#ue4-general
1 messages Β· Page 266 of 1
you mean remove parts of the project until it loads?
Hmm, okay.
I trust you understand why that's not sustainable
Yeah, if the editor runs at 100%, thats real bad.
it shouldn't stay at 100%
It just might hit 100% - especially during first load
d'you know his specs?
AMD FX8350 8core 4ghz
64gb ram
amd rx480 8gb
480 is a bit old, but everything else checks out
I'd been specifically using the FX8350 for this project for quite a while, so I know the CPU isn't the problem.
Yeah this sounds π― like your friend needs to coerce his AV into being reasonable :P
He's not a fan of uninstalling, but yeh, I'm telling him to at least make UE4 an exception
Hello
ohi
Is there a way to optimize packaging? even for a small game it puts my CPU to 100% and hits Max clock speed
no
Are you encroaching max safe temp @snow island ?
Is IK foot trace worth it in your opinions?
yes @worn granite
does anyone know how to get input from a ps4 controller when i press in one of the analogs?
i want to press the left one in to sprint for example
Gamepad_LeftThumbstick should be a key you can specify.
That'd be pressing the stick in.
There's also action events for the cardinal directions on the thumbsticks
thats the only stuff that shows up under left thumb stick
it was the bottom one haha, thanks
k
Probably GamepadLeftThumbstick Button ? π€
Anyone know how to get the canvas for drawing debug stuff?
I have the HUD, and i see theres a set canvas, but I dont particularly want to set a canvas for debug
i assume theres one that already exists, just not sure how to access it
or do i just need to create my own hud with its own canvas, and I have my own debug functions in there to write to the debugCanvas?
looks like theres already canvases from the viewport that get set in HUD, so writing debug functions in there make sense.
bah, doesnt have a canvas by default. now gotta think about how i should be adding it. I guess it makes sense to just create it in the HUD, but Im not sure if it should be done in viewport
Finding the bearing of another actor
What would the math be to calculate the bearing of the top left red circle relative to the other actor
@thorny cipher Same problem as finding angle between two normalized vectors. Cosine of the angle is dot product between these vectors.
Hmm
I got this working, but it only goes to 180 before going negative
Is this what you mean @grave nebula ?
try this pseudocode that helped me Josh
if (angle_actor < 0) // First we convert the actor angle from [-180, 180] to [0, 360]
angle_bullet += 360;
angle_angle -= 180; // Next we flip the direction of the actor to point from the player to the shooter
if (angle_player < 0) // Convert the player angle to [0, 360] too
angle_player += 360;
angle_actorfromplayer = angle_actor - angle_player; //Now we subtract the player's world rotation angle away
return angle_actorfromplayer;
convert this into blueprints
There must be a non-conditional way of doing it haha
Could always get the vector from the point of origin to the thing you want the bearing of, convert to rotator, use the yaw value
And subtract your frame of reference's yaw.
Only works for XY plane, obviously.
Yes I only need XY
you could get forward vectors, normalize, get dot product, which you must tranform with cos
I've been through this problem a few days ago
tried everything
You're not going to have a full sense of direction by only doing the dot product of two vectors, that's for damn sure.
Well I have a compass, so the player knows the direction they are looking
If you take the vector between your frame of reference and the target and turn it into a rotator, you'll have the yaw value. You can then subtract your frame of reference's yaw, and you'll have the yaw of that vector relative to your frame of reference.
Trying to display the bearing of their teammates as a value
Got it?
Use Atan2
Hmm
(TargetLocation - OriginLocation).Rotator().Yaw - OriginRotation.Yaw
Again, simplistic, limited, but straight forward.
You're never going to have enough info with just 1 dot product, plain and simple.
Subtraction is backwards
Always, always, always To - From
Assuming the pawn is supposed to be the From here
π
I am derp with math haha
Not the most efficient way, but it's not heinous either.
Thats how I do it
{
FVector direction = to - from;
float angle = FMath::Atan2Deg(direction.Y, direction.X);
if (angle < 0f) angle += 360f;
return angle;
}```
Try the atan2 method ;)
will do
That method can't possibly work - it never has enough information to have a frame of reference as to what's forward.
You'll get degrees from the world X axis, at best.
You can use it with the - OriginRotation.Yaw bit though
Oh hmm.. you're probably right. I'll look at what I used when i get to the office
Apologies. Thats for getting the degrees between yourself and another person. I assume you can just get your bearing then add that value to it to get the final bearing
Atan2 is the appropriate trigonometric function though, yes.
Goes to negative
I dont think including my control rotation was correct
Math is right, but your inputs could be the wrong ones, yes. π
@thorny cipher is your player pawn inheriting control rotation?
Could always test it without that factor, then try it with a fixed value of 90 or -90, see that it works correctly, debug from there.
yes kanga
(Safest bet is really a modulus, but that will generally work for values within -180 to 180)
π
?
What are the range of values you're getting and what are the range of values you want instead?
you're so close to getting there.
Add 360, then mod by 360
Is that the max and min?
seems wasteful
Ye
if I have a 2d project, that uses the xz plane, and therefore can't use nav meshes, how do I actually move my AI?
i'm thinking of setting a destination location in the aicontroller class and doing some type of teleport or lerp on tick?
anyone here know steamworks really well?
how tf do i set a new depot to the live default without merging the old one
is the timeline from a float curve in ms?
Hey guys I need help.
