#ue4-general
1 messages · Page 263 of 1
hi people, is there a way to export the third person character from the template files to 3dsmax with the bones and everything? then will I be able to simply replace / work on the meshes and reimport to unreal ?
@sinful thorn right click your asset in your content browser > asset actions > export
hey guys, just a side issue here, when i compile a blueprint, the details tab will hide.. im kinda like it should stay?
i think epic really should take time to fix that hhm :/
@languid shard there are several options, which would you use? it also asks about attaching the bones should I hit yes or no ?
hmm good question, cant remember 😅
😛
try a bit of everything
I did but I'm not sure if it works 😛
I cant drag and drop a camera into my graph of my button widget
Is this by design? Im trying to make buttons that change the camera view.
I downloaded this guy: http://www.denysalmaral.com/2016/11/free-lowpoly-donald-trump-3d-character.html
and opened the file with a CAT rig but I'm unable to save keyframes for individual parts
is there a secret?
if I move just a hand for example
it works if I move the whole mesh
dat polycount 😄
lol @ model
question - does anyone know if you can search for a specific animation and locate it in the blueprint? searching seems to only locate node names/not animation names
what do you mean with animation?
hello guys I am here again
how to fix the problem with my klogo for youtube
I want to drag it in UnrealEngine to put it in the widget bluerint (UI) but when I drag it it will become black the logo-why?
anyone can help?
not even sure what ur talking about tbh
@digital anchor I have an animation file...an FBX...I want to search the Blueprint to find where its location
Thats what i dont understand, there is no files in blueprints, only nodes, i think you want to find it on the content browser?
I want to drag this picture
here but when I drag it here it will become black-why?
what to do?
guys?
Okay, stuck again. I have an action key "tab" that I want to override the camera (as set by a "set view target with blend") If I am outside of a camera, as a "person" holding tab allows me to look around as intended, but while in "camera mode" this is locked out. I think this has something to do with Get Player controller, etc.
Can someone pls help me with gyroscope problem?
@vernal tapir What's the problem?
@graceful grove i'm making an app for VR and mobile-non VR. When i switch stereo off in GoogleVR plugin, the gyro stops working
I've made a regular gyro controls with blueprints, bit it does not behaves the same way as the Oculus head rotation do
Hey guys. I'm creating and automating functional tests for my project. But apparently, UE4 only allows to run functional tests on a project environment (.uproject file).
Is there a way to run the tests on packaged Win32/Win64 projects?
@vernal tapir Gyro handling for VR devices likely uses smoothing algorithms to get good tracking
I actually sat down and tried to replicate it not long ago using my knowledge of PID controller design but I've since set that project down, suffice to say it's not arbitrary to implement
@graceful grove i've added some. The problem is that it seems like Oculus rotates the pawn itself. When i do the same with phone gyro - the physycs messes up completely
@vernal tapir Try throwing this question around in #virtual-reality , they might be more familiar with the implementation
@graceful grove Already did. I just found that the gyro worked in 17.2 version, but i can't move my assets back there. I'll gonna have to recreate the entire thing
@plush yew if you plan on using the image in UMG make sure its set to user interface for the compression type. You can adjust that in the settings for the image by double clicking it to open it up then it is in the details panel.
Guys, is there a way to run functional tests on a packaged .exe project?
guys I have a really frustrating problem concerning projectiles and was hoping for some help
the projectile is meant to be able to knock physics objects and affect enemies, but it only happens very rarely
like I could be shooting and shooting and after ages it might kill the enemy
Maybe the projectile is too fast, and one frame its behind the enemy, and in another frame its in front of it, never overlapping
im not much into physics but if thats the problem i think substepping and Continuous collision detection are the keywords for the sollution
Has anyone tried loading a basic unreal game onto a raspberry pi? I’ve hear the pi 3 B+ is pretty beefy
yeah I thought about that takain
I don't know what I did I just followed some part of a tutorial and now it finally seems to work
My big brother eats internet i have only 1 mbps
Blocking mac adress :))
it will be fun
Does anyone have Unreal.js experience that can help me?
gg epic
so when im switching level in game from lobby to map only my server switches lever not the other players. please help
hwo do you switch level
nvm i got help
So no one has experience trying to load their game on a pi3?
@alpine star If they have, they may not be around or may not have seen your post. I wouldn't be surprised if someone somewhere tried it just for kicks.
Does that thing even have a GPU?
Yea
People use RP3 to make snes’ and flash games on to it
I was just wondering if it could handle a bit more
@livid haven I’ve seen a lot online about getting a UE4 program ON TO the pie but not actually running it
You'd likely have to do a fair bit of work to get the whole binary stripped down to the bare minimum, I imagine.
Really, really minimalist build as far as features and tech and content size.
Hmm
I mean, basically make it like a mobile game build, I imagine.
Maybe try putting Tappy Chicken on it?
Is it expensive to change a skeletal mesh into another one?
@livid haven (I’m new to this UE4 thing) is tally chicken just a flappy bird reference? I was planning on making an RPG Of sorts. Not super huge
Like swap the mesh to a different one?
Not sure what the game actually is cause I haven't looked at it in a while, but basically its a trimmed down UE4 example game. If you can't get Tappy to run, you probably won't get anything UE4 to run.
Tappy Chicken resembles Flappy Bird, yes. It's entirely meant as a sample mobile game.
Getting it running on device would be a decent starting point for ironing out the kinks.
