#ue4-general

1 messages ยท Page 265 of 1

manic pawn
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does the crash reporter open

plush yew
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Yeah

manic pawn
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it should display a callstack

plush yew
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A callstatck ? What do u're meanin about it ?

manic pawn
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if it doesn't, go to the launcher, options on your engine version, install debug symbols for editor, try again

plush yew
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"You do not have any debugging symbols required to display the callstack for this crash."

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I have only this message

manic pawn
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yeah, then do above, it will be able to display the callstack then

plush yew
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How ?

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"Debug logging" ?

cloud cobalt
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Install the debug symbols from the launcher options of your engine

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In the Epic launcher

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~15GB download

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Then restart the engine from Visual, wait for the crash

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Yiou'll have the call stack

plush yew
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wow

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Where's the launcher options ?

cloud cobalt
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Small arrows on your engine version in the Epic launcher

plush yew
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"editor symbols for debugging" ?

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i selected it

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It's installing

potent wing
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wait im gonna ask a really stupid question, i didint install Nvidia Tegra on Android SDK, is this fine? because i didnt add any C++ or stuff

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my engine also cannot detect Visual Studio even tho its already installed

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guidence?

plush yew
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@cloud cobalt Fatal error: [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 182] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')

cloud cobalt
#

Sounds like a driver issue

plush yew
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And how to solve it ?

manic pawn
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you don't have to ask every little thing, google exists

cloud cobalt
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Whats your hardware

manic pawn
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take the error message and search for it

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there are lots of results for this specific one

plush yew
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I have searched.

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My hardware ? Like ?

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Or nothingelse, i will switch to another engine.

frosty bloom
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if that's your solution to problems you will run out of Engines

bitter iris
plush yew
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I'm trying to verify

bitter iris
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Okay

cerulean nova
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@plush yew Whats your OS ?

plush yew
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Windows 10, 64 bits.

cerulean nova
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whats your GPU ?

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u have an SLI setup?

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something from GTX series below the 1000er

plush yew
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What is SLI ?

bitter iris
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series below 1000?

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SLI is 2 + gpus

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What gpu do you have

plush yew
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How can i see my gpu ?

bitter iris
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Get HWMonitor

plush yew
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I used dxdiag

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Intel(R) HD GRAPHICS

bitter iris
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owe

cerulean nova
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yeah onboard

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its your CPU

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your computer doesnt have a gpu

plush yew
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It's a 400$ pc xD

cerulean nova
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yeah and a modern gpu costs 600+

plush yew
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CPU: Intel(R) Celeron(R) CPU J900 @ 1.99 ghZ

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4 core

cerulean nova
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there u have your problem

bitter iris
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Probs best running unity or something

frank escarp
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i would be surprised if unity runs on that

plush yew
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...

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Ohhhh shit :c

bitter iris
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Might need to upgrade my dude

plush yew
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So i can't create my game :c ?

cerulean nova
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u could fiddle around with some kind of RPG maker that looks like pokemon ๐Ÿ˜‚

bitter iris
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GameMaker

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if that still exists

plush yew
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:c

astral marsh
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Hey guys

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i made a small ai for my game

livid haven
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Game Maker is still a thing, pretty sure. Or maybe that's RPG Maker? Not sure.

astral marsh
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i put it in my editor

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and when i click play

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its invisible

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i checked everything

plush yew
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I wanna kill myself

astral marsh
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and its ticked to visible

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please help

bitter iris
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@plush yew Please dont

livid haven
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Been in the server for just a few minutes today and I think I've already been here too long. X|

plush yew
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My life is so bad D:

cerulean nova
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my pc is 5 years old and has 8 cores

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for the money u payed you should have gotten something like ryzen + cheap 1050

bitter iris
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Lost count on how much my pc is

plush yew
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Yeah but i'm 15 years old, and i'm having any money x(

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lool

gleaming latch
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my pc is 250$

bitter iris
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Mines somewhere over 3,000

cerulean nova
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yeah but u have a pc for 400 u sayed

gleaming latch
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My parents have a lot of money but they prefer not spending it on gaming too much because they like when I work hard to earn things

frosty bloom
bitter iris
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#why

frosty bloom
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read the banner.

bitter iris
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We are discussing his PC not being able to run UE4

cerulean nova
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its about a guys pc that is to bad for UE 4

frosty bloom
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I see more bragging, pitying and social chatter than anything else.

cerulean nova
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if ur not familar with the whole conversation dont read the last line and play Channel police

frosty bloom
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Which is more of a social thing i believe.

gleaming latch
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btw is it possible to make a model in unity and import it as a landscape in unreal?

plush yew
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There are not another engine for create 3d games, except unreal engine ?

cerulean nova
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depends on the export format or not ?

bitter iris
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unity but like vblanco said surprised if it runs at that spec

plush yew
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C++ only.

gleaming latch
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ergazia u can use unity, java script and many more

cerulean nova
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@plush yew there are quiet a alot but ur computer doesnt have a GPU so you wont get far on any other engine also....

plush yew
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yeah but, i'm c++ developper

manic pawn
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how did that pc even cost 400

bitter iris
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depends what currency

manic pawn
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๐Ÿค”

plush yew
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what is currency ? i'm not english, sorry x)

bitter iris
#

What country you from

plush yew
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French

bitter iris
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400 euros for that pc?

plush yew
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Buy at supermarket xD

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it's my first computer

bitter iris
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Take it back

plush yew
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Don't judge me xD

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I can't

bitter iris
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Youve been ripped off dude

manic pawn
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^

plush yew
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Since 4 years what i'm having it.

gleaming latch
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is someone free to help me make a game in unreal please?
I am new to this engine and I am really lost in all of those unclear tutorials

plush yew
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Snoovvy u r lucky to use Unreal.

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I can't ! :c

manic pawn
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usually people buy new pcs, with modern hardware, more often than every 4 years

gleaming latch
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ergazia what is your budget for a new pc?

plush yew
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I don't have any money

gleaming latch
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and which currency do you use?

plush yew
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But what is "currency" ?

gleaming latch
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usd, cad , ect

plush yew
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Still not understand

gleaming latch
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do you use american dollars?

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I use canadian

plush yew
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No, euros.

gleaming latch
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I can find u a decent pc build for 300$

bitter iris
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Can get a cheap AMD FX build for about 200 euros

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pushing it at 300 for a decent gpu

plush yew
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I'm having 17.55 $ :x

languid shard
plush yew
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Heyyy i'm a poor boi xD

languid shard
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go do some laws then

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get some cash with small works

plush yew
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Yeah but

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In french we can't, it's not US or London.

gleaming latch
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I am french canadian

plush yew
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I understand

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I need to buy a new pc

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It will be long

gleaming latch
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here

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Budget pc

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it will cost 300 euros

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and its can handle unreal

bronze estuary
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Probably won't be able to handle big and/or detailed levels/assets

cinder iron
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it wont

tawdry narwhal
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anyone here developing an RTS in UE4?

cinder iron
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@tawdry narwhal shoot

tawdry narwhal
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wondering what's the best way to implement movement path indicators

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i.e. path segments coming from PathFollowingComponent

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atm I'm using runtime procedural meshes, not sure if there's a more "standard" approach

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I imagine using splines would be another way to go

queen arch
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how do i rotate this in the umg?

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(without writing a script)

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never mind "angle" under transform

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found it

copper mason
vivid terrace
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Hi, so I have had Unreal for about a year now, and have been putting off learning anything since the day I got it. I have no clue where to start, it all seems so overwhelming

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What do I learn first?

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I have no experience with coding, I am only experienced with Cinema 4d, modeling, and animating

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My friends are all coders and I just make concept art for our Terraria mod.

dull willow
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How do i enable the mouse cursor?

vivid terrace
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I have Visual Studio and Unreal 4.19 installed.