My Goal: Suppose you have a lamp on wall. Player comes and remove it and then when player take the lamp towards the same place where the lamp was before. Lamp get hang to that position
It will help me a lot if someone can explain me in steps
so, that new media framework (added with 4.18)... it should be possible to constantly play a video across a level load, right?
since that new media framework does not depend on UObject stuff?
its not mentioned in the documentation how to use the media framework without dependency on UObjects I think? so how to use it without UMediaPlayer and without UTexture? @fallow cliff
@whole quarry Sorry to tag but looks like only you see my msg π
UE4.19.2 keeps on crashing randomly for me and it is driving me insane
Anyone know what might be causing it or a possible fix?
Logs?
what's the most likely reason for why my input isn't being registered? I'm setting my input to be GameAndUI but nothing is happening when I click
ok i need some serious help
i created a level yesterday but today when i open my project the whole level asset is missing
it is here but not showing in the engine 0_o
@runic dock thats 1 file with a size of 8 GB?
I didn't even know umaps could get that large.
it actually says "8,19,409"
I have no idea what why the number looks so weird
should that be 819,409?
whats windows doing there?
different number systems in different countries
what country would use X,XX,XXX for a number?
and what does that mean?
its actually the same as the more common system just the commas are placed at different places
yeah it is 819 mb
Try importing
won't work
@runic dock did you change engine version recently?
that file is probably corrupted then
π±
819 MB is unusually large for a level file, what do you have in there thats so big?
should it be so big?
a map the size of the PUBG world :/
Landscape, is my guess. That's stored in the umap, right?
Check your incremental saves
was it always this big?
i made this landscape yesterday night , my editor was lagging like hell so it is very much possible
but i doubt that it should be this big
having a 819 MB level file has to be horrible in source control
i am gonna have a look at the auto saves :/
also not sure if "incremental saves" are done that often for such a big file
oh it happens to me painfully often
half my crashes are because of those saves
π€
it is one from autosave
you should never get crashes. if you get crashes, something is wrong
ah i just like to push my weak GPU a lil too much
but yeah
sometimes i click on a dropdown
and the my UE4 freezes and crashes
i have tried to verify and do all the other stuff
but it crashes quite often
It really shouldn't be.
Unreal crashes maybe once every two months for me.
It's something you're doing
in the past I had it crash very often sometimes, but that was mostly around ~4.9 time
8gb ram with google continuously taking 2gb
How does AGameMode::ReadyToStartMatch_Implementation get magically called
when ReadToStartMatch is called
here ya go a practical example
I believe you when you say it is. I'm just saying that it shouldn't.
maybe it is just my specs π¦
so now it is reading the Main level but since the file is corrupted it won't open
now it isn't reading the Autosaves
yeah they are all corrupted
I have a question about reloading a level. In the editor it's almost instant and doesn't have any lag afterwards. However in a build the restart time pretty long (5 seconds or so) and afterward it lags for a few seconds. Is there any way to get the reloading performance of the editor in a packaged build?
Anyone ever have an βissueβ where players far away seem to@stop receiving dynamic light or just seem really dark?
Indirect Lighting Cache is available in these areas? @vast pine
Not sure but gives me something to look for
my bad. I guess you don't use baked lighting, right?
Honestly never heard of it π I use mix of the two
Just make sure your Player is within a Lightmass Importance Volume
Yeah they are
otherwise the Indirect Lighting is not existent
maybe the lights are too small and culled?
there is a rendering setting that culls lights when they are smaller than some screen size
Our application is pretty gpu heavy and were trying to profile it but the ProfileGPU command doesnt give us enough information
Ive tried nsight but its a lot of information and have no idea where to look
I donβt have a more current screen atm but I also tried using a second lighting channel but it was all@moveable at a high intensity and well didnβt work for further out guys
But maybe thatβs just because light importance is static right
Gonna try baking the 2nd channel light
Now I wait ...
If your disk is at 100% transfer speeds at 5 mb/s, you have problems.
π¦
5MB/s isn't unrealistic for small files
@vast pine where are your dark actors? oo
@runic dock do you have a mech hard drive or an SSD ?
with an ol' hard drive this is kinda common values
Don't get a ssd
I have 2 of them π They are great
why @sudden agate ?
buy enough RAM so your whole Filesystem is stored in the RAM
Well second image you wonβt see them since itβs editor window and not game live Iβll take a screen again when itβs done building lighting
Time to shower and get my energy drinks for the day π , lighting at production usually takes 20min

guys, how do i set a playable character?
somehow i cant control the character i put in game
please help
place a player start instead of a character
and set the pawn as the default pawn in the game mode
When all is said and done it will use a player start
yeah placing the character manually in the game is bad design and Epic really did a stupid thing by doing it in their templates.
yeah but..m
the widget is gone
the character is gone...
i follow that tutorial
@vast pine Looking good, awesome to see the game development progression π
o/
https://www.youtube.com/watch?v=cLICWktHV1s this shows what i mean at a certain distance it looks like they go into a shadow :/
GPU: GeForce GTX 1070 Ti CPU: Intel(R) Core(TM) i5-4690K CPU @ 3.50GHz Memory: 16 GB RAM (15.91 GB RAM usable) Current resolution: 1920 x 1080, 60Hz Operatin...
@vast pine i really don't see any anomalies lol
Is your Material using Emissive?
Maybe your Emissive Texture/Mask is affected by Mipmapping? I.e. give it a negative LOD Bias?
i think i see where it is, i do have lights on the characters from previously trying to make them brighter. trying something new
i imagine the culling on those moving actors probably whats fading out
@vast pine I think you should add a little arrow above players their head
like a little indicator
it does ruin any intention to hide somewhere on the field π€
ball pointer?
that too yes
i tried a few things but felt distracting, theres a center vicinity radar around the "aim" redicule and the radar on the bottom right to help for awareness
something like this
could maybe do in world near camera off to the side in a corner or something maybe
ah
yeah
just an icon above the actor
just noticed the name stuff doesnt show haha probably because i'm playing as server and those are bots. there is a name thing over heads which is colored. one sec
old screen shot but..
