s just simulating component will detach automatically

thorny cipher
#

Working good!

wary wave
#

ta, yeah, worked that out with some quick experimentation

#

more or less what I expected

#

which means your scripters have fun when they use a native base class and try to make a physics enabled version ๐Ÿ˜„

thorny cipher
#

Now my players can't pickup items behind them alex

plush yew
#

duh drag and drop is so hard to make

#

seems it only applies to widgets

#

so ill have to spawn a widget each time i try to drag n drop item from ground to inventory

cloud cobalt
#

File that under "everything is hard in game dev"

plush yew
#

not everything

cloud cobalt
#

By the way you can absolutely do drag & drop without using widgets

plush yew
#

yeah but i want to use their built in functions

cloud cobalt
#

Well yeah in that case everything needs to be widgets

plush yew
#

you mean something like removing item on the ground and spawning similar one at cursor location when attempting drag n drop?

#

that would follow mouse

cloud cobalt
#

What are you trying to drop it into ?

#

UI ? Other 3D object in world ?

plush yew
#

my inventory is widget

#

UI

#

yes

cloud cobalt
#

And the object is part of the world ?

plush yew
#

object is actor

cloud cobalt
#

In that case yeah, it's tricky, because you can't have 3D objects shown on top of the interface

plush yew
#

or maybe id use widgets instead of actors?

#

or maybe thats bad idea

#

for items lying on ground

cloud cobalt
#

Widgets are just UI elements on the screen

#

They can't be in the world

plush yew
#

oh ok

cloud cobalt
#

Here's what you can try - for each object you can pick up, associate a 2D image - screenshot, or drawing of it

#

When you start pressing the mouse over the object, hide it, create a new UI widget on top of it with the 2D image - which you can now drag&drop

plush yew
#

yeah i wanted to do similar thing

cloud cobalt
#

If you stop pressing outside the drop zone, remove the 2D widget and make the 3D one appear back

#

Not sure how hard it is to create a drag&drop widget during the drag& drop though.

plush yew
#

so ill need an image for each of item

#

apart from their models

#

if there was way to create it automatically would be nice

cloud cobalt
#

The image is the easy part, you can take a few minutes to do a screenshot for each object, import it as an image, and then put the image as a property of the lootable

plush yew
#

yeah i can do that too

cloud cobalt
#

You can also set up a render target + camera to do it automatically (harder to set up, less time in the long run)

#

But the hard part is the create widget + drag & drop it part

#

Do it iteratively - dumb drag&drop with two widgets, then creating widget at mouse loc, then all together

plush yew
#

yeah im reading docs cause other guides didnt work out for me

cloud cobalt
#

@plush yew Then again, you could also have a key mapped to "take" the hovered item

#

Almost instantly implemented, same functionality

#

My "everything is hard" line is about how every functionality has a development time, which, since you can only spend so much time in dev, is time taken from other features

#

Be sure to spend time on stuff that is important to the game

plush yew
#

its just really not intuitive

#

in game maker you didnt even need tutorial, you knew instantly what to do. in ue4 theres drag and drop node but without looking on guide/doc you have no idea

#

what to do with it

#

but thats probably because ue4 is more complex and bigger

cloud cobalt
#

Well yeah, it's also because UE4 is a world-class tool meant for large teams of developers to create the top games

#

Working alone on a game is hardly how it's meant to be used

plush yew
#

thats why im creating my diary โค

#

so i know next time

wary wave
#

"in game maker you didnt even need tutorial, you knew instantly what to do"

#

I opened GM Studio not that long ago, looked at it and bawked

#

GM Studio is far from intuitive

#

6.1 (many years ago) was however

whole quarry
#

Lol

#

I always saw Game Maker as Music Maker on Playstation

#

Crappy if you want to do something serious

plush yew
#

yeah

wary wave
#

you can do some pretty good stuff with Game Maker if you ignore the drag and drop part

plush yew
#

I can't see anything unreal bot posts?

whole quarry
plush yew
#

yeah

whole quarry
#

Its full to me

plush yew
#

idk nothing shows up for me

whole quarry
#

So the channel is empty?

plush yew
#

no

#

it shows the bot has sent a message

#

but there is no message with it

wary wave
#

ah someone else had this problem in the past and it randomly resolved itself

#

it's weird, because the bot should be like any other user :/

plush yew
#

i see everything

whole quarry
#

Try reinstall your computer :E

plush yew
#

thats not gonna help

bitter meadow
#

Hi people, how do i fix the offset that i get from the cameraangle, when i use the topdown template for a shooter and use the cursor for rotation input ?