DIDNT REALIZE YOU COULD USE UNREAL TO MAKE 2D GAMES AS WELL
HMMMMMMMMMMMMMMM
rip caps
I mean, you can make 2D games with UE4, but the engine really is geared towards 3D
it's super heavy for 2D and completely lacks many basic 2D rendering features
Serious question: How do you send 2 whole messages in all caps before realizing you're writing in all caps? Are you looking at the keyboard as you type?
i often dont even look at the monitor im typing on for chat
so its more resource intensive to make 2d games in UE than 3d games?
@livid haven tab into discord, hit the text line, start watching my video again before i start typing
Gotcha.
UE4 doesn't do "2D games". UE4 is 3D. You can just opt to neglect to do anything in a 3rd dimension
Which means doing 2D with an engine that's got a lot of complexity for 3D can be frustrating.
Especially if you need to actively force things to only happen in 2 dimensions, like collisions.
You're not going to get 2D collision. You're going to get 3D collisions.
so its all just 3d rendering but only using 2d of it
if that makes sense at all
hmm i wonder if this class im in is going to teach me how to make things as resource light as possible
]because the game isnt going to be super graphically instense
its just going to be 3d and fiarly open aread with some aio
Stupid question. how do I add a Environments pack to my project?
Guys
How can i make a text print a variable value?
Like
Points : >Variable value <
Perhaps the format text node?
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
Cat on my keyboard, haha.
True! I told her "hey" and she responded by moving 6 inches away.
Have you guys saw the Unreal's main page displaying the MMO for mobile?
I always wondered whether these MMO's character are all basically tiny sized in the first place?
Like basically smaller than typical PC's character size
I mean I don't get how it works on mobile all the while lol
anyone know why this works in standalone but not in windows compile?
have you tried it with just the fullscreen command to figure out what part is breaking? it should work
chances are it might have changed at some point. You might want to look into using the actual game user settings to control this, not console commands, or use the r.setres console command itself.
Can I get someone's help with something very basic?
@plush yew what is it?
Double click on the icon to start the editor
Ok, so I'm trying to make it to where if the camera gets to close to the playermodel then the player model will be invisible. I did this using a collision sphere attached to the camera.
You see I have it set up to print "overlap" if they overlap
@plush yew seems like a blueprint thing post in there and I'll see you there
Ok.
Who knows how to do this
Hey guys. I made/updated a tutorial about using Jenkins for setting up Continous Integration, Continous Delivery and automated testing in your Unreal Engine 4 projects.
I hope you'll find it useful!
https://github.com/CronofearGameworks/jenkins-ue4
Hey guys. How does the lighting in unreal work in procedurally generated worlds?
does it even work?
You just use dynamic lighting. That's all'
so it wont look as good 😦
Dynamic lighting can look good, it's just harder to make it look good
Anyone know where I can find the sample project used in the lighting lectures on the unreal vimeo? It's called Essentials or something.
Nevermind, it was listed right under the first video: https://epicgames.box.com/s/iflrm2114tshjdrv875ws6j3di9zhgbt
I'm having trouble using the editor. It says "Can't play in Editor when performing Set Vector Property Operation."
I dont get what's happening here
hello guys I have a problem with my project
what happened how to fix I don't want to bug
install the debugging symbols in the launcher
how?
anyone can help
I don't touch it but it bugs why
I created for third way GameMode fro the menu and it doesn't dsave-why?
I will f**k this already
i will rage
Help me
it literally says where the problem is
@plush yew this does not help us at all
Debug it
Debug/Check the log
how?
Get the debug symbols
cause its basically like showing us an empty console window ?
And VS
yeah
I created menugamemode for the menu and fix the error in general menu and it crashed-omg
now what?
I started it again
wait for load
welcome to the dev life
Get the debug symbols
Engine options on launcher
cool
when you try to make a c++ project and than come a error compile failed do you want open it with visual studio
rly ue4?
visual studio is main thing if you want to code with c++
if a ue4 game executes r.setres 1920x1080f but the screens maxrez is lower, does anyone know how it reacts
I'd imagine it will set the resolution to the maximum supported by the display
Hi guys, how do you find testers for your Pre Alpha build? Do you throw it on a platform (itch, Game jolt, etc...) And promote it to get feedback. Or do you make a closed pre alpha and pick players up? If so, how do you find them and how do you pick them?
@whole quarry I thought about that, but it happens that sometimes, the people who try the game are not the real audience that would actually buy the game later and they start giving feedback that may change the game in their way, and not in the way the audience would like. (it happened to me, I'm making a Zombie game, the guy who tried wasn't fan of zombie games, he told me to change the zombies into soldiers). How would you deal with that?
By first summarizing what the game is about and what the purpose is of the test play..
If your game is about zombies and you want to test the damage mechanics, then you tell the testers that the game is about zombie killing and that you want to test out the damage mechanics. If one gives the feedback to replace the zombies with soldiers, its invalid feedback that can be trashed
every 'alpha'/'beta' stage are meant to test certain areas of the game, not the full game
if a tester cant comply with that, he should simply be removed from the test team
Okay, that makes sense! thank you for you good advice Remco! 😉 👍
no problem. I think its a common pitfall to feel like having to process every piece of feedback
Yeah I felt like this, making a too polished and maybe finalized game for feedback. I should split it.