UI is a pain in the butts π
super important tho!
BP or done via C++?
bp
nice
its in the works for a year now?
its visible that you take your time to make sure its right π
ahhh this is working better
Closed guy does not have channel 3 on the other two do, channel 3 is only a directional skylight at a much higher then normal one to brighten just the players up
since this isn't a typical game where you'd go inside something it works as i imagine in a cave they'd stay this bright since it wouldn't hit the walls haha
you're messing with the Light Channels?
I always keep fighting with post processing xD
better example - player visability is extremely important even if its sorta separating it from 'real' lighting
its a lot better
The player in Dark Souls 3 is also seperated from world lighting π
yeah haha you d probably never see your character without these 'tricks'
@vast pine i do a very similar thing with DWVR
i use the 3rd light channel, wich has a light setup of 3 directional lights
to llit the enemies
the world is 100% fully static
niice
and static light didnt look good, the skeleton enemies (wich are beige color) blended far too much into the map, at the darker places
i did try the skylight approach
but didnt like how it looked
Yeah this seems to work well, able to keep a mood of darkness without being super dark \o/
why don't you just brighten the material though?
@sudden agate looks like ass
and i have multiple maps
i dont want the same light setup on all
but Inphidel has only one map
should be easier to manage than a complicated LightChannel setup
adding it as emmisive does look like ass
if you added it through emmisive, but from a cubemap, it could work better
but just brighten it on diffuse doesnt work, and brighten it on emmisive looks like absolute ass
the light setup is what looks the best by far. Thats what it was designed to do
its very common to have fancy lights for characters, and only characters, and very common for cinematics
yeah i didn't even think to do it till i was playing rocket league and noticed the cars don't really darken by the enviroment - a bud does a bunch of there level work so i asked him and he mentioned they use a separate channel for lighting the floor better and cars
so i was like no shit i gotta try this
asme a vlanco said too, all static except for the ones that effect the floor and cars
What class should the player be in a simple tower defence game? I just want player to be able to click on and build new turrets and camera location should be locked
Pawn class?
Yeah but i dont need the player to move or have a mesh so isnt there any class thats better suited for this?
so the camera will be static?
still would need a actor for the player, pawn is generally used class for the player
if you want character movement, than character class
Yes camera will be static like in rts games, there wont be any visual representation of the player in the world
Looks like unreal engine is being released with more and more severe issues with each version. I don't even remember bumping into something severe pre 4.8
4.19 and 4.20 has virtually a wagon of red issues.
Just bumped into this one: https://issues.unrealengine.com/issue/UE-59102
target fix '4.21' π
Hey people, I have a question related performance.
I'm working on a building system. Currently when I want to spawn a new building part I'm spawning a new actor. That means if I want to make very big building such as castle, I'll spawn too many building actors.
However I have another idea. I can use Add Static Mesh Component for each building and there will be single actor that contains all the building parts. Would it affect the performance? But in this option controlling the buildings will be harder.
@knotty summit do that, but with instanced meshes
it is much better
one actor with 10 components has Actor Overhead + ComponentOverhead *10
but 10 actors are Actor Overhead * 10, + ComponentOverhead * 10
Can I dynamicly change Instanced meshes' materials or control them easily?
you can change only the transform
not the materials (you can create one ISMC per material tho)
Gotcha
So if I use Static Mesh component for each building its already better than an actor for each building right?
not ISMC
yes
OK. Then I won't use ISMC for now, I'll use static mesh components
Thanks :)
@frank escarp @digital anchor
Is there a way to run a build without directx and opengl depencies on a windows pc?
@grave nebula I'm curious tho, have you ever been able to turn off landscape collision?
like, you most likely can still filter the static and skeletal meshes for it
but that feels like something that engine developers simply assumed it would always be wanted there
what I'm trying to ask is if that's truly only 4.19 bug or something that's been there from 4.0 and people just never bothered to change it
landscape is a special component in many ways in ue4
@cursive dirge Yep.
dont
@plush yew To be more general, you probably should avoid multiplayer in your first game
boring
what the fuck im watching
how do i get the angle between two vectors, it cant be all this :D
dot
@digital anchor (A.Rotation().Quat() / B.Rotation().Quat()).ToAxisAndAngle()
sorry, im using HLSL
Wall of equations it is then
goddamnit xd
@plush yew The reality of game development is that single developers are mostly going to do boring games, and first games are shit games anyway because you lack the design experience.
bruh
if vectors are normalized
arccos the dot
aka
across the dot
imagine a dot between the two vectors
and you're walking across the dot
arccos the dot
#highmath
(arccos is inverse cosine)
hlsl is literally
acos(dot(vec1,vec2))
oh hey
like that
Also I've been told the material compiler can't collapse nodes before the custom node very well so if you're ever concerned about that
@cloud cobalt that depends on the amount of time you are willing to spend though, I've been working on a game for about 1 year and 6 months and it is nothing boring... it just takes a LOT more time to do it alone than with a team
@cloud cobalt but yea design experience is definetly an issue... because you only get better with pratice anyways
LOL
true
yea theres a reason ive been working 1 year n 6 months... that one little shade of blue is just too blue, no, now its not enough blue
For what it's worth, my current two-man project is on its fourth year, months away from a final update. It's definitely true that you can have ambitious projects while alone or with a skeleton crew.
