#ue4-general
1 messages · Page 271 of 1
same, yeah, it runs on gpu but compiles on cpu
I know that it uses CPU but you need to install compiler which might object
in case of something like opengl it compiles it on cpu in driver's code
ahh wait UE4 might be using it's own anyway
If you want I can send you a 4.19 zip
Ill just move it through rdp, thanks though!
guess it should work since I believe it is not changing anything in registry
probably true, don't see a network disc, but its no hurry anyway
thanks @silver crown
tho you get a error message when you install ue4 from the launcher that a GPU was not found?
Yes, as the launcher is basically a game
And this is a RDP session, so no GPU at all
Only CPU
yeah error message when you try to start launcher
I thought there might be command line arguments
but does not look like it
its for this kind of stuff? https://docs.unrealengine.com/en-us/Engine/Rendering/LightingAndShadows/Lightmass/Unreal-Swarm-Overview
no, I'm intending to setup CI
I'll probably do that too at some point
meaning version control will trigger builds
Let me know how it goes 😃
I've done it in the past, when gpu was not required
didn't expect it to change
but now launcher became like Steam client
of sorts
Hello there ! I'm quite lost here, is this the right channel if I want to ask for help on UE4?
I think I'll ask in #blueprint 😄
well you can ask in any of the channels 😃 who knows what might happen
Hahaha
Niagara early access is officially done for 4.20!
is it necessary to spam the output log with LogSlate: FSceneViewport::OnFocusLost() reason 2 ?
i cant get my project to start with forward shading enabled
any reason for this? happens even with all other rendering settings at default
Hi friend. I developed Android game but I don't to how to promote it
Here is someone to help me
Does anyone know why custom depth mesh's get occluded when attached to a character that isn't moving/rotating in 4.19? I can't seem to narrow down the code change that caused this.
i got forward rendering to work, but now it looks light lighting channels are being ignored
only found one relevant result on google and apparently theyre supposed to work
Does anyone happen to know if there's any terms against using fonts from Google Fonts in a game?
click on the font, the license is in the bottom right
Most are Apache 2, you can check what you can do on this site
@idle stump
Thanks
somehow I enabled this, what's the shortcut or where do I disable it?
\
Can anybody tell me why my skysphere is doing this?
I have no idea where to put this but why has my "TutorialStuff folder gone like that, and how do i change it back?
@ me if u know what to do plaz
@anyone?
@someone
well, a restart seemed to fix it
I'm so happy UE4 has power 2 grid
it's such a nice grid to work with since everything subdivides nicely
and it's friendly coming from quake
I really need help with my skysphere. Most of it disappears when I click play and half of it loads after a few seconds. It works in other projects...
try deleting and respawning the object?
guys.. all of a sudden i cant run my unreal project anymore..
i deleted all the unnecsssary folders.. try rebuidling it.. restarted com
nothing is working
used old zipped projects and its still showing this
does anyone have any clues
Have you tried doing what the error message said to do and build it in visual studio?
yea i get over 800 errors when i try to compile it in visual studio
Don't you think you should look at what those errors are?
800 errors is no small number.
the thing is i didnt change the source
i literally just redownloaded a zipped project which was working yesterday and i tried running it today and it wont work
Well that's nice, but it ultimately doesn't matter when you have 800 errors. You need to look at those errors and figure out from there what the cause is.
Something probably changed either in the engine source or in your project that caused a large, sweeping problem.
If, as you claim, you cleaned out all the intermediate files and such that could have glitched out.
That narrows it down to a pretty small list of things that could be wrong.
It might be the wrong engine version, maybe the engine was modified in some way, etc.
ok thanks for your help.. i have no idea how to even beginlooking because the errors are all in the engine code.. my old projects work fine but i simply can't rebuild them anymore.. i guess i have to try reinstalling the engine etc
If you deleted Binaries, DerivedDataCache and Intermediate then it's probably not something simple you can fix up instantly. Those are the usual culprits that everyone always cleans out first.
yes i deleted all those folders.. tried rebuilding from source and tried running it from unreal
same problem each time
@plush yew gotta go thru all the errors and step thru them one by one
might be a good idea to get a new engine version and try recompiling it
if the errors are in that code
i also recommend using source control to make sure this kinda stuff doesn't hapen again
sometimes a corrupt file can cause problems in your game
hello how are friends time I do not connect they do
@eternal talon your friend wants to connect to your game?
you need to create a session for your game and set up your listen server that way, and make sure to use join session, or, you'll need to create a dedicated server and have people connect using exec console command open x.x.x.x
@plush yew I do not understand
you only have two options here, listen and dedicated server if you want to host your games
AM ok good friend I just play a little Fortnite game drakensang rakion and League of leguend
oh you're stating something, my bad i thought you were asking about multiplayer
have you started making a game yet? try it . it is fun
anyone have experience in sequencer?
I have a camera with a custom lens but it seems to be ignoring the settings when rendering
if I'm drying to make like 1-20 actors at once for a death inventory drop, is there a way to make it fast?
like an actor pool or something
right now it lags trying to make more than 2 or 3 in a frame
Hey guys, I have a bit of an issue... I am trying to make a weapon firing system that can endlessly be expanded without any further modification to the script. To continue I need to somehow store the sphere collider component on my "shotgun" that serves as a projectile origin inside my data table. However, I have no clue how to put these things in the data table.. Anyone have an idea?
I have tried messing with object/class references of sphere colliders and actor components under the structure for my weapon template.
However, I cant find the sphere collider when I try to filter for it after making these changes.
Hey thanks @plush yew and @grim sinew for helping.. I solved the problem. For anyone who might have trouble building make sure the folder your project is in does not start with a number. Unreal creates macros with your folder name and if it starts with a nunber the generated macro will cause a compilation error
@silk sleet Is this in BP? Can you post a screenshot of the part where you're spawning them?
image of my problem
left has preview of camera in viewport
right is render, and you can see its a lot more zoomed out
its called Field of View (FoV)
Why is the 2,3,4,5... players view always so twitchy/laggy ?
In this case though the FoV is changing because of the lens' focal length
and the camera cuts shows the correct shot
but when rendered it's completely different
check render settings wich might override it?
Hello guys I need you're help, do you know how to fix "invalid lightmap settings"?
Make lightmaps.
How can I do that, I'm sorry I'm really new on this
Is anyone here familiar with Data Tables?
I am trying to store a component of an actor inside a Data Table, and I am having a bit of trouble.
