#ue4-general

1 messages · Page 263 of 1

plush yew
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that's what i'm currently doing, i just need a parent rig without the meshes

sinful thorn
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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 ?

languid shard
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@sinful thorn right click your asset in your content browser > asset actions > export

dim merlin
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hey guys, just a side issue here, when i compile a blueprint, the details tab will hide.. im kinda like it should stay?

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i think epic really should take time to fix that hhm :/

sinful thorn
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@languid shard there are several options, which would you use? it also asks about attaching the bones should I hit yes or no ?

languid shard
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hmm good question, cant remember 😅

sinful thorn
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😛

languid shard
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try a bit of everything

sinful thorn
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I did but I'm not sure if it works 😛

delicate needle
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I cant drag and drop a camera into my graph of my button widget

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Is this by design? Im trying to make buttons that change the camera view.

sinful thorn
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and opened the file with a CAT rig but I'm unable to save keyframes for individual parts

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is there a secret?

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if I move just a hand for example

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it works if I move the whole mesh

cedar snow
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dat polycount 😄

dim merlin
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lol @ model

lyric wasp
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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

digital anchor
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what do you mean with animation?

plush yew
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hello guys I am here again

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how to fix the problem with my klogo for youtube

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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?

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anyone can help?

pallid compass
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not even sure what ur talking about tbh

lyric wasp
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@digital anchor I have an animation file...an FBX...I want to search the Blueprint to find where its location

digital anchor
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Thats what i dont understand, there is no files in blueprints, only nodes, i think you want to find it on the content browser?

plush yew
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I want to drag this picture

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here but when I drag it here it will become black-why?

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what to do?

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guys?

delicate needle
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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.

vernal tapir
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Can someone pls help me with gyroscope problem?

graceful grove
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@vernal tapir What's the problem?

vernal tapir
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@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

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I've made a regular gyro controls with blueprints, bit it does not behaves the same way as the Oculus head rotation do

glacial otter
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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?

plush yew
graceful grove
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@vernal tapir Gyro handling for VR devices likely uses smoothing algorithms to get good tracking

plush yew
graceful grove
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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

vernal tapir
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@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

graceful grove
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@vernal tapir Try throwing this question around in #virtual-reality , they might be more familiar with the implementation

vernal tapir
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@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

grim ore
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@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.

plush yew
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i FIXED IT

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THANK YOU

glacial otter
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Guys, is there a way to run functional tests on a packaged .exe project?

azure shore
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guys I have a really frustrating problem concerning projectiles and was hoping for some help

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the projectile is meant to be able to knock physics objects and affect enemies, but it only happens very rarely

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like I could be shooting and shooting and after ages it might kill the enemy

digital anchor
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Maybe the projectile is too fast, and one frame its behind the enemy, and in another frame its in front of it, never overlapping

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im not much into physics but if thats the problem i think substepping and Continuous collision detection are the keywords for the sollution

alpine star
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Has anyone tried loading a basic unreal game onto a raspberry pi? I’ve hear the pi 3 B+ is pretty beefy

azure shore
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yeah I thought about that takain

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I don't know what I did I just followed some part of a tutorial and now it finally seems to work

plush yew
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My big brother eats internet i have only 1 mbps

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Blocking mac adress :))

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it will be fun

fathom frost
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Does anyone have Unreal.js experience that can help me?

sudden agate
ivory gate
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so when im switching level in game from lobby to map only my server switches lever not the other players. please help

sudden agate
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hwo do you switch level

ivory gate
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nvm i got help

alpine star
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So no one has experience trying to load their game on a pi3?

livid haven
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@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.

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Does that thing even have a GPU?

alpine star
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Yea

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People use RP3 to make snes’ and flash games on to it

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I was just wondering if it could handle a bit more

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@livid haven I’ve seen a lot online about getting a UE4 program ON TO the pie but not actually running it

livid haven
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You'd likely have to do a fair bit of work to get the whole binary stripped down to the bare minimum, I imagine.

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Really, really minimalist build as far as features and tech and content size.

alpine star
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Hmm

livid haven
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I mean, basically make it like a mobile game build, I imagine.

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Maybe try putting Tappy Chicken on it?

frail sun
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Is it expensive to change a skeletal mesh into another one?

alpine star
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@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

frail sun
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Like swap the mesh to a different one?

worn granite
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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.

livid haven
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Tappy Chicken resembles Flappy Bird, yes. It's entirely meant as a sample mobile game.

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Getting it running on device would be a decent starting point for ironing out the kinks.

alpine star
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oh okay perfect

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ill see what i can do

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where can i get the game?

alpine star
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DIDNT REALIZE YOU COULD USE UNREAL TO MAKE 2D GAMES AS WELL

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HMMMMMMMMMMMMMMM

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rip caps

wary wave
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I mean, you can make 2D games with UE4, but the engine really is geared towards 3D

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it's super heavy for 2D and completely lacks many basic 2D rendering features

livid haven
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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?

alpine star
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i often dont even look at the monitor im typing on for chat

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so its more resource intensive to make 2d games in UE than 3d games?