However, I also realize that I've went from single to married in that time, moved twice, etc
It's not healthy to work on something for so long
i agree Stranger
ive developed arthritis, and a bit of physcosis from lack of social life lmao
definetly need to factor in time for excercise, and spending time with your family, etc.
The core issue with a first game is that you have absolutely no idea what your scope should be (and to be fair, even after that, it's still hard)
People think about multiplayer or open-world, stuff that makes your game wayyyyyy harder to create, as if it was a simple option
So my advice is to keep it as small as you can imagine
psychosis from lack of social life? It is social life that gives you one.
man I feel bad. My first games were all small in scope and went off without a hitch to near 0 audience lol
but did you do the marketing Mathew?
but then all my projects are small in scope because fuck working on something for more than a few months at a time
nah I never planned on making anything from them, the goal was to just get an actual finished product done and done π
Near 0 audience is also what you can expect as a first project even if it's a huge MMO that took 5 years of your life
make it small and make it fast, use it to learn and move on. eventually you get in a groove where you can make good games that way
im currently on a break from my "main game", as I am moving, and making a game i plan on releasing at the end of next week
i feel like its a important step, like Mathew said, just to get something out there and gain some market experience
self publish on steam
take a lesson from making a kid. They only take 9 months then you spend the rest of your life iterating over it, learning, and improving it π if you make another one you learn from what came before, it still only takes 9 months, but you do it better the next time hopefully.
thats a good comparison, I currently own a kid as well.....
JK I love her and care for her
and i did participate in her design process
I've got my 5th kid coming later this year. It's not even an effort at this point to raise them it's all routine lol. Kinda like adding headers or templates to a project that you worked on the last few years and starting out with a good base π
wow, you are brave soul Mathew
It's a good way of not getting stuck doing the same project for too long π
hahahaha
im sure they keep each other entertained and they help each other as well... thats what humans are "programmed" for
good motivation too. The first app I did was for ios for the wife on the first pregnancy to track baby stuff, pick out baby names, all that fun stuff
thats pretty cool
what are you working on now?
this is my "pet project" ... i've been using it to learn a lot of things that i could use in my main game.. like procedurally generated splines, QTE's, and experimenting with some AI stuff... this was day 2 of production... im currently at the end of the first week... got a lot done but still lots to go
I am away from my office, so working only off the laptop I am taking a break from making my main game by making another game... yes, taking a break from work...
I work on learning materials right now, no real game project for the rest of the year.
materials... yeahh i definitely need to spend a lot of time learning that part of the engine
everytime i learn something new i just add it to everything, like when i learned the fresnel function.. like everything gets a fresnel outline now
#voicechatparty
heh I guess punctuation would have been helpful. I am working on making "learning materials" for the engine lol
but learning materials is part of that lol
I learned everything I know from youtube and actually reading the ue4 documentation, as well as massive experimentation until things worked... i've seen some Udemy stuff and was not impressed. a lot of people like to talk & ramble on videos ... and as a game designer, I have no time for that...
my current difficulties with the engine is that my main game is a top down shooter, and unreal engine is not really MADE for that, althought you can and people have definetly done it, its just every bit of learning on the internet is focused on FPS or TPS style, and optimizations for those game styles
and im a huge fan of Shadow Complex, which is a unreal engine side scroller, i just wish they would explain more of how they made it
most of the higher end "focus" on the engine is generally behind closed doors with private parties doing the consulting or optimizations unfortunately. Not a ton of that stuff has leaked out from Epic or the community yet
yea, i mean its okay though... if the game runs at 60fps on a good machine and 30fps on consoles at least i will consider it a success on my part... i wouldn't be making games if it wasnt for ue4 so i can't really complain about anything... its definetly a great time to be alive as a 1 man team
yep yep. there are a ton of options now to actually make games with "ease" compared to 10 years ago and before
oh Mathew Wadstein, i had an ideia it was you, i've actually followed a lot of your tutorials
great stuff!
the wtf is htf stuff REALLY helped me
sorry i went on youtube and then saw your profile pic, and was like ohhh thats him haha
π
Yea man, thanks for teaching us all that stuff
glad it helped, it's fun to do π
I am way behind right now due to other crap but hopefully back to a normal cadence again soon
well I still haven't watched all your videos anyways so theres a couple of days worth of content still to catch up with haha
lol
im even more impressed now that i know you have 5 kids dude...
alright enough ass kissing from my part, sorry... keep up the great work man, I'm definetly a fan! and now i get back to work..
well only 4 kids right now, the 5th is not till september π
so far so good, and thanks
#blueprint Please π
for a limited time only I'm offering to say all your blueprints are shit in voice chat for free
lmao @polar hawk
ive got kids around me... or else i would
my blueprints are beautiful also...
ya ya i know, not enough functions.. blame unreal engine for making copy paste faster than writing functions
You used question marks in your variable names
you might as well throw away your entire project
lol
non-aligned comment boxes, light the trashcan on fire after you're done throwing it away
Dog bp not inheriting from animal bp, toss the on fire trashcan into space!
that looks like my sleeping schedule
i've compiled projects be4 with success
using ? on booleans
on both windows and mac
Oh, I understand that its currently a valid thing to do
it actually only works for booleans
i thought booleans in c++ also used question marks
clojure does π
what is this, python
πΏ 
π€
what is this, visual basic
blame ureal engine for making the entry level for amateurs like me so low
NAH, SPARTA
it takes awhile to learn that you don't need to debug code if you write it right the first time
yeah, that's rich hickey's motto
the code that works on first try usually has the worse hidden bugs
the thing is: inheritance , all of these common c++ programming techniques... that are used to save time and etc.. dont really save time if you can just copy and paste everything in blueprints
what do you save with inheritance from parents?