If we use Movable lights in a scene, can we avoid lightmaps/baking entirely?
IF you are trying to store data in a data table at run time you will find you cannot. Data tables are editor only for construction and read only at runtime
yes if you use movable lights you will not have to bake. The downside is you will have potentially less performance than if you used one of the baked lighting methods.
@grim ore Thanks! If I already have a scene baked and want to change to movable, do I need to clear anything or something? Or will changing it be all that is required?
if you change to movable you don't have to do anything but your old lightmap will still be there. You can find it under the world settings tab in the lighting/lightmap section and remove it/tell it to not use one
There is a button in the 'World Settings' tab called "Force No Precomputted Lighting." This deactivates Lightmass' ability to produce light and shadowmaps, forcing the level to only use dynamic lighting.
if you do that then build lighting again it will delete the lightmap and save space
Awesome thanks so much. testing this out now.
Im having a major issue rn with ue4
all my transparent materials are black
i have no clue why
I just started the engine and then they all turned black, and its been like this for a couple days
hello, can anyone help me with something. Im desperate, i tried posting on the official forums and havent gotten an answer. I created a big landscape and i want it to have multiple textures on the landscape, so it transitions from snowy, to rocky, to sand, to grass, etc... so far i can only make the landscape have a single material blend
In this two part Tutorial Series we are going to create a Landscape Material that features advanced heightmap blends, tessellation and procedural puddles. Th...
it literally took me 2 seconds to find this @wispy plume
i have that tutorial open, i mean its probably me just being dumb
oh my god...
Unreal Engine 4 Beginner Tutorial Series - #17 Terrain Materials This is episode 17 of my unreal engine 4 beginner tutorial series, in today's episode create...
heres a better tutorial
gets straight to the point
what i have working right now is a material function that gets me 3 different materials based on height on a landscapelayerblend
but when i try to have similar heights terrain with different materials i have no idea how to get that done
like if i want some snowy part be the same height as a dune sandy terrain
I’m packaging my game right now. It has one level with maybe 20-30 different materials in it in total. After ~5 minutes of packaging a tab pops up saying “Compiling shaders” and the numbers for that go up until it reaches around 8500. Then the whole thing freezes (I can’t tell if it’s still going or not but it starts slowing down or freezing my entire PC). Any ideas?
UE4.19, only plugin installed is CodeSpartan’s voxel plugin.
Umm.. I seem to have somehow inverted myself in the viewport... X is pointing down on meshes... and my left right movement is inverted... how the heck did I do this???
I had such a good day too, was just about to make a sweet sequencer with my new models and... now I'm upside down feelsbadman
Only seems to be in certain level.. anyone have any idea how I fix this? All movment flying around in viewport is inverted and the world is upside down
hmm when people say hard edges, do they mean the abscence of edge loops to smooth the edges or do they mean the abscence of a baked normal map to give the impression of a smoothed edge?
@stuck spade what about the camera that renders it on the scene ? the cameras have individual FOV from editor one
@here
Does anyone have any clue how this type of health bar is created.
Like whenever he loses HP there is different red bar after health drops that follows as trail
https://www.youtube.com/watch?v=jx4UK10j2eQ&t=148s
Testing out new abilities and old... Ability System was completely rewritten last month to be more flexible. It's paid off!
I would take a guess there's a timer involved, possibly a lerp to black every so many steps? looks like a neat game
ok and how do you get that red trail @latent warren
I don't know enough about Unreal to give you a good answer for that. I've done it in another language before using that basic idea
I started a timer that would go when damage was taken with a stop point of current health
and every so many steps (frames) have a row of pixels change to black until current health was hit
i.e. if you're using a float for your health, 0.01 would be eliminated every x frames
ahhhh ok
Quick question, assuming you wanted to store items in an inventory that could be customized, what would you store them as?
eh I can give you a C# answer. collection
not sure if that carries to this environment
Lmao, I'm limited to blueprints I'm afraid
they may have them... looks
they have Structs, which is pretty handy
but Structs sometimes for no reason decid to say fuck you
sooooo ¯_(ツ)_/¯
suppose you could use an array, depending on how those work in here
if they 'grow' with additions, that'd probably cut it
Possibly, I might give those an attempt
I'm sure UE has some sort of collection googles
yeah cool
check that ^
that'd be what you'd want to use
benefit to using those over arrays are numerous
This looks like just an organization technique for folders, lol 😉
oh shit. it is lol nevermind then!
Not quite the same collection we were thinking of, lmao
Well, I've used collections with some java stuff before, I'm just assuming that's what you've been talking about,
I'm sure i'll find a ue4 equivalent somewhere 😛
try poking around with that, that's in BP
it MAY do what you need
(and yeah, java collections are similar to C#)
hello i am making a game ready model i am stuck at hair any goo method to make texture for hair cards with zbrush i am not getting exct result plz mention my name in help so i can find it easily thankyou
i have a unity->unreal question
in unity you can turn off physics automatic simulation and you therefore call Physics.Simulate manually
is there such a thing in UE4?
Don't believe so, no
That's not what he's asking
SetSimulatePhysics, well, you CAN set it manually, or by default in the BP actor
Looks like he want to simulate frame by frame
For example for rollback/replay in MP
Set Simulate Physics
Still not what I believe he's asking for :/
He's asking if there is such a thing as manually calling Physics simulation. I don't know how you come up with simulation frame by frame for a reply thing
only one who can awnser that is @crisp fable
"call Physics.Simulate manually"
Yes, which does the SetSimulatePhysics?
yes its for multiplayer purposes
im trying to replicate this: http://www.codersblock.org/blog/client-side-prediction-in-unity-2018
@crisp fable UE4 can't do this at all unfortunately
it sets to simulate physics, how is that different?
damn
simulate physics, physics simlate? Only the order is different? 
@whole quarry We're talking about manually simulating physics for a frame
Or for 100 frames
yeah with a given deltatime
because its multiplayer you're not getting a regular tick
UE4 can't do this, and generally speaking, can't really handle MP physics
the physics engine isn't deterministic
unity is based on physx too though
wow, no need to go all bold for that
WHATS WRONG WITH BOLD
Well I've explained three times already, at some point you need to stop saying "it's the same" - it's not
@crisp fable Dunno how Unity handles it internally
yeah you can enabled physics again but it's just going to tick at a regular rate, it wont play catchup
ok
thanks for the info
I've looked into it for UE4, others have - AFAIK, you only can do your own physics here
I'd love to be proven wrong 😉
I'm just awnsering a question as it asked. It said nothing about frame by frame nor anything about multiplayer. As this is a UE4 place, knowledge about Unity cannot be assumed. No need to be such a bitch about it...