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@livid haven tab into discord, hit the text line, start watching my video again before i start typing

livid haven
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Gotcha.

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UE4 doesn't do "2D games". UE4 is 3D. You can just opt to neglect to do anything in a 3rd dimension

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Which means doing 2D with an engine that's got a lot of complexity for 3D can be frustrating.

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Especially if you need to actively force things to only happen in 2 dimensions, like collisions.

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You're not going to get 2D collision. You're going to get 3D collisions.

alpine star
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so its all just 3d rendering but only using 2d of it

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if that makes sense at all

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hmm i wonder if this class im in is going to teach me how to make things as resource light as possible

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]because the game isnt going to be super graphically instense

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its just going to be 3d and fiarly open aread with some aio

real pasture
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Stupid question. how do I add a Environments pack to my project?

marble spire
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Guys

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How can i make a text print a variable value?

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Like

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Points : >Variable value <

grim ore
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Perhaps the format text node?

marble spire
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but how did i set the blueprint?

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sorry, begginner with that

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nvm, found it

marble spire
delicate needle
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0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000

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Cat on my keyboard, haha.

manic pawn
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lies

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cat is clearly next to keyboard not on it

delicate needle
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True! I told her "hey" and she responded by moving 6 inches away.

rancid jay
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Have you guys saw the Unreal's main page displaying the MMO for mobile?

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I always wondered whether these MMO's character are all basically tiny sized in the first place?

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Like basically smaller than typical PC's character size

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I mean I don't get how it works on mobile all the while lol

plush yew
grim ore
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have you tried it with just the fullscreen command to figure out what part is breaking? it should work

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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.

plush yew
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Can I get someone's help with something very basic?

mint raptor
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@plush yew what is it?

grim ore
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Double click on the icon to start the editor

plush yew
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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.

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You see I have it set up to print "overlap" if they overlap

mint raptor
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@plush yew seems like a blueprint thing post in there and I'll see you there

plush yew
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Ok.

mint raptor
marble spire
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is there any site to get models + animations?

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just to test and pratice

sage hinge
glacial otter
plush yew
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Hey guys. How does the lighting in unreal work in procedurally generated worlds?

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does it even work?

grim sinew
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You just use dynamic lighting. That's all'

plush yew
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so it wont look as good 😦

grim sinew
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Dynamic lighting can look good, it's just harder to make it look good

pine parcel
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Anyone know where I can find the sample project used in the lighting lectures on the unreal vimeo? It's called Essentials or something.

pine parcel
sand swallow
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I'm having trouble using the editor. It says "Can't play in Editor when performing Set Vector Property Operation."

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I dont get what's happening here

plush yew
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hello guys I have a problem with my project

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what happened how to fix I don't want to bug

sudden agate
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install the debugging symbols in the launcher

plush yew
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how?

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anyone can help

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I don't touch it but it bugs why

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I created for third way GameMode fro the menu and it doesn't dsave-why?

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I will f**k this already

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i will rage

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Help me

lament kraken
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any others "errors" than this one

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?

plush yew
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Ican't start the game

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why/

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how to see where I have problem?

paper kernel
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it literally says where the problem is

lament kraken
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check blueprints

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@plush yew

plush yew
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where nd how?

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I saw

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okay

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again it crashed

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why?

languid shard
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@plush yew this does not help us at all

cloud cobalt
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Debug it

languid shard
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Debug/Check the log

plush yew
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how?

cloud cobalt
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Get the debug symbols

languid shard
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cause its basically like showing us an empty console window ?

cloud cobalt
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And VS

languid shard
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yeah

plush yew
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I created menugamemode for the menu and fix the error in general menu and it crashed-omg

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now what?

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I started it again

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wait for load

languid shard
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welcome to the dev life

plush yew
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omg

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it started now what? to do/

cloud cobalt
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Get the debug symbols

lament kraken
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and

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check the log

plush yew
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how to get them/

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can you say me the steps?

cloud cobalt
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Engine options on launcher

plush yew
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okay

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I fiexd it

lament kraken
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cool

plush yew
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I had a problem with the menu level because I moved it and yeah

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yeees

lament kraken
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when you try to make a c++ project and than come a error compile failed do you want open it with visual studio

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rly ue4?

plush yew
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i have viual studio 2017 because we used it for coding on C#

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in school

lament kraken
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visual studio is main thing if you want to code with c++

plush yew
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if a ue4 game executes r.setres 1920x1080f but the screens maxrez is lower, does anyone know how it reacts

wary wave
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I'd imagine it will set the resolution to the maximum supported by the display

brittle gulch
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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
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start with friends

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then friends of friends

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then social media

brittle gulch
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@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?

whole quarry
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By first summarizing what the game is about and what the purpose is of the test play..