memory?
you save not having to update 5 copies of the same code when you find a bug in one
π
i mean, if i have a fucntion i want to run on everybody and they are all characters, sure
well, still engine related

you're right
every time I want to get in a car
its better to invent the wheel four times
and stick it onto the axles
or at this moment, command+c
with leather
time to get the rim factory started
well the wheels should be components in the first place
my airbag is on the wheels. yours?
i generally think... does the game run at 60fps...
everything is fine
does it not crash
everything is fine
does it not entertain?
game displays a black screen at 60 fps. everything is fine
lmao
has this already been posted?
entertainment is a matter of taste.. some people like suffering
liek dark souls 3 players
I think learning the importance of inheritance is a spirit journey everyone must take. It's about 2 weeks of refactoring before you start looking for ways out
its customary to puff puff pass the spaghetti
you are probably right... i think humans only learn things when they are forced to though.. and the fact everything ive made has worked so far, hasnt forced me to learn inheritance
dont get me wrong.. i do have a baseclass for characters in another game, and i use it whenever all of the characters will do something
like bleed
or die
or ragdoll
but , in most cases for me i havent needed much of it
there are currently 3 animals in rat ratles, and they are all so different
i have components also
in this new game, i use health components
hunger componenets
components are super useful... want to make a platform apply physics on touch, components
stuff like that i do use
but Rat Tales has 3 animals and 1 human
working on a base animal class for 4 different animals is pretty much a waste of time for me
the rat is the player, the cat is the enemy, and the dog is your friend, and the human - a npc that doesnt do anything but cut scenes
im taking this too serious
lmao
i think a lot of people are counting on it not to work, thats their entertainment
I like composition over inheritance and the introduction of Blueprint support for custom components was exciting initially, but the engine is still heavily skewed towards inheritance.
If you try to go all in on composition, you feel it pretty quick.
I'd say that I'm the opposite. I prefer inheritance. The beauty of Blueprints is that you can use both.
There are times when composition is so much easier
Indeed. I often opt for a hybrid approach.
Ideally, I think that should be the goal. Learn both and use what fits the situation
Yea, I've noticed the engine is progressing more towards 'tools' vs prefabs
We have a ton of different options for accomplishing the same thing
The engine is definitely going in a promising direction.
Every new feature being added as a plugin, etc.
Yes. I remember when 4.0 was out and plugins were spoken of like the loch ness monster
I agree, but I think the updates benefit everyone honestly
Pre-4.7 was a whole different UX paradigm.
Definitely so
Is migration broken at all? Trying to migrate some particle effects from a pack I bought and they keep appearing with a black material
Not getting any warnings when I open up my project
Also getting the weird broken material
have you checked required
to see if the material is there, and clicked on the material to see if the texture is there
Looks like I'm missing the reference
although, the material IS in the same folder as the particle effect
I've never really touched on particle effects in UE4, how do I assign the missing asset?
go back to the particlewindow, click on required, find the material and assign it, double click on the material, the texture will most likely need to be clicked on and found again
you are welcome
In 1972, a crack blueprint unit was set to a voice chat by a millitary court for a crime they didn't commit. These men promptly escaped from a maximum-security voice chat to this current voice chat. Today, still wanted by the government, they survive as soldiers of blueprint. If you have a problem, if no one else can help, and if you can find them... maybe you can hire... The BP-Team
How do I fix this message: The asset '/Game/StarterContent/Architecture/Pillar_50x500' (Pillar_50x500.uasset) failed to save.
Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only.
you
are
probably running 2 versions
of the editor
at once
@winter wasp
either that or just quit the program and restart it.. you shouldnt need to worry about anything since that is starter content and not your own work so just pres continue, save everything
and quit
your 2 running versions of unreal editor π
@winter wasp i wont rest until we figure out this game breaking mystery of your unsaved start content pillar
Hello guys
I want to put background imgae for my user widget blueprint
but how to do this?
and in front of the background to see these things:
can you help me?
anyone know which chat i should go to for optimization questions?
voice chat
can you help me?
this chat is way too advanced for my brain
@plush yew
sort order
on the right window tab, there is a thing called sort order,
that controls what elemetns go over others
@plush yew .. i imagine you want that crusher image spread out over the background?
I want to these things that I screenshot to be in front of the background that I will paste-okay?
but I don't know how
Iand I don't find the sort order
is anyone here familiar with how the new media framework works?
@fiery harbor What's the issue?
@safe rose trying to use it and doesn't work
why did you get exclamation marks? π
Visibility on the user list? ->>
ah π
@safe rose I'm trying to use the new media framework without UMediaPlayer
so directly with FMediaPlayerFacade
and for some reason the detection of supported rates isn't working
so play doesn't start since it thinks a rate of 1.0 is not supported
looking over movement stuff and wondering: if you want to be able to apply movement in an abstract way (regardless of whether it is a player-possessed character or an AI character), do you pretty much have to write your own movement functions?
For example, I see defined in pawn is void APawn:AddControllerYawInput(float Val) but this depends completely on a PlayerController being present
So if I want my AI character to turn (yaw) I have to write the functions for it?
well an AI character would have an AI controller so it can use a movement component.