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Where do I go next?

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I already have plenty of ideas for the game and some concept art

fair violet
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@vivid terrace start with any of the many docs, YouTube tutorials and launcher example content

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You can dive in with some examples and play around or systematically learn each concept you want from the ground up (there is a good beginners tutorial series on the official UE4 YouTube channel)

dull willow
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I can't find anything about "Show Cursor" ๐Ÿค”

vivid terrace
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Does that teach C++ as well? Or should I learn it separately first?

fair violet
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@dull willow there is a bool you can set. The first google result shows how

dull willow
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I can't find that though ๐Ÿ˜›

fair violet
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@vivid terrace for C++, I recommend Ben Tristem courses and the Tom Looman course

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Along with referencing ShooterGame

vivid terrace
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From Udemy? Im pretty sure I bought that one

fair violet
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@vivid terrace yes! Nice get into it!

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@dull willow Player controller -> Show Mouse Cursor = true

dull willow
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Ahh i had to disable Context Sensitive ๐Ÿ˜„

copper mason
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@vivid terrace I recommend starting on Youtube: https://www.youtube.com/watch?v=w4XlBKeE46E&list=PLZlv_N0_O1gasd4IcOe9Cx9wHoBB7rxFl; then following Tom Looman's tutorials here: http://www.tomlooman.com/

In this video, learn the basics of the user interface in UE4 to help optimize your workflow. (00:04) - Introduction (01:00) - Opening the Editor (01:50) - Th...

โ–ถ Play video

Homepage of my portfolio and portal for unreal engine 4 tutorials, guides and development blog for Switch.

lunar scaffold
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Hey Anyone know how to make that wanna a alert goes in a Bank then the cops come too the bank?

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I am making a Heist Game Like Payday 2

grim ore
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That is going to be specific to your game as we don;t know how your systems are designed. From a high level perspective you would have whatever can trigger the alert do whatever you need to do to trigger the events for your cops.

silk sleet
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I'm doing procedural voxel terrain right now, everything runs pretty smooth at this scale just using instanced static meshes (1 for each block type).

Seems to get pretty slow when there's a few islands around.

Can someone point me towards a more proper way to do this? Procedural meshes?

I haven't been able to find source for any of the unreal minecraft ports or anything like that

graceful grove
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@silk sleet I've seen an approach using procedural mesh chunks (think 16x16x16 minichunks built from voxel data) that does a greedy optimization pass to optimize out unnecessary verts. How you actually achieve that though, I'd search for tutorials ๐Ÿค”

silk sleet
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I'm sure I could figure it out eventually. Just didn't want to dive into a rough night of procedural meshing if there was a common engine for it or something

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@graceful grove thanks!

graceful grove
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@silk sleet I'll pass it by the person who's implemented this system and see if they couldn't do a brief explanation

silk sleet
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that'd be awesome, thank you

gleaming lotus
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Anybody good at math? Trying to figure out a parabolic math equation for my weapon system.

silk sleet
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I could give it the good ol college try for ya mate

digital anchor
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@silk sleet There are plugins, if you dont feel like doing yourself

gleaming lotus
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Noice, I'm trying to create a system where you input two constant floats (Range / Damage), and a vector length float, and then output a damage float.
The system would ideally work to make pistols a higher damage at close range than a rifle at close range, and a rifle to have better damage than a pistol at long range, but still lower damage than if either were at close range.

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Also that procedural terrain looks dope ๐Ÿ˜ƒ

marble spire
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Guys, after a disable moviment, how do u i enable again?

silk sleet
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@digital anchor any specifics? Honestly I'd rather not implement it myself for the prototype if I don't have to

gleaming lotus
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@marble spire Get the player movement component, and set the movement mode again

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Disable movement just sets the movement mode to 'NONE'

worn granite
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@gleaming lotus why not just make a curve

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range on one axis, damage mod on the other

gleaming lotus
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This is what I'm trying to do, but I cant work out the math in my head for it

marble spire
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Thanks

gleaming lotus
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np

digital anchor
worn granite
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@gleaming lotus there's an asset you can create called a CurveFloat or FloatCurve. The actual classname is UCurveFloat

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Get a spiffy editor also

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Something like this

gleaming lotus
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ooo

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And how does this work?

worn granite
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Like the actual asset or how you would use it?

gleaming lotus
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Both?

worn granite
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Usage is simple

silk sleet
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@gleaming lotus well a very easy way to do this would be linearly after a certain distance

if range < damage_falloff_start, return damage

else, return damage * ((range - damage_falloff_start) * damage_falloff_per_unit)

worn granite
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UCurveFloat* MyCurve;
// .. fill the var
MyCurve->GetFloatValue(PositionXFloat);```
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The way you use the asset is easy - you specify points and the in/out interpolation mode for the points.

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You can have linear or easing or some other stuff.

silk sleet
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@digital anchor I'll take a look, thank you

worn granite
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And the way the asset works is that it takes the points and interp stuff you set via the editor and it will generate a mathematical spline with that setup.

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Not sure if it bakes the outputs or not.

gleaming lotus
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Thanks for the help guys, I'm just looking up some documentation on Curves..
So essentially I create a Curve for each weapon, and then imput the range on that curve and it works out where its plotted on the curve to return a damage float?

worn granite
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Yes, generally.

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If you want the actual math because you wanna know how it actually works, lemme know if you find a resource on that

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haha

gleaming lotus
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This actually makes it easier, I'm more of a visual learner ๐Ÿ˜ƒ

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Thanks though, I'll look into this!

silk sleet
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@gleaming lotus sorry I mean
damage - ((range - falloff_start) * falloff_per_unit)

gleaming lotus
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Thanks Jason, I think I'm going to look into curves instead. I appreciate the support though! ๐Ÿ’ช๐Ÿฝ

silk sleet
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yeah I didn't even know about that lol

marble spire
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To start making a enemy, with IA, for the first time

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whats the sequence i should do?

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start making a enemy who can die > after that what

grim ore
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figure out what you want it to do

marble spire
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I want him to walk around(Is a scroller game), and when i come closer, it starts to atack me

grim ore
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side scroller?

marble spire
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a 2D game

grim ore
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and using 2d or using side view 3d

marble spire
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view 3D

grim ore
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now is it something like mario where the AI is simple, back and forth for the most part, or something more advanced?

marble spire
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well, it can be something simple in the start

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since ive never used IA

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but in my head is something with attacks, animations

grim ore
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well you have something like a mario goomba which is not even AI it's just moving from A<->B, or you get something more advanced like enemies in newer games that actually have patterns.

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and hunt the player

marble spire
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Thats what i want

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something like with a viewsize

grim ore
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since you are using 3d you might be able to utilize the existing nav mesh system and build and AI using that so it can move towards the player

marble spire
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will check it out

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Thanks

worn granite
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Yeah and you can have them do jumps and stuff

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been a while since I looked at nav links but they seemed easy enough

grim ore
marble spire
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oh, gonna see that

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i dont know if im retarded or what, but i was only able to find third person AI, and since ive started this week with UE4, i dont know if is the same thing or what

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so thanks Mathew

grim ore
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depending on how you set it up the 3rd person stuff is pretty much the same if you use it for side view as your just restricting the view with the camera and not actually making it pure 2d

worn granite
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It'd be possible to do a navmesh with pure paper2d IIRC, but 3d definitely makes it easer.

marble spire
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thats what i heard

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ive started using a 2D with sprites

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but i found 0 info about it

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so im doing with 3D now

grim ore
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yeah there is a video on that as well but man using Paper2D itself is already asking for fun out the door

marble spire
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basically the lvl design is the last thing i should do, right?

worn granite
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Kinda

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you need levels to test the gameplay, but you should have gameplay before making the final levels

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Doing an art pass is probably the last thing you should do, though

grim ore
#

make a basic level, implement the features needed to make the level "feature complete". create a real level then figure out what more features you might need. Add those new features to your basic level. repeat till game is done.