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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

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every 'alpha'/'beta' stage are meant to test certain areas of the game, not the full game

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if a tester cant comply with that, he should simply be removed from the test team

brittle gulch
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Okay, that makes sense! thank you for you good advice Remco! 😉 👍

whole quarry
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no problem. I think its a common pitfall to feel like having to process every piece of feedback

brittle gulch
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Yeah I felt like this, making a too polished and maybe finalized game for feedback. I should split it.

whole quarry
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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

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So it can be difficult to maintain your own vision, sometimes submitted ideas can unlock more potential for more gameplay

leaden dust
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Which tasks are pretty performance expensive for blueprints and need to be shifted to C++ for maximum performance?

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I would like to know the majority of them

frank escarp
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@leaden dust anything involving loops

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and thats pretty much it, really

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also, avoid tick as much as possible in blueprint

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you have timelines and timers for that stuff

leaden dust
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@frank escarp event tick?

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Like whatever runs every frame?

frank escarp
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yes

leaden dust
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Because I am basically being a jack of all trades

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but I have heard that in some cases blueprints can hurt CPU performance

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So I wanted to get in a bit of C++

wary wave
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you're unlikely to have problems with performance unless you write code that performs poorly

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in which case you'll run into the same issues in C++

leaden dust
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Then it is not really important to get into C++ unless I am doing hardcore optimization?

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I am not very into it because as I said

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I am doing all the things for my game

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From modelling to programming to level designing

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So learning C++ would probably be another burden

wary wave
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it's less about 'hardcore optimisation' and more a different tool for a different job

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if you're only dealing with basic gameplay etc, blueprint is fine

leaden dust
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And if I want to learn unreal C++ where do I start?

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I am installing Visual Studio for now

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But I don't really see many tutorials

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If I mess something up in this engine, I'll probably go back to unity where I am more familiar with the optimization stuff

wary wave
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the native code structure is more or less the same as Blueprint

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so you start with a basic understanding of C style languages and work from there

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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

plush yew
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anyone know why this isn't carrying over into the next level load?

cursive dirge
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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

sudden agate
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@plush yew Player Controllers do not "survive" a level transition

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they are recreated

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unless you enable seamless Travel

whole quarry
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@plush yew its a widget. Widgets get destroyes on level transition

plush yew
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yeah so in project settings

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there's the default input. I've been looking for a way to get that to just swap and save

sudden agate
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multiple lerps

whole quarry
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random link.. must not click it

plush yew
grave nebula
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It isn't random enough. Tis shadorforge!

whole quarry
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i can make a map like that on my own site too, doesnt make it shaderforge 😛

whole quarry
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totallynotscammy.nonoitsreal.hax.hacks/savewebsite/totallynothingwronghere/

lucid jetty
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Above link is legit.

grave nebula
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If it smells like shaderforge, it must be shaderforge. In case if it is not, well, it is not.

whole quarry
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@plush yew I think you can use Mask node and use the RGB pins to Add the other channels

plush yew
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@plush yew Yes the 4 way should do what you want

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thanks

timid shoal
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what would be best way to properly collison something like this ?

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i tried use complex as simple but doent seems to work ? (might be something with triangle mesh ?)

languid shard
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complex as simple should work

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are you using raycasting ?

timid shoal
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hmmm raycasting ?

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i opened default 3d person blank project

manic pawn
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did you make the mesh static/stationary in the level?

timid shoal
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trying that, i used C4D to U4 plugin to get this mesh here

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and seems like if use FBX import it works

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need to double check this

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yop :/ seems like converison plugin is having some different seting than default FBX import

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C4D->FBX->U4 works

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C4D->U4 doesnt

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ill try to compare and find the difference

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left is from plugin right is from Fbx any idea what could cause this ?

digital anchor
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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

manic pawn
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the collision "primitives" is about the simplified collision that the static mesh generated on import, which you don't want to use

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so whether that is 0 or 1 shouldn't matter

timid shoal
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ah oke

manic pawn
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I'm not sure why the left mesh would not be colliding

digital anchor
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yea, you said it doesnt work, but you didnt tell us what doesnt work? it goes through objects?

timid shoal
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if i use complex as simple, on imported mesh wia plugin playe goes trough

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if i use it on imported mesh via fbx it works

manic pawn
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this plugin must be doing something wrong 🤷

digital anchor
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Possible the capsule has "Complex on movement" disabled, you normally want that, try to add a simple collision on your mesh

manic pawn
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if you use complex as simple then it using simple queries should work fine

digital anchor
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oops, yeah

timid shoal
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i was able to pinpoint that issue is in mesh itself, probaly some toggle but cant figure out which one

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Could material have something to do with this ?

digital anchor
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no

timid shoal
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left is plugin right Fbx this is only difference in setting i see

plush yew
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where do you guys usually put your raw asset files?