Googling the method took me 3s - never used Unity in my life
And I've simply googled "UE4 Simulate Physics" ¯_(ツ)_/¯
@cloud cobalt @crisp fable is this related ? https://github.com/TheJamsh/UE4-Networked-PhysX-Component
🤔
there was other repo no idea where
It is
Dunno how well-behaving this was in the end
I think it's barely proof-of-concept level
@crisp fable there was extensive discussion on forum
technically you can, in c++
but calling manually "simulate" is the least of the troubles
@teal tulip I got it working but I ended up not being able to use custom lenses. For some reason unreal just ignored those settings
anyone interested to join a new Indie Team, please PM me. We're starting fresh and going to learn and share together on Unique projects.
we still have 2 weeks to form a team before pitching some IDEAS. All the people will be welcomed to share their opinions and explore new opportunities..
I'd post there soon, with proper details
discussing with current team members
hesitant a bit since people mostly avoid Royalty projects. It's more of an Open Ended Team
For Artists and Designers, By Artists and Designers
Yeah people avoid that for a reason
Sure
You can also use high level timer stuff
But it's basically the same, and the performance hit for what you're doing is 0
alright, thanks
Does anyone know how to stop this from happening? I made a post process volume and turned Min/Max brightness to 1 on the Exposure as suggested before but it hasn't stopped. https://i.gyazo.com/399452af9689072364283766eeb8ac13.gif
try disabling Auto Exposure in the Project Settings
Isn't that only the default setting for new levels ?
@whole quarry Done, now my scene is barely visible. So I have to reset exposure manually with a post volume or is that not working as intended?
try to reset it to the default .3 and 2 (iirc)
how high is the intensity of the light sources?
10 being the highest
try to reset them to the defaults as well
ok I turned them up, rebaking, let's see if this is all it was
a good example why I hate Auto Exposure :D
Odd, it's as if the light doesn't travel Remco
Unreal 101 question - I'm messing with the rolling ball example, and it seems that the engine will default viewport ownership to the "PhysicsBallBP" Pawn Actor, via its camera component. I stripped away all the gamemode overrides, and it still does this. Am I missing something, is this normal?
the game mode determines the default pawn spawned in a level using the player starts
if there is no player start, or if you have something else in the level that is set to auto possess (your problem), then that will take precedence
check the ball that is in the level by default in that template and see if it is set to auto possess to player 0
I haven't touched that template in a few months but this is the way most of the other ones are set up so it would make sense it is the same way
Auto Possess Player 0
There we go! Thanks, I missed that when looking around, go figure!
question guys say i have 2 modular pieces and i want to combine them in UE
is there a way to group them and duplicate them?
Or would i have to combine them with the use of a BP?
@warm mountain You can select both in the Outliner, and press CTRL + G to group them or right click > group
@hoary charm gotcha and thanks!
i suppose that would also be less expensive than creating a BP for an otherwise static mesh
Yeah I assume so, hope that helps! I am new to Unreal myself but I've used this briefly
has anyone profiled Niagara already? Can't imagine it being more perofrmant than cascade
Hi, I am pretty new to Unreal Engine. I've got a question. Why is alpha so heavy on performance? If I check the view under F5 to see the performance, everything I have is green, so it's good, but alphas are always red. Even with the meshes from unreal assets that come with the engine, their alpha is also red. With a lot of meshes having alphas fps goes down dramatically
Can anyone here test something for me?
like I need someone to test my game
it is something that doesnt work and I think it is because of my location...
finding dedicated server
I mean It isnt on steam yet
I will send u a link to mega
but in DM
uhk
i sent it @worn granite
k
dang i am really getting a ton of login attempts, probably because of all the recent buzz. glad two factor authentication is an option for the launcher! haha
I have a pawn-character, and I'm activating its ability to "look around" by using right mouse button. I am using "Add Controller Yaw Input" as well as "Add Controller Pitch Input". So far it works, the Yaw is allowing me to look left and right, but for whatever reason I cannon get the Pitch to affect the up and down look.
Is Pitch treated differently, or maybe my whole approach is wrong?
I'll try and move this code to the player controller or pawn class, perhaps.
Yea level bp isnt meant for that
I was wondering
Who is the admin of this server?
Because Moderator doesn't mean admin
There is no admin, only Zuul
how come?
hey Mid, hope you were able to get your multi working 😃
nope
lol
3 weeks mate
I tried everything @plush yew
I am starting to consider hiring someone...
ah. you should really try falling back to ipnetdriver and just disable steam until you code it in later.
you can still have people download the game on steam and everything
and play it on there
just set defaultengine.ini config lines to exclude steam stuff.
open steam.XXXXX
XXXXX being the server unique id
and that works
I can join server
but i cannot find it
@plush yew I get these warnings in client log when trying to find server
[2018.07.03-18.45.17:926][229]LogNetVersion: StandYourGround 1.0.0.0, NetCL: 0, EngineNetVer: 2, GameNetVer: 0 (Checksum: 2374043608)
[2018.07.03-18.45.18:087][239]LogOnline: Warning: STEAM: Rules response NUMOPENPRIVCONN 0
[2018.07.03-18.45.18:088][239]LogOnline: Warning: STEAM: Rules response NUMOPENPUBCONN 100
[2018.07.03-18.45.18:088][239]LogOnline: Warning: STEAM: Rules response OWNINGID 90115716982511623
[2018.07.03-18.45.18:088][239]LogOnline: Warning: STEAM: Rules response OWNINGNAME SYG
[2018.07.03-18.45.18:088][239]LogOnline: Warning: STEAM: Rules response P2PADDR 90115716982511623
[2018.07.03-18.45.18:088][239]LogOnline: Warning: STEAM: Rules response P2PPORT 7777
[2018.07.03-18.45.18:089][239]LogOnline: Warning: STEAM: Rules response SESSIONFLAGS 683
[2018.07.03-18.45.18:089][239]LogOnline: Warning: STEAM: Rules response SYGServerName_s EU StandYourGround Game
[2018.07.03-18.45.18:089][239]LogOnline: Warning: STEAM: Rules refresh complete
[2018.07.03-18.45.18:089][239]LogOnline: Warning: Unknown or unsupported data type from Steam key data NUMOPENPRIVCONN 0
[2018.07.03-18.45.18:089][239]LogOnline: Warning: STEAM: Failed to parse setting from key NUMOPENPRIVCONN value 0
[2018.07.03-18.45.18:089][239]LogOnline: Warning: Unknown or unsupported data type from Steam key data NUMOPENPUBCONN 100
[2018.07.03-18.45.18:089][239]LogOnline: Warning: STEAM: Failed to parse setting from key NUMOPENPUBCONN value 100```
for your ded server .exe, try to go into your project launcher and build it from there to lower ram util. once you're sure its working well, upload the whole thing to your t2 instance.