I'm thinking about starting a kick starter, does anyone know anything about Kickstarter to build indie games?
but the above function requires it to be a PlayerController
void APawn::AddControllerYawInput(float Val)
{
if (Val != 0.f && Controller && Controller->IsLocalPlayerController())
{
APlayerController* const PC = CastChecked<APlayerController>(Controller);
PC->AddYawInput(Val);
}
}
or do you mean that CMC contains an equivalent function for yaw input?
well I guess the question would mainly be why would you want to use the add yaw function to rotate it instead of just rotating it directly?
During pacaking my project, I'm sseing a lots of Libcurl error : could not resolve host name.
Can anyone explain what I have done wrong/ why this problem occur?
@grim ore I might just be looking at a poor example. in the cpp 3rd person template thats how they pass turning axis input to the character
and the character gets rotation from the controller
yes because the player has a controller object that controls the player, the controller does more than just "move" it as it has other settings and it can be adjusted
the AI has nothing controlling it really, no physical input
ah k thank you. I noticed that the AI controller could be extended to have the same behavior but I havent looked much into if it would be worth it
if you want to rotate an AI you can use something like the AddActorLocalRotation node directly on it if you want to just add some rotation on an axis to the existing rotation
you could probably make your own nodes to mimic what the add X input nodes do but you would basically be just making the direct code to control the AI that way anyways
Ok thank you. I'll look into it more then.
I'm trying to improve my framerate and my lights are the issue. i have 19 dynamic point lights. none of them are casting shadows and its taking about 20 ms to process them. making them static didn't make a noticeable impact. Any suggestions?
making them static should have completely removed the cost for them
My movable lights are showing up in the viewport, but seem to go away once I play my level. Is there something simple I am overlooking?
about the only thing I could think of is you have too many overlapping in the scene which means it would disable the extras
@delicate needle come in to voice chat 4help
How do you keep going when you're tired of working for something that ultimately sucks?
Work on something else
That way I won't get better at level design and I will always make sucky games
skip the level design and just push forward with the actual game then, you can always pretty things up later
If you keep making games, all the way through, you will eventually make not-sucky games.
Experience is the only way to fix that.
But I second Mathew's advice: when you're burning out on one task, switch to another. π
If you stop working when you get tired and work on something else you will be doing something else. I don't see how you would never get better unless you never went back and if that is the case then there is no reason to get better if you will never do it again. When you do go back tho you will now be rested and still have the previous experience which means anything you redo will now have that experience behind it for you to do better. Even if you do this 100 times you should be getting better each time. Even if you repeat the same steps over and over you are just fine tuning those steps and improving yourself.
you might not ever make a game but man can you make a .h file perfect every time π
MathewW - Thank you for your YouTube videos.
no problem, hopefully some of them were useful π
I like the fact you have snippet videos for individual nodes, etc.
I do as well! It makes working really easy π
I wish I could right click a blueprint node, and have it link to one of your videos for that node.
π
Yeah, those videos are godsend! They are the main reason I don't watch tutorials on "how to do X" and instead I try to figure things out myself
I mean instead of watching "How to open a door in ue4" I watch a video on how casting works
aww man having access to the docs pages right in the engine would be awesome and then having the videos on the docs page would be double awesome.
I'm still very very new to unreal Bluescript, I'm trying to learn it fast, and well as my current test proposal project has him and a client super excited.
him* = my boss
lesson 1: Its called Blueprint π
@grim ore Oh, you're the WTF videos guy? Nice work. Love your tutorials
that I am, thanks π
Hopefully a simple fix but does anyone know why these object appear light when they shouldn't?
i would think they would look like the object im pointing to in blue
they all have the same material
suggestions?
THESE HERE PEOPLE
IF U DONT COME IN TOO THE VOICE CHAT
ALLAR IS GONNA GET IT
WE GONNA TAKE
ALL HIS
DALLAR
IF U DONT COME SEEK HELP
my Dallar is offline so take all his, means less in circulation π
ERROR: UnrealBuildTool Exception: Windows SDK v8.1 must be installed in order to build this target.
Please :x
have you installed Windows SDK 8.1?
Maybe, idk
did you try to copy the whole thing and put it into google search?
and click on the first link
no reason to do that, SDK's sit side by side
?
did you read the whole answerhub thing?
if you sort by newest first, the third entry explains how to install them from Visual Studio
there is no need to download them from the microsoft site, which I assume you are doing right now
Close Visual Studio, go to windows "add or remove app" settings, locate your visual studio, click on modify, Visual Studio installer opens, click on modify again, make a check in "Tools and Windows SDKs" (under Windows 8.1)
or just press windows key, type "visual studio installer" and press return 
Hiya everyone. New here. Is umodel talked about here too or no?
the interwebs say its a driver issue
Anyone have an idea why my Character is floating a couple cm's above the floor?
It starts on the ground
floor is bsp
Does someone know why hot reload don't work when I change some value like some float?
hot reload doesn't work in general
Don't use hot reload
I don't even have the hot reload button https://i.imgur.com/2pFrNZF.png
though I'm still not sure how or why it disappeared
so every time i change something i have to reopen the project?
Code? Yes.
@coarse osprey @polar hawk @pallid compass FVehicleInputRate
has anybody ever placed navlinks inside an actor? seems really aquard to do, you cant see where it goes ?
ahh, found if you go into project settings, and draw failed navlinks, you can then see the navlinks in editor
Scene Fusion makes me wish I had friends that work as Game Devs, looks bloody awesome
@silver crown btw did you get the blueprint screenshot thing working?
Hi i want to make a background image with w 2d png character slowly moving on it as a loading screen or as a cutscene in a game, how do i do that
Like.. The character would move slowly so its not a boring loading screen
use a timeline and either change the sprites or change the position or do both.
