#ue4-general

1 messages ยท Page 260 of 1

frank escarp
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its more than 10 years old

plush yew
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got this pc yesterday

frank escarp
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its really, really, really old

plush yew
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eek

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i need some recomendations

languid shard
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if the pc has this kind of card

plush yew
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something under $100

frank escarp
#

yup, 10 year old

languid shard
#

I wonder what kind of hardware is attached to it

frank escarp
#

first gen i7 or a dual core/quad

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@plush yew GTX 1050

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pretty damn good card at beetween 100-150 i think

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there is also an AMD equivalent, but i dont know how it compares

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all i know is that the 1050 is actually quite decent

languid shard
#

$200 right now

plush yew
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oof

languid shard
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a bit less for the 2gb version

frank escarp
#

wew lad

plush yew
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how do i know if it'll work with my pc

frank escarp
#

that card costed 900 dollars in its day

languid shard
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but who the fuck devs with a 2gb video card

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quadros are sooo expensive

frank escarp
languid shard
#

10 years ago, what kind of geforce gpu did we have ?

frank escarp
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i was playing crysis on those days i think

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had a 9400gt

languid shard
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9000gt ?

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aight

frank escarp
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yeah

languid shard
#

had a 9600GT

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worked pretty well

frank escarp
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that 9400gt costed me 80 euros

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back in the day

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probably the 80 euros better spent of my life

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showed me what pc master race truly is XD

kindred viper
#

I think I smoked the best 80 euros of my life. I can't remember so it must have been good ๐Ÿ˜‰

frank escarp
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crysis, oblivion, batman arkam asylum, gothic3. Flashy as hell

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the PC had a dual core cpu

frank escarp
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and 1 gb of RAM i upgraded to 2 gb

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win XP, then win 7

languid shard
#

is your PC equipped with a pciexpress 16x slot @plush yew ?

plush yew
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i have no clue

languid shard
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and does it have a decent power supply

plush yew
#

where can i find this

frank escarp
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@plush yew super overpriced

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that gpu should be 120 or so

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not 180

plush yew
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i hear the poor fan

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spinning

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#awayfrommac

languid shard
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it is @plush yew , nvm this gen of quadro was pciexpress

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so it "should" work

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(ie motherboard could not like it, PSU too weak,etc..)

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but then a 1050 isnt really a power eater

frank escarp
#

the guy is running a quadro

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quadros are pretty power hungry

languid shard
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are they

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these are much more efficient than geforces of similar specs

plush yew
#

rip cant figure out how to open the pc

frank escarp
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not much more efficent at all

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they are slightly better efficient

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at best

languid shard
#

108W for the old quadro

frank escarp
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they are the same chip as gaming chip

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except they are higher purity

languid shard
#

75 for the 1050, so you should be fine

frank escarp
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and have some CAD sections alive with spceific drivers to use them

languid shard
#

yeah

frank escarp
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there was a time where you could install a quadro driver on a normal gpu

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and it worked and gave the CAD speedup

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for current ones i think they laser it off

languid shard
#

๐Ÿ˜‚

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reminds me of the bios flashes

plush yew
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how 2 open pc up?

frank escarp
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there was a time on AMD history where you could flash a 6 core cpu into an 8 core by a firmware update

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becouse they had the cores disabled, but not lasered off

languid shard
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it was on HD6950/6970 cards ? you could put a 6970 bios on a 6950 and unlock cores

frank escarp
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so you could do a firmware update and relive them

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that too

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btw, it might not work well XD

plush yew
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theres only one lever thingie

languid shard
frank escarp
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most of the times they were disabled becouse they were unsable/lower purity

languid shard
#

aah good ol flash hackeries

frank escarp
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but a lot of times they were disable just for market demands

languid shard
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had a 6970m once

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it burned the motherboard after 2 years of excellent services ๐Ÿ˜ข

plush yew
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poor fans

kindred viper
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I have a huge fan in my case. I don't know how he got in there but I appreciate his support

languid shard
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thats a lot of pciexpress

plush yew
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can i have 2 graphics cards in my pc?

languid shard
#

also, BTX motherboards ๐Ÿคข

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yeah but dont @plush yew

plush yew
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i just need unreal engine to work]

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and still have good graphics

languid shard
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then get a more recent GPU

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GTX9xx or GTX10xx series are good

plush yew
#

i need one under 100

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if possible

frank escarp
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@plush yew sadly, those arent any good

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the sweet spot is at around 150

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thats where the good shit its at

plush yew
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ok ill take it

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send links

frank escarp
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i bought a 1050ti for 130 euros a couple months ago

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i can confirm you it runs everything

languid shard
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well it depends, where do you buy stuff online usually ?

plush yew
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amazon

frank escarp
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sadly, the AMD cards of this price are all on the hands of miners

languid shard
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country ?

plush yew
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us

grim ore
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get a 1030 if you just want it to work, you can find them under 100 if you look. get a 1050 if you can afford it, ti is better. If you can find used find an older 750ti or a 970 on the cheap.

plush yew
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i have a load of gift cards

languid shard
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also if you get a 1050

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I'm not sure the 2gb version is enough vram for unreal dev

terse stag
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Maybe you could check MSI GeForce GTX 1050 Ti GAMING X 4G

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it's around 200 but I think it's good enough

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for UE

grim ore
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2gb will work, hell 1gb will work. It just will limit what you can do is all.

plush yew
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send links

grim ore
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making a mobile 2d game? 1gb is fine. making paragon 2.0? might want a bit more ๐Ÿ˜›

grim ore
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there are no links as every store has different versions at different prices. look up those gpu versions in the store you want to buy from

plush yew
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idk if this helps

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my old one

grim ore
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based on the pictures the only guarantee is a pcie only powered GPU will work fine. without knowing your PSU theres no real way to know what your max GPU would be. the ones recommended so far should all work on a basic system like that tho, the 1030/1050/1050ti are all lower power draw and good performance cards at a lower price.

frank escarp
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xeon is a 4 core 8 thread 2.6 ghz cpu

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seems to be like a generation 1 i7?

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where did you get that pc @plush yew

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its a serious business hardcore workstation from 2009

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we talking 3000 USD level workstation

plush yew
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old employer

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so the link above that LifeforLife sent will work?

cinder iron
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how is it 1200 EUR (SPA) for a pc rn, no peripherals @frank escarp @teal tulip

grim ore
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it should, it only draws from the PCIE slot and yours should work with that.

frank escarp
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@cinder iron sadly, mining prices ๐Ÿ˜ฆ

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worse than 2 years ago

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also RAM prices

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but you can get a very legit PC for that price

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and i mean very legit

cinder iron
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I plan to update it eventually

bitter plover
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What would i put in a function to make the player sprint? Increasing speed and play the animation

cinder iron
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thing is my motherboard is laughable rn

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and amd gave me problems

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gpu

frank escarp
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in that case i would recomend a ryzen+ motherboard with a ryzen cpu

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dem 8 cores will last a while

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and the motherboards arent as expensive as intel ones

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for GPU, i would use a placeholder one

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in your case, the best is to frankenstein pieces

cinder iron
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I need a nvidia one

frank escarp
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is your current RAM DDR4?