#

I mean, the guy is not exactly looking at the cursor, i am assuming thats because the camera has a 60 degree angle

tired island
#

@rigid mountain you posted the same looking for work twice

#

XD

plush yew
cloud cobalt
#

UMG is the Blueprint UI system in UE4

rigid mountain
tired island
#

Oh lol

plush yew
#

isnt umg unreal development kit

#

oh wait thats udk

#

Xd lol

#

thanks

fast oak
#

hi guys

frosty bloom
#

I believe it stands for UnrealMotionGraphics (Don't take my word for it though) @plush yew

fast oak
#

do you guys have any advice about good notebooks for ue ?

wary wave
#

generally 'don't' is my advice

cloud cobalt
#

Don't get one and get a desktop instead ? Unless you really really need the mobility

fast oak
#

i already have a goo desktop

wary wave
#

but if you must, go big, get a cooling station, and ensure you have a 1070 or 1080 (as they are 'proper' GPUs rather than gimped notebook editions)

gaunt void
#

hey guys, does somebody know where i find some documetnation on how to use a widget/umg as a material? or anything related?
im trying to make an interactive PC screen

wary wave
#

the biggest issue with notebooks tends to be thermal throttling murdering performance, so the larger models tend to have better cooling

fast oak
#

@wary wave uhm, 1070... no way to get it work properly with a 1050 ti ?

wary wave
#

either that or the components cook themselves to death within a year or two

#

1050ti might be okay

#

I'd consider that a bit low-spec, but it'll be functional

fast oak
#

for cooling issues, idk, maybe i should go for gaming notebooks, usually they have good coling system

wary wave
#

it'll almost certainly be a gaming notebook, yeah

#

just not one of the cheaper, smaller form factor ones, that's usually the mistake

cedar snow
#

what's the root component of a data only actor BP ?

wary wave
#

it's a scene component

#

(or whatever the parent uses as root)

fast oak
#

@wary wave thank you

cedar snow
#

AudioComponent->SetupAttachment(GetRootComponent());

wary wave
#

yeah, that should be fine

cedar snow
#

i construct and attach the audio component in the actor's CTOR

sudden agate
#

An Actor always has a SceneComponent as Root

cedar snow
#

but it's null on post initialize or begin play

#

i ... don't understand

#

that

wary wave
#

an actor does not always have a scene component as the root

sudden agate
#

it has

gaunt void
#

@sudden agate you can have a static mesh itself as root

#

or anythign else

wary wave
#

^

cedar snow
#

it has a transform, i can move it

sudden agate
#

which is a scenecomponent

cedar snow
#

so, any idea why the field is null after the CTOR?

wary wave
#

well, they're subclasses of scene component, so in a polymorphic sense, yes

sudden agate
#

:D

#

@cedar snow make sure you correctly create your component

#

just because you declare a variable of type Component doesn't mean the Component is constructed

cedar snow
#
    AudioComponent = PCIP.CreateDefaultSubobject<UAudioComponent>(this, TEXT("MyAudioComponent "));
    AudioComponent ->bAutoActivate = false;
    AudioComponent ->SetupAttachment(GetRootComponent());
    AudioComponent ->SetRelativeLocation(FVector(0.0f, 0.0f, 0.0f));
#

stepped through the code, it's getting constructed and assigned to the instance var

wary wave
#

that should work

#

(and the last line is redundant)

cedar snow
#

it was a different position earlier

wary wave
#

fair

cloud cobalt
#

AudioComponent would need to be UPROPERTY too

#

For the actor to retain ownership

wary wave
#

does it?

cedar snow
#
UPROPERTY(BlueprintReadOnly, Category = "Audio")
UAudioComponent* AudioComponent ;
#

^

#

i see it on the actor

#

which is placed in level

cloud cobalt
#

I'm now questioning that notion @wary wave but yeah ? Or are components like actors which are owned by the world until destroyed ?

wary wave
#

I assumed components don't require ownership in the same manner as actors

#

so long as they are attached to something, they are fine, UProperty or not

cloud cobalt
#

I actually have no idea

cedar snow
#

i guess there;s an owner field in the component?