Idk whats a timeline
Any YouTube tutorial suggestion?
I noticed timelines dont work on widgets
So i cant use it in hud
@flat plover timeline will work in widgets, as Mathew said.
Oh thx
yeah sorry. I didnt assume you were using UMG so "timelines" in the graph itself would work or yeah you can use the "timeline" in the UMG editor to do keyframe animation
technically you can cheat and use timelines from a graph and push the data to a umg widget but that's just ugly lol
lol yeah he could have meant either way. after he said widget then i knew haha
@grim ore i have no idea how to do timeline or timer stuff in CPP so i always use them for that case
then again i am completely new to cpp but i like it so far. the udemy stuff on it is really helpful to learn.
hey I don't know how to do it in CPP either so π
do u use CPP at all?
i am in the process of converting over some code to CPP to reduce net lag
I use CPP only when I want to feel bad about myself
for UE4 I don't use it at all, I really really really don't want to deal with it lol
replace that with "It's all confusing" and I agree with you
I don't want to deal with pointers and references and the stupid -> notation I just want to draw pretty pictures with lines and have stuff work
yeah
I donβt use cpp either. All Blueprint over here. π
i have to use CPP for some stuff with steam API if idont use the plugins that are available, as well as possibly some things with my net code, or my game will lag.
i wrote 100% of my code in BP and it looks good and single totally works, its just the multiplayer optimization is all lol
mathew are u doing a game?
oh yeah I totally understand the need and why you should use CPP but I just draw the line at torturing myself willingly
right now nope just making learning materials for peoples and stuffs.
ah ok i forgot if i ever asked u that before. i ask everyone that π lol
not enough time to work on game stuff till summer is over
when you guys get stuck on a problem that google can't help with, what do you do?
ask on here and/or unreal answerhub. double hit
i keep running into small blueprint problems that feel too specific to research easily
answerhub tends to have more thoughtful responses, but the chance of a response is a bit rarer IMO
@proper merlin did you try debugging the nodes?
I figure out what is going wrong then fix it normally π
im not getting a true error, just created something wrong
might be some simple logic thing you're missing. try watching all floats and debugging the exec flow of what you're doing
yeah, debugging to make breakpoints on nodes
yep if its not working right then debug ahoy
debug until it works then debug some more for what you broke fixing it π
im still at the stage where its very hard to understand the blueprints im using, since i'm copying off tutorials etc
and it feels inefficient to debug when i have so little base
ah yeah if you just copy tutorials, or the tutorials don't tell you what you are actually doing, your gonna have a bad time β°
haha sadly this was from a tutorial on the official UE channel
and even the comments mentioned the bad blueprint
well that just means it's on the official channel....
my point is i expected a solid tut from their employees
well you know what happens when you assume things π
epic is great, sometimes they can be zealous but they are good people.
assumptions create efficiencies for humans π

i think it was just them brushing over something real quick for concept purpose
Epic tries and does well for the resources they put into the work they do
i'll take a close look at it and then make a post
yeah. i'm so glad with the fortnite windfall. Marc Rogerson and everyone was saying how amazing it will be for profits.
im just trying to make an FPS from scratch as fast as I can, this learning curve is proving tough
@flat plover you can possibly go to the MP to get some stuff going for that.
same advice to you dschu, MP has some great templates.
like project templates?
start from a template or you will be in a constant amoeba state for a very long time unless you know what you're doing
yep mp assets, on the marketplace
im not concerned with anything cosmetic too much yet, but i know there are blueprints/meshs etc
Yeah but like generally, what's the most fun things ppl do rather than fighting
they are a touch more advanced than the epic engine starters
i worried that taking a template project would just get screwed up as i edit it to my purposes
but offer customization as needed. just choose the right one. for example you don't buy a gamesparks MP asset if you use EC2.
i have the exact mechanics for a game i want to make, id throw money at it after i exhaust my own abilities lol
but i need to gain knowledge for expectations etc first
Hi guys, anyone ever tried to use load stream level within the game instance ?for my case it worked while play in editor but not using launch. Thanks.
@flat plover racing, FPS, 6dof, there's a lot of genres. RPG.
Hmm hes a Knight, so horse racing? I don't think so
hmm ill take a look at these MP assets but it will be hard to pull the trigger
I want to add horse but horses from MP are too advanced :/ my game is simple
ill grind out making it myself for now
and im curious to get estimates on getting someone else to do the work
@proper merlin #looking-for-talent
by the way you can look at these dschu : https://www.unrealengine.com/en-US/video-tutorials , https://docs.unrealengine.com/en-US/GettingStarted , https://www.youtube.com/user/UnrealDevelopmentKit/playlists?sort=dd&shelf_id=17&view=50
kinda expect a 15 year old that uses duct tape and works slow at an overpriced hourly rate π
the good tut links
thanks, i appreciate it
its been fun even ironing out basic stuff so far, but i see it ramping up very quick
i used to map on valve hammer editor, so some carried over
you can expect to spend 1+ years on a single game if it has a fair amount of detail, so hope that your faith is well placed
yeah, which is why i'd love to be tempted by the prospect of efficient paid labor
i make good money, but have little time and am passionate about making a protoype even for fun
if you ever put your game on steam keep in mind they accept sole propietorships, so you can reap all the benefits for yourself if it sells.