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what is your current cpu

cinder iron
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I have only one DDR4 module 8 gigs

frank escarp
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then use that

cinder iron
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my current cpu is i5 3570K, bullshit

frank escarp
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RAM right now is completely insane

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in that case we start with Ryzen + mobo

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that is around 500 euros

cinder iron
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I was thinking of a posible 2nd handed RAM :/ never bought any component 2nd hand

frank escarp
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for a good ryzen with a decent mobo

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600 if you go with a stronger mobo and a strong cpu cooler (for some good ol overclocking)

cinder iron
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I don't oc

frank escarp
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you should

cinder iron
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never ever

teal tulip
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@cinder iron a PC for rn ?

frank escarp
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at least at a low level

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my current pc is a small overclock ryzen

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i run the ryzen at 3.8 ghz instead of 3.4

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and at less energy usage than default

cinder iron
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oof

frank escarp
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ryzens are usually overkill in energy by default

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you can overclock them a good deal "for free" on the default voltage

plush yew
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Iโ€™m back

frank escarp
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i decided to keep the overclock low, but lower the voltage

cinder iron
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mobo, ryzen (low oc),

frank escarp
#

thats 500-600

cinder iron
#

I have some fans already

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gpu

frank escarp
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you gonna frankenstein case, psu, and HDD?

cinder iron
#

I have a decent PSU 850 W, not sure if it would power the whole thing

frank escarp
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good enough

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what quality?

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850 is on the very high side

cinder iron
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its a bronze one

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hummer 850 W

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not very good but it's what I have

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about the case, I'd have to check if I could reuse it

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because I really like it

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it has cooling on it

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a decent one

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what I need is 1000 series GPU if posible 1060 or so... mobo, a cpu and thats all

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won't buy a ssd

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and ram

frank escarp
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not a good idea

cinder iron
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I cannot survive with a 8GB

frank escarp
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when its like 3 months till nvidia shows new cards

cinder iron
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really?

frank escarp
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have you seen the prices of RAM?

cinder iron
#

yeah I have

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but what shall I do

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wait still with a broken pc

frank escarp
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if you buy a GPU now you get a 2 year old GPU when the new ones are around the corner

cinder iron
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Well if the new ones don't get overpriced

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but dunno if I shall wait

frank escarp
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they will still cause a massive price drop on the current gen

cinder iron
#

I don't have a gpu actually

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is what I need

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Idk if I should ask for one where I work at or what

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because I cannot open anything that requieres a bit more of gpu power

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amd scammed me

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after the rma expired

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the middle fan stopped working

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and the gpu is as clean as it can be

frank escarp
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damn

cinder iron
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Ikr

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I'm in the worst moment ever

frank escarp
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this is indeed the worst moment ever to buy a pc

cinder iron
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because I would love to wait to peak the new generation

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maybe I could look for a cheap gpu

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or I don't know

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I don't want to waste too much money on that gpu

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you think would be worth purchasing just a placeholder gpu now

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and then go for it?

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and idk sell it later on

frank escarp
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probably

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in that case, same as to the other guy

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get a 1050/1050ti

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beetween 100 and 150 and they are great gpus

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jesus christ the gpu prices

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+50โ‚ฌ of what they should cost wtf

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i bought this one a few months ago at 130

cinder iron
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god

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I would look at amazon

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but man 200 EUR fml

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๐Ÿ˜ญ

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I'll see what I can do... If I can get one "for free" at work then this bullshit is not necesary and I wait the required time to get it lol

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thank you for the advices victor

uncut hill
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where would the best place to ask a profiling related question be?

paper kernel
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probably here...?

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there's no optimization channel

uncut hill
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yeah true

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basically in my profiles I'm seeing a lot of stuff categorised under UpdateOverlaps Time, even though all of these things have generate overlaps unticked and no collision

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whilst the numbers don't seem large (0.043ms) that is for one ship, and worst case scenario there are 10 around at once

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Just wondering if there's anything I can do to nuke that stuff from the profiler, or if it's just a weird case of it being in that category but not actually generating overlaps

paper kernel
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well, if it's not on then it shouldn't report anything

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I think

uncut hill
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It's been very annoying since they don't have generate overlaps at all... or collision of any kind, even tried giving them a custom collision channel that ignores literally everything

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no dice

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cost doesn't even change

paper kernel
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is the CanBeDamaged on?

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I could see that querying physics

uncut hill
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might be, I've tried turning stuff like "can character step up on" and "can ever affect navigation" all to off, haven't tried CanBeDamaged though

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I will give that a whirl

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changing the above mentioned settings also didn't change the cost at all

paper kernel
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๐Ÿค” nothing in the docs either

uncut hill
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Yeah that didn't remove it either

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I'm already spending 0.193ms on UpdateComponentToWorld, I don't need an additionat 0.1ms on UpdateOverlaps Time ๐Ÿ˜ญ

paper kernel
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I wonder, is any of the child components doing physics?

uncut hill
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they all have physics disabled

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well, by that I mean Simulate Physics is off

plush yew
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Hello guys, I have a problem with my space on Disk C- my spase is decreasing but I don't know why- I have a Fortnite and UnrealEngine 4.18.3 version-but also I have a pack but why these packs are download on disk C-I want to move or setting the other directory-how to do that?

safe rose
plush yew
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7 hours ago I had 40 GB free space now I had 14,5 -what to do guys?

safe rose
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Stop typing

plush yew
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okay

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what to do?

safe rose
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EditVaultCacheLocation

plush yew
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okay it is on Disk C

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I will move it to disk F-but I have a question-this cache for what is?

safe rose
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For your Vault

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1.9GB according to your screenshot

plush yew
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okay but my packs are up to 1,9 GB

safe rose
#

As for why you are suddenly out of room, that's on you

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Could be porn

plush yew
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what did you say?

safe rose
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Could be hack

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Could be games downloaded

plush yew
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I don't download porno- ๐Ÿ˜‚

safe rose
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Who knows, nothing we will be able to do about it

plush yew
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okay

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how to move these packs to other place

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?

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these packs

safe rose
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Just told you

plush yew
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change the vault cache location?

safe rose
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Yup

plush yew
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I did this already

safe rose
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k

plush yew
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but when I change it can I remove this cache from disk C?

safe rose
#

They probably don't migrate, I doubt Epic Launcher is that smart

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Probably just starts new vault items there

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Just find the vault and delete it from C

plush yew
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okay

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start new what is vault?