#

could check that out after construction

cloud cobalt
#

You're right @wary wave

#

According to the programming guide

#

Also I don't know why it's null @cedar snow

frosty bloom
#

Have you tried closing the project and compile & then restarting? Because UE4 Magic

cedar snow
#

i have a squiggly on the GENERATED_BODY macro

#

saying macro in skipped region

gaunt void
#

lets say i wanted to have a kind of interactive widget, some kind of manual that the player can open up and read information in it.
and lets say i wanted to use a pdf for that.
so basically just take the pdf/hyperlink that pdf and let the player scroll through it
is that possible? any info on that? cant seem to find anything

plush yew
#

i just noticed i can have spaces in variable names in ue4

cloud cobalt
#

@gaunt void Specifically PDF is a problem

gaunt void
#

doesnt need to be exactly that

cloud cobalt
#

A web page is definitely more straightforward

#

And I believe that's supported in UE4

gaunt void
#

so id just go and set up a page where my info is sourced and then oben up that page in ue4

dawn linden
#

@cedar snow If your class derives directly from AActor and you don't create any other scene components, you should make the audio component itself the root.

#

At the point the constructor is run, GetRootComponent will return nullptr.

cedar snow
#

@dawn linden oh, i'll try that

cloud cobalt
#

There's a web browser widget somewhere @gaunt void

gaunt void
#

yeah, just found exactly the same link, thanks!

cloud cobalt
#

For what it's worth, I would look into a more minimalist approach - UMG has some pretty great tools, and performance might be better

#

You can design some pretty great stuff

#

But I guess it depends a lot on the style you want

gaunt void
#

will look into it, just researching options right now. also depends on what exactly has to be in the "manual" later on, thanks a lot!

plush yew
#

heh web browser in game

#

and make a quest where they have to give u positive comment or rating on steam for free gold

#

but they would probably remove game from steam for that lul

cloud cobalt
#

^ that part is actually explicitly forbidden by Steam

plush yew
#

y

grim sinew
#

Because Valve doesn't want developers manipulating votes

plush yew
#

but sharing with friends its not

#

so a quest "get 5 friends to play our game" would be great

grim sinew
#

You can try, but you're just asking to be removed

plush yew
#

but thats not steam related

grim sinew
#

Valve might not care.

#

If it turns into people on steam spamming their friends list

#

And people start reporting it

plush yew
#

i might not even use steam

grim sinew
#

If you don't use steam then do whatever you want

plush yew
#

y, if it will be the only skin they can get for free, then a lot of people would do it

grim sinew
#

If you don't see why people spamming dozens of users as part of an ingame quest is going to be a problem, no explanation I can give you will be sufficient.

plush yew
#

but game will not be on steam, so i assume they will just give the link to one or two fb friends

#

of course they wont spam on facebook

#

cuz people might think badly about them

frosty bloom
#

When you assume stuff regarding playerbase you should always assume worst case scenario

grim sinew
#

But that is literally what happened to facebook games. People spammed everyone they knew, EVERYONE, and everyone started hating facebook games

plush yew
#

yeah but they were connected to facebook

#

idk about others but i always hated the person who spammed these things, not the game

#

hmm then i will include some limitation like they can invite one person per week

frosty bloom
#

Spam will be spam, no matter how you coat it. May it be steam, FB, email or whatever

grim sinew
#

You are the most naรฏve person I know if you think anyone isn't going to spam stuff like that. Maybe 1 in 200 people you send the message to will actually follow up on it, the system practically requires it.

cedar snow
#

setting the audio component as RootComponent didn't work either, but having the default scene component in the actor and then adding the audio component, did work in the end

#

maybe the UAudioComponent thinks that it's SPECIAL ๐Ÿค”

#

le sigh ๐Ÿ˜„

plush yew
#

i know im naive

maiden relic
#

@rich sparrow Trying to DM you but don't know how

worn granite
#

you have to search them or tag them like you've done, then you can right click them and message. @maiden relic

#

its kinda dumb, the bot could tag the person who posted the listing so you wouldn't have to copy their name and search them.

#

Other than that, it'd be pretty limited in terms of what it can do.

#

Its just weird how it doesn't even bother trying to give you an ID you can actually use to DM them.

#

ImmutableLambda#0862 < like that.