use exec console command: open x.x.x.x without the steam part to connect to your ded server, change defaultengine.ini lines :
[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
[OnlineSubsystem]
DefaultPlatformService=Steam
[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480
[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"``` to
```[OnlineSubsystem]
DefaultPlatformService=Null```
only use steam for downloading and storing the game in the steampipe if your game is on steam. as a test bed, you can run a pure `ipnetdriver` dedicated server on t2. try that and if that works, gradually add steam code as necessary when you need to. keep in mind, *what is your goal?* do you really need steam to store your ded ip and search for it in your code? in my code, i just have the t2 ip stored away, and it's always the same. dedicated servers don't change ips unless you change it. so you can just automatically always know the ip that way. is it raw and a little watered down? yes. but it works and you can begin to test your multiplayer functionality. you can get a boost of confidence since you know your multi is working, and you can surely add in the steam functionality later once you know for sure your base dedicated code / all your RPCs if you use them are working properly without lag. sometimes you just need a refresher.
and ill be in #multiplayer for more maybe a lil later. trying to do some singleplayer coding rn
does that make sense though?
just to get a testbed working?
@plush yew My goal is to find the server and also to appear in Steam Master list
I will try tomorrow now it is late and I closed the PC
yeah sebatnik's video talks about that. as you already looked at it. by the way i don't even use steam server lists, your best bet to get that working is decode. he told me he got his working earlier after i helped him with his t2 setup.
you just gotta try to fall back to ipnetdriver. no problem. ill be in #multiplayer later.
also
Why wouldn’t it work for me?
I have a friend
that uses 4.18.3 source
he just followed sebatnik video
it works perfectly for him
?!
lol I mean why? is it just bad luck? something wrong with my IP?
@plush yew
Anyone have insider knowledge on DDR5? If the specs advertised are true? I'm recalling DDR4 not living up to the hype. Where DDR3 did.
anyone know why steam audio wont package with my project? the log is showing me this
LogPluginManager: Error: Unable to load plugin 'SteamAudio'. Aborting.
Hello guys, I need your help, I got my first person character but when I press play I don't use the character with the gun I just floating around, is there a way to link those two?
@silver crown @vale osprey https://issues.unrealengine.com/issue/UE-61559
What does backlogged mean?
Same as Won't Fix pretty much ><
That's what I thought 😢
btw @grave nebula you don't happen to know how to apply a geometry shader to a mesh? 😛
I do, graphics channel.
@grave nebula well, Won't Fix means "that's by design"
backlogged means "thats not by design, but we don't have time to fix it"
The current DDR5 claims 35% more speed, 6400 hertz, and immense capacity vs DDR4. Still waiting for official numbers.
@high stone sounds interesting. doing a new build?
I'm waiting for DDR5 so the next round of advancements in voxels can be made. Faster real time shadows, effects.
i pigged out and got a 5960x and purposely havent upgraded since that upgrade cycle was so expensive lol
will be great to see even more performance on an already fast engine
We are moving to higher quality shadows thanks to Nvidia. Realtime raytracing in 10 years? Probably?
if lucky. i like my current build because its high end and still relatively similar to most desktops. good for devtesting. its worth about 4k lol but thats only cuz i have 2x 6tb for my local storage. i source control everything locally.
in any case glad that 4.20 is almost out in release. gonna really test niagara out. hopefully it runs fast.
Did you see the latest breakthroughs on flash nand? 128tb storage.
That will hurt when your ssd dies.
would be great. i am using wd greens right now lol. disc drives
1x 6tb and 2x3tb in raid for a backup slot. i have all my unreal projects and everything all carefully filed away in both. i backup everything once a month or so. havent done my most recent backup. need to do it actually. a week or so late.
Be careful. I was told flash memory can die if it's not powered on for x amount of time. Vs spinning discs that are more on usage.
I had a guy archive his movies on a SSD then take it offline for 6 years. His drive is dead.
lol
haha wow. yeah i backup on HDD
archive SSD
im lucky neither of my raid backup drives died yet. they have been going for years. wd greens are not bad.
haha
There is an even better option now. Mdiscs. All game companies should have them. 80+ years!
Waterproof too.
Millenniata claims that properly stored M-DISC DVD recordings will last 1000 years. lol crazy
my data is so transient. on my ssd. i use SSD for my C drive. i literally read and write so much
80+ was after testing. I don't think anyone will be around to say 1000 works.
i flush my entire backup drive every month - and re-write all data to it
lmao. 1000 years? maybe some family who passes it down as heirlooms 😛
I've got my game backed up on 3 hdds, and 1 ssd.
I remember back in the day when we only had 5gb hdds.
i dont remember that lol
i was mentally unfit 😛
my mind only came into being once i began researching mocap and trying stuff out, then i understood what "storage" was lol
1998 was a dark time for storage.
lol
i wonder what the future holds for storage. could be some kind of energy containment or something. could be really crazy stuff 😛
how big are the HDD backups you use?
because you can get a really good deal online for a hdd these days.
you can raid your current HDDs into one, like i did, and then get one more. could be an option if you need more space for unreal.
when you say 3 hdds and 1 ssd if you already meant they are raided then nm lol
2tb each.
tbs are pretty damn cheap nowadays
but man now you got me wondering what storage is gonna look like 20 years from now @plush yew
gonna be some crazy Black Mirror stuff lolol
lol ⚛
all i can do is speculate. if only i could r&d it, but i don't have the capital or facilities. 😛
like most of my HDD is from my mocap days. unreal takes maybe 1/4 of my space. just about.
in any case, i have been happy with 6tb thus far for my unreal projects.
With full lidar based games we could be pushing 50tb open world games.
If you're interested in what that looks like. Check out Aerometrix on YT.
Messing with camera rotation
Running around the level, press 2 to rotate camera 45 degrees to the right so that despite being "over the shoulder" it still ends up facing me.