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I don't want to create from the beginningmy projects

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when I move these location for teh cache will I have these packs again ?

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these

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these

manic pawn
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use windirstat to find out what is wasting all the space

plush yew
#

use hwat?

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what is this?

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these packs how to move it from disk C to disk F?

grim ore
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It's an option on the launcher

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Then just move them from one drive to the other.

plush yew
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anyone know where the vxgi thing for 4.19 is?

inner cloak
#

What is the day and time where Epic does its weekly live news / show ?

grim sinew
plush yew
#

@grim sinew thanks

harsh tiger
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i have created a zombie that runs at the player on being play and the zombies that are placed in the world work fine. but when i try and spawn the same zombie blueprint with blueprints then they just stand there and dont chase the player

inner cloak
#

Are you assigning them controller or pawn .. something like that ?

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well, i think the term is possessing .. but i could be wrong

harsh tiger
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@inner cloak i have my first person character and a blueprint thats a zombie. i placed 2 in the world and they chase me. but when i spawn them in by using the level blueprint then the zombies just stand there and dont chase me

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blueprint character

inner cloak
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Did you check logs for possible errors or warnings?

harsh tiger
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yeah, nothing is there

inner cloak
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you have a answerhub opened for that ?

harsh tiger
#

nop

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e

inner cloak
#

try making one and put images of the related blueprints sections ?

grim ore
#

if you are using AI you need to spawn AI, not spawn actor

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if you notice on the item itself it has the option to be auto possessed by AI when placed in the world which is why that is working

harsh tiger
grim ore
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yep that is the default

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you can change that or just use the spawn AI node instead of the spawn actor

inner cloak
#

ah, thanks MathewW .. would you look at my issue in #multiplayer ?

harsh tiger
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@grim ore your a genius! thank you

grim ore
#

@inner cloak dont know if I can be much help on that question but is it when you look directly at them or if they are in the view at all?

inner cloak
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when it gets in view it start shooting

harsh tiger
#

@grim ore are you the tomatos guy from youtube haha?

grim ore
#

@harsh tiger yeppers ๐Ÿ˜ƒ

harsh tiger
grim ore
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@inner cloak super weird. I guess you could try posting your actual BP you are using to find the player in your AI in the AI channel, that might be a start. or in here I dunno. AI shouldnt need to be in view to work unless you have it set up to work like that lol

strange fog
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Hey, I'm using a montage so I can run and punch at the same time, but since its just adjusting spine_01 up, the animation is punching to the right. Do any of you know how I can adjust this so they punch at a rotation from where they're currently punching at?

#

Would this have to do done in an outside program or can unreal do it?

inner cloak
#

ok, thanks, will eventually figure it out !

grim ore
#

you can probably do it in game @strange fog but you might get more help in Animation channel as only us slackers slack off in here. All the smart people hang out in the channels lol.

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but I seem to recall bones can be adjusted during runtime in the anim bp so i dont see why not. I know you can adjust targets for sure.

strange fog
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Thanks, I'll ask there. I know the bones can be rotated, but not sure how to do it for only 1 animation

grim ore
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I know its probably not the right answer but an event in the montage can trigger a variable and then you just check that variable and do your rotation only when its true?

strange fog
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Do you know what variable would effect a spine rotation?

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or what blueprint

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(Im extremely new to unreal but trying really hard ๐Ÿ˜‰ )

grim ore
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I don't. I barely understand the animation system ๐Ÿ˜ฆ

strange fog
#

Thanks anyway. Hopefully someone will respond in animation. Seems like its far less active

grim ore
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yeah. Your still posted in here tho so might have luck somewhere ๐Ÿ˜ƒ

strange fog
#

Yeah Im actually nervous about asking too simple questions. Kind of intimidated just being here.

grim ore
#

at the worst some of the mean people will be mean but just ignore them

strange fog
#

lol, fair

grim ore
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yay 4.20p2 fixes the basic niagara crashing. now to see if the rest of the engine is better ๐Ÿ˜ƒ

strange fog
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I like how active they are at constantly improving.

plush yew
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lot of changes came out in 4.20 so yes it's good to see

ivory prism
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My unreal keeps crashing for no reason

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When is 4.20 coming out?

cloud cobalt
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Probably in a few weeks

grim sinew
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Probably July at this rate

cloud cobalt
#

What's your issue @ivory prism

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When does it crashes, are you using C++, etc

ivory prism
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I use blueprints

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I do simple actions like create a character BP or add a spring arm and it crashes

grim sinew
#

What engine version are you on currently

surreal viper
#

is there some case where asset asking if you sure you want to remove it because it references itself makes sense?

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talking about this thing

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im thinking of doing a pull request about this but if they might say it is intended i would rather not cause it takes too much time to get the master from github and etc.

manic pawn
#

that definitely doesn't make sense lol

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making a pr can go a lot faster if you clone the repo a second time, leave that on master, and never run the setup.bat

grim sinew
#

It would only make sense if you had another asset named that exact same thing somehow

manic pawn
#

doesn't it prevent you from naming 2 actors the same?

grim sinew
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It should

surreal viper
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it is the same actor

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also if there would be more reference it would be in the list

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it's in an array, i would just remove itself from that

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edit is about 3 min, testing is like 10, setting everything up is like hours, PR itself might be ignored ๐Ÿ˜„

manic pawn
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pff testing

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they add loads of broken stuff in 4.20 so why would we care :D

ivory prism
#

4.19.2

cloud cobalt
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@ivory prism So what's the crash report like ?

ivory prism
dull willow
#

This might be a stupid question but are there any great videos on how to get started with unreal engine? I have a basic understanding of programming. ๐Ÿ˜„
I know there is a lot of videos but any recommendations?

regal mulch
#

@ivory prism You have to make sure that you add the Debug Symbols when you install an engine

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You can also do that afterwards by clicking on the engine version and checking the options

grim ore
bitter plover
#

I impprted some muzzle flashes and the shaders dont compile?

sonic pagoda
#

hey can you guys please vote on this, its to add post process effects for splitscreen, right now you have to build a custom build in order for this to work

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we are asking that they add it as a button in project or engine settings, so you can opt-in if needed

brazen bobcat
winged crypt
#

Is the perf cost noticeable at all when a Blueprint carries around blank scene components that are later used as reference points?

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@brazen bobcat Add the ; after APlayerController, I believe

silver crown
#

C++ ain't so easy

brazen bobcat
#

? am i doing something wrong

silver crown
brazen bobcat
#

oh

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sry

plush yew
#

is there a way to compile your project with your gpu?

manic pawn
#

no

plush yew
#

rip

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@brazen bobcat did you follow the class with {}

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after AGameModeBase would be {}

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then i think you would define public: and all the stuff within the class

next jewel
#

Wat even

brazen bobcat
#

yes i did...