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i just noticed the content folder is mostly uassets

manic pawn
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we have a SourceAssets folder next to Content with all the source files

cloud cobalt
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^

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Content-Sources for me

plush yew
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alright thanks agian

brave lark
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Which chat do I go to talk about toggling visibility for several hundred spotlights

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@ me with response please, going to grab coffee

main pebble
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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.

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Never mind. Hit 3 and somehow it ended up fixing itself 🤷

modern kite
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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

sudden agate
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I wonder, why is the LOD Proxy tool not a plugin?

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would make it possible to port it to version < 4.20

manic pawn
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it is a plugin

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it probably requires api that doesn't exist in old versions

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and why would epic care

sudden agate
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reputation

plush yew
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anyone know whats up with this? got everything on the steamworks checklist complete except this

plush yew
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i got it working by removing windows_content

solid sand
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in 4.20 they are focusing on baking kappaross

midnight yoke
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Where is a good place to shame unprofessional clients?

tall pendant
midnight yoke
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Scammer is worst than unprofessional imo. Unprofessional for me are those who fail in detailing requirements and then ask to refund the upfront payments

tall pendant
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Aye. I agree.

midnight yoke
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Like the whole point of the upfront payments isn't to avoid losing time with unprofessional people

bitter iris
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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

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Is that possible

patent siren
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good meme for the day

grim ore
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@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

plush yew
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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

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wtf is this lol

bitter iris
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@grim ore Ahhh cool, thanks dude

queen arch
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simple muzzle flash

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any ideas

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just to give player some feedback, doesn't have to look cool

kindred viper
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should be one in the particle demos somewhere .

white meadow
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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!

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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:

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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?

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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!

plush yew
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@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.

surreal viper
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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"

white meadow
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Thanks for the advice, guys! I'll give it a go now.

alpine star
surreal viper
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the error message you have literally says the problem

alpine star
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wierd that i dont have it tho

surreal viper
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indeed, windows/visual studio might messed up something 😢

alpine star
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weirder that i need it tho?

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why do i need 8.1?

grim ore
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because bacon is brown and epic requires it for the engine

alpine star
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fair enough

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but isnt bacon red

marble spire
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Hello guys

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is there any site where i can get models + animations?

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just for test, clearly

alpine star
marble spire
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):

marble spire
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nice sitew

grim ore
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you can download models and animation from the learn tab and the marketplace on the launcher

primal plinth
#

is there a support sector arround here??

marble spire
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can i use mixamo well in unreal engine 4:

grim ore
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Mixamo can be used in her with some tweaking

gilded vapor
#

Oh @grim ore you are here. I learned shaders watching all your wtf materials

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thank u for being you

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Tomatoes

marble spire
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any easy fix for blurred screen on simulation?

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nvm

plush yew
#

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

thorny cipher
#

Looking at using perforce for UE4, anyone used it before?

weary basalt
#

Whats your team size?

#

😃

marble spire
#

Guys

#

i made a jump animation in a 3rd person

#

but when i also fall from a bridge, it starts to jump

forest quiver
#

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

pine parcel
#

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.

marble spire
#

is there a way to make a blend space for a punch animation?

visual hollow
pine parcel
#

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.

plush yew
pine parcel
#

Ah nice didn't even know that channel existed, thanks 😃

plush yew
#

me either lol someone told me

#

np

brittle gulch
#

Hi guys, does the radial damage not effective when the damage origin is too close to the receiver? 🤔
Here's my issue :

frank escarp
#

@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

brittle gulch
#

Oh okay, thanks, I'll give it a try

zinc bison
#

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

paper kernel
#

how come nobody does community hosted servers anymore?

zinc bison
#

capitalism idk

brittle gulch
#

(Just to say that it worked perfectly! Thanks again!)

cloud cobalt
#

@paper kernel For games ? Well, big titles don't even do dedicated servers anymore

paper kernel
#

but why

cloud cobalt
#

Too costly

paper kernel
#

to have community hosted servers?

zinc bison
#

@cloud cobalt really? they dont typically use dedicated servers? :/

cloud cobalt
#

Self-hosted community servers are too costly, community hosted too problematic

paper kernel
#

why problematic?

cloud cobalt
#

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

paper kernel
#

I'm sorry my brain can't connect the dots on poor server performance and game reputation

zinc bison
#

i think it probably just depends on the game itself

paper kernel
#

if it was cloud server hosted by the game company and it lags a bit then it would be 100% company fault

zinc bison
#

minecraft does it fine, because its a very community driven game

cloud cobalt
#

Buy a game, play on server, have a shit experience, ask for a refund

zinc bison
#

league of legends for example, is not

paper kernel
#

every source game apart from Dota has dedi hosting

cloud cobalt
#

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

paper kernel
#

you can add P2P as an alternative

cloud cobalt
#

Well yeah, everyone does P2P or some variant now

#

Unless you're doing actual competitive games

zinc bison
#

hmm

#

sucks that im trying to do a competitive game rofl

cloud cobalt
#

Splatoon 2 of all games doesn't have dedicated servers

#

Destiny MP doesn't

#

etc

zinc bison
#

oh god yeah, that kinda annoys me about splatoon tbh

paper kernel
#

Destiny is weird P2P system

cloud cobalt
#

Competitive game = need a dedicated server or a secure, unhacked console

#

Not community hosted either, real secure dedis

zinc bison
#

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

paper kernel
#

the heck does unhackable console even matter, aimbots work now based on image recognition anyway