#

You can take that and go to the "Find or start a conversation" thing

#

But nope, if there's more than one person with that name on discord, gl.

frail sun
#

I keep getting an error when trying to launch. "error C2338: Visual Studio 2015 Update 3 is required to compile on Windows" even after I installed that update.

cloud cobalt
#

Regenerate project files ?

wraith coral
#

which release from the source code is currently the most reliable to download? running linux so this is how i gotta install it[i dualboot, but blender only works on linux for me and i'd just generally prefer to run it on linux]

cloud cobalt
#

4.19-2

wraith coral
#

mk thanks ^^

frail sun
#

@cloud cobalt How do I do that? Sorry I'm new to Unreal.

cloud cobalt
#

Right click, ,generate project files

#

On the uproject

frail sun
#

Says I don't have any C++ files heh

cloud cobalt
#

BP only project you were trying to package?

frail sun
#

Yeah

cloud cobalt
#

You mifght need other dependencies like the windows 8.1 SDK

frail sun
#

Ah thanks, sorry for asking in the wrong channel.

plush yew
#

but theres no such thing as "dragAndDropOperation node" and they are showing some extended create widget form

worn granite
#

see if there's drag drop

plush yew
#

and also the class "widget drag" is a blueprint, not a widget, so it cant even be there

#

cause its widger creator

worn granite
#

and also, that class isn't meant to be a widget

plush yew
#

yeah i found it

#

idk how

#

oh yeah I skipped the "and" word

#

thanks @worn granite

#

you saved me lol

cloud cobalt
#

Don't multipost

tough ridge
#

sorry

#

but i need help

cloud cobalt
#

Still don't, keep to #packaging for packaging issues

tough ridge
#

no ones seems to want to help and ive been working on it for days

cloud cobalt
#

Still don't

frosty bloom
#

Seriously starting to consider making some of my Components into UE4 Marketplace Assets.. For the sole reason of buying assets with whatever gets generated

mossy kettle
#

Quick question, after I recompile a project code are all Blueprints created from C++ classes updated?

#

Seems like it does ๐Ÿ’ƒ

worn granite
#

what do you mean created from C++ classes ?

mossy kettle
worn granite
#

ah

#

and updated in what way?

#

default values?

#

Functions?

mossy kettle
#

I was wondering about components but would be great if you know if it's the same for other class members

cloud cobalt
#

Methods always updated, defaults updated, non-overriden defaults updated

mossy kettle
#

Good to know

#

Thanks

#

๐Ÿ˜ƒ

plush yew
#

hello guys.. is there any documentation on the USplineComponent class and the maths behind it? I can't seem to find any documentation on it

cinder iron
#

the best docummentation would be checking the engine if anything

keen birch
#

Can you guys reach the docs?

#

Seems like I can't

glossy flame
#

Working fine on my end.

keen birch
#

Great

#

It works in incognito mode

silver crown
#

Often like that with UE websites

#

Like I can't see the MP prices outside Incognito sometimes

main widget
worn granite
#
  1. Don't hot reload
  2. if you're going to do anything with text at all, use the TEXT() macro.
  3. Yeah don't hot reload.
smoky stream
#

what a helpful error message

coarse wigeon
#

๐Ÿ˜„

main widget
#

Ok, I fixed the gibberish, just compile it on vsCode

#

I think there are some issues in UE4Editor

coarse wigeon
#

That in engine rigging demo looks awesome

jovial nova
#

i'm thinking of getting into UE and I've 0 experience with this kind of stuff, design, c++, etc

#

i just feel randomly ambitious

#

any good tuts or good starter basic projects for getting familiar?

plush yew
#

is it just me, or does the member-list here in discord have no more a slide to scroll down?

jovial nova
#

is there any kind of game that's recommended for the first time?

#

that looks good ty

cursive dirge
#

@keen birch been trying to reach informative ue4 c++ api docs for years but still not managed to do it kappa

plush yew
#

can anyone help me with my cinema

#

howdo imake the lighting so the carpet dosent looks like its so bright

#

and the doors

next owl
#

hellow i have a problem because in my blueprints i set the visebility to false than i cange the map and set the visibility to true but in game its not visible! sorry for the bat english im from germany!

#

*Hello

keen birch
#

@cursive dirge The feels

rose quartz
#

If i want to use the nvidia how can i do that?

cloud cobalt
#

The nvidia what ?

rose quartz
#

Edge

cloud cobalt
#

You want to use nvidia edge ?

rose quartz
#

Well im just looking around

cloud cobalt
#

I mean, edge is a competition

rose quartz
#

Well i see some youtube about Plugins you have to compile with the code

#

Well im only Did start about 4 months ago with unreal engine and loving it.

cloud cobalt
#

You just need to post images of your work on social media with nvidia & unrealengine hashtags

#

That's it

rose quartz
#

Oke 1 question more Then i know enough for today i think :D, Compiling a Dedicated server do you need a Github Unreal engine version or can i use the Launcher installer "Unreal engine" and add a C# script to the code?

sinful umbra
#

yes you need to build from the source on github

rose quartz
#

oke and how do i hold it up to date with the versions like if i got 4.19 and i need to go to 4.19.1 do i need to download it all again or do something else?

cloud cobalt
#

You probably shouldn't worry about dedicated servers if you're beginning with UE4. Multiplayer makes everything much more complicated.