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i posted the whole thing in #cpp

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some nice guy helped me, thanks

next jewel
#

Why would you want to use your GPU to compile?

bitter plover
#

Anyone know how to manulayy get the shaders to compile?

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The effects i imported wont for some reason

brazen bobcat
plush yew
#

thanks โค

wild glacier
#

Can someone try to resolve my issue on #graphics channel? Thank you

inner cloak
#

Isnt there some kind of live UE4 channel happening like every thursday ?

bitter plover
#

Literally it wont compile thw shaders for some reasob

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I just get a black animation playing

marble spire
#

Did anyone know how to make a jump button for mobile games

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in for almost 2 hours trying without success

small oar
#

bind a button to a jump function?

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i think theres some by default @marble spire

marble spire
#

Yep

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I was trying to follow a tutorial, but i cant link the variable from the game blueprint to the hud one

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dont know why

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if there is a default one, can u maybe say to me where? please @small oar

small oar
#

in the hud

marble spire
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so i need to create a new widget?

small oar
#

make sure the parent class is set to whereever ur var is

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not a new one

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whereever ur button is

marble spire
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K

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so u just copy past the jump function

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to the button blueprint?

small oar
#

just try to log a message after clicking the button

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yeah to the onclicked

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actually if ur using blueprint

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click on ur button and add an onclick function

marble spire
manic pawn
#

you probably need jump on onpressed and stopjumping on onreleased

marble spire
#

dont either

marble spire
#

when i comp a button

#

and i start simulation

#

and i click it

#

it should glow the lines of the Button Click

#

right?

dusky jolt
#

Hi everyone!
I got a question. There used to be a setting in Unreal to open new windows as tabs in the main editor. I can't seem to find that setting anywhere in the latest version. Any tips where to find it?

small oar
#

@dusky jolt literally just used that

#

go to edit -> proj settings

dusky jolt
#

yup

small oar
#

sorry editor*

#

in editor preferences its right there

dusky jolt
#

oooh... damn, I was constantly looking in poroj settings

small oar
#

yeah i always make that mistake lol

dusky jolt
#

haha, missed the editor prefs completely! thanks!

small oar
#

no worries

#

@marble spire just print a message to the screen first

#

if not the blueprint or button is probably messed up

#

also, how can i get rid of the squiggly lines in visual studio

#

code works its just giving me that annoying bug

hoary charm
#

Should modular walls in ue be built as planes or solids?

flat oyster
#

ok Maybe i'm just brain dead but perhaps one of you can tell me where i'm going wrong

#

I have a skeletal mesh and I need to apply material to its elements but when I double click it I get the persona editor. how do I get to the mesh editor. the mesh button at the top doesnt seem to work

bitter plover
#

Anyone know how to get an emmiter like a muzzle flash to compile shaders?

#

It doesnt want to for some reason

wary wave
#

if shaders need compiling, it should just do so automatically

#

morning folks - anyone know why a component's extents may get returned differently sometimes for no apparent reason?

#

I'm using 'Get Component Bounds', but the values that come out of it are inconsistent, which makes no sense to me since the component isn't being scaled or anything

leaden onyx
#

@wary wave extents change due to rotation/scaling, since I believe its based on the bounding box

wary wave
#

rotation might do it (component isn't scaled), though the rotation should always be the same when doing this

#

will check

#

hmm, rotation is what I'd expect, checking scale, not that scale should change :/

#

Yeah, that isn't it. I'm using it to calculate correct camera distance.

First log:
ยฃExtent: X=5.012 Y=121.128 Z=15.692 / transform: Translation: X=10.000 Y=20.000 Z=-9860.000 Rotation: P=0.000000 Y=89.999992 R=0.000000 Scale X=1.000 Y=1.000 Z=1.000
ยฃ Distance: 1130.137207

Second log:
ยฃExtent: X=10.930 Y=40.826 Z=8.934 / transform: Translation: X=10.001 Y=13.415 Z=-9859.998 Rotation: P=0.000000 Y=89.999992 R=0.000000 Scale X=1.000 Y=1.000 Z=1.000
ยฃ Distance: 380.907654

#

transforms are more or less the same, but the extents are wildly different which means that the camera distance in the first is totally incorrect

#

interestingly translation I'd expect would be the same, but it is slightly different

leaden onyx
#

weird that translation affects it

wary wave
#

I don't think it's translation doing it

#

we're talking about 7cm in one direction

leaden onyx
#

maybe you are adding something to it?

#

which extends bounding box

#

like a component

wary wave
#

something is altering the component bounding box yeah (the component is just a 'primitive component' since the mesh can be skeletal or static)

#

gonna change the script to get the bounds earlier using the specific mesh function

#

hah, okay so! GetComponentBounds is unreliable.

Good news:
Static / Skeletal mesh Get Bounds functions are reliable and return consistent results.

Bad news:
My code no longer works

๐Ÿ˜‚

languid shard
#

so you'd be better getting your bounds from the asset itself than its instance as a component ?

wary wave
#

Yeah, I was using PrimitiveComponent's 'GetComponentBounds' which returned inconsistent results, but Static Mesh and Skeletal Mesh assets have 'Get Bounds' (different functions) which is consistent

languid shard
#

good to know :p only been using asset bounds so far though

wary wave
#

I'm still using GetComponentBounds to get the correct origin though

#

ergh, now I'm suddenly getting the incorrect numbers again (consistently incorrect)

#

wtf

languid shard
#

:/

wary wave
#

this is absolutely doing my nut in ๐Ÿ˜

faint cedar
#

It sucks that you can't flag posts in sticky threads

#

or the announcements section

wary wave
#

yeah, there's something broken there

#

there are a lot of things broken in the forums still though :/

faint cedar
#

I've given up on using the dark theme because the damn thing keeps switching back

idle sail
#

It means what it says? cant find the asset?

plush yew
#

but its right there?

idle sail
#

Obviously not?

languid shard
#

fix redirectors ?

idle sail
#

Yeah its file path might be pointing to the wrong place or might be pointing to something that doesnt exist

#

or wrong name

plush yew
#

i once fixed redirectors, but that was a static mesh... witht stataic widget I dont know how

languid shard
#

its looking for CVMainMenu btw not the mainmenu level

plush yew
#

okey...

#

think

languid shard
#

well just follow the folder hierarchy and check if the file actually exists

cloud crow
#

Hey, i have a question. On laptop i3 2.5ghz and 4gb ram engine is working fine without fps drop. On my PC i5 2.9ghz, 8gb ram i have drop fps every few seconds after create scene etc. Why

#

How to fix it

plush yew
#

@languid shard but how do i redirect it

#

it is a widget

small oar
#

think u forgot the cv?