#

in context of shooter games

cloud cobalt
#

Can't run that if the console isn't broken

paper kernel
#

its based on stuff in video buffer, no console needed

cloud cobalt
#

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

paper kernel
#

either way, none of the current server models prevent cheating

#

why put in the investment of 3rd party hosting

cloud cobalt
#

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

zinc bison
#

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

paper kernel
#

it's not impossible

zinc bison
#

hmm

paper kernel
#

but you gotta budget your bandwidth really well

zinc bison
#

hmm I see

paper kernel
#

and not slap multicast on everything

zinc bison
#

hah yeah

#

hm maybe i should reconsider amazon. not that im at that point yet, but thinking about options is good

cloud cobalt
#

I usually advice indies to stay away from large-scale PVP

zinc bison
#

aww

paper kernel
#

I would imagine it's fine if you know how to add up the bytes

cloud cobalt
#

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

zinc bison
#

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?

paper kernel
#

that is a good design aspect to consider, sales can't rely on MP

zinc bison
#

this would also mean i could start with P2P and it'll be cheap

paper kernel
#

and if possible, be honest how many players are online so people don't sit in match queue for nothing

zinc bison
#

good idea 😃

paper kernel
#

it's not shame for indie game to have 50 players online

#

for someone like activision, 150 players online is a shame

zinc bison
#

I'd be happy if 50 people were playing hah

cloud cobalt
#

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

zinc bison
#

whats your game stranger?

paper kernel
#

you split it by 24 timezones and you don't get much average

plush yew
#

my game is on steam and i am capping my ded servers at 8 players rn..

#

only for beta tho

zinc bison
#

gothic, are you hosting the server yourself?

#

or are you using some cloud service

plush yew
#

t2.micro ec2

zinc bison
#

interesting

plush yew
#

free tier, less than 1 gb ram for my game ded server

#

yep

zinc bison
#

so amazon

plush yew
#

i never say amazon directly 😛

#

lol

zinc bison
#

xD

plush yew
#

are you trying to make a ded server? i wrote a guide for it

#

my friend jtxp helped me

zinc bison
#

oh man, yes I would love to see that guide

#

😮

plush yew
#

sure i will dm it . it has some links and stuff

#

holdon

zinc bison
#

thanks!

tender dome
#

what is the use of editor symbol for debugging?

worn sparrow
#

Back after a few months, this release seems to be a bit buggy. anyone else?

#

🤔

cloud cobalt
#

@tender dome You can debug the engine when you get a crash

tender dome
#

should i download it or not?

cloud cobalt
#

@tender dome Well do you need to debug the engine because you got a crash ?

tender dome
#

nope.

cloud cobalt
#

Then don't download it !

tender dome
#

i thought it was those warnings/errors that you get when somthing is wrong in BP somewhere

cloud cobalt
#

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.

marble spire
gleaming latch
#

hello

#

I am new to unreal engine

#

like really new

#

can someone please help me?

#

where do I start when making a game?

digital anchor
#

@marble spire you probably left a widget property bound to a function

bitter iris
#

How come i get a light leak at the corner straight ahead? there isnt a gap

languid shard
#

lower the shadow bias

flat frost
#

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

bitter iris
#

@languid shard wheres that my dude

languid shard
#

check in your directional light properties

bitter iris
#

ahh thanks

grave nebula
pallid compass
#

lmfao

languid shard
#

spot on 😄

flat frost
#

@grave nebula did you just make this? :D

cloud cobalt
#

Sounds accurate

grave nebula
#

The web is dark and full spoilers.

bitter iris
#

lmao

flat frost
#

"t.MaxFPS = "0" LastSetBy: ConsoleVariablesIni" stop lying to me editor

languid shard
#

can you even tell the engine to have 0 as your MaxFPS ? 😂

flat frost
#

0 is usually unlimited

languid shard
flat frost
#

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

languid shard
#

how about creating your own templates @flat frost ?

#

with your engine ini files already setup

flat frost
#

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

languid shard
#

was more thinking about every new project (instead of engine) you create

#

template you make in your Epic Games\UE_4.20\Templates folder

flat frost
#

these are editor settings that should apply to every project i open

languid shard
#

cant you set these in the DefaultEditor.ini file ?