i applied as that and my game got on
still bound by UEs cut though of course
it sounds fair, but you never know with budgets when things get spread thin
hmm jeez
you could release the game on an independent site like itch or gamejolt though. there it's less
and ive already gotten the vibe that like anything creative, there are plenty of people who fall into thinking they have a big thing
and toss money and expectations and stuff at it
so im trying to fight the bias and be reasonable
but also keep a good pace... i have a full idea that i want to make
i just bought $500 worth of stuff from the marketplace during their summer sale and my life didn't change right away. it's all about implementation. if you work with the team and foster it, anything is possible i suppose.
id definitely utilize a steam likely
yeah i have no perspective yet
i realize how much money goes into these AAA games
yep the process is fairly simple, you put the game on steam, then you list it for sale as early relese or on sale. you can set the price. you upload builds via the steam sdk.
and when you are beta testing with steam, you can give steam keys to people for free to get them interested
thats what i did
i got a ton of people helping with early alpha stuff
thats great info but even that is out of my periphery
i did lose my first launch vis round though
i have a "stage 1" im trying to accomplish of basic game stuff I wish was easier
ah shame
not totally lost, just chose to delay the early release until end of year
once its in early release i believe i get another.
which is why I wonder especially too, if i have a small grocery list of basic mechanics
and then listed on sale, one more. and i get 4 ad buys
the ad buys are artificial vis rounds you can use 4 times per any game you have
yep
and im fixing the netcode rn
what genre
now that's all BP, so i really need to fix up some CPP into it to get it to be less lagged up on my ded server
as i was rambling about earlier lol
i use an ec2 t2.micro right now, and it has ever so slightly noticable lag once more actors / pawns get into the game. i believe the reason is heavily due to unoptimized code.
not my type of game, but damn man a lot goes into that
as you make your game, keep in mind ec2 is a great way to go. avoid gamesparks though, people are yelling about it not being up to date RN
lol just work day by day i guess. not that hard really
but yeah dedicated servers are def hot rn. people are complaining about listen servers being lagged for the host. so look into ded servers. those will help
lifes short, gotta make choices to save time haha
have you built unreal from source yet?
i dont want to spend 2 years specializing in something i should have delegated
no sir
Have you looked at any of the gamelift stuff?
if i ever got to that point i'd get dedicateds of course
through aws
im unfamiliar with any of that
AWS tailored to games
jedh yes i looked at it. ec2 was the better choice in my case because the code was all raw and you dont have to have custom REpped events like in gamesparks or the others.
apparently, looking at it right now
@proper merlin look at this
try that. it will help you learn unreal.
build unreal from source for 4.19.2 or the 4.20 version from github.
im confused on what that helps with
Are you running individual EC2s or are you ruinning them in an ECS cluster or something like that?
just the process of source building. the build process for UE is similar to game building, and you will need to do that if u use code plugins
@timid swift i have one t2.micro instance operating at $0 right now for the first year
as long as i stay below quota
ah
latency is good serverside, i get great pings consistently from the ip
hmm ill take a look, but i dont highly estimate my skills to learn anything new technical haha
This isn't deployed then? Just for dev?
its for dev, but its currently running 24/7 i never stop it.
it has a 1 gb cap, so its definetely for testing only
ram cap taht is
the cost scales to $10, $20, $40, $90 for more ram
and you will ned more ram once u get more players / bigger level in the ded instance
So if you don't mind me asking what goes into getting a dedicated Unreal instance on an EC2?
@timid swift here you go
that's my guide on it
full list of al the steps to make a ded server from source building the engine, source building the game, using project launcher for the unreal server.exe, and finally getting the ec2 instance working
the steps are slightly broad per item, but you should be able to adapt them to your needs with some research
i made that when i went through the process
Ah awesome thanks, high level is exactly what I've been looking for
yep. i am like the only one who wrote that lol. it's not on the web π
you're lucky you ran into me
lol
Haha indeed
there are bits and pieces on the web, but my guide is fairly a complete pipeline
anyways, the ec2 is now happily on
as you can see
i leave it running all the time
ah nice
yep
what did you use for an instance?
i use remote desktop instead of SSH / SFTP to connect lmao
it takes me 20 mins to upload stuff
haha
you'll want to use 2016 server AMI
its the most raw one, fairly new, and doesnt have bells and whistles
yep you got to if the ded binary is .exe, plus it's just more familiar
Right
as long as you kill the procs on the instance you dont need you'll be good
kill win firewall and kill defender
lowers ram
Do they have a linux instance of a server?
yep
You got dockerize that no?
huh? nope i dont use that
Ah ok
you really have nothign to lose when the ded server is free.. π
Very true
you can just start one without a game even to test it running
Especially when Amazon reps give my studio lots of credits π
i never said amazon. i said ec2 π lol
if i give that way its like i'm advertising. get it? π
so i try to be politically correct on here
heh
this really is a great place to learn though
i would have never done that guide if someone named jtxp didn't help me make my first ded server
i come from zero programming background
so you can hang around here or #multiplayer and i am sure u can get ur ded instance up and running once you package it out.
I've got a work project on a free ec2 server on Windows 2016 and my god one gigabyte of RAM is horrible to work with
lol yeah
I wanted to run Linux for the project but in the event that I explode spontaneously I needed to make sure my replacement who may not know Linux could remote in and maintain the project
yeah the biggest problem is because everything is being done for free we use Dropbox for backing up backups and Dropbox Loves memory
Bash for Windows works pretty good now
lol ah that sucks
It certainly blows but everything runs in the server for free and that's a good thing LOL
I'm one of those Windows people at work...
And considering we've only had one outage that lasted 10 minutes in the year we used it that's pretty good up time for free
you never exceeded quota? :X
I mean dropbox is just an s3 bucket