As indie dev you're already working under many different hats, so it can be difficult to find the subject to focus on. Especially with play testing where you can get a huge amount of information that isn't relevant. Also every player has its own preference in gameplay and ideas about a game and/or its story
So it can be difficult to maintain your own vision, sometimes submitted ideas can unlock more potential for more gameplay
Which tasks are pretty performance expensive for blueprints and need to be shifted to C++ for maximum performance?
I would like to know the majority of them
@leaden dust anything involving loops
and thats pretty much it, really
also, avoid tick as much as possible in blueprint
you have timelines and timers for that stuff
yes
Because I am basically being a jack of all trades
but I have heard that in some cases blueprints can hurt CPU performance
So I wanted to get in a bit of C++
you're unlikely to have problems with performance unless you write code that performs poorly
in which case you'll run into the same issues in C++
Then it is not really important to get into C++ unless I am doing hardcore optimization?
I am not very into it because as I said
I am doing all the things for my game
From modelling to programming to level designing
So learning C++ would probably be another burden
it's less about 'hardcore optimisation' and more a different tool for a different job
if you're only dealing with basic gameplay etc, blueprint is fine
And if I want to learn unreal C++ where do I start?
I am installing Visual Studio for now
But I don't really see many tutorials
If I mess something up in this engine, I'll probably go back to unity where I am more familiar with the optimization stuff
the native code structure is more or less the same as Blueprint
so you start with a basic understanding of C style languages and work from there
it's usually good to know your way around BP a bit before diving into native code, particularly if you are not a very experienced programmer
just updated my GameWorks merge for 4.19.2: https://github.com/0lento/UnrealEngine/tree/4.19-GameWorks
it now contains all the latest changes from NvPhysx for all the techs I've included on the merge, so there's Blast 1.1.3, Flex 1.2, Flow 1.0.1, HairWorks 1.4, HBAO+ 4.0, TXAA 3, Volumetric Lighting (1.0?) and VXGI 2.0.1
@plush yew Player Controllers do not "survive" a level transition
they are recreated
unless you enable seamless Travel
@plush yew its a widget. Widgets get destroyes on level transition
yeah so in project settings
there's the default input. I've been looking for a way to get that to just swap and save
what's the equivalent of this in unreal? http://acegikmo.com/shaderforge/nodes/?search=ChannelBlend
multiple lerps
random link.. must not click it
It isn't random enough. Tis shadorforge!
i can make a map like that on my own site too, doesnt make it shaderforge 😛
totallynotscammy.nonoitsreal.hax.hacks/savewebsite/totallynothingwronghere/
Above link is legit.
If it smells like shaderforge, it must be shaderforge. In case if it is not, well, it is not.
@plush yew I think you can use Mask node and use the RGB pins to Add the other channels
what would be best way to properly collison something like this ?
i tried use complex as simple but doent seems to work ? (might be something with triangle mesh ?)
did you make the mesh static/stationary in the level?
trying that, i used C4D to U4 plugin to get this mesh here
and seems like if use FBX import it works
need to double check this
yop :/ seems like converison plugin is having some different seting than default FBX import
C4D->FBX->U4 works
C4D->U4 doesnt
ill try to compare and find the difference
left is from plugin right is from Fbx any idea what could cause this ?
well if you are using complex as simple oyu dont need another collisions, but if you want primitives you can just click Collision > Add collision
the collision "primitives" is about the simplified collision that the static mesh generated on import, which you don't want to use
so whether that is 0 or 1 shouldn't matter
ah oke
I'm not sure why the left mesh would not be colliding
yea, you said it doesnt work, but you didnt tell us what doesnt work? it goes through objects?
if i use complex as simple, on imported mesh wia plugin playe goes trough
if i use it on imported mesh via fbx it works
this plugin must be doing something wrong 🤷
Possible the capsule has "Complex on movement" disabled, you normally want that, try to add a simple collision on your mesh
if you use complex as simple then it using simple queries should work fine
oops, yeah
i was able to pinpoint that issue is in mesh itself, probaly some toggle but cant figure out which one
Could material have something to do with this ?
no
left is plugin right Fbx this is only difference in setting i see
where do you guys usually put your raw asset files?
i just noticed the content folder is mostly uassets
we have a SourceAssets folder next to Content with all the source files
alright thanks agian
Which chat do I go to talk about toggling visibility for several hundred spotlights
@ me with response please, going to grab coffee
Uhh, does anyone know to flip the camera over in the viewport? Somehow I got it rotated where top is bottom and bottom is top.
Never mind. Hit 3 and somehow it ended up fixing itself 🤷
This is for the guys who know how to create a shop on the marketplace: Im living in germany and my question is do i have to pay a tax? it seems for me so
I wonder, why is the LOD Proxy tool not a plugin?
would make it possible to port it to version < 4.20
it is a plugin
it probably requires api that doesn't exist in old versions
and why would epic care
reputation
anyone know whats up with this? got everything on the steamworks checklist complete except this
i got it working by removing windows_content
in 4.20 they are focusing on baking 
Where is a good place to shame unprofessional clients?
unprofessional as in scamers etc? https://forums.unrealengine.com/community/got-skills-looking-for-talent/14485-scam-reports-tips
Trying to get a team together? Here is the place to post!
Scammer is worst than unprofessional imo. Unprofessional for me are those who fail in detailing requirements and then ask to refund the upfront payments
Aye. I agree.
