#ue4-general

1 messages ยท Page 275 of 1

lusty meteor
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Is there a way to view sockets while in PIE? I have sockets on a regular mesh (not skeletal mesh) and wanted to see if they appear while in PIE, is there a flag somewhere for that?

manic pawn
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@winged crypt debugging, generating callstack when it crashes

cloud cobalt
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@winged crypt Debugging in Visual Studio

polar hawk
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jesus

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tts is going nuts

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the fuck

dark depot
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...

manic pawn
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what

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why is this enabled here

polar hawk
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is anyone else hearing this

manic pawn
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yes

dark depot
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i thought it was off

tall basin
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@delicate needle ohh, i watched that one a while ago, i remember he goes through different methods. But I can't tell which method would be best for me. I was doing the "cast to" method

polar hawk
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what the fuck lmao

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its even doing it for non-tts messages

dark depot
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i only heard it when you typed the fuck

worn granite
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I don't think you should be seeing it as different methods

dark depot
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other then that nope

polar hawk
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DISCORD IS READING MY ENTIRE CHAT AS TTS HERE

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JESUS

manic pawn
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nice

polar hawk
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za za za za za za za za za za za za

dark depot
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oh thats a setting i believe

polar hawk
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join voice chat omg hear this

worn granite
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@tall basin you should actually mix them, don't view them as different approaches

polar hawk
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I can't stop it

delicate needle
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Allar kisses feet

winged crypt
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@manic pawn @cloud cobalt Any idea why a build might fail to produce it?

dark depot
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have you tried turning it off and on again

manic pawn
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compile error further up

tall basin
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@worn granite that is interesting... any further tips?

cloud cobalt
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Yeah, typically happens when the file is locked too @winged crypt

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Versioned in P4 maybe (shouldn't be)

dark depot
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Allar Allar Allar Allar

cloud cobalt
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Or in use (UE4 running and somehow not hot reload)

grim ore
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@tall basin I guess we would have to see the blueprint you are using to call the other blueprints. If the other blueprints are different classes and you are "casting" to a specific class then yeah I could see that failing. This is where blueprint interfaces come in handy along with a parent->child relationship for classes.

polar hawk
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za za za za za za za

delicate needle
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Go to Control Panel -> Ease of Access -> Ease of Access Center -> Explore all Settings -> Use the computer without a display. Uncheck the checkbox by Turn on Narrator and click Save. That should turn it off.

worn granite
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hes on mac?

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Im sorry Allar, I'm afraid I cannot allow you to do that

delicate needle
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There might be a short cut to turn it on and off?

polar hawk
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bruh

delicate needle
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Hi, I'm Allar, will you hug me?

dark depot
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A woodchuck would chuck all he could chuck if a woodchuck could chuck wood.

polar hawk
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yo

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join voice chat, its hella lit

dark depot
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wait is it reading every channel?

worn granite
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Go live on twitch?

polar hawk
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yeah, every single channel

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gets ttsed

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help me

delicate needle
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Close discord

worn granite
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WUT

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The best quality software is made by Apple Inc and/or Discord.

tall basin
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@grim ore yeah, I don't think i have been doing it in a smart way. I am casting to an "emitter" blueprint class I made, and then I made child blueprints of that to put in the level.

manic pawn
tall basin
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i'll try digging into using a blueprint interface instead.

polar hawk
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yeah

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its off

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everything

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is off

manic pawn
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nice

delicate needle
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Voice settings - Input device?

worn granite
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I'm a dick, huh?

polar hawk
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omfg

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its reading all messages from every server

worn granite
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what is goin on

manic pawn
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๐Ÿค” ๐Ÿค” ๐Ÿค” ๐Ÿค”

worn granite
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Can it do my normal nick?

polar hawk
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oh god

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its still going

digital anchor
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xD

polar hawk
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test

delicate needle
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Windows or Mac?

polar hawk
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ass

manic pawn
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๐Ÿ‘€

worn granite
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wrong

polar hawk
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what a fucking adventure that was

dark depot
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^someone needs to make that a game jam game ๐Ÿ˜„ hahahaha

cerulean nova
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is it normal that in UE4 Dedicated testing the Server spawns a actor and if so does that happen later in standalone or is it just because its editor? ^^

next ivy
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You need to remove the character

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just use player start

cerulean nova
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alright yeah now i get it brain fart lol

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the charakter i see is the one in the editor

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and the clients spawn fresh ones from player start alright

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thanks for the quick awnser ๐Ÿ˜ƒ

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in the animation preview where do i have to look for if i want to xray see the bones?

coarse wigeon
digital anchor
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node based brushes? thats cool

manic pawn
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um

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I made an input action for "shift pageup"

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if I press shift and then pageup, the pressed event triggers like it should

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if I then release shift before pageup, the released event does not trigger

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anyone got an idea what to do about this?

wintry raptor
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Has anyone ever moved their engine/launcher to a new drive and had the launcher fail to recognize it? Any tips? I can manually launch the versions by digging down and finding the exe

maiden swift
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@manic pawn The Released output is probably only triggered when the full key combination is released, i.e. both Shift and Pageup.

manic pawn
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even if I release the pageup key later, nothing happens

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it only works if I release pageup first

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it's really confusing

maiden swift
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I see what you mean. I just replicated the behavior.