Rotating the camera like that messed me up good lol
lol. i always use spring arms and never rotate the cam. although i could understand how you would want to in that case. i have two cameras in my pawn, and i press tab to swtich first person third person
The thing I'm wanting to figure out is a dynamic camera system
I first got the idea while modding ARK, but its camera does not let you rotate it. Change its XYZ position, but not rotate.
Messing with it in UE4 proper tells me I don't want the camera rotating. Moving yes, but not rotating on its own axis.
if you set spring arm height and everything, you can rotate it there i believe..
you want it following the char as it moves?
cuz then u gotta bind it to a scene component that is a parent of the possessed pawn
The idea is that an over the shoulder camera is desired, but not the perpetual left/right-bound nature normally associated with it.
If the character starts running to their right the camera should move to the right hand side, and vice-versa
o
Yeah, I'm just goofing around seeing what feels right and what doesn't
oooooh
what's the alpha node connected to in that graph?
ah
So can just specify a number for quick testing or promote to variable if I need more
I figure for the 3rd person template i'd be wanting to get TurnRate & check if it's currently positive or negative
Gonna have to do some negative multiplication here, it works but when i turn right the camera shoots to the left lol
Definitely needs work. Biggest issue is that the camera will eventually fly off into orbit
@maiden swift I cannot get in this server with my another account.... mayb because i was banned by someone... Back then I just asked was there any native member in this server... other members thought I am rasist and so they banned me.... I am from India ... we dont have such things in my country.... I didnt intended to hurt anyones feeling...so.. plz unban me if u can..
Can anyone tell me why my ball in unreal engine is hoping like 1-2units on z-axis when its velocity is set to -2000units on Y-axis and its sikyness is set to 500units on Z-axis. Also it gets stuck and just hops in place when it hits one of the slanted box brushes...???
Its a Pinball Project
"thought I am rasist and so they banned me.... I am from India ... we dont have such things in my country" - riiiiiiiiight...
Yep
That's a pretty complex question.
The short of it was working my ass off to know more and be a better engineer than most of my peers in college, being social and networking with people at industry events, really preparing for technical interviews, and getting lucky along the way.
US
so u had the same plan I have in my mind
Really not much to it in concept, but executing on those things is another story.
So i get a good engineering college... get a job so i get to US and then get a game school
I am aimming for VIT vellour
Strictly speaking, you don't need a formal education, it's just one of several ways to get the knowledge and experience, as well as a kickstart to networking with peers who may also join the same industry.
What?
I'm not a moderator, so definitely not.
and also... suggest me some solution on the question i asked above... watch those clips i uploaded...
I don't have any experience with that, so I don't have anything to suggest.
is it possible that my problem isnt caused by Network/Replication but from the standard PostProcessing?
because when i tryed to record the "jitter" it was even at 60fps recording not as extreme as in person 🤔
never mind im still pretty sure its a network thing
i try to make a video maybe someone here can hopefully help me 😃
everything seems to be smooth but if Client A is moving itself the standing person seems to jutter/stutter
I want to make a radar widget (I already had a radar as part of the HUD but that looks messy and is not very scalable). Is possible to make a radar widget?
yes to server wich seems to work but at the point of jitter there is no change to that
You need to adjust Movement everywhere
i try to capture a short video of it
It's not replicated
i know i made a custom event for it
If you Client doesn't have the same MovemnetSpeed like the Server version, you'll start jittering due to correction
@unreal spoke Would ask in #umg
it must be something with the camera / movement
it only happens when straving left or right or walking backwards
@regal mulch my account name was : Elemental Destructor!!#8829
You were banned for spamming.
And creating a second account to bypass that isn't allowed.
Here its more visible if u watch at 1080p
the moving person sees the not moving person kiiind of jitter and it feels more weird when playing then watching
@14 seconds its extremly visible
@regal mulch I am not bypassing... this is my first account bytheway...
and i am sorry for it..
messing around just learning Unreal (coming from other engines (not unity)). absolutely fell in love
made a nifty little Mode-7'esque scene
not sure how close that is to how THEY did it back then (probably insanely different) but still hugely technically impressive considering what they worked with at the time
@regal mulch could you see what i mean in the video ? 😃
yeah I do Net. that's a little offputting
how's the latency? kinda looks like lag hiccups
its local
oh lol scratch that one
hmm have you ran an FPS counter when you are running into that? would be curious if it dips
(I won't be able to solve your problem, I'm unreal noob but I like troubleshooting
@cerulean nova Not sure right now
Would've thought it affects both of your Characters
Can you try not attaching the camera to the mesh?
Just to test
it does happen to both clients but only the moving one sees the standing one this weird
the camera is attatched to the head for "true first Person"
But Client1 was clearly jittering while Client2 moved fine
and yes, can you undo the true first person
I want to know if your mesh lags
the weird thing is if i look down the own mesh is jittering wich may cause the other client to look jitter?
some movement thingy
So the mesh of Client1 also jitters if you look downwards?
yes
but only when walking backwards or strave left or right
yes this is a new fresh character
Alright can you try this: Your CharacterMovementComponent (CMC) should have a boolean called "Orient Rotation To Movement"
Is that checked?
maybe some "animation" problem because the normal thirdperson does always walk forward and if u press S A or D it would turn in that direction
yes its checked
that causes the problem right?
(I'd like to say I've been here idling for 24 hours with my mouth (mostly) shut. I've learned a lot just lurking in that time
because he tryes to turn but cant because the view is fixing the movement orientation
thanks for running this place)
Cheers
back to replicating the sprint to work proper 😄
had to rethink the system because i had some checks running with the sprint itself wich would then get also replicated so i have to "rebuild" it abit
if i want to include non .uasset files in a packaged build, do i have to create an custom asset type for it?
to answer myself: not really; just put the assets in a directory inside the contents dir and set the directory to be copied while packaging
current downside: the assets are literally just copied to the build directory and there for anybody to read/change/delete
What is the best way to create and island lowpoly? With World Machine?
low poly plane with noise
any 3D package would do that for you
not sure if world machine does low poly
a heightmap is just a mesh in 2D, when it comes to terrains
you can convert them from and to oneanother
Thanks Denny!, okey i try to do it with blender
the GameSession Class is only aviable in the Source Version from github right?
found it...
If i change the 0 to 128 it should set the max. players to 128 right?
hey guys ... I'm coming from a unity bg .... is there an option in Unreal that lets you view the game during runtime like how the 'scene view' does in unity?