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that way you have goals to meet like "I need a platform that moves", "I need AI that patrol on platforms", "I need a coin", "I need to keep track of coins", etc.

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and the entire time you can be polishing art or making new art/fx to improve as you go along. It seems to be pretty common that the first level in a game is the last one made so it's the most polished in the end. good first impressions and all

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plus no point in designing a tutorial if you don't have all the features planned out or in place yet

marble spire
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thanks\

worn granite
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Also don't be afraid to straight up remove a level if it starts to not fit with all the best ones

grim ore
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never be afraid to work 10 years on a game then scrap it because it's junk. Tho you should probably let other people try it first as devving on the same thing for 10 years might make you a little crazy about the project ๐Ÿ˜›

worn granite
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Never be afraid to scrap 40 years of code towards an operating system because the OS is junk. Otherwise you end up with Windows.

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Also definitely change careers every time you have a mediocre day

keen condor
#

Lambda with that solid advice.

worn granite
#

Rocket Science just isn't doing it for me anymore. Time to be a Veterinarian

keen condor
#

Can learn any job on google

brisk osprey
#

Whats the right chat to ask about shade complexity ?

digital anchor
gleaming lotus
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This is working great @worn granite

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Thanks for the help, these Curves are awesome

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(shout out to @grim ore for the yt vid) โค

worn granite
#

np =D

dull willow
#

So hi i made it so i only controll the chracter when i hold right click how do i make the mouse NOT move while doing so?

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If i hold right click i hide cursor and allows it to move the character but once i release the button it has moved the mouse

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Holy shit i suck at explaining

grim ore
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Get the mouse location where you hide it then set it back when you unhide it.

dull willow
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Is that the best way to do it? ๐Ÿค”

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Is there no such thing as "Disable Cursor Movement" but i guess it wouldnt control the character then

grim ore
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Only ones I know for cursor would be hide and show.

quartz grotto
#

hi folks. when moving a possessed character around, it seems like unreal's convention is to control the character by setting yaw and pitch on the controller. when set via controller, the movements seem nice and smooth and they also seem to automatically show up on other multiplayer screens.

I had tried making my character ignore controller input, and manually rotate it myself, but the movement is not smooth and it does not appear to automatically show up on other multiplayer screens.

is that accurate that I should control my character via the controller pitch and yaw, as opposed to on the character itself?

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my logic was that the player controller receives the inputs but the character performs its own rotations on itself

dull willow
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Right now i can't move my mouse outside of the game how do i make it so that i can?

topaz pine
#

How would one export SpeedTree cinema edition files to unreal 4?

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Wait, nevermind.

potent wing
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@dull willow restart engine?

dull willow
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Well i meant while the game it's running ๐Ÿ˜›

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The cursor is stuck at the game window o i need to press my quit button or tab out and close it

potent wing
#

is your cursor visibile or invisible?

dull willow
#

visible

potent wing
#

im not in UE right now, i will be back in 10 min

dull willow
#

Maybe i suck at explaining ๐Ÿ˜„

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What i mean is i want to be able to move my mouse cursor outside of the game window itself

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is there a toggle so that i can do that?

potent wing
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ohhh i understand

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you mean when you hit play, you want your mouse to go outside the play window?

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is that even possible?

worn granite
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yeah, that's possible.

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Hang on

potent wing
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i would like to know

worn granite
#

Alright, there should be a setting regarding MouseLock

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You can set this to DoNotLock or LockOnCapture

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As for controlling mouse capture -

potent wing
#

which setting? Project or Engine?

worn granite
#

Dunno offhand

potent wing
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think it should be in Engine

worn granite
#

Easiest way to release capture would be from a UMG event reply

potent wing
#

anyway thx for the answer, this might help me someday

worn granite
#

If you're in C++ you've got more options

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Doesn't really matter where the setting is - it may even be on the PlayerController

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So the controller or ProjectSettings

grim ore
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If your in editor Shift-F1 releases the mouse from the play area

queen arch
#

Is there a way to see which classes listen to an event dispatcher?

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A Event Dispatcher call is messing up my whole game and I don't know where the problem starts because I don't know what classes are listening in for it

wraith lark
#

@plush yew we cannot hear you. sorry ๐Ÿ˜ฆ

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but anyways. since we are some people here, hi all ๐Ÿ˜‰

warm river
#

1sec, let me eat something first

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Lol

primal charm
#

Does anyone know if the Lenovo Explorer VR setup is compatible with unreal?

flat scroll
#

Is there anything similar to quill18creates, but for unreal instead of unity? I actually liked that format. I know about the unreal channel, but I'm always on the lookout for more tutorials and stuff

visual hollow
#

Guyz how I can show the pipe effect when I grab it in VR?

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Like the water pipe when I grab it, It move like the pipe moves something like flexible

storm venture
grim sinew
#

No, it's not having enough samples.

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In order to even have specs that size, your lightmap resolution must be insane

storm venture
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@grim sinew How can I increase the number of samples?

grim sinew
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Your lightmass settings has a ton of options

storm venture
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Awesome, I'll check through there, thanks ๐Ÿ˜„

grim sinew
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The first one, scale or something I think it is, the lower you make it, the more it starts exponentially adding. That and the quality one. If you set it to 0.1 scale and quality of 4, that's pretty much bashing lightmass over the head with all the samples it'll ever need

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But your render times will go way up, so use them wisely

storm venture
#

I've been using the gpu lightmass renderer so times have been very very nice lately

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12 hours down to 12 minutes, lmao

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more like 20-30 but still incredible

grim sinew
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GPU lightmass will ignore all those things I just said since it's third party and not finished

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So... nothing you can do. GPU lightmass's settings are hard coded.

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You're stuck with it.

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You'll just need to live with the tradeoff and hope nobody notices it after you apply textures.

storm venture
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Uh oh, that will be an issue

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These are white walls, those are the texture, lol

grim sinew
#

Weird as it may sound, it may be better to lower the resolution of the lightmap so you have more rays hitting each individual pixel

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It could cut down on noise, worth a shot

storm venture
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Yeah might as well try, thanks ๐Ÿ˜„

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I might split the mesh into a few smaller segments and then reduce the resolution on each of them, hopefully that helps

vivid girder
#

Do lightmaps actually benefit from being square powers of 2?

silk sleet
#

can someone tell me real quick how to get from an FRawPtrProx to a TSharedRef? Do you use MakeShareable and StaticCastSharedRef or is there a non-silly way

plush yew
#

There is no current release date

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Developer is too lazy

coral pecan
#

hi

honest vale
#

@vivid girder it doesn't matter since they're packed into atlases by the engine

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the atlases themselves are power of two though

vivid girder
#

Wouldn't the packing be more efficient if the maps are power of 2 as well?

honest vale
#

I think lightmass pads the atlases so that islands aren't touching each other

vivid girder
#

Weird

#

Cause i was looking through the Paragon assets and a lot of them are weird resolutions like 400

dawn linden
#

@silk sleet By just assigning it?

#

Why do you even have a raw ptr proxy? It's an internal type.

silk sleet
#

Turns out it was just their docs being super out of date, was all wrong, old and weird

#

works now though, thanks

cedar snow
#

i guess there's #work-in-progress for that

plush yew
#

fudge to many channels i cant keep up XD

#

also how do i post thhins lin looking for talent

cedar snow
low apex
whole quarry
#

@plush yew It looks like a tree has a identity crisis

#

is it a den or a normal tree? why not both ๐Ÿ˜„

surreal viper
#

is there a way to change the thickness/color of visualized collision geometry (capsule collision)?