#

or DefaultEngine.ini

flat frost
#

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

lilac citrus
#

guys... what is this and how do i get rid of it?

silver crown
#

What is what @lilac citrus ?

lilac citrus
#

that big blue square @silver crown

#

nvm..

#

im just stupid

silver crown
#

What was it?

lilac citrus
#

show floor.... xd fk me im stupid... 😄

silver crown
#

lol

marble spire
#

anyone here know a tutorial about a aura effect?

#

in my character

trim oar
#

how do i set up displacement in a material funciton?

plush yew
#

hi

#

how to post looking for talent?

pallid compass
#

check pinned in there

static kiln
#

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

carmine wind
#

because right now its showing the character of the first player

pallid compass
#

is that a plugin?

#

like not sure what ur refaring too

#

the capture comp or the HUD or what

plush yew
#

anyone know why my game wouldnt show up in google play on bluestacks?

leaden garnet
#

Is it publicly launched and available? OS version? @plush yew

plush yew
#

yes and 4.0+

#

search GlitchPets

leaden garnet
plush yew
#

yeah, is that from bluestacks?

carmine wind
#

@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

plush yew
#

@leaden garnet also trying to find a way to make it pop up by searching glitch pets instead of only glitchpets

cedar snow
#

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
#

@cedar snow OnOverlap == check

#

Or BPI

cedar snow
#

@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

kindred viper
#

worst spotify playlist ever

cedar snow
#

though i'am afraid that it's probably not going to scale very well if have to do type checks

zinc bison
#

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

lilac citrus
#

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:

ivory gorge
coarse wigeon
#

How long has 4.20 been in staging?

#

Looks like we are getting some landscape improvements from fortnite

quaint hare
#

hey guys, anyone able to help me with an issue I have been having with projectile collision?

graceful grove
#

@quaint hare Explain your issue and then people will tell you whether they can fix it 🤔

quaint hare
#

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.

digital anchor
#

click the Sphere and show us the collision settings

rose quartz
#

is there a way to set all StaticMesh use Complex to simple collisions?

digital anchor
#

that would be really bad, why you want that? two static meshes using complex as simple wont interact with eachother

quaint hare
digital anchor
#

its set to overlap the world, you want to collide with it (block)

quaint hare
rose quartz
#

@digital anchor because its for dooropenings to enter a room

digital anchor
#

create the collision with simple shapes @rose quartz

quaint hare
#

why would it use those collision settings when the preset has these values 🤔

digital anchor
#

@quaint hare you can also change in each object using Custom Preset

#

iit will enable the checkboxes

quaint hare
#

@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.

rose quartz
digital anchor
#

yeah, i suggest to delete that green box, and place collisions manually (Collision > Add Box)

rose quartz
#

Damn thats a lot of work and then you have the same as a Complex collision

digital anchor
#

@quaint hare you mean that it still dont work with those settings? is the ground set to collide with the projectile too?

rose quartz
#

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

quaint hare
digital anchor
#

well u can use complex, just saying that using for ALL objects is not a good idea

quaint hare
#

this is the ground

#

it still phases through it.

graceful grove
#

I don't think ProjectileMovement has any default behavior for collision

quaint hare
#

so the issue is that I am using projectile movement?

rose quartz
#

@digital anchor well i mean the walls in the Map

#

its like 31 static meshes

graceful grove
#

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

rose quartz
#

so thats why i looking for all to set it to Complex to simple in the project settings or something

quaint hare
#

@graceful grove even after removing the projectilemovement component

#

it just goes through my floor.

graceful grove
#

Your colliding component needs to be the root component

digital anchor
#

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

quaint hare
#

@digital anchor i enabled physics to get it to fall.

#

and, after doing that..

digital anchor
#

yeah, on your screenshot it was disabled, i missed that it wasnt the root component

quaint hare
#

it still goes through the ground

#

but

#

only if i have simulate physics enabled

#

if i dont have simulate physics enabled

#

it doesnt move

graceful grove
#

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

digital anchor
#

those components dont show in the hierarchy

#

and yes they have code to move without and with physics

marble spire
digital anchor
#

yes

quaint hare
#

@digital anchor what do you mean by that?

digital anchor
#

by what

quaint hare
#

those components dont show in the hierarchy

digital anchor
#

Non scene-components, they dont go into the hierarchy

#

i mean, the components tree, the little arrows

graceful grove
#

Oh dang you're right, I'm dumb

quaint hare
#

right, this is a blueprint actor I created. They are only generated when I right click

digital anchor
#

anyway

#

still not working?

quaint hare
#

no

#

without simulate physics they float

#

and with it

#

they fall through the ground again

digital anchor
#

i just setup one here and it worked fine, Projectile movement, block world, no physics or with physics, both work

marble spire
#

Guys

#

sorry to ask again, but

#

is posible to make a aura effect(Like a rage/awakening mode)

#

for my character?

digital anchor
#

everything is possible

quaint hare
#

@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.

graceful grove
#

@quaint hare You need to enable SimulationGeneratesHitEvents

#

I think 🤔

digital anchor
#

thats only if he needs EventOnHit on his blueprint

graceful grove
#

I booted up a project and had my stuff fallin' through the world until I enabled it 🤔

#

but I"m not a smart man

quaint hare
#

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

zinc bison
#

is it supposed to fall through the ground? 😮

digital anchor
#

its improving

#

xd

quaint hare
#

its not supposed to.