Like the whole point of the upfront payments isn't to avoid losing time with unprofessional people
So I have a few buildings done, im wondering if I'm able to add them all to 1 blueprint and have a select option so its easier to plot buildings
Is that possible
@bitter iris you can do that yes, you can have the construct script pick from a list of meshes that you can set in the details panel and then just drop the generic bp and select the one you want shown for example
LogClothingAssetFactory: Warning: Failed to generate clothing sim mesh due to degenerate triangle, found conincident vertices in triangle A=X=0.920 Y=8.937 Z=132.720 B=X=-1.294 Y=8.701 Z=130.912 C=X=0.920 Y=8.937 Z=132.720
wtf is this lol
@grim ore Ahhh cool, thanks dude
simple muzzle flash
any ideas
just to give player some feedback, doesn't have to look cool
should be one in the particle demos somewhere .
Hey everyone. I'm pretty new to this channel and UE4. And I was wondering if someone might be able to answer a question that I have. thanks!
I've been making a simple game through a tutorial, and one of the steps is to create a new C++ class file for a pawn. And after giving it a name and letting it compile for a short time it gives me back this error:
Successfully added class 'tesT', however you must recompile the 'coinChase' module before it will appear in the Content Browser. Failed to generate project files.
Would you like to open the Output Log to see more details?
And I was just wondering if someone knew what to do for this. I wasn't able to find anything that worked via google. Thanks!
@white meadow if you didn't fix it yet, you might need to compile the sln project file in vs 2015/17 before trying to open the .uprojecct in unreal. so you can do a f5 build all and launch it that way. try compiling in visual studio and then opening unreal afterwards.
you might need to regenerate the project files first, you can do that via right click on the project.uproject file and click on "Generate visual studio project files"
Thanks for the advice, guys! I'll give it a go now.
l someone let me know what im missing here
the error message you have literally says the problem
wierd that i dont have it tho
indeed, windows/visual studio might messed up something 😢
because bacon is brown and epic requires it for the engine
Hello guys
is there any site where i can get models + animations?
just for test, clearly
):
nice sitew
you can download models and animation from the learn tab and the marketplace on the launcher
is there a support sector arround here??
can i use mixamo well in unreal engine 4:
Mixamo can be used in her with some tweaking
Oh @grim ore you are here. I learned shaders watching all your wtf materials
thank u for being you
Tomatoes
i have a button in a widget which activates / deactivates touch joysticks. If enabled, they're destroyed on level open. Is there a way I can save this info to a game mode or instance so if theyre activated, theyll stay activated
Looking at using perforce for UE4, anyone used it before?
Guys
i made a jump animation in a 3rd person
but when i also fall from a bridge, it starts to jump
lol
im just getting started
but my ssd is so stacked i cant download ue4 lmao
can someone point me in the right direction for getting started pls
Does anyone know why this decal would appear on top of my base mesh even though its a material being applied to a plane that's clearly beneath it? Looks correct from the side, but sits on top from a top down view.
I'm sure it's a result of experimenting with forward shading msaa. It's set to "Render in Main Pass" but I can't figure out how to get it to show up when I disable this option
Oh nevermind all set. I had set my lighting to volumetric instead of forward shading.Whoops.
is there a way to make a blend space for a punch animation?
Can anyone check my question in #blueprint
Anyone here using perforce? I'm having trouble getting setup locally. I've been reading guides/watching videos, but it seems like the software has changed.
I'm clueless on how I map my unreal project to my separate workspace directory.
they were having a chat about it in #source-control
Ah nice didn't even know that channel existed, thanks 😃
Hi guys, does the radial damage not effective when the damage origin is too close to the receiver? 🤔
Here's my issue :
@brittle gulch collision issue most likely
a tip fo grenades
actually use a up vector for the origin
do not use GetActorLocation for the origin of the explosion
use GetActorLocation + FVector(0,0,20) or something
this way it doesnt collide with the floor and gets interrupted
Oh okay, thanks, I'll give it a try
anyone have advice for setting up dedicated servers? I was looking into gamelift and it seems expensive
i dont know anything about alternatives though
not sure if there is a cheaper option that is do-able
how come nobody does community hosted servers anymore?
capitalism idk
(Just to say that it worked perfectly! Thanks again!)
@paper kernel For games ? Well, big titles don't even do dedicated servers anymore
but why
Too costly
to have community hosted servers?
@cloud cobalt really? they dont typically use dedicated servers? :/
Self-hosted community servers are too costly, community hosted too problematic
why problematic?