#

nvm, there is shape color

#

increased thickness would help more but whatever

latent terrace
#

Hey guys, I'm getting spammed with [2018.06.26-13.10.33:014][656]LogUObjectBase: Warning: NULL object

#

any idea what's going on? : P

wary wave
#

you have an object that is 'null' (a pointer to nothing)

#

exactly where, I couldn't say

latent terrace
#

well that's my problem, it doesn't say where lol

#

and the spam is so annoying

spare steeple
#

why does packaging randomly fail sometimes based on savegame being checked/unchecked in savegames?

#

sometimes it generates an error thats fixed by checking that

#

sometimes it generates the same error thats fixed by unchecking that

#

ive experienced it with multiple projects across multiple engine versions

latent terrace
#

from my experience packaging is worse than satan

summer saddle
#

Hey guys, one of my colleagues had an issue, his mouse cursor turned into a macbeth swatches + 4 lighting debug spheres

#

He had to turn off & on the editor to get rid of it, but I'm wondering how he got it in the first place

dull willow
#

Sup i have a game where my mouse is always shown

#

Can i make objects have onMouseHovered?

#

So that if i have my mouse on the object it does something.

whole quarry
#

sure you can

dull willow
#

How would i ho about adding that?

queen arch
#

just an annoyance, but why is this happening?

rocky kayak
#

@dull willow select almost any component in a blueprint the on the righthand side under Details, scroll all the way down. youll see a bunch of events, you're looking for On Begin Cursor Over.

dull willow
#

I can't find it on lets say a cube.

rocky kayak
#

im actually looking at a cube right now, what events do you see for it?

#

on begin cursor over should be the 6th one from the top of the listed events

dull willow
#

I don't think i am doing it right ๐Ÿค”

rocky kayak
#

screenshot what you see hahah

dull willow
#

oh god

#

time to get roasted

#

Do i need to make a BP for the cube?

rocky kayak
#

probly should

#

otherwise you can just make it a variable in your level editor

whole quarry
#

Else it would just be a static mesh in the level

dull willow
#

Right

#

I just right clicked it and could add an event

#

OnBeginCursorOver

whole quarry
#

if you want it to do stuff, better make it an actor

rocky kayak
#

^ is the general rule of thumb im p sure

dull willow
#

So basically i want it to have a outline if my mouse is on top of it and have it slightly move up a bit ๐Ÿ˜„

#

I'll keep learning more about the engine before i get into stuff like this

rocky kayak
#

you could, or you could learn this exact step

#

big engine but 1 step at a time is all you need and this one is fine as a stepping stone

#

later youll look back and think o so thats what i did

dull willow
#

Is this the right chat to use for questions and help?

rocky kayak
#

i usually see questions here and in blueprints

#

doesnt hurt to post things here, noones gonna yell at ya unless youre waaay off topic lol

dull willow
#

So i need help and i suck at explaining could i pm you?

#

It's about another issue i've had

rocky kayak
#

ask here and if i dunno then someone else will

dull willow
#

Alright ๐Ÿ˜„

#

Well right now i have it so i can only move the camera by holding right click

#

when i do the game input goes to game only and i hide the mouse and when released it shows the mouse again

#

But when i keep clicking left mouse button while trying to move around it will mess things up so it doesnt go to game input and i can't move the camera

#

Also it stops hiding the mouse

#

it's very weird

#

Really hard for me to explain

rocky kayak
#

haha thats the #1 thing you end up learning to do well when programming, explaining the problem exactly. if you dunno how to, you learn it fast

dull willow
#

to be honest these blueprints are a mess

#

Well mine are.

#

I'll move to blueprint chat

cloud cobalt
#

Make sure to understand in depth and explain

#

Epxlaining the problem well enough often gives you the solution

latent terrace
#

any place where I can compare engine versions? Like I got 4.17 and was wondering if I should move to 4.19 (or wait for 4.20?) What are the new features etc? : P

copper mason
latent terrace
#

thanks ๐Ÿ˜‰

#

any idea how long till 4.20 release? ๐Ÿ˜›

dull willow
#

โ€Idleโ€ games are relatively easy to make right?

grim ore
#

4.20 should be out the 2nd week of July if the cadence continues and we get a new preview this week

#

Idle games are easy to make, good idle games are hard to make.

astral marsh
#

guys

#

i need help for gameover

#

widget

#

please help

#

please help guys i'll screenshare

copper mason
#

@latent terrace The source is already available, but I'm not sure when the official release is. Epic has a Road Map somewhere...

#

@latent terrace 4.20: Q3 2018

viral oriole
#

Hi ! Can someone help me with a link about Software Development ? I cant fiind anything .

manic pawn
#

what

lunar scaffold
#

@grim ore i dont know how to start design the alarm system i got a button made soo its should be that when a NPC see that a player then it run and click on it then alarm its going off then the cops should come

queen arch
#

@lunar scaffold Do you know how to make an AI that goes somewhere?

#

If so, in a behavior tree, make a function that finds the closest alarm to your guard (get all actors of class alarm -> for each compare distance ), move to it, then send a blueprint interface call to it

lunar scaffold
#

@queen arch nop i dont know how

queen arch
#

well better learn behavior trees

#

Alternatively, you can do basic AI in blueprints. You still need to learn simple AI, but it is a bit easier. Just find the closest alarm and put a move to node. Then you need to check if you are close enough and if you are, make a blueprint interface call

#

to call the alarm

delicate needle
#

I'm about to start the next part of my apartment project, swapping "props" such as refrigerators models, for example. What would be the best way to go about this, especially memory wise (this project could end up having many model options for appliances and so on.)

plush yew
#

"Fatal error: [File:D:\Build++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 182] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')" :c

#
Fatal error: [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 819] 
Rendering thread exception:
Fatal error: [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 182] 
Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')






manic pawn
#

you already posted it yesterday, it's still because your pc is too bad

dull willow
#

Hi everyone a stupid question

#

I am using the starter stuff and have the "ThirdPersonBP" where is the player controller?

#

Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.

plush yew
#

I know but

dull willow
#

Can't seem to find this setting

plush yew
#

i can run Unity @manic pawn

manic pawn
#

unity is a lot less demanding

#

if you can't upgrade the pc and unity works, then use unity ๐Ÿคท

plush yew
#

Yeah but C# :c

manic pawn
#

c# is really nice

#

for game code it's probably straight up the better language

dull willow
#

Is there an easy way to outline an object?

regal mulch
#

@dull willow Yes, have you searched for this on google already?

#

There should be tons of tutorials

dull willow
#

just thought if there was some boolean i could change to add a outline ๐Ÿ˜›

#

Since most videos are outdated/old i thought there ight have been some update

regal mulch
#

No, this is usually done via PostProcess and CustomDepth

heady bridge
#

Hey, Anyone know how to set unreal editor as VS Code "program" in the project launch.json?

regal mulch
#

Before you do that, are you fully aware of how much VS Code supports and if it's fully working with UE4?

#

Last time I wanted to use it I found out that it's still not fully supported

#

Despite that there should be tutorials about VS Code and UE4

#

There should be an Editor or Project Settings that yo ucan change

heady bridge
#

I saw a video that was to set up VS code with UE4 and they were working fine it in, but they never actually showed how to set up the debug with the editor

#

In the launch.json "program" is where you put the directory for exe, but only thing that worked so far, was to package the game, and run that, but I would have to pacakge everytime I wanted to debug, so that was crap, it wont let me launch Project.uproject, comes up with an error, so I ran out of ideas

bitter iris
#

I put a nav mesh volume done the 700k i had to render it in or whatever, but other peoples nav mesh shows green. Any ideas why mine doesnt?

whole quarry
#

press P

bitter iris
#

Whilst pressed on the nav mesh?