#

but, this is wierd.

#

i tried changing it to custom to play with the collision

digital anchor
#

two things i can think of, the velocity is too low, or its colliding with your character

quaint hare
#

when i set it to overlap with pawn

zinc bison
#

(that was totally meant to be a joke lol)

quaint hare
#

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.

digital anchor
#

change the linear dampening

quaint hare
#

😄

#

ty so much guys

digital anchor
#

np

#

altough if simulating physics you dont need the movement component :p

quaint hare
#

right.

#

im gonna be toying with it a bit

#

but now I know like..

digital anchor
#

well, having it allows setting the initial velocity at least

quaint hare
#

whats causing it. kind of.

digital anchor
#

and it there wont be any overhead so its safe to let it

quaint hare
#

right

#

im gonna see what I can do about the collisions

#

OHHHHHHHHHHHHHHHHHHHHHHHHHHH

digital anchor
#

👀

quaint hare
#

this was set to query only

digital anchor
#

🙃

marble spire
#

do anyone know a tutorial

#

to do something like that

#

this aura effect

plush sky
#

Would that be a particle effect?

marble spire
#

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?

storm venture
#

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.

dapper quest
#

Has anyine got a bizzare object or character they need rigged

plush yew
#

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

storm venture
#

@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'

marble spire
#

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

pallid compass
#

Dont use particle use col sphere

grim sinew
#

It could be worse.

#

It could be way worse

uneven fractal
#

yeep

#

I've seen horrors

manic pawn
#

wtf you can connect multiple things to a set visibility node

uneven fractal
#

did I blow your mind?

manic pawn
#

I just never noticed that before lol

uneven fractal
#

it's pretty convient for reducing bloat

glossy flame
#

A lot of the target pins in default functions can act like variadic inputs.

#

It is pretty convenient 🙂

fiery harbor
#

@bleak copper hey, I just thought, are you still streaming development of your game? 😃

marble spire
#

i fell all my aniamtions are a little slow

#

the punch, rolling

#

is there a way to fix all together?

plush yew
#

hi

bleak copper
#

@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.

fiery harbor
#

@bleak copper oh! what exactly was the goal of the stream?

bleak copper
#

The goal was to make a proof of concept entirely on stream.

#

And I did. And it worked. But yeah.

fiery harbor
#

hm, ok. did you release that demo or something like that?

bleak copper
#

Yeah, but it was a very limited release.

#

Linux and Windows.

#

I can pass you the build if you like.

fiery harbor
#

why do you call that "limited"? 😄

bleak copper
#

Because it went to... like... five people lol

fiery harbor
#

ah, I thought you meant limited because its "only" linux and windows

bleak copper
#

Nah.

fiery harbor
#

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 😄

bleak copper
#

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.

fiery harbor
#

@bleak copper not your best work? how many other UE4 games have you done that are better? 😄

bleak copper
#

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

fiery harbor
#

ah, no longer PC perspective?

bleak copper
#

Still there, but much less active.

fiery harbor
#

are you doing UE4 stuff at your work now, or only other stuff?

bleak copper
#

No game dev stuff at work.

#

But a whole bunch of random crap.

#

Last couple months was mostly VB

fiery harbor
#

visual basic?

bleak copper
#

Yuuuuuuuuuuuuuup

#

Thankfully VB.net 2017, but yeah.

fiery harbor
#

c++ is probably more fun 😄

bleak copper
#

Yuuuuuuuuuuuuuuuuuuup

#

Some projects are C/C++

#

Most of those are cleaning up matlab-generated code from PhDs, though.

fiery harbor
#

so every time I click on "view current lobby", the game crashes?

#

"create a server" also crashes?

bleak copper
#

?? Did you extract the zip correctly?

fiery harbor
#

I think so, just like any other zip

#

join a server button works

#

exit button works too

bleak copper
#

Weird.

fiery harbor
#

sometimes "view current lobby" works

#

and then crashes a few seconds later

#

always getting that UE4 crash reporter

bleak copper
#

Seriously weird. Works great here.

fiery harbor
#

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

bleak copper
#

Ah

fiery harbor
#

which engine version is that?

bleak copper
#

That's 4.16

fiery harbor
#

ok

bleak copper
#

OHHH you're TDRing

#

How old is your driver?

fiery harbor
#

I'm on the driver from december I think, I downgraded to that one since newer ones seem to have some issues

bleak copper
#

Ah okay.