#

can barely see that

devout rose
#

Hi everyone, i didnt know the right channel to ask, but here it goes. First i m not very experience with the ue4 engine. The thing is i m using a clutter blueprint from some of the free packs on the marketplace (i m not at my pc atm so cant rimember what pack was it, i can check latter), i was wandering how to use clutter on a mesh, i know about the foliage tool but we need more options to control the clutter so is there a way to make it work on a mesh ?

#

if someone can point me to the right direction i would appreciate it very much ๐Ÿ˜ƒ

small oar
#

@plush yew is cv main menu where ur pointing to?

plush yew
#

i dont understand you

#

create cv main menu it says

small oar
#

seems pretty straightforward

#

u have a space between main menu in ur create widget blueprint

plush yew
#

and i dont even remember what should be in the set var

small oar
#

and at the bottom there is no space

#

maybe idk lol

plush yew
#

between main menu and what else?

#

no

#

its just cvmainmenu

#

the set var is probably the output ref of the widget creation?

#

99.9% of the time that's where i see it when making my own widgets..

#

oh hyou mean the left var whihch is unused ... ok xD i put it in..

remote roost
#

how hard is it to port C++ code into blueprint

#

I don't like blueprints but I'm working on a framework and want to leave the option open for people

sudden agate
#

you usually go the other way round

#

porting BP to C++

remote roost
#

i have no interest in doing my initial coding in BP

#

at all

#

lol

gloomy apex
#

Hey wonderful people, as this isnt something channel specific, does anyone know of a way to disable/enable motion blur on specific actors

remote roost
#

I don't like blueprint at all

sudden agate
#

but porting from C++ to BP is pretty easy. as the functions are called the same, but not necessarily available

remote roost
#

i'm new to UE4 and it's C++ implementation but could I like lay out C++ stuff inside of a blueprint that would make sense for the average person to understand who wants to make something with my framework

#

maybe something like the ARK Devs have setup with the dev kit

#

or can you edit C++ variables inside of blueprint

plush yew
#

Hello guys

#

may i know how to make "savegame" of a MP project i made in UE4 with blueprints, be sent from the pc to a remote server so its not stored in the player's pc but be in a remote server

#

any tutorial coding csharp or etc

remote roost
#

coding csharp?

#

you mean UnrealCS?

#

not gonna be many tutorials on that

#

I'd probably use an SQL server and use VaRest to send JSON to a webpage

#

doesn't require C++ but you will need some web development knowledge

cloud cobalt
#

@remote roost Build base components in C++, and build higher level stuff in Blueprint

#

You'll never port C++ into BP, that would make little sense and isn't always possible

#

You can always expose anything from C++ to BP

remote roost
#

ye, well, i want good performance and wanted an almost fully C++ project with an optional blueprint project for people who don't know C++

#

i'm coming from unity and don't have any interest in making my framework through visual scripting

#

lol

paper kernel
#

why tho

remote roost
#

because I like writing code?

#

and i don't like visual scripting because it's hard to read

paper kernel
#

wat

remote roost
#

and also hard to maintain

paper kernel
#

I mean, sure lots of people dont enjoy the visual part of it but still use it because it's so much more faster to iterate with

remote roost
#

i don't care about fast iteration

paper kernel
#

it's a tool as any other

remote roost
#

it's just gross and hard to maintain imo

#

babbys first coding

paper kernel
#

babbys first or not, it's just faster for simple stuff

remote roost
#

and for that you have to constantly maintain and reformat all those nodes

#

otherwise everything becomes unreadable

paper kernel
#

aight, suit yourself

remote roost
#

framework is gonna be free anyways, so i don't mind if people don't use it because it doesn't use BP

#

lol

small oar
#

im trying to get the time that has passed since a key has been pressed (not using tick)

#

is there any function like time.deltatime or somethig using c++

plush yew
#

i set it once the key is pressed, and on next keypress, i get game time in seconds and subtract from the previous stored float

#

i believe there's a cpp equivalent for the get game time in seconds node

small oar
#

im looking for it now

#

but its saying it needs a parameter even though the docs dont show one?

bleak junco
#

noob question: Can I only paint on my landscape with one material per layer? Do I have to add for each material a new layer to my landscape?

small oar
#

@plush yew got it thanks so much

sand stratus
#

Anyone here that has experience with the built in python scripting plugin for Unreal >= 4.19? Is it possible to spawn an Actor the the level (not in runtime) with python? I've tried and miserably failed so far.

polar token
#

My project file disapeared for some reasons, while the rest of the files seems safe. I got to move them into a new project, but the default level is now just a empty one. Is it linked to the project file? I have no way to get it back?

lament kraken
#

is there any good tutorial how to make more than one island?

remote roost
#

@polar token Check recycle bin

#

@lament kraken what are you referring to? Heightmaps?

inland epoch
#

uhm how do i answer to a support ticket? just reply to the email?

remote roost
#

Should tell you on the support ticket

inland epoch
#

it doesnt

#

theres a ticket id but i cant find any page that would allow me to see my support tickets

inland epoch
#

i also had to wait a month for a response...

plush yew
#

anybody know why my characters cape isnt importing aswell

inland epoch
#

is there even a page to respond to tickets?

golden lotus
#

I'm a bit stumped on a problem. When my character transitions from one movement mode to another (swimming to walking), I need to rotate its capsule component back up to a vertical position. Right now, I've been force-setting it upright with a timeline, but it sometimes rotates into rocks or things and gets itself stuck.

Is there any better way to tell UE4 to upright a character's capsule safely?

#

This is what I currently have:

hoary charm
#

has anyone used NVIDIA VXGI

languid shard
#

@grim sinew did

tall pendant
#

Yes. Quite a bunch folks here have used it or are still using it.

hoary charm
#

would it be a workaround for lightmass bake errors since its realtime?

tall pendant
#

I wouldn't use it as a substitute (its not yet production ready IMHO). But you could use to get the first % of lighting done w/o baking all the time. As for LM errors its better to find out what causes them.

languid shard
#

most of the time LM errors are bad UVs

#

@hoary charm what kind of errors do you have with your bakes ?

hoary charm
#

@tall pendant Thanks for the info. I will continue to try and troubleshoot these errors before I give it a try I guess

languid shard
#

@hoary charm Are these meshes single sided ?

hoary charm
#

@languid shard Yes all walls/floors/ceilings are planes essentially

languid shard
#

lightmass doesnt like that ๐Ÿ˜„

hoary charm
#

Ah!

languid shard
hoary charm
#

I read somewhere that they shouldn't be solids because of drawcalls..

languid shard
#

basically you have to do an outside layer

#

you can still remove it AFTER the bake

#

top screenshot has been taken without the outside layer

#

(twas hidden)

hoary charm
#

so do you recommend I actually thicken my geometry? or should I just copy and paste my existing plane but rotate it for the exterior?