#

Nothing shows

#

I'm using tiled levels btw

vast pine
#

In reference to ue4 is there any benefit to home vs prof?

#

Guess that goes with vs as well

worn granite
#

asking about the windows edition?

vast pine
#

Yeah

#

Home is 100 vs pro 200 and Iโ€™m like eh Iโ€™ve only used pro before in 7 etc does it really matter for unreal dev

mighty helm
#

when I build the lighting my decal looks a lot more white and transparent

#

any ideas why

vast pine
#

Depends on the type of rendering. Stain, deferred, etc

mighty helm
#

deferred

#

the other two settings are translucent

vast pine
#

Iโ€™m not sure translucent is ever fully solid

mighty helm
#

so you think that is the problem?

vast pine
#

Hard to saw hafta see what it looks like and the material used setup

mighty helm
#

is there a way to make a deferred decal opaque

#

like make it unaffected by lighting

vast pine
#

Unlit?

mighty helm
#

I fixed it btw

#

I had to change blend mode to DBuffer Translucent Color

winged crypt
#

Why is Unreal unable to 'save' the project while Matinee is open? ๐Ÿค”

livid haven
#

"Save" the project? What do you mean by saving a project?

winged crypt
#

Whenever you try to save a level, or use the 'save all'

livid haven
#

Project file is generally not often edited, except for plugins and modules.

#

Save all saves modified assets.

winged crypt
#

In editor

livid haven
#

Save level will try to save the level asset(s?) that's open.

winged crypt
#

Okay, in any case - when I use the 'Save All' feature to save unsaved assets, it always says it needs to close Matinee to do this. How come?

livid haven
#

Probably because it's trying to save the level you were modifying, too

winged crypt
#

Yeah

livid haven
#

But if it saves it while you're previewing some kind of animation, it would be saving the state of the level during that frame.

winged crypt
#

Ah that makes sense\

livid haven
#

That would be my theory, since previewing the matinee is actually moving around the actors in the loaded level.

tacit chasm
#

was there an update to 4.20preview today? (what is the latest preview version now?)

grim ore
uneven fractal
#

weeh

#

spending hours upon hours compiling shaders today

grim ore
#

just don't enable niagara or swap to the mobile or forward shader!

buoyant compass
#

is there an easy way to set the location of an object, based on a child object?
I have a root object Room with 4 doors.

I want to be able to more or less set the location of the room so the door is intersecting with the path.

buoyant compass
#

Even just a point in the right direction would be appreciated

eternal belfry
#

Hey guys. I'm designing a hand to hand melee controllerset, and I'm plotting it out in Draw.io so I can budget & direct animations and coding.

Is there anyone in here familiar with controllersets willing to take a look at my plot and see if it makes any sense to someone translating concept to blueprints?

proper merlin
#

hmm im only learning UE4 to make the beginning of a prototype and already wondering if i should try another method

#

i didnt want to enlist volunteer/paid help until i got far into the basics

#

but i'm curious now how cheap someone with experience could do this work for me

grim sinew
#

Probably between $25-45 per hour depending on what you mean by "with experience".

proper merlin
#

vaguely that they can handle any basic request without much hesitation

#

are you familiar if most who charge hourly assign estimated labor hours to a given job?

#

i have no good reference of how many hours an experienced person can complete a list of tasks i might have

plush yew
#

Does UE 4.19 crash randomly for anyone else?

grim sinew
#

Some may give a flat rate, but if it's anything like freelancing for artwork, paying by the hour is king.

#

They'll give an estimate but it may go above/below

#

You would need to make a post in #looking-for-talent to ask around about that sort of thing though

proper merlin
#

its just so arbitrary until i have an idea of the total hours a job could take

#

but yeah i'll have to get specific with a request and see what comes back

#

appreciate the feedback

tight sun
#

Hey guys dumb question.. I'm using sequencer to make a movie, and I'm wondering if there is any way to remove the 'smoothing' that it adds by default? Its hard for me too google this as its hard to explain, but say I have a camera and I move it from one point to another on the sequencer, instead of just moving at a constant velocity through the frames, it gradually starts then also slows to a stop at the end location. Is there any easy way to remove this?

idle stump
#

Anyone here? Can someone explain to me how AI movement works? I'm super confused by the logic flow when you tell an AI to Move To somewhere it will move by why is it's Movement Input Vector always 0? It seems like it does some manual override of how the movement works but I can't figure out how by looking at the source.

#

*BUT why

plush yew
#

Can someone explain me the differenxe between "Default HUD Controller" and a Widget?

autumn quarry
worn granite
#

haha, you can remove them both from that context menu

plush yew
#

; - ;

plush yew
#

hello guys-I make my blueprint in ThirdPersonCharacter BP for crouching but I haven't got the animation for that-what to do and wher I can get it??

whole quarry
#

you can make it yourself, or find one on mixamo or something

#

or maybe on the marketplace in a free animations set

plush yew
#

okay

#

I can't do this buy myself because I haven't got experience with Blender or with...

whole quarry
#

you can only obtain experience by starting doing it

#

trial and error is a difficult teacher, but a fair teacher

cloud cobalt
#

Also "I can't" is a lie

peak zephyr
#

Hello guys! Anyone knows the proper way, or if there is a guide out there on how to properly debug the coredumps?

cloud cobalt
#

Proper way is to open them in VS, click debug and debug

#

You'll need to provide the PDB file for your release

#

Which you hopefully kept

peak zephyr
#

when we try to debug it says it cant find the eboot.bin file

cloud cobalt
#

Have a screenshot ?

peak zephyr
#

yes sure just a second please

faint cedar
#

This is lovely

#

after applying for console access, 2 days later I get an email from Epic confirming that they got my application ๐Ÿ˜„

languid mica
#

Can someone help me with Profiling in Session Frontend

faint cedar
#

if it takes 2 days to confirm an application I'm sure I'll get access to the engine by next year. Damn you Fortnite!

wary wave
#

console access is usually pretty quick tbh

#

system is largely automated

faint cedar
#

I know, I'm joking around

#

Hopefully it'll get approved within the next day or two

peak zephyr
#

This is how it looks stranger

cloud cobalt
#

To be clear you're trying to debug a Windows core dump right ?

#

This looks like a mobile app thing

whole quarry
#

I got confused by the failed to load symbols ๐Ÿ˜›

peak zephyr
#

Its for ps4

cloud cobalt
#

Okay

#

For PS4 you'll need to ask the Sony dev support

#

Since most people here don't know, and the other can't say

peak zephyr
#

ok thank you very much for the help!

cloud cobalt
#

Sorry I couldn't actually help you

peak zephyr
#

no problem! I understand its a very specific platform

plush yew
#

why my player don't crouch when I press left Control??

whole quarry
#

We dont know your blueprints ยฏ_(ใƒ„)_/ยฏ

#

Did you added a crouch anination? Did you make a animbp state for it?

#

Are you still here?

plush yew
#

yes

#

i am

#

I can't work with anmations til and animation bp

#

can you help me with the steps??

#

I downloaded crocuh animation

visual hollow
#

Is it possible to show an counter which start when I press a key on an mesh?

#

Like I want the counter on an box in my level not on my viewport

plush yew
#

thank you

#

I will check it

whole quarry
#

@visual hollow you're looking for 3D Widget

visual hollow
#

I have watched an tutorial which use widget but the problem is that I'm seeing the counter everywhere my player move

#

My project include that I want to show the gas station value when I press an key

whole quarry
#

you place a 3D Widget in a actor blueprint that you then can place in the level

visual hollow
#

I see. Let me try thanks for the info.

visual hollow
#

@whole quarry I created the widget and added it to the blueprint. But now the problem it I want to trigger the set Node in the given BP of the widgetBP by pressing my own event like leftmouse click but no option is coming.

whole quarry
#

the execution pin is not connected

grim sinew
whole quarry
#

he's not running Discord on that Dell laptop

#

already wanted to say to press Alt+PrintScreen to make a screenshot, but then I noticed he has only UE4 open on the taskbar

visual hollow
#

Yes My net connected on my lappy dont let me open discord.