Community-hosted opens up lots of door developers don't want open - cheating, piracy, third-party modding, etc
Not to mention you can't be relying on a community for core feature of your game
Bad performance makes your game look like shit
Even f it's actually the server's fault
I'm sorry my brain can't connect the dots on poor server performance and game reputation
i think it probably just depends on the game itself
if it was cloud server hosted by the game company and it lags a bit then it would be 100% company fault
minecraft does it fine, because its a very community driven game
Buy a game, play on server, have a shit experience, ask for a refund
league of legends for example, is not
every source game apart from Dota has dedi hosting
No community hosting is a combination of many factors, including the player experience that's usually worse, the problems with cheating & piracy, the infrastructure of servers becoming heavier with time, and interest from community dropping
you can add P2P as an alternative
Well yeah, everyone does P2P or some variant now
Unless you're doing actual competitive games
oh god yeah, that kinda annoys me about splatoon tbh
Destiny is weird P2P system
Competitive game = need a dedicated server or a secure, unhacked console
Not community hosted either, real secure dedis
i think i might just have to go with amazon, and start with the year free trial and do isolated alpha testing with small groups or something
the heck does unhackable console even matter, aimbots work now based on image recognition anyway
in context of shooter games
Can't run that if the console isn't broken
its based on stuff in video buffer, no console needed
If you're going to have actual cheating hardware after the video output then sur,e you can't prevent that, but that's the leats of your issues
either way, none of the current server models prevent cheating
why put in the investment of 3rd party hosting
Nothing prevents cheating. Dedicated server is however a great first barrier
You can at least prevent gameplay-affecting cheats
If not wall hacks or aimbots
And you actually can have verifiable data on games
Not having dedicated servers makes cheat mitigation hopeless
I was thinking the need of dedicated servers arose more from the number of players and matchmaking. Seems like it would be hard to have 20+ player matches with P2P
it's not impossible
hmm
but you gotta budget your bandwidth really well
hmm I see
and not slap multicast on everything
hah yeah
hm maybe i should reconsider amazon. not that im at that point yet, but thinking about options is good
I usually advice indies to stay away from large-scale PVP
aww
I would imagine it's fine if you know how to add up the bytes
It's fun, sure, but when your online player count drops below 100, your game is dead and gets only negative reviews forever, "DO NOT BUY, DEAD GAME"
And 100 online players means you sold thousands upon thousand of copies
thats a really good point. so maybe the best option is to have small scale battle arena and if it gets popular add new gamemodes for larger fights?
that is a good design aspect to consider, sales can't rely on MP
this would also mean i could start with P2P and it'll be cheap
and if possible, be honest how many players are online so people don't sit in match queue for nothing
good idea 😃
it's not shame for indie game to have 50 players online
for someone like activision, 150 players online is a shame
I'd be happy if 50 people were playing hah
50 online players is 10 times the high values for my 3000-copies game, so I think you need really good sales to consider it
whats your game stranger?
you split it by 24 timezones and you don't get much average
my game is on steam and i am capping my ded servers at 8 players rn..
only for beta tho
t2.micro ec2
interesting
so amazon
xD
thanks!
what is the use of editor symbol for debugging?
@tender dome You can debug the engine when you get a crash
should i download it or not?
@tender dome Well do you need to debug the engine because you got a crash ?
nope.
Then don't download it !
i thought it was those warnings/errors that you get when somthing is wrong in BP somewhere
No, it's the symbol information for the C++ methods & data matching each address in the executable, so that Visual Studio can give you an accurate call stack after a crash.
hello
I am new to unreal engine
like really new
can someone please help me?
where do I start when making a game?
@gleaming latch https://docs.unrealengine.com/en-us/GettingStarted
@marble spire you probably left a widget property bound to a function
How come i get a light leak at the corner straight ahead? there isnt a gap
lower the shadow bias
I need help getting console variables/commands to work for every project i start for the current/future engines. So far i tried setting it in the engine (UE_4.19\Engine\Config\ConsoleVariables.ini) and in the launcher (Epic Games\Launcher\Engine\Config\ConsoleVariables.ini), both do not seem to work. I am testing with t.MaxFPS=30
@languid shard wheres that my dude
check in your directional light properties
ahh thanks
lmfao
spot on 😄
@grave nebula did you just make this? :D
Sounds accurate
The web is dark and full spoilers.
lmao
"t.MaxFPS = "0" LastSetBy: ConsoleVariablesIni" stop lying to me editor
can you even tell the engine to have 0 as your MaxFPS ? 😂
someone shared this a few days ago https://lovinator.space/stuff/ConsoleHelp_4.19.html
quite a list, but i got the right vars/commands already...only need to automate execution
so my laptop stops melting every time i startup unreal engine
and i dont need to iterate through 5 other things i like activated while testing
my guess ist there is another ConsoleVariables.ini buried in %appdata% or sth that overrides all the other ones
or since 4.17 you need a check a box somewhere in ue settings
how about creating your own templates @flat frost ?
with your engine ini files already setup
you mean a template that is loaded for every new engine that i install?
that would be the ultimate goal yes, trying to have it in a single engine right now and i can not even get that to work
will work my way through these now
was more thinking about every new project (instead of engine) you create
template you make in your Epic Games\UE_4.20\Templates folder
these are editor settings that should apply to every project i open
i have no idea so far, every ressource online points to ConsoleVariables.ini as the place to go
but someone mentioned it stopped working with 4.17
if i print the var in the editor it says "LastSetBy: ConsoleVariablesIni" so i think im at the right file, but either at the wrong instance of it (because there is more than one) or implementing it the wrong way
What is what @lilac citrus ?
What was it?
show floor.... xd fk me im stupid... 😄
lol
how do i set up displacement in a material funciton?
check pinned in there
Hey guys is it possible to change the level thumbnails in the browser?
I just found the solution
hehe
right click / asset action / capture thumbnail
If anyone wonders how
does someone know how can i make this to be multiplayer?
because right now its showing the character of the first player
is that a plugin?
like not sure what ur refaring too
the capture comp or the HUD or what
anyone know why my game wouldnt show up in google play on bluestacks?
Is it publicly launched and available? OS version? @plush yew
This?
yeah, is that from bluestacks?
@pallid compass its not a plugin and i mean that im trying to make that in the inventory it shows your character but its showing the character of the first oen to spawn
@leaden garnet also trying to find a way to make it pop up by searching glitch pets instead of only glitchpets
what's the recommended way to check if a trigger actor/component is interested in an occurring BeginOverlap ?
e.g. i want a platform to only react to players
e.g. EType::Player field in the actor? GameplayTags (read it's a bit of a hassle from C++)? Custom collision group and treat every BeginOverlap as important?