@slow relic Shortcut would be ALT + S
ah yes ..... one more tiny question .... can I do this in multiple windows? like simulate in one and play in another?
simultaneously?
I don't seem to have real-time input while playing/ simulatiing in my second view window even with the option selected
no, that isn't supported
sigh, nvm ...... I'm just curious, are there any work arounds or hacks to make something like this? like a plugin? Would be real cool if something like this was there
sure if ur able to write it yourself go ahead download the source and rewrite the engine 😃
u need to register and verify before u can see the UE4 Rep.
but why would u need simulation and gameplay at the same time`?
theoretically it could be made, since it supports multiple views into the same world
but you'd need to spend a lot of time reverse engineering the thing to figure out how...
i dont see the need to see simulated and gameplay at the same time tho 🤔
that's not what unity does
you play in one window and have a scene view open at the same time that lets you view the world being played
for what?
dunno, never used it
xD
@cerulean nova haha I'm far writing something like that. I'm just used to a system like that where I can see if objects are entering the trigger zones in another window while playing it in another window. It just felt a bit weird that's all 😄 ...
is there a way to get steam audio working in a packaged game other than adding -audiomixer to a shortcut ?
@slow relic if you play in editor window, not in separate window, you can “eject” and fly around
@slow relic you must be ex-unity user
after years of UE4, I still missed the separate scene view in UE4
also if you don't see the need, you probably haven't tried it
it's so handy for some gameplay debugging and editing purposes
you can eject in UE4 but you practically have to pause the game usually for that
with separate scene view you can just keep tracking some game objects while you keep playing
but yeah, there's a reason why UE4 has separate simulate mode and "eject" mode
or unpossess, whatever they call it
Not sure where to ask; can the unreal build tool be configured to copy PDBs (on Windows) on Debug builds, like it does for DLL dependencies you add?
if i walk with a handgun then switch to a rifle the arm position needs to switch without the legs change the animation is that called "animation blending" or do i have to make conditions and make a custom walk animation for all weapon types ?
@cursive dirge yes i am, and I kinda miss that feature.
is niagara in 4.20? or is it still experimental?
both
so it wont be like a plugin like in 4.19?
it will be and is a plugin
Epic is trying to move items to plugins to reduce wasted fluff in the main engine. If you never use particles why have a particle engine required for example.
Yeah. I really hope they continue to further modularize the engine.
oh i see. so cascade won't be removed?
it wont
if you like helping noobs, you can check my problem in physics channel 👌
ah cool. I thought it would be like how sequencer replaced matinee.
i have a limit i wont go below
👍
gonna remove my message in physics, thanks
Cascade will be phased out at some point. But ofc not in the near future.
oh im fine @plush yew im just deciding whether to do all VFX in Niagara or stick with cascade. 😆
😆 its particles
oh
whats the timeframe for the project? I'd say it makes a lot of sense to stick with cascade for a production for quite a while.
its a personal project for a portfolio so no timeframe but yeah i'm leaning towards cascade.
how can i get a list of all connected players controllers? im assuming you can only do this in game mode class
yes
I need help
Do someone know blueprint for ship sailing on ocean
so that player can helm ship
pls ping me if you know or send me in dms
Is there a channel I can ask about a bug that a frequently get while playing any game that uses UE4?
@ornate trellis you can post that on the bug reports in the UE forums. the discord is more for live help type stuff
Yeah, I've read about 100 forum posts about my problem but have found no fix. Was hoping someone here could help. Sorry to bother
you can always ask tbh 🤷
and in 99% of the time it is better to ask than to ask if you can ask
to avoid askception
wat programming language does unreal engine use?
Lisp 
wut?
And also BP
is it UScript?
Hell I'm sure even google assistant can answer that
it uses lmgtfy
holy lol
ugh, annoying kids these days
epic fail
Indeed
wth @surreal viper
Trying to get ban?
Too late, the bot record every message
sorry 😦
b****** isnt a swear
Bas****
also that was for Phyronnaz
anyway the joke was on google as his answer is wrong
unreal engine uses c++ and Blueprint, later is a visual script language build in the engine
c++ isnt the language for me soo
With a C# build system
il try blueprint
yeah but if you have to do anything with that you are in trouble already imo 😄
C++ is a deity's level
tbh 99% of c++, the part you actually need to use is way nothing compared to game dev in general imo
yep, is a god level
so if you have trouble learning c++ I am not sure you will get far with game dev in general
which is a highly competitive area
I need to buy new cogs for my head then
but other people disagree, it's just my way of thinking
I think game dev sucks 
well not everyone is paid by government to be on holiday
so you kinda don't count!
hehe
phyronnaz would rather study a male and female reproductive system instead of game dev
What?
(also normally this chat is way better, the negative experience you have is purely cause of @silver crown and me, we are just idiots)
forget that Iwrote that
welcome in the club 😄
I can murder phyronnaz on fortnite
😓
24/7 is 24 hours every week
lol
hi
does anyone know why the unreal tournament discord requires linking a phone? I don't like linking my phone number to stuff that doesn't really need it and would like not to, but have some questions I would like to pose on the UT discord 😦
is anyone here have interest in RTS games and want to make one we can co op
so uh
i hit the undo button
in the editor
while in the sound cue editor
and uh
now i can't launch the editor
crashes constantly
what do?
ok nvm it's not undo, it's copy/paste
i created a custom sound node and whenever i copy/paste it, it crashes the sound editor
maybe a programming question


is 2070x good for ue4 ?
@oblique vortex Erm... what's a 2070x?
hey i have this wireframe that wont go away on my meshes in UE editor https://i.imgur.com/YwTn7h8.jpg anyone know what setting this is?
The Real Slark Shady#0253 Click on Show > uncheck Collisions
thanks
hey uhh, just a small lil q, anyone know any good places to get started learning the engine? preferably a 3rd person, a tutorial or something would be amazing thanks uwu (plz @ if you respond)
Anyone familiar with new PCs? I'm building one and buying RAM for it. Will any recent ram pair well with a recent mobo?
hii i am working on a character i am planning to make a showcase in unreal but i am confused how should rig hair that can simulate specially ponytail with air
You probably want a hinge, there should be a script for it. That stuff goes back to the PS2 days.
Google "ponytail game hinge unreal" Should be first link.
thnx for the tip ill try
and to control cloak with apex i just need to paint it in unreal do i need to rig it along character too?