languid shard
#

well you can do both

#

or if you only have an interior, just put a big cube over it

#

(and open areas where the light must go through)

hoary charm
#

it's just a room like you have screenshotted above

#

ok let me try this

languid shard
#

on the second screenshot, I've build the whole room with an outside layer

#

and used a lower res lightmap on this part

hoary charm
#

ok

#

I will let you know in a second how this works...thanks a lot for your help. been trying to troubleshoot this for days now

languid shard
#

no problem ๐Ÿ˜ƒ

hoary charm
#

so I should be able to turn down my lightmass resolution then..I was told to crank it up very high

languid shard
#

best practice is to split your meshes in smaller parts

languid shard
#

and use a lot of lower resolution objects instead of one or two big, 2048/4096 objects

plush yew
#

anyone know why its not importing the cape?

languid shard
#

@hoary charm that room I posted, every wall or so is its own mesh

#

that way I can use 512/1024 lightmaps

#

and avoid very long bake times

#

while still having good detailing

#

also be sure to put a lightmass importance volume and lightmass portals on your scene

hoary charm
#

@languid shard Aye, right now the walls are all modular basically 400x400, and I am using 128 lightmap resolution on them. it's baking now with the outside boxes

#

I have a lightmass importance volume but no portal

languid shard
#

volume encapsulates your scene, portals are volumes you have to place on your light entrances with the right shape

#

that way the lightmass knows where light should come from

hoary charm
#

Ahh

#

Just testing it again. I only covered one wall, was hard to see if it was working or not.

languid shard
#

what quality settings are you building your lights on ? Can you post a screenshot of it (inyour world settings) ? Also, using preview, medium, high or production ?

hoary charm
#

so that removed the bleed but I have weird shadows

#

sure one sec!

languid shard
#

ya need more skylight bounces

hoary charm
#

Ah, so I should have a skylight in my scene?

languid shard
#

absolutely

#

this is what will give you nice bounce lighting and indirect shadows

hoary charm
#

I had no idea..my mistake

languid shard
hoary charm
#

Ok I put one in, I will rebake everything and show you screenshots

#

what bounce do you recommend?

languid shard
#

I'm using the GPU lightmapper though, so mileage might vary

hoary charm
#

that lighting is beautiful

tall pendant
#

0.01 ๐Ÿ˜„

languid shard
#

no directional light ๐Ÿ˜„

#

takes 8minutes in production with a GTX1080

#

the power of GPU lightmapping ๐Ÿ˜„

hoary charm
#

I have a GTX 1080 ti, should I try those?

#

Ok same card

#

sorry no TI *

languid shard
#

are you using the standard lightmapper ?

hoary charm
#

I believe so. just what was default.

languid shard
#

GPU wont really matter if yes

#

CPU will

#

this kind of settings with the default lightmass will take at least an hour to bake I think

#

you can stick to 0.1 scale, 6 bounces on both lights, and something like 4 for the indirect quality

hoary charm
#

Ah, so should I leave it mostly un altered but perhaps reduce to .01 and say 2 or 3 sky light bounces?

#

ok

languid shard
#

I'm not sure that going lower values for lighting smoothing increases quality though

#

keep in mind for the bounces that the first bounce always takes the most time

#

then its just like a ball bouncing on the ground, less time each bounce

hoary charm
#

Ill bake the screenshots for you

languid shard
#

on the subject of lighting baking, I've already shared it but

#

this website is awesome to get some skylight HDRIs

lament kraken
#

@remote roost I just need a video for making more islands on sea

#

heightmap can help but not useful a lot for that

frosty bloom
lament kraken
#

not helping ๐Ÿ˜„

languid shard
#

looks better

#

preview will always give shitty results

#

use at least medium

hoary charm
#

ok

lament kraken
#

when you can t get answer in biggest ue4 discord

languid shard
#

is there any good tutorial how to make more than one island?

#

with a question that vague you bet nobody will answer

#

too vague

#

what island, terrain ?

#

UV ?

lament kraken
#

terrarian

#

landscape

languid shard
#

just make two bumps/islands on your terrain

#

๐Ÿค” I dont see where the problem is

lament kraken
#

but ue4 can t create more than one landscape

frosty bloom
#

Expand your current landscape & create more bumps/islands?

grim ore
#

Drop the terrain down below "sea/cloud" level and make islands. If that does not work for you then you need to make static meshes that represent your islands.

lament kraken
#

thank you

languid shard
#

expand your horizons ๐Ÿ˜‚

karmic igloo
#

@lament kraken Actually you can make more than one terrain by going to the terrain management tab and setting the mode to add another terrain.

quartz bane
lament kraken
#

Thank you!

pallid compass
#

np network comp is pretty much the best thing u will find out there

bitter plover
#

@wary wave dude the shsders arnt conpiling though i dont know why?

karmic igloo
#

@bitter plover Sometimes the shaders don't compile because there's something wrong with your material. What is the material used for?

#

Get a better computer XD

#

The open world demo has a ridiculous asset size.

#

It runs kinda slow on my SSD.

#

What are your computer's specs?

nimble sun
#

hey, i want to change the collision on my paper 2d character from a capsule to a box shape, cant get it to work and i have no idea what im doing wrong :/

pallid compass
#

what is the parent class of ur 2d char

#

Is it PaperCharacter?

nimble sun
#

yes

pallid compass
#

Paper char comes from AChar and it enherits the capsule component and you can not change that, due to movement and col and a bunch of other stuff uses it

#

If you want a different col box you need to set your own base class up

#

IE, a Pawn with a Collison box & a movement component

nimble sun
#

how do i add the movement component, cant find it when i search for it

pallid compass
#

You are unable to add the actual Character Movement component as its for char's only, you can add a Pawn Movement component though

nimble sun
#

floating pawn movement?

pallid compass
#

floating pawn movement or Pawn Movement

nimble sun
#

thanks a bunch

pallid compass
#

no worries

tame coral
#

Another question for you boys and girls if you don't mind. If I have a 2d game, similar perspective to Stardew Valley, how do I get the objects to layer correctly? Do I order them based on their Z value or something?

leaden garnet
#

2d games have Z axis? Though 2D was inly x and y axis

cedar snow
#

the scene is still 3d

tame coral
#

We're using the x and z

#

Since sprites default that way

leaden garnet
#

Ah

#

My misunderstanding then

wraith canyon
#

Anyone hammering on a simulation game? I'd love some thoughts/advice on how you've approached the architecture. If anyone is aware of a good article (doesn't need to be UE4 specific) throw it my way!

bitter plover
#

@karmic igloo its usex for a muzzle flash

#

I have mutliple rffects lile bullet trail but they wont compile

karmic igloo
#

And you can save and compile them?