#

Try a simple project first to get a grip of how the engine work

rose quartz
#

I did get a little bit with the Bleuprints ai, healthsystem, Dragdrop and Spells, so i like to learn it and get more advange with it ๐Ÿ˜„

astral pond
#

hm i have a weird problem... my array index for waypoints for ki works perfect in viewport (first waypoint/array number 0) but in standalone he choose the second waypoint... but the index for selecting the waypoint in standalone and viewport are 0

#

(im on 4.19.2 version) someone has a idea?

astral pond
#

ups totally forgot to mention it here... i forgot to sort it... kappa

plush yew
#

Unreal Engine - Awsome ๐Ÿ˜ƒ

#

Unreal Engine - Good Graphics

#

Unreal Engine - Free & Free Assets

#

Unreal Engine - Good Tools

#

Unreal Engine - Better Than Unity :))

#

Unreal Engine - Scratch

#

Unreal Engine - Blueprints

#

Unreal Engine - Less Coding (That Gives Time To Us)

#

Unreal Engine - Good Marketplace

#

Unreal Engine - Works On Low Systems

#

Unreal Engine - Foliage Editing

#

Unreal Engine - Visual Studio

#

Unreal Engine - Thank You :))

cloud cobalt
#

wat

grave nebula
#

Apparently, one of the members of emerging Cult of The Engine.

plush yew
#

Hey, I create topdownBP project, then replace character with one made by me. But he doesn't rotate when he runs

#

And I can't find anything that rated to rotation of mesh/actor in controller and character blueprints

#

fixed

#

Yes Please

cloud cobalt
#

Can you stop spamming this channel ?

plush yew
#

yes

whole quarry
#

Lol

worldly wadi
#

@plush yew
seen the shit that had made with apple+unity?
BULLSHIT

#

it sucks anyway

cloud cobalt
#

That's very off-topic

#

Unity is a great engine that other devs use for other projects, and that's fine, and irrelevant to the topic of UE4 support

sudden agate
#

No. UE is the only engine people should use because UE> Unity

cloud cobalt
#

sigh

tall pendant
#

more competition = better

#

atm we almost have too less choices of tech

cloud cobalt
#

If you really want to have a discussion of which engines are best, then do that in #lounge imho. I for one couldn't care less which engines people like - Unity is a good tool for some projects, UE4 is a good tool for some projects, and I even heard people were actually fine with some other tools.

tall pendant
#

Yup it always depends on the project which tech you choose. But i agree thats off-topic and doesn't belong here.

wary wave
#

@cloud cobalt - we don't talk about those other people xD

sudden agate
#

Is there a planned release for 4.20?

tall pendant
#

june/july iirc

sudden agate
#

Hopefully june :P

grim sinew
#

Apple kinda semi-confirmed preview this month at the very least

pulsar fractal
#

Hey dudes, sorry if this is the wrong place, but where can i post for some advice?

#

just on unreal engine

cloud cobalt
#

Ask your questions here if they're not super specific

pulsar fractal
#

Okay thanks ๐Ÿ˜ƒ I'm looking for a way to import a google map into unreal engine with terrain height as well - pretty much how geo location works in sketch up - I'm just wondering if you're able to point me in the right direction to find any resources so I can learn about this

#

ty again

cloud cobalt
#

Well, I had no idea google maps had height information

pulsar fractal
#

glad i could help ๐Ÿ˜‰

#

๐Ÿ˜›

bitter plover
#

@pulsar fractal check virtus learning hub out. Hes got a vid on that

pulsar fractal
#

Thankyou @bitter plover !!!

bitter plover
#

Np @pulsar fractal

pulsar fractal
#

so it doesn't look like unreal itself does it right? you gotta use other 3d software in order to create the heightmap, then import it as terrain

#

how does one then section the terrain so I'm able to colour stuff with like a paintbucket tool rather than just brushing grass etc

grim juniper
#

I'm not sure about satellite imagery, but I know you can get real world height maps from this awesome site https://terrain.party/

pulsar fractal
#

tyty

#

i'll have a look, not entirely sure if this is what I would need - I already have the maps with the height markers etc however when I import them into Unreal it turns into a mesh rather than terrain

#

Just looking for a way to mass colour stuff rather than having to hand paint everything

plush yew
#

I can't even use WASD