#

I'm guessing NVIDIA?

fiery harbor
#

yeah

bleak copper
#

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.

fiery harbor
#

TDR?

bleak copper
#

TDR is when Windows thinks your GPU is hung, it'll reset it.

fiery harbor
#

ah

bleak copper
#

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.

fiery harbor
#

yeah makes sense

bleak copper
#

But it sometimes false-positives, which GPU vendors fix drivers for.

fiery harbor
#

I have to sleep anyways, so I just hope it will work tomorrow 😄

bleak copper
#

Heh cya

#

It's usually a bug that relates one specific GPU to one specific driver version.

fiery harbor
#

yeah, I'll tell you tomorrow if I got it to work 😃

ancient spade
#

Hi! Anybody up for some testing?

dapper sparrow
#

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

ancient spade
#

It's fully made in Blueprints

fossil ore
#

Is there a way to increase Lighting Channels in UE4?

#

3 feels like It's not enough :\

cloud cobalt
#

How do you need more than that ?

#

They're already not even handled anywhere

fossil ore
#

They're not handled anywhere because nobody cares, except people who care :D

#

I'm currently using UE4 for rendering

grim sinew
#

There is no way to do more than that in the engine that I'm aware of

cloud cobalt
#

I care too @fossil ore , just being honest

plush yew
#

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

storm venture
#

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.

fathom frost
#

How do you crean a UFUNCTION in Javascript with Unreal.js?

leaden galleon
#

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? 😄

frank escarp
#

automated testing in my game

#

implemented today

#

mostly experimenting to see how does it work

trim tapir
#

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

ivory gorge
#

sometimes have the same problem if i export something from blender without first applying the modifiers

trim tapir
#

What modifiers?

fathom frost
#

Can someone please help me? What can I use as a Canvas to draw and get the mouse coordinates when doing so?

plush yew
#

why does it take the editor 20 minutes and freezing your computer just to delete a folder?

cloud cobalt
#

Because it has to check everything to update assets that might depend on deleted assets

fossil ore
#

Anyone here uses Nvidia GameWork features?

#

I don know how to use VXGI

tall pendant
#

I used VXGI 2.0 and Flow. My conclusion both are not production ready yet. But they are pretty interesting.

rose quartz
#

Is there a way that unreal can use like 2 ssd 1 for reading and 1 for writing?

cloud cobalt
#

Why

rose quartz
#

Because then you have all the speed of the disks

cloud cobalt
#

Check first that your SSD is able to saturate the speed of the SATA controller

#

Spoiler : it's not

#

What's the problem ?

rose quartz
#

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

cloud cobalt
#

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

rose quartz
#

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?

cloud cobalt
#

Ask questions, wait for answers

#

Don't ask people to ask you to ask your questions

fossil ore
#

@tall pendant

How hard is to get VXGI to work?

rose quartz
#

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

cloud cobalt
#

Use material functions

fossil ore
#

Material into material?

#

Material Instance?

#

Convert things in Material window into parameters (or whatever its called)

rose quartz
#

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

cloud cobalt
#

For that, a material instance works best

#

Create wallpaper material, have a color parameter

#

Create one instance per room, apply instances, and change colors

frank escarp
#

i think he wants a material layer/function

rose quartz
#

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

cloud cobalt
#

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

rose quartz
#

oke Ill will try that 😄

tall pendant
#

@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.

fossil ore
#

I already have

#

UE 4.19 + gameworks

#

But i dont know how to use it....

slow python
#

I have game I am working on if you want to try ask I will give you download link

tall pendant
#

You literally just put an pp volume into your scene and use the appropriate checkboxes to activate vxgi. @fossil ore

tender dome
#

What is the difference between directional light and spot light?

cloud cobalt
#

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.

limber bough
#

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

tender dome
#

What is attenuation? @cloud cobalt

fossil ore
#

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"?

plush yew
#

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

trim tapir
#

I used to use obj

#

But noe I need fbx

#

For anims

cloud cobalt
#

Incorrect smoothing groups

trim tapir
#

I thought so

#

Fix?

cloud cobalt
#

Depends on your modeling software

trim tapir
#

Blender

cloud cobalt
#

What does your object look like in Blender with "smooth" shading ?

trim tapir
#

Like the obj one above

#

Maybe it's an export option?

#

For smoothing groups

cloud cobalt
#

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

trim tapir
#

Yea it does

#

I haven't messed around with shading yet

earnest elbow
cloud cobalt
#

@trim tapir Set your mesh to smooth shading, and use edge split modifier

trim tapir
#

Ok

trim oar
plush yew
#

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

plush yew
#

why I can't mathc these- I must to do it

#

here

rocky kayak
#

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

plush yew
#

okay

#

can you help me for the second screenshot?

rocky kayak
#

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?

plush yew
#

help me for this screenshot-I fix the firs screenshot-can you?

#

what to do to can match them?

rocky kayak
#

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