There are all kinds of ways to do cloaks. Cloth simulation is most likely the area you need.
bascially i am planning to make a showcase of characters like i can move camera around character in idle pose only eye blink an little bit of movement but i want to parent the air with camera that in way to look cloak will go in opposite eith air hope u get what i actually trying to do
Not familiar with air simulation in Unreal. In a few weeks when I get the new PC, different story. I think the mods are asleep for the night? I recommend 7pm est and earlier.
thanks for kind words i always get alot o help from here😊
(:
Any Suggestions/Opinions on Building Objects vs Modular Building parts in a Instance?
@high stone If you go for an AMD CPU be careful with the ram frequency
As it will also determine some internal cache clock
hey whats a clever way of leaving notes in the content browser?
like if you wanted to leave a small reminder or maybe some brief instructions
my best guess is a readme actor with just comments inside of it?
Why would you need that note in the content browser?
Maybe there is some better way of doing what you want
You could try to utilize the Tutorial BPs
Not sure if they got ever updated and improved
oh yeah i forgot about those
i just want to be able to leave some useful info for devs that may be using my work
i know documentations exist but i wanted more of a reminder type of thing
people forget what they read in docs, but they cant forget something thats right in front of them
ill check out tutorial bps, those sound like they may do the trick
Man, I really don't like TAA
@silver crown It's a Intel 8700k. I'm not overclocking the RAM. I just want to make sure I don't run into a mix match like I did in 2013.
The motherboard wasn't having the G.Skill 4 slots. It did fine with the Corsair 2 slots.
I found out the G.Skill had different timings for 2 of the sticks,
hello guys
can anybody tell how can i fix this thing
lemme make a gif of this
i want to make first one pickup
and the crowbar can only be picked up
if flashlight is dropped
does anyone know what could be causing this?
I've been reading more and more about UE4's performance issues with AMD GPUs. Looking at the engine in general, considering the source is available and it's all cross-platform there is obviously no intentional bias going on for a specific vendor, but the issue seems to be prevalent enough with games released in UE4. Has there ever been any reasoning given for these things?
Driver issues? Implementation problems?
@harsh tiger - you have two domes on top of each other
@faint cedar Maybe simply that the engine was developed with NVidia GPU in the first place
And thus optimized against that
@faint cedar SkySphere? I only have 1 in the scene if thats what you mean
never mind, i had another one something with a weird name haha thanks!
@silver crown - that is an easy assumption to make but I think it's not correct. At the very least they test fortnite on all sorts of hardware
@astral marsh You might want to get a boolean to fix that so when you pick one object it sets the boolean to true and next make branch to check the boolean if its true then make a code to drop one item to pick the other if false then it picks it up anyway.
Hey guys, I've been using the 4.14 UE4 version for a while now, but when I tried launching the editor from Epic Games Launcher today, the 4.14 Engine version is gone, and I'm only left with installing other engine versions, moreover if I try to install the 4.14 version, I can't since it doesent appear in the list. Any idea what went wrong?
@fast sigil hmmm 4.14 appears in my end.
oh wait you mean you already have it installed. hmmm
@gentle crypt yes, I have it installed, just played with it yesterday
And today when I wanted to launch it it was gone
I thought I deleted it by mistake or something, but If I try to install it again I cant
go to C:\Program Files\Epic Games
and see if its there.
if it is there then remove it and try reinstalling it cos something might have moved that makes the launcher not recognise it.
For visual representation
@gentle crypt, found it there
guess i'll delete it and hopefully that resolves it
Guys is ryzen 5 1600x is enough for unreal engine? (6 cores 12 threads 3.6 GHz)
or i should buy a ryzen 7 1700x? (8 cores 12 threads 3.4 GHz)
can anyone answer my question?
@plush yew both are great CPU's and more than capable of running UE4
@faint cedar True
@plush yew why the surprise?
i gonna buy just a new computer
if you have the budget, go for the 1700x or even the 2600x/2700x
also if you can manage, go for 32GB ram and a fast ssd/m2
my pc regularly uses over 20GB when doing things like light build or packaging
it's not strictly necessary, but you're definitely on the safe side with 32gb
my current system really bad
8 gb ram radeon 7600m i7-3630QM 4 cores 8 thread 2.40 ghz
really depends on your project size
its gives 60 fps when its only a landscape but if a put a tree on a level its gives 30 fps instantly more trees 10 fps more grass 5 fps
🤔
read again please
seems like that is a notebook GPU from 2012
that's normal while doing that
Specifications and benchmarks of the AMD Radeon HD 7630M graphics card for notebooks.
it says the GPU is ~2400 days old
basically any new-ish GPU will feel like you're strapped to a rocket
comparatively
expecting to run any game on that thing
expecting to run a game inside an editor while having visual studio open on that thing

(killing the gpu with hammer)
but i cant run cod mw3 in high details :D
😭
get a gtx 1080ti for your next pc :D
🤖
1080 ti??!??!
another 4 weeks until current gen GPU's can be bought for scraps
huh
sadly but its around 3600 - 4000 turk liras
you got some insider info about when the new ones release? 🤔
so i cant buy :/
@plush yew 1060/1070 will do just fine
ye that was a joke
@manic pawn no insider info, but the rumor mill is spinning towards a gamescom release
i gonna buy 1060 or 1070
wtf you're getting ripped off there
it's ~800eur here
google claims 7000 lira would be 1300€
holy shit
well that is what google says
oh thats not 7000
but then again, currency exchange rate might still fuck you over
https://geizhals.de/msi-geforce-gtx-1080-ti-gaming-x-11g-v360-001r-a1599330.html this is the one I have
✔ Preisvergleich für MSI GeForce GTX 1080 Ti Gaming X 11G ✔ Bewertungen ✔ Produktinfo ⇒ Chip: GP102-350-K1-A1 "Pascal" • Chiptakt: 1569MHz, Boost: 1683MHz (OC Mode) • Speicher: 11GB GDDR5X, 139… ✔ PCIe ✔ Testberichte ✔ Günstig kaufen
nice
thats the reason why computers very expensive in my country
no need for a 1080ti unless you're going to play at 4k or 1440p high fps
what is the requirements to run ue4 demos? I'd like to view demos of UE4 marketplace items but the pc i'm on doesn't have UE4 installed
i dont care about 4k gaming
probably
you'll need vs 2017 redist and directx at minimum
though unreal games should install this automatically
they all come with a prereq installer
Time to see if my computer supports dx11
if it doesn't it's probably too old to play the demo anyway
seems to be about the same speed as a 1060
1070 is the sweet spot
You can get a prebuilt w/ a gtx 1070 for like $1100.00 and a 8700 which I imagine would be great for ue4
cause 6 cores
I mean $1100 isnt a lot for a gtx 1070 + 8700
and 16gb ram
Building computers is more expensive these days
in my country ecenomy is bad
1 dolar = 4,57 liras
1 Euro = 5,37 liras
Ah yea - the computer market outside the US is a pain
yes
cause most computer components come from US companies
yes sadly
Nvidia, Intel, AMD, Microsoft, Apple are all american
though lots of the cheaper components like capacitors come from asian countries from what I understand
but its the micro and gpu that drive the cost up
Computing technology is the whole reason the economy in the US is good
Got a quick one I'm going to field here
Anyone got any experience with faking velocities for physics simulations? I have some physicalized things attached to something that is actually not moving, but I want the physicalized bits to simulate as if the object they're attached to were falling.