@safe rose sorry if i'am daft here, but what do you mean by check or BPI?
i'am listening on the OnBeginOverlapComponent delegate and check whether the other actor is a player controller
worst spotify playlist ever
though i'am afraid that it's probably not going to scale very well if have to do type checks
Im gonna be keeping a list of nearby actors of a certain type, or inherits from a certain interface. I read one way to do it is to have a collision sphere and just have the list update onOverlap
would yall say thats the best way to do it?
seems like an interesting approach , also seems like it would could be better than iterating through all the actors
Anyone know of a object outline material to download? or a tutorial on how to make on? because as i understand i need something to make my missiles homing c:
How long has 4.20 been in staging?
Looks like we are getting some landscape improvements from fortnite
hey guys, anyone able to help me with an issue I have been having with projectile collision?
@quaint hare Explain your issue and then people will tell you whether they can fix it 🤔
Sorry, wasnt sure if this was the right place to ask in the first place.
I am trying to create a object that acts like a flare.
You throw it, it sits on top of the terrain, and lights shit up for a duration.
However, when I create the flare, it just fallls through the ground.
click the Sphere and show us the collision settings
is there a way to set all StaticMesh use Complex to simple collisions?
that would be really bad, why you want that? two static meshes using complex as simple wont interact with eachother
@digital anchor because its for dooropenings to enter a room
create the collision with simple shapes @rose quartz
why would it use those collision settings when the preset has these values 🤔
@quaint hare you can also change in each object using Custom Preset
iit will enable the checkboxes
@digital anchor it wasnt actuallly using those collision values, it was using the preset, just made sure by messing with them then switching to a preset again.
@digital anchor this is the problem
yeah, i suggest to delete that green box, and place collisions manually (Collision > Add Box)
Damn thats a lot of work and then you have the same as a Complex collision
@quaint hare you mean that it still dont work with those settings? is the ground set to collide with the projectile too?
if i see it right the Collision is like squeres and if you take the Bod add collisions you have like 6 edges more in the collision
@digital anchor https://gyazo.com/96a7679d931e1c299a6d8679108e2e14 same issue, I will set the ground to be custom just incase.
well u can use complex, just saying that using for ALL objects is not a good idea
I don't think ProjectileMovement has any default behavior for collision
so the issue is that I am using projectile movement?
If you just want a physics object to flop on the ground you don't need projectile movement, you can just spawn it and throw it with some initial velocity
so thats why i looking for all to set it to Complex to simple in the project settings or something
@graceful grove even after removing the projectilemovement component
it just goes through my floor.
Your colliding component needs to be the root component
i dont think theres such option, you will have to turn on one by one, there is the property matrix to change multiple assets at the same time, but i just tested and Complex as Simple is nto allowed to change there
"even after removing the projectilemovement component" How does it move without the component? @quaint hare
oh yeah, set sphere as root
yeah, on your screenshot it was disabled, i missed that it wasnt the root component
it still goes through the ground
but
only if i have simulate physics enabled
if i dont have simulate physics enabled
it doesnt move
The ProjectileMovement component isn't actually part of the hierarchy anymore so it's not moving your Flare
just the same I don't think ProjectileMovement works for objects that are physics enabled
those components dont show in the hierarchy
and yes they have code to move without and with physics
can i make something like that in unreal 4?
yes
@digital anchor what do you mean by that?
by what
those components dont show in the hierarchy
Non scene-components, they dont go into the hierarchy
i mean, the components tree, the little arrows
Oh dang you're right, I'm dumb
right, this is a blueprint actor I created. They are only generated when I right click
no
without simulate physics they float
and with it
they fall through the ground again
i just setup one here and it worked fine, Projectile movement, block world, no physics or with physics, both work
Guys
sorry to ask again, but
is posible to make a aura effect(Like a rage/awakening mode)
for my character?
everything is possible
@digital anchor im going to make a quick gif of me setting one up.
so we can make sure im not being an idiot
.<
its firing normally
it phases through the ground still tho
nevermind.
I messed up the collision on it, now its floating again.
@digital anchor can you send me a picture of the collision on your projectile?
I think I am botching somethin.
I booted up a project and had my stuff fallin' through the world until I enabled it 🤔
but I"m not a smart man
uh
what
interesting development...
if i fire normally and walk away
it floats
if i fire while running backwards
it falls
but doesnt fall through the ground
O_O
is it supposed to fall through the ground? 😮
its not supposed to.
but, this is wierd.
i tried changing it to custom to play with the collision
two things i can think of, the velocity is too low, or its colliding with your character
when i set it to overlap with pawn
(that was totally meant to be a joke lol)
it never falls
same with ignore
progress
i enabled physics
they work much better
now i just need to get them to stop infinitely rolling.
change the linear dampening
well, having it allows setting the initial velocity at least
whats causing it. kind of.
and it there wont be any overhead so its safe to let it
right
im gonna see what I can do about the collisions
OHHHHHHHHHHHHHHHHHHHHHHHHHHH
👀
🙃
Would that be a particle effect?
Probably
i cant even do a flame thrower
my particles dont show up
anyway
is there a tutorial to make particles effect around the character?
I have a weird shadow bug issue in 4.19.
A wall in a scene has a super low quality shadow until I move around enough, then it randomly fixes itself into high quality. Not sure why.
I open the editor, the quality on the one wall is low, and when it randomly fixes itself, it stays fixed until the editor is restarted.