marble spire
#

someone knows why a add force to respulse my character when it takes damage

#

only works with 5.000000, and is too much distance

#

but if i put even 4000000 is almost nothing

ivory gate
#

anyone know what could be causing a failure to create a session

cinder iron
#

another one is created

ivory gate
#

@cinder iron what do u mean

cinder iron
#

one of the reasons you cannot create a session is because another one is already created in the same instance

cloud cobalt
#

Or you're not logged into Steam

plush yew
#

somebody said a .com using the title of your game is enough, somebody said only titles like call of duty spend the money on a trademark. what do you nerds do? 500 bucks to trademark in USA right

cloud cobalt
#

Call of Duty spends more money in marketing than on the game itself, so that's maybe not your reference

#

(that's not even an exaggeration)

plush yew
#

you could replace call of duty with any AAA group, or teams with lots of money.

cloud cobalt
#

Yeah

#

I wouldn't say only AAA go for a trademark, but it's definitely not incredibly important

plush yew
#

yeah i think if you own the .com of the game title it's probably relevant enough

cloud cobalt
#

For the cost, you'd be better served by some advertising money

#

Just make sure to check that no one uses your name anywhere, and that you have secured a facebook, twitter, youtube, reddit...

plush yew
#

that's a good idea

#

i hate social media but that's good advice

cloud cobalt
#

Well, marketing is at least as important than the game itself

#

Social media is a huge part of that now

fast sigil
#

Hello guys, I have been downloading some textures from "textures.com" to help me make some materials in UE4, i've just tried importing them but apparently they are .TIFF and the engine cant read them. Anything i can do?

small oar
#

@fast sigil I think thereโ€™s a pretty good free texture pack in marketplace

cloud cobalt
#

@fast sigil Convert them, with Photoshop or Imagemagick

fast sigil
#

Ok, thank you

patent siren
#

no feeling like this

small oar
#

๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚

lament kraken
#

ah

#

my invite link

#

got

#

glitched

hoary charm
#

Anyone have issues viewing your UVS inside unreal where they wont scale in the viewport?

grim sinew
#

DX10 mode was taken out of the editor a year ago.

#

On the launcher just choose an old version.

plush yew
#

Hey guys, can I have some help? Im trying to compile my build and im having some issues (FRDEngine is what I put unreal engine into, dont mind that)

#

ofc

#

over 2000 characters

#

hold up

grim sinew
plush yew
#
PackagingResults: Error: === Critical error: ===
PackagingResults: Error: Fatal error: [File:D:\user\work\FRDEngine 2.1\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 4244]
PackagingResults: Error: Failed to compile global shader TParticleSimulationPS<PCM_DepthBuffer>  .  Enable 'r.ShaderDevelopmentMode' in ConsoleVariables.ini for retries.
PackagingResults: Error: [Callstack] 0x00000000AA01A388 KERNELBASE.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00000000855E7884 UE4Editor-ApplicationCore.dll!FWindowsErrorOutputDevice::Serialize() [d:\user\work\frdengine 2.1\engine\source\runtime\applicationcore\private\windows\windowserroroutputdevice.cpp:65]```
#

and

#
PackagingResults: Error: [Callstack] 0x000000005DD08D59 UE4Editor-Core.dll!FDebug::AssertFailed() [d:\user\work\frdengine 2.1\engine\source\runtime\core\private\misc\assertionmacros.cpp:419]
PackagingResults: Error: [Callstack] 0x0000000054E9D9E8 UE4Editor-Engine.dll!ProcessCompiledJob() [d:\user\work\frdengine 2.1\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:4248]
PackagingResults: Error: [Callstack] 0x0000000054E9CC90 UE4Editor-Engine.dll!ProcessCompiledGlobalShaders() [d:\user\work\frdengine 2.1\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:4265]
PackagingResults: Error: [Callstack] 0x0000000054E9F071 UE4Editor-Engine.dll!FShaderCompilingManager::ProcessCompiledShaderMaps() [d:\user\work\frdengine 2.1\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:2017]
PackagingResults: Error: [Callstack] 0x0000000054E9C846 UE4Editor-Engine.dll!FShaderCompilingManager::ProcessAsyncResults() [d:\user\work\frdengine 2.1\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:2514]
PackagingResults: Error: [Callstack] 0x0000000054EA49F2 UE4Editor-Engine.dll!RecompileShadersForRemote() [d:\user\work\frdengine 2.1\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:4122]
PackagingResults: Error: [Callstack] 0x000000005BD849F1 UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::SaveGlobalShaderMapFiles() [d:\user\work\frdengine 2.1\engine\source\editor\unrealed\private\cookontheflyserver.cpp:5271]
PackagingResults: Error: [Callstack] 0x000000005BD89D61 ```
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This wont let me compile

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Im using engine 4.19.2

manic pawn
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Failed to compile global shader TParticleSimulationPS<PCM_DepthBuffer> ๐Ÿค”

plush yew
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I have no clue what that is lmao

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Ive been stuck here trying to figure this out for the past couple days

grim sinew
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"Enable 'r.ShaderDevelopmentMode' in ConsoleVariables.ini" it literally tells you what to do. This will make it so it tells you what the error is so you can actually fix it

plush yew
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I did

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It does nothing

manic pawn
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there should definitely not be a compile error in a default shader

plush yew
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Let me try with a normal version of 4.19

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im using a custom engine

grim sinew
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It honestly just sounds like you messed with the shaders and broke something

manic pawn
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did you forget to compile shader compile worker

plush yew
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@grim sinew probably, I was fucking with that a bit earlier

grim sinew
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If he didn't compile that, he wouldn't be able to compile anything. So he compiled the worker

plush yew
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But nothing that would absolutely break everything

grim sinew
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Everyone says that about the changes they make until it absolutely breaks everything

plush yew
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Well im installing a normal clean version of 4.19.2

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Let me see if it works on that first

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One of the main things I added was VXGI

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IDK if that has something to do with it breaking

grim sinew
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"One of the" See these are the words that concern people when talking about shader changes when simultaneously making massive changes to the way lighting works

rose bison
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not sure where to put it so I'll ask here. We have streaming levels set up (1 persistent level and another one set to AlwaysLoad)
The level that is set to AlwaysLoad misses some objects though

plush yew
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well

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I added more than VXGI

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I cloned from a github branch, lemme send you the link

bitter plover
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@karmic igloo can save but there ores no compile button

plush yew
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aaaand I cant find it :/

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Ill just download the stock 4.19.2 build and the build that only has vxgi

grim sinew
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It's a 17th century dress, with the metal wires inside and stuff holding it out

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Probably just max distance on the cloth though

plush yew
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Hey does anyone have the program that exports Source maps to Unreal?

grim sinew
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No

plush yew
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I want to extract a certain map and not pay 42 for the program lol

grim sinew
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You need to go back to 4.14 at least, probably earlier

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I would say check the release notes and try to find when DX10 was removed, then do the version before that

plush yew
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yo wtf when is ue4 getting dx12 support

grim sinew
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A year ago. It's just terrible and buggy.

plush yew
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Theres no option for it

grim sinew
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You can use it but it'll crash constantly.