#

So have to use on mobile.

#

@whole quarrythats what is the prob I need an left mouse click event to connect to set execution pin but no option coming for it on search

whole quarry
#

Because widgets only display information

#

well, afaik they only should display information and not manipulate it

visual hollow
#

Ohh so then is it possible to update it then?

whole quarry
#

Well, from what I understand of your goal, is that you want the widget to display the gas station tanking stuff

#

like tanked gas amount and its price with it

#

and that widget should be ofcourse on the gas station tank machine thing

#

so, in 3D space and not a UI element

idle stump
#

Is it possible for my Character to Tick BEFORE its movement component? There is an option to make sure it ticks AFTER but I see no way to make sure its before? Or, what I'm really trying to do is intercept the movement input. Because I'm doing a Custom Movement Mode but the input vector is always 0 because it seems the CharacterMovementComponent is consuming it and my Character never gets a chance to override that behavior

#

all in Blueprint

whole quarry
#

So, from what I would do is this:

  1. Create a Widget (call it i.e. W_GasStationPrice)
  2. In the Widget create 2 variables: fGasPrice, fGasTanked (no need for fGasPriceToPay this is calculated later)
  3. create a Blueprint Actor (called i.e. BP_GasStationPrice)
  4. Add a 3D widget component to the Blueprint actor BP_GasStationPrice and set it to use W_GasStationPrice)
  5. in the Widget create a Function, called UpdateTankPrice
#

in the Function you calculate the fGasPrice*fGasTanked=Current price to pay

#

then in the BP_GasStationPrice get the 3D Widget component

#

from the 3D widget reference you can call the function UpdateTankPrice

#

so in the sidenote: the BP_GasStationPrice manipulates the data being pushed in to the W_GasStationPrice

#

the W_GasStationPrice only displays the information it gets, it doesnt do anything else except displaying it

visual hollow
#

Yes my main goal is to update the amount of gas filled by pressing the left mouse button and keep it increasing till it is released.

#

Thanks for the answer. I will implement this.

#

If I get any prob is it ok to ask again?

whole quarry
#

Then you only need to figure out how you can communicate a trigger or event from the player in to the BP_GasStationPrice

#

But from these challenges you learn the most ๐Ÿ˜„

#

it's ok to always ask, but I'm not always available to awnser ๐Ÿ˜ƒ

visual hollow
#

That I think I can do via blueprint communication?

whole quarry
#

yes, blueprint communication is always the way to go

#

however, you need to think about: What if I have more gas stations?

#

Then you cannot hardcode the communication and need to find a way to get the right referenced actor

#

(TraceLine is the way to go in that case)

visual hollow
#

I only want to work on one station right now.

whole quarry
#

imho, its best practice to try to code as abstract as possible, modularity gives more freedom later down the line than hardcoding stuff

regal mulch
#

Def via LineTrace

#

Even if you only use one station

#

The more you hardcode, the uglier the code gets over time

sudden agate
#

@whole quarry amen

whole quarry
#

But, one step at the time, especially as beginner, sometimes you need to experience the "doh, thats what they meant" to learn why some things are better done in different ways ๐Ÿ˜„

visual hollow
#

Drop by drop an Ocean is made.

#

๐Ÿ˜…

whole quarry
#

aye!

jade crystal
#

hi

regal mulch
#

I will still tell you how I would do it. You can use it as a guideline to learn a bit from.
One way here would be creating a BP Interface, adding a function for rightclick press and one for release to it. Then adding the interface to the station and implementing the funcitons based on what the gas station should do.
On right click you then trace and blindly call the interface function on the hitactor. Same for releasing the mouse button.

jade crystal
#

can't play in editor when performing edit rate scale operation

#

what does that even mean ? XD

regal mulch
#

With this you can easily apply the i interface to future actors and just say what the actor should do on mouse clicks without having to adjust you click code

whole quarry
#

is that an error you're getting @jade crystal ?

jade crystal
#

yes

whole quarry
#

@jade crystal try to Save all files and try again

jade crystal
#

ok lemme try

whole quarry
#

Ctrl-Shift-S is the hotkey iirc

regal mulch
#

Wrong tag

whole quarry
#

oops

regal mulch
#

@visual hollow My long reply was for you. Forgot to Tag you

jade crystal
#

it only happened after i tried to get the yaw rotation value to feed the locomotion, i guess is messed something up

#

@whole quarry thanks mate

whole quarry
#

you got it working now? ๐Ÿ˜„

jade crystal
#

yes

idle stump
#

Is there a way to pay for support? Like be able to ask Epic questions directly?

grim sinew
#

If you need to ask, you can't afford it

#

But yes.

languid shard
#

@idle stump closest paid support you'll get will be Unreal Studio sub

#

on an issue I submitted they got back to me in less than a day

idle stump
#

Yeah, like i'm just 1 indie dev, not a company. I think if they had a paid support subscription like $5-$20 a month, maybe with other perks... just for regular indie developers, it would be super helpful and might be worth it for them financially

languid shard
#

you could do a suggestion on the forums ๐Ÿ˜ƒ

idle stump
#

Just like a direct chat during normal business hours

languid shard
#

yeah this would be awesome

grim sinew
#

Even when the engine itself cost $20 to even use, they didn't have that

languid shard
#

they were much smaller back then tbh

grim sinew
#

Actual paid support from Epic is really only an option for AAA studios

languid shard
#

and it still felt like a steal for 20

#

compared to unity subs and cryengine

idle stump
#

Yeah it would be up to them to figure out what would make it worth it for them. I just think it's something sorely needed.

leaden dust
#

I don't want to bring up this topic

#

but if I want to start with programming what is the better engine - UE or Unity or something else

whole quarry
#

awnserhub is a good way to get Epic support too

grim sinew
#

As a beginner programmer, Unreal's Blueprint holds your hand really nicely and makes an easy transition over to C++ if you ever want to go that route in the future.

whole quarry
#

not very quick in response time, but if the question is valid and the problem lies in UE4, Epic staff usually respond

#

tho if the question is similair to "how do i make..", then likely no one will reply ๐Ÿ˜›

frank escarp
#

the best engine for begginers

#

is no engine

#

@leaden dust

#

my recomendation to actually git gud is to grab python with pygame or other simple 2d game library

#

the concepts are very similar

#

do not even get close to C++

#

until you get a couple years of programming

#

specially ue4 c++

languid shard
#

start with C++ and OpenGL ๐Ÿ˜‚

#

make your own engine lel

frank escarp
#

day 1 of programming, i made hello world, and i know branching

#

day 2 of programming, i made a small opengl engine with pbr, but somehow my lighting calculation is low precision ๐Ÿค”

languid shard
#

day 3 of programming, i finished my universe rendering engine, time to nap

lyric owl
#

but what is actually programming exactly?