Has anyine got a bizzare object or character they need rigged
this doesn't work for changing android app names? how do you add spaces to a game name since you can't when naming your project
@plush yew I believe if you go in 'Project Settings' and scroll down to 'Platforms', you can go into 'Android' and change 'App Display Name'
Guys
i made a fire atack
using a particles sequence
is there a way to make my event of TakeDMG only occour when the particles touch me?
ive only found a way to take dmg when the particles start to flow
Dont use particle use col sphere
wtf you can connect multiple things to a set visibility node
did I blow your mind?
I just never noticed that before lol
it's pretty convient for reducing bloat
A lot of the target pins in default functions can act like variadic inputs.
It is pretty convenient 🙂
@bleak copper hey, I just thought, are you still streaming development of your game? 😃
i fell all my aniamtions are a little slow
the punch, rolling
is there a way to fix all together?
hi
@fiery harbor It's been shelved. I made the proof of concept then let it sit on the back burner. I have another project on the go (as well as a full-time job). The other project is pretty damn cool, though, but I don't own it so I can't talk about it yet. :\
So I accomplished the goal of the stream and didn't go further yet.
@bleak copper oh! what exactly was the goal of the stream?
The goal was to make a proof of concept entirely on stream.
And I did. And it worked. But yeah.
hm, ok. did you release that demo or something like that?
Yeah, but it was a very limited release.
Linux and Windows.
I can pass you the build if you like.
why do you call that "limited"? 😄
Because it went to... like... five people lol
ah, I thought you meant limited because its "only" linux and windows
Nah.
and sure, I'd love to see it 😃
I always really liked that concept. only the name I disliked a lot, so I liked it way more before you gave it that name 😄
I'm sorry, I make all my decisions on puns. \_(ツ)_/
(Context for the chat: It's a game that's based on Chess, but with designed levels... one 64x64... another 11x11 but every 10 turns a ring at the edge blows away... that I called "Check It!" It was going to have sunglasses on the pawn :p))
Was planning to have other maps with drawbridges and stuff but yeah.
@fiery harbor That's the latest build from ~mid-September. If anyone downloads it -- note -- everything was done on stream. Not my best work lol.
@bleak copper not your best work? how many other UE4 games have you done that are better? 😄
I've done more than just UE4 games lol
I work for a software developer since August 2017.
Also I've done other stuff lol
ah, no longer PC perspective?
Still there, but much less active.
are you doing UE4 stuff at your work now, or only other stuff?
No game dev stuff at work.
But a whole bunch of random crap.
Last couple months was mostly VB
visual basic?
c++ is probably more fun 😄
Yuuuuuuuuuuuuuuuuuuup
Some projects are C/C++
Most of those are cleaning up matlab-generated code from PhDs, though.
so every time I click on "view current lobby", the game crashes?
"create a server" also crashes?
?? Did you extract the zip correctly?
I think so, just like any other zip
join a server button works
exit button works too
Weird.
sometimes "view current lobby" works
and then crashes a few seconds later
always getting that UE4 crash reporter
Seriously weird. Works great here.
I see its a development config
so theres a log
Unreal Engine is exiting due to D3D device being lost.
DXGI_ERROR_DEVICE_REMOVED DXGI_ERROR_DEVICE_HUNG
so its somehow losing GPU
so probably in some way related to driver stuff
Ah
which engine version is that?
That's 4.16
ok
I'm on the driver from december I think, I downgraded to that one since newer ones seem to have some issues
yeah
Yeah IIRC NVIDIA fixed some TDR issues recently.
You can work around it by telling Windows to never TDR... >.> Butttttt if you have an actual GPU hang then you're super-screwed. So, like, if you write a shader with an infinite loop... pull the plug.
TDR?
TDR is when Windows thinks your GPU is hung, it'll reset it.
ah
It's so, like, a shader that has a never-ending loop doesn't just completely lock your PC into an unrecoverable state until you physically cut power to it.
yeah makes sense
But it sometimes false-positives, which GPU vendors fix drivers for.
I have to sleep anyways, so I just hope it will work tomorrow 😄
Heh cya
It's usually a bug that relates one specific GPU to one specific driver version.
yeah, I'll tell you tomorrow if I got it to work 😃
Hi! Anybody up for some testing?
hello
i have oculus go and gear vr . İ am newer in ue4 i would like to use for interaction oculus go an gear vr
anyone can tell me can i you vr template?
can i use vr template cos controller are 2 hand for htc and rift but oculus go has one controller
I would like to know what you think of this?
http://poliexa.com/betatest
Give feedback on Gravity Vector Beta
It's fully made in Blueprints
They're not handled anywhere because nobody cares, except people who care :D
I'm currently using UE4 for rendering
There is no way to do more than that in the engine that I'm aware of
I care too @fossil ore , just being honest
hello guys how to make when my character sprints the neergy decrease with 25 and when it doesn';t press "Left Shift" to increase the Energy with 10??
I try to make this but I am wrong wth it anywhere
hmm
I will send you screenshot
What you have right now will set the character's energy to 575 when sprinting and to 310 when not sprinting.
You've set the energy to become whatever the walk speed is and then modified it by -25 or +10, so the energy will only ever be 575 or 310
If you're trying to decrease the player's energy as they sprint and then let the energy refill when they are not sprinting, you will need to either handle that on the Event Tick or a Timer.