siriusly very cheap there
I don't know that I'd claim computing technology is the whole reason the US economy is good. I'm pretty sure we produce something insane like 50% of the world's food?
I do not have a source for that statement. Do your own research before swallowing some random statistic I spouted from memory.
Also, while the companies that own the tech are American, most of this stuff isn't produced in the US anyways.
Hi, I need help
I need a celshading in my game, and I made it as a material using this http://www.strangelynamed.com/tutorials/2016/5/23/cel-shading-in-ue4-material tutorial. I got it ready, but the problem is that I have no idea how/where to assign that in my level/game? It's now just a post process-material. If someone could help it would be a great
Post process materials go into the post process volumes, put one on your level, check "unbound" and add a material
@plush yew
How can I add a post process volume to my game?
its on the left, near the cubes, actors etc
Oh thank you very much
you don't have a clue how much you helped me
lol
where's the "unbound"
@livid haven They're still designed in the US. The rest of the world is at the mercy of american companies when it comes to computers
on the configs of the volume, let me open the engine 1 sec
And computers control the world
I found maybe the unboud, but how I assing the material to that volume
or where exactly I assign it
Oh I think I got it !
Thanks @digital anchor for your help
@next ivy I feel like China and Japan would really beg to differ, but this discussion would be better suited to #lounge anyways and I'm about to take a shower.
Can you attach SphereComponents to an Actor from an ActorComponent ?
Can't reach RootComponent to attach it to.
Totally new to UE4, working through tutorials for at least two different means of creating a bouncing ball. No matter which method I use, the ball goes through the floor and deletes from the scene. I have tried enabling substepping from a forum post i found with fimilar symptoms. Any help or direction to find answers would be helpful. v4.19.2 Thank you
how can i get my game mode code to execute on the clients since i cant use RPCs on non actors?
@naive furnace well the second one is the world kill z killing it when it gets too far below. The first one what are you using for a floor and what are you using to cause it to bounce?
I started with a First Person blueprint. I have added an Actor with a Sphere SM and Projectile Movement. Should bounce is checked and a 3d velocity is given. Collision on the SM is Projectile.
since you are using the first person template have you looked at the projectile that is already there to see how it is set up?
Got a strange one for you all today if anyone's up for it. 4.19
~LogObj: Warning: Object MediaPlayer /Game/Movies/LivingRoomV2.LivingRoomV2 (0x00000150f6c52e00) from cluster Material /Game/Movies/M_LivingRoomMediaV2.M_LivingRoomMediaV2 (0x00000150f2db52a0 / 0x00000150906d6310) is referencing 0x00000150f6847500 MediaPlaylist /Game/Movies/LivingRoomPlaylist.LivingRoomPlaylist which is not part of root set or cluster.`
that would have been smart... I am looking at it now and it is a CollisionComponent with a sphere SM and projectile movement.
Never knew MediaPlayers got GC'd
Rebuild the BP
Cleaned out Material
Still crashing
@naive furnace ok so I found out your issue more than likely, you dont have physics enabled on your sphere
Never happened before though
i have tried enabling the physics and disabling them... believe to be same result... hang on
well I just made a new fpp, made a new actor, added a sphere object, added projectile, added the BP to the scene and ran it. The sphere went thru the floor
ok
I removed the projectile movement, the sphere was static (no physics so this is expected). I checked simulate physics and played and the sphere dropped and hit the floor. I added back the projectile movement and same result
ok... i do get an error when enabling physics
Collision needs physics so it makes sense
body set to simulate physics but collision enabled is incompatible
I never changed the collision settings on mine and yep same error
yup that was it... changed collision to Block all
Hu guys sorry for jumping in unreal started acting a bit....Well Strange, My project is building less than a second, It don't fail says completed but nothing actually built just wondering if someone else has come across this
then the ball disappears... wow
and the reason for that is if you look at the projectile preset the Collision Enabled settings is (query only (no physics collision)
ok that's great... so now after finishing its bounces and acheives stasis, it disappears... i don't have a destroy actor node. strange.
IF you remove the projectile movement you will find that is the cause
oh for dumb... so, that would mean it never happens in the tutorial video because the ball never comes to rest
I have to admit I have never actually seen that before (never let them rest as well lol) so.... that's an amusing part of the component that does not seem to be able to be turned off
well, i am happy it was just my naivety to the operation of the component and not something I overlooked
off to the source code as honestly why is this not a toggle
where do you find the source code to which you refer? I have an easier time understanding code more often than parametric configurations.
there are instructions there to link your account to that repo then you can access it
perfect. thank you very much for all the help. I am sure I will be back with more as I progress
@limpid star I found out Newegg mixed the boxes. I got the combo pack. 1.333 and the new one was 1.666. I had no idea until I checked the sticks in the bios.
The motherboard would give me the black screen of death.
Hey folks.
I had a question but I figured out a solution right after that last message.
Im still having my Issue
@velvet ravine Are you building through visual studio? That usually means it doesn't detect any changes.
Try regenerating project files.
no via engine,
I would try making a minor but obvious change and see if that compiled correctly
i rolled back to yesterday with p4, Still had issue, Downloaded source again wouldn't let me install that either so in the progress and creating a windows install disk
Had problems Since Windows "Fantasic" feature update
Win10?
@velvet ravine you should probably wait for 4.20 R1. my build is working fine with 4.19.2. your issue could be related to the Preview description