#

like if it's gameplay scripting you only need blueprints or simple c#

cloud cobalt
#

@frank escarp Well that escalated quickly

whole quarry
#

day 4 of programming: getting unexpected results. starting to rethink life.

lyric owl
#

I think it's more useful to set goals and then reach them with any means possible

brittle gulch
#

Hey guys, how can I make a rectangular UNSELECTION? I can make a rectangular selection with CTRL+ALT+LMB but I can't figure out how to do the same thing but with unselection?

languid shard
#

@brittle gulch didnt even knew you could do that in 3d view

frank escarp
#

@lyric owl i used that page to learn haskell

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just doing the challenges on fucking haskell

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wich aint easy due to their iterative/console driven nature

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it is a great website, really like it

#

and its not any easy, it really makes you think.Its a lot of the typical algorithmyc bullshit that you get on job interviews or similar. Its very nice to learn to solve that stuff

lyric owl
#

And I think it helps to understand that coding languages or game engines just tools

frank escarp
#

haskell

#

really neat lenguage, lovely syntax

#

then i got tired of dealing with the console input/output, so i went to do problems outside of the page XD

lyric owl
#

also test-driven development is a nice thing to learn

frank escarp
#

this is what i went to do

#

small functions that do fancy stuff

#

taken from the "99 problems with haskell" thing

#

wich is no joke, it gets super hard

#
largest_div x = last [y | y<-[1..(x-1)], x `mod` y == 0 ]
#

epic one liners

#

finding the largest divisor of a number

#

the way that onliner works, is that im generating a list from all numbers beetween 1 and X, and filtering the list by the numbers wich are dividers of X, and then getting the last number on the generated list

languid shard
#

how the F do people read one line functions

#

or even make them

frank escarp
#

that one is a very benign one. The most complex thing is the "array generator"

#

wich is basically math

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[ val to return | val range, filter]

whole quarry
#

I always felt like that my lack of understanding of the English language is keeping me from effectively learning English

honest vale
#

so under the hood that applies a filter to that list comprehension and takes the last element of it?

coarse wigeon
frank escarp
#

@honest vale yes

#

its pretty much the exact same thing as the math list

#

haskell just translated it straight

digital anchor
#

why selecting Front on viewport shows Y+ when UE is supposed to be X+

#

๐Ÿ˜ฉ

paper kernel
#

orientation ยฏ_(ใƒ„)_/ยฏ

honest vale
#

I was bored so here's the rust version of thta haskell function

#
fn largest_div(i: i32) -> Option<i32> {
    (1i32..i).filter(|n| i % n == 0).last()
}
frank escarp
#

@honest vale neat

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but its not as neat as the haskell oneliner

honest vale
#

yea rust is more explicit and structure is different

frank escarp
#

an important thing with this kind of bullshit with haskell is that haskell is lazy

#

you can generate a infinite list

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and just grab the 3rd item

#

btw, rust is awesome, love it

#

did you see my ECS minigame experiment? i used the specs library for ECS, and the ggez library for graphics

honest vale
#

not sure

frank escarp
#

let me go find the gif

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uploaded the gif i had

honest vale
#

how do I configure the build? Bitching about alsa

frank escarp
#

@honest vale alsa?

honest vale
#

error: failed to run custom build command for `alsa-sys v0.1.1` process didn't exit successfully: `/home/joni/repos/Rust-boxbattle/target/release/build/alsa-sys-bbf11a966b308fe1/build-script-build` (exit code: 101) --- stderr thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: "`\"pkg-config\" \"--libs\" \"--cflags\" \"alsa\"` did not exit successfully: exit code: 1\n--- stderr\nPackage alsa was not found in the pkg-config search path.\nPerhaps you should add the directory containing `alsa.pc\'\nto the PKG_CONFIG_PATH environment variable\nNo package \'alsa\' found\n"', libcore/result.rs:945:5 note: Run with `RUST_BACKTRACE=1` for a backtrace.

frank escarp
#

honestly i just pasted it straight to github from my local folder

#

no wonder it doesnt work

whole quarry
#

is that ue4?

frank escarp
#

@whole quarry no

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@honest vale i think it lacks the DLLs

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for SDL

whole quarry
#

Then move the heresy to #lounge ? ๐Ÿ˜› ๐Ÿ˜„

languid shard
#

@frank escarp can you give me a quick hand with python logic ?

frank escarp
#

@languid shard i learned programming with python, but have barely touched it since

#

what are you trying to do

languid shard
#

just a basic if else T_T

#
if levelManager.load_level(levelFolder + levelName):
    print "Found level"
    levelManager.load_level(levelFolder + levelName)
else:
    print "Level not found, creating one"
    levelManager.new_level_from_template(levelFolder + levelName, levelFolder + templateLevelName)
    levelManager.save_current_level()
frank escarp
#

if true:
    print("stuff")


#

that seems fine

#

not sure bout the else tho

languid shard
#

yeah

#

well

frank escarp
#

are you using tabs or spaces?

languid shard
#

tabs

frank escarp
#

also, dat print

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python 2?

languid shard
#

yep

#

this is the log

#

basically I'm checking if a level exists

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if yes then load it

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if false then create a new one based on a template

#

but somehow even if it doesnt exists (yellow warning says so) it still goes into the true statement of the ifelse ?

#

and thus tries to load a level that doesnt exist

frank escarp
#

maybe due to the load level call?

#

are you sure it actually returns a boolean?

#

(welcome to dynamic typing lul)

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also, WTF EPIC

#

PYTHON 2????

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seriously what the fuck

languid shard
#

:/

frank escarp
#

Epic devs: "hey, we gonna add python to unreal, should we use the end of line version? or the new one"

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end of line

languid shard
#

ripperonis

#

i mean

frank escarp
#

literally the only reason people use 2 is for the legacy

#

i understand houdini using python 2

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or maya

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couse they are old

#

but come the fuck on

#

blender upgraded to python 3

languid shard
#

print "stuff" is a bit less to type than print("stuff")

frank escarp
#

no issues

#

there are a bunch of other background features @languid shard

#

for example python 3 is faster

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and handles text a LOT better

languid shard
#

dunno why they did this

#

might be a question to ask on the studio forums

frank escarp
#

i guess they saw maya used python 2 and went with it

languid shard
#

prolly

frank escarp
#

man, python 2 vs 3 is the biggest disaster to ever happen in computer programming lenguage history

#

just split the community in 2 completely

#

this is one of the things python 3 has

#

you can give types to functions or variables

#

thus making them safer to use

hard ice
#

In my eyes they made it worse with just keeping 2.7 alive for so long

languid shard
#

gonna rewrite my if statement to ```Python
if assetManager.do_assets_exist(levelFolder + levelName):

frank escarp
#

@hard ice look at unreal

#

they decided to go with the old version

languid shard
#

yep that fixed it

frank escarp
#

they should have worked on a compatibility layer, and then actually stop updating python 2

#

python 2 is the windowsXP of programming lenguages

languid shard
#

dang

#

its that old ?

frank escarp
#

and unreal goes to the effort of implementing it instead of the moddern better supported version

languid shard
#

uh two years left

frank escarp
#

its still been in "soft death" for like 10 years already

#

only security updates/minor fixes

#

python 2 vs 3 has killed the lenguage

cloud cobalt
#

PHP had the same problem

#

Thought not that bad

languid shard
#

nvm do_asset_exists doesnt work entirely

#

ah there we go

#

had to use

#

does_asset_exist blobfacepalm

frank escarp
#

welcome to python dynamic typing m8

#

in C++ or other sane lenguage, doing what you did there would error out in the if

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reason number 1 why you should never try to create a big project on python

#

there is no compiler, so the compiler wont catch errors

languid shard
#

yeah I start to see the big picture ๐Ÿ˜…

frank escarp
#

errors are only caught when that code is run

#

that means that if you are doing game code

#

and break a boss

#

that will run fine

#

until you reach the boss

languid shard
#

well at least its a nice language to do small scripting

frank escarp
#

and then it breaks XD

#

yeah, thats what its for

#

also for scripting to do stuff with files or web scraping

languid shard
#

need to find a way to add these into blueprint nodes or editor buttons now

#

also wtf with string comparisons

#

== becomes is ?