@plush yew Check out this video: https://www.youtube.com/watch?v=BRgGSIEZlS8
In this video I show you how to setup basic sprinting functionality for any of your characters, as well as how to create a stamina bar/system to integrate wi...
How do you crean a UFUNCTION in Javascript with Unreal.js?
Hi, I have working on a GTA style game with a top down camera. The movement is dual stick, or WASD + mouse. The right stick (mouse X axis) should rotate the character on Yaw. Its working but somehow the camera is turning around on a specific degrees of rotation. Check the video: https://youtu.be/FUpAaCviVJ8
Any idea? (I have a springArm with Inherited Yaw and Pawn Control Rotation, this arm is rotated with -90 °on Y, thats how I got the top down camera. My camera is attached to the springArm without any rotation.) Edit: I have changed the -90 to -89 and its fine. How is it possible? 😄
Unreal engine automated testing experiment, for my dungeon RPG. Tests enemies and map generation.
automated testing in my game
implemented today
mostly experimenting to see how does it work
Anyone know it is taking forever for me to import a simple, low poly mesh? It takes around 10 to 15 mins
This started to happen after I switched over from Maya to blender
I'm exporting as FBX
sometimes have the same problem if i export something from blender without first applying the modifiers
What modifiers?
Can someone please help me? What can I use as a Canvas to draw and get the mouse coordinates when doing so?
why does it take the editor 20 minutes and freezing your computer just to delete a folder?
Because it has to check everything to update assets that might depend on deleted assets
I used VXGI 2.0 and Flow. My conclusion both are not production ready yet. But they are pretty interesting.
Is there a way that unreal can use like 2 ssd 1 for reading and 1 for writing?
Why
Because then you have all the speed of the disks
Check first that your SSD is able to saturate the speed of the SATA controller
Spoiler : it's not
What's the problem ?
well It loads sometime slow and i did get recommended to take 2 ssd set it 1 read 1 write and maybee this wil help
thats why
It won't
Loading the engine doesn't write stuff anyway
It writes like half a kilobyte to the log file
You'll probably get more hemp by buying a better CPU
ok well thats the next ting what im going to do because its not the newest 1 any more but it does the work for now
@cloud cobalt Can you help me with a other thing?
@tall pendant
How hard is to get VXGI to work?
is there a way to put a material into a material?
Because i have A substance like a wall paper that i like to use many times only different colors
like this 1 in a room now i need to change the colors in a different room so it not the same in all rooms
Use material functions
Material into material?
Material Instance?
Convert things in Material window into parameters (or whatever its called)
I have that with the substance but i have like 12 rooms and if i want a same wall paper but only in a different color i need to change the color but if i set it the rooms in the same material the rooms will be in the same color
For that, a material instance works best
Create wallpaper material, have a color parameter
Create one instance per room, apply instances, and change colors
i think he wants a material layer/function
I got the instance with that
for the colors so like i have normaly 4 walls and 12 rooms so that`s like 48 Mats for only 1 wallpaper and i want to make like 10 / 20 wall papers to pick from and thats a lot
If you have 10 walls that have the same material and you want another identical room in a different color, just create one instance with the color changed and apply to the 10 new walls
oke Ill will try that 😄
@fossil ore It's super simple and easy. You just need to compile the branch nvidia is providing on their github and you're good to go.
I have game I am working on if you want to try ask I will give you download link
You literally just put an pp volume into your scene and use the appropriate checkboxes to activate vxgi. @fossil ore
What is the difference between directional light and spot light?
Directional light generates parallel light rays with no attenuation or source location
Basically sunlight
Spotlight has attenuation, direction, position - it's more of a point light that has a direction.
Hey all, does anyone know how to improve reflection quality on material surfaces? As you can see these reflections aren't the greatest. I've had a look at the reflection capture resolution but this hasn't changed anything
What is attenuation? @cloud cobalt
Is there a way to transfer color from color picker between projects?
Anyone knows why "red light" appears near the character on the right in Editor mode
But not in "Game mode"?
I have correct sprint but I want when the player press "Left Shift" to sprint and the energy bar to decrease with 25 and when the player doesn't press the sprint button to increase the energy with 10
Why do these 2 look different? One is obj the other is fbx?
I used to use obj
But noe I need fbx
For anims
Incorrect smoothing groups
Depends on your modeling software
Blender
What does your object look like in Blender with "smooth" shading ?
Let me explain
UE4 will always smooth objects
So the first thing to do is ensure your object looks right when smoothed
I'm doubtful that it does look right and has smooth shading in Blender right now
I'm suspecting it has flat shading in Blender right now
http://prntscr.com/jyg1wq how can i fix this crap
@trim tapir Set your mesh to smooth shading, and use edge split modifier
Ok
hello guys how to make when my character sprints the neergy decrease with 25 and when it doesn';t press "Left Shift" to increase the Energy with 10??
I try to make this but I am wrong wth it anywhere
hmm
I will send you screenshot
youd probably have a function on a timer on that character where every x second it increases the energy by 10 if boolean isSprinting is false. in the input you have you'd probably want a branch: if energy > 25
the way you currently have it set reads: if shift is held, make the guy run and subtract 25 from his energy. when the player releases shift, make him walk and give him 10 energy, which isn't what you want i dont think
what about it?
oh youre trying to input stats into target
what is that target?
help me for this screenshot-I fix the firs screenshot-can you?
what to do to can match them?
hmm is stats part of this blueprint or are you casting to another guy
usually it would work ezpz if the variable is in scope