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You launch the engine with -d3d12 after the shortcut

plush yew
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What if I want to compile the game to use dx12?

grim sinew
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Then you're making a mistake

plush yew
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ooof

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I mean

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I was hoping it was implemented properly

grim sinew
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It won't run better and it'll crash more. You would be stupid to do it.

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There's no benefit to DX12 or Vulkan right now on desktops

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In the UE4

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Other platforms, it's just fine. Like DX12 works fine on the Xbox One.

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Or Vulkan on mobile

plush yew
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Well my game is more CPU based, I was hoping with DX12's CPU utilization it would run better

grim sinew
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Not on desktop for either though

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Nope. Make better code.

plush yew
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Its the best I can do while using 300 ai lel

grim sinew
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Google it, @amber holly

plush yew
grim sinew
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Google it harder. It's in the release notes.

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We're not going to babysit you

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Nobody will remember such an obscure detail off the top of their heads

plush yew
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Why does he want to have dx10?

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thats incredibly outdated

grim sinew
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No idea, it was killed for a reason. Nobody used it.

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Maybe he wants it to run on a GPU from 2008

plush yew
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dx10 was used in like

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1 game

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battlefield 3

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thats literally the only game i remember that used dx10

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the rest used dx9

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wait

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your gpu doesnt support dx11?

grim sinew
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DX11 came out in 2010. Your computer, if it doesn't support DX11, doesn't support Unreal.

plush yew
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How do you even find a pc that doesnt support dx11

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And honestly most newer PCs can run ue4

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even on low settings

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yet alone have support for dx11

grim sinew
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The only way you shouldn't be able to use DX11 is if your GPU is over 8 years old.

plush yew
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OH MY GOD

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jesus christ

grim sinew
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Okay then, exactly. Unreal doesn't support integrated graphics.

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There's your problem.

plush yew
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thats a horrible pc

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you cant even run half life 2 on that

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lol

grim sinew
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Go buy literally any GPU that hasn't rusted over. It'll be faster.

grim ore
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which ue4 game is it that runs on your machine?

plush yew
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yeah im pretty curious

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what game "runs" on your machine

grim ore
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I believe they said it was a sonic game before

plush yew
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I highly doubt it runs, im pretty sure it just starts up

grim sinew
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No sonic games use Unreal, would need to be a fan game if so.

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All the sonic games on PC use the hedgehog engine

plush yew
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kid is probably talking about fortnite running on his pc

grim sinew
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Which one, be specific

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I need to see a screenshot of this

grim ore
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Ask them what they are using in the engine so then you can adjust the settings on yours?

plush yew
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he was prob running like Galaxy in Turmoil or some crap

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something that has like barely anything on the screen

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what settings?

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what frame rate?

grim ore
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is it like that one or is it that one?

manic pawn
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the editor is way more demanding than the packaged games

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games can use dx10, editor can't

grim ore
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honestly like has been mentioned before your going to have to upgrade or find another engine.

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or I guess rewrite the renderer to support what you need, that is doable

manic pawn
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attempting to use the editor on hardware that crappy won't be a fun experience

grim ore
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maybe install UE4 4.0 and see if it runs for you on that machine

plush yew
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yes

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we are all trying to tell you that it wont run on your pc

bitter plover
marble spire
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hey guys

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i have a shoot button in my 2DPlatform game

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since its for mobile

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but it doesnt shoot when im turned to the left

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any ideas?

graceful grove
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Make sure to always turn to the right kappa

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Your projectile may be failing to spawn if it starts inside your character, or some other logic prevents spawning a projectile.

marble spire
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im using a arrow to spawn the projectile

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did it need a config to turn with me?

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im a newbie in UE

graceful grove
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Screenshot your setup and it will be easier for other people to help debug it

plush yew
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you can make the arrow a child of the main mesh and it will turn with the mesh

marble spire
graceful grove
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๐Ÿค”

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what in tarnation

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OK, you need to rotate the arrow to face left when your character faces left

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I"m guessing

marble spire
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Yes

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at least i think

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cause if i press the shoot button when turned to the left

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and after that i turn to the right

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it shoots auto

small oar
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anyone know how to get rid of the annoying playerstart colliding issue for multiplayer games where the character doesnt spawn sometimes

plush yew
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@marble spire rotate and translate the arrow far enough when your char turns left so the arrow doesnt only rotate and spawn a projectile into your character collision object itself

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@small oar that happened to me a few times. you'll need to store an array of all used player starts with ints in the game instance and only pick inactive ones.

marble spire
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gonna try that

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thhanks

bitter plover
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How do i get these shaders to compile?

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So annoying

plush yew
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packaging project forces shader compilation

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that or you open each map manually / open each material manually

marble spire
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Sorry to ask gothic

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but what u mean is to look at the arrow, right?

plush yew
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yep ArrowShot

marble spire
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what do u mean about translate the arrow

plush yew
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change location

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and rotation

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that's a drawing i did to help lmao. sorry for bad art

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i was never good at drawing ๐Ÿ˜ƒ

marble spire
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its goddam helpful

plush yew
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lol

marble spire
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i think the problem is about tha code now

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cause it shoots at left if i turn the arrow

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but still not shoots when im turned to the left

plush yew
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yes then you gotta catch in the code where your object is facing left

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and apply that function at that point

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in the exec flow

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you can try using print statements to get at when it turns

marble spire
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gonna try to find that

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thanks gothic

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in wich blueprint it says when im turned left?

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nvm found it

plush yew
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k

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split the struct pin on the output to get the Z yaw float

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did you do the pixel art for your pawn yourself?

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looks coo

marble spire
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but still not working when im looking to left

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No

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its from a artist

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ive asked him to use and he let it

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so here i am

plush yew
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you gotta set the rotation, and set the position

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rotation will make it rotate into the collision object itself.

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ill msg u there k

marble spire
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of course

plush yew
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Hello

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Can someone give me good advice about random Tiles generation? (On axes X and Y)

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Something like that while I walk it autogenerate

marsh loom
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Whats the best way to get started with ue4?

obsidian nimbus
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install it ๐Ÿ˜ƒ

vivid girder
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How would you set up a npc to open doors on their way to the targetlocation?

obsidian nimbus
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make the door their target location

vivid girder
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Yea, that's what i'm thinking too, but then each MoveTo event would need to find all doors between x->y and break them down into subtasks again

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Seems messy

obsidian nimbus
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break it down into rooms

vivid girder
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Would you make the door block for the navmesh?

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What do you mean?

obsidian nimbus
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he is in 1 room and there are only a few other rooms he can go to at that t ime

vivid girder
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Not sure how that ties in to the door implementation

plush yew
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lmao