#

:wot:

frank escarp
#

luckily, we wont need weird ass names

#

python 3 main rason for existing is that it handles complex text well

hard ice
#

Wait, how do you do python in UE4?

frank escarp
#

like emojis lul

hard ice
#

wat

languid shard
#

:wat:

#

it says studio but since 4.20 its available for everyone

#

I think ๐Ÿค”

idle stump
#

Does anyone have any ideas how to do AI movement for a character that hops (i.e. a frog)? I have the movement working when it's player controlled by just setting the Character's walk speed to 0 but using the MovementInput to instead face and hop (using Launch Character) in that direction (sort of a hack but it works).... but I need the AI to be able to do it and use pathfinding and MoveTo doesn't play nicely. I've been pulling my hair out for 3 days.

I'm thinking maybe if there's a way to allow 'normal' character movement but use animation trickery to have the frog properly hop rather than slide along with the character capsule.... but, not really sure how that would work :/

plush yew
#

I'm crashing in 4.19.2 whenever I try to drag a variable into a BP

#

anyone else getting this?

fluid swallow
#

Which variable are you dragging?

plush yew
#

Bool

#

Happens in 4.18 as well, weird

whole quarry
#

are you dragging with Ctrl or Alt?

burnt vault
#

Hello all I have a question

#

so im learning UE4 and i'm using the Datasmith plugin

plush yew
#

I wasn't dragging with either of them held down

whole quarry
#

@plush yew Is it crashing when dragging with Ctrl or Alt too?

plush yew
#

Neither

whole quarry
#

So it doesnt crash when you do use Ctrl or Alt @plush yew ?

plush yew
#

Haven't tried those

whole quarry
#

Try it...

burnt vault
#

My question is on creating collision. I created a collision mesh in 3ds max and used the UCX prefix but when i use datasmith both object selected come in individually. I i export with FBX it works correctly but i lose my Materials on the object

#

sorry to jump in between topics

whole quarry
burnt vault
#

okay

plush yew
faint cedar
#

Is there anyone here who can confirm / deny that the PS4 digital-store self-publishing revenue split is 70/30?

cloud cobalt
#

@faint cedar No one can

tall pendant
#

It's under NDA.

cloud cobalt
#

Same goes for Steam and others

tall pendant
#

But it might be not far from the numbers you mentioned

#

rumors say

cloud cobalt
#

For a company that's in the US or benefits from double-tax exemption, it's probably that ballpark

#

But really no one can say this here with any shred of seriousness

#

It's behind a NDA

faint cedar
#

Microsoft publicly said that it's 70/30 so I thought that Sony might've done something similar, I just can't find it ๐Ÿ˜›

cloud cobalt
#

Sony has 3 times the user base though

#

Still, you'll need to ask them

faint cedar
#

fair nuff

cursive dirge
#

taxes have nothing to do with the revenue split tho

#

wonder when these platforms aim for 50/50

#

it doesn't really look like anyone is going on the other direction

cloud cobalt
#

@cursive dirge they might have nothing to do with it, but if you have to pay US taxes, you'll still get something much lower

cursive dirge
#

sure, but it's still not related to the platfrom/your share split

#

there are hundreds of other factors too that affect how much you get eventually

cloud cobalt
#

Well it is related. Steam, Sony, etc will give you less money for the same sales.

#

It is related to where the platform is set up and how

cursive dirge
#

that money is not going for steam, sony etc tho

#

so it's not part of the revenue split

cloud cobalt
#

Still, what I'm saying is that your legal situation might have you get 50% from Sony rather than 70%

#

That's all i'm saying here

cursive dirge
#

it's like you'd say if you have put pay VAT in EU, that's somehow part of the revenue split

#

when it's totally unrelated

cloud cobalt
#

It's not unrelated at all because Steam does collect VAT in the EU, for example

cursive dirge
#

but VAT is also on steams share

cloud cobalt
#

Yes

cursive dirge
#

same way as platforms need to pay taxes from their own share

#

how you do your taxes is not relevant on the split itself

cloud cobalt
#

Like I said already, no it's not the revenue split, yes it has a huge impact on your financials.

cursive dirge
#

sure, nobody is denying that

#

I also said there are hundred other factors effecting for what you get too

#

just trying to not get sidetracked here

cloud cobalt
#

I doubt platforms will be going for 50/50 anytime soon either

#

30% is indecently high and nowhere near anything rational right now

#

It's already enough to have the biggest players do their own thing

#

AAA types definitely don't pay 30% to be on the PS4 or the XBox, too

frank escarp
#

@cloud cobalt given how the systems are...

#

i do think they pay the 30%

#

in digital

#

for the physical games, its 20% of price, or 5 dollars i think. Whatever is higher

#

i dont think anyone but the absolutely biggest AAA companies can haggle that

cloud cobalt
#

Physical is a very different game and they pay much more than 30% all around

#

Physical cost is closer to 40% from the editor's point of view

#

Still, I doubt Activision has to pay 30% to Sony to get Destiny on the PS4.

#

Well, that game has PS4 exclusive content so they obviously have a sweeter deal - but generally speaking, even Sony still needs to keep the games on their platform

#

But since no one here will ever know... ๐Ÿคท

lilac cobalt
#

Will unreal allow code with C# in the future?

grim sinew
#

No.

#

There's a user made addon on the forums for C#, but that's it. Epic has no reason to consider C#.

languid shard
#

have you taken your coffee @grim sinew ?

grim sinew
#

Nope, just giving out my good morning 'no's to questions asked a million times.

languid shard
#

๐Ÿ˜„

regal mulch
#

TODO Let Bot answer questions with 'No' at random times.

frank escarp
#

@regal mulch what about a bot that answers every message that has "can/has, ue4, c#" with "NO" ๐Ÿค”

regal mulch
#

But the fun. Where would it be?

pulsar harbor
#

No

foggy raft
#

Has anyone run into issues where Unreal goes to 100% CPU usage on startup?
My friend has this issue, he has Kaspersky killing UE4 before error logs can be generated (he just has it set up so that if a program hits 100% usage, it gets killed), and Google doesn't seem to be turning up anything.

plush yew
#

ohai

regal mulch
#

On another note: 4.18 Project with Marketplace Meshes should not magically make the meshes unsupported when updating to 4.19 or?

foggy raft
#

Apparently blank projects can be loaded fine, just mine doesn't work, and this is an issue for him, others have loaded it up fine

regal mulch
#

Well, what percentage does it hang on?

foggy raft
#

He gets in editor, it doesn't seem to be the 45% and then dead issue.

regal mulch
#

So the Editor starts piling up your CPU?

#

Well, his

foggy raft
#

Okay, just checked with him, apparently I was wrong, it gets to around 70 and then stops.
He was talking about the recompiling shaders, which threw me off cause I only ever notice that when actually in editor.

frank escarp
#

@foggy raft tell him to uninstall karspeski

#

its the antivirus fucking unreal, not the reverse

#

also, what the fuck kind of antivirus literally nukes a program if it reaches 100 cpu usage

foggy raft
#

Apparently you can set rules, and so he told it to nuke the program

#

Obviously game dev is odd and things break for weird reasons, but if Kaspersky was the issue, it seems like it would still kill it even for blank projects, however he can load blank projects fine

#

Also, super appreciate the help, and anyone taking the time to read this

bright shoal
#

can i parent something inside the level to an actors component? If so how?

foggy raft
#

There are attach to nodes, based on what type of object you're trying to attach

#

As long as you have the proper reference, you can attach objects at run-time

worn granite
#

@foggy raft Yeah this sounds like he needs to add an exception to UE4.

#

Around 70% is when the editor is instancing all the default objects

#

In a stock project that'll be quick and easy - in a development project it can take some time.

foggy raft
#

That makes sense, I'll make that suggestion

worn granite
#

Can't say for sure if I hit 100% but I do have a good dev PC

foggy raft
#

Its not like his hardware is super current anyways

worn granite
#

Only alternative would be for you to cut out game classes until it stops