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I think it's due to the way modifier keys work.

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The modifier key needs to be present for both pressed and released to work.

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So if you release Shift before Pageup, it's not active when you release Pageup and thus doesn't trigger the Released output.

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I don't know anything special about how this works under the hood: that's just my conjecture.

manic pawn
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I guess you're right but that's really dumb

maiden swift
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You'll notice that if you press Shift again before releasing Pageup, it triggers Released.

manic pawn
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yeah

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hm

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I need the released event in either case though

maiden swift
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Why?

manic pawn
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pressing starts a repeating timer to scroll something, and it's supposed to stop when you stop holding it

maiden swift
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Hm.

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I can think of a hacky workaround.

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I don't like it, but it would work.

manic pawn
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guess I'll have to make it also use the released event for just pageup by itself

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wait that would still not work if you released shift and then pressed ctrl before releasing it

maiden swift
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This is dirty, but you could make Shift and Pageup separate binds.

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And use AND/OR bool checks to get your desired behavior.

manic pawn
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that could work

maiden swift
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Not ideal, but if it's important to get that behavior and you don't want to modify the engine to do it, it's worth considering.

manic pawn
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I wouldn't mind modifying something to fix it but I'd have no idea where to start lol

polar hawk
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fuck input

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good luck

cerulean nova
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is it possible to make the camera boom collision test ignore other players ?

maiden swift
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@polar hawk Always the optimist.

worn granite
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Well I mean

maiden swift
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In all seriousness, I'm sure he's saying that because he's dealt with way more shit than I have.

plush yew
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Could someone clarify the UE4 license?

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it's got a few things in it that are worrying me

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that I don't fully understand

polar hawk
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no

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stop

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don't build a nuclear plant

plush yew
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w-well duh yeah I know but like

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they mention that you're obligated to log all your development, releases, revenue, etc

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and that they audit you

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how the hell does that even work especially for an indie dev who's operating out of their bedroom lol

polar hawk
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so every quarter after release

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you're gonna send them a spreadsheet looking thing

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that basically outlines how many copies out, how many sold, sold at what price(s), blah

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and if it exceeds a certain amount

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you give them said doc

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and then some money

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I wouldn't worry about it too much

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Just keep track of all financial gain from your project

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and don't be like

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'iunno how much money we made hur dur'

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if you make no money

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good news, no paperwork

plush yew
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Well it's just, I want to earn money from my game but I want to put it all back into the game

polar hawk
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you can do that

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-5%

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:p

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if you sell on steam

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you can do that

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-35%

plush yew
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the fact that you are giving back to epic will help you dev your game further down the road ๐Ÿ˜ƒ

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so be glad it's a reasonable percent

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not gamejolt?

polar hawk
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?

plush yew
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I've never heard of those

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I chose itch because there's no fee or anything

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5% is very fair rio plus you can use marketplace assets in your project without worrying.

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I'm not even sure if I want to make my game paid

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if you price it low enough, think of it like mobile economics. low price high volume.

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people will buy it if it's like 99 cents or something

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once you start getting $9.99 and above you are getting into larger studio territory

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I was thinking $13.37 because this is a hacking game

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Probably the first built on Unreal lol

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those are some charts

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i did a price analysis of game prices on steam

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if you price yours at above 10.00 you can expect high competition and low sales.

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.99 does well

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and has most user growth and feedback / volume

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shame I can't do .1337 or 1.337 because that ain't how money works lol

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valve wont allow .1337 denominations

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Alright, well, what if I made the game free but made an expansion pack that costed money?

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It's not that I think the 5% royalty is unfair at all. I mean this is an AAA grade engine they're handing out like candy

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those are your options

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if you make it free, you'll need to have some advertising stuff or pay for certain cosmetics or buy ins as necessary

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its immoral to have pay to win items, or paying for any items that give you advantage in skillset

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but the good thing is that unreal lets you build cosmetic stuff easily enough

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Yeah, I know that. I can't stand that stuff (microtransactions, pay to win etc)

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I'm just thinking, would the 5% royalty apply to something like a DLC mission pack that uses the game to tell another side story?

safe solstice
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Start your first game low and build up your community and reputation.

plush yew
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^

silver crown
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Pretty sure the 5% is on all game revenue

plush yew
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you can also put your game on steam early access. just look at the options. rio try paying the 100 app fee and experimenting with a test build on the valve steampipe.

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googling epic release royalty first result describes it rio. 5% like he said

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and dont forget revenue is top line before expenses and profit is bottom line after expenses. so you'll need to tally the entire amount of money you make from the game for an entire year from the steam page and write that off to epic

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I don't have the $100 to throw at Steam.

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its NOT profit

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you gotta save up capital then

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use test build 480 to test your local steam build until then

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This is mostly a hobby project for now.

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you can test on two machines

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get a second machine then and you can test it over the LAN.

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I'm not going to publish to Steam, I've said that before

next ivy
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Is this elaborated on anywhere?

"
Mesh Description - New Mesh Format. Unreal Engine 4 is moving to a new higher-level intermediate format which can represent any type of mesh asset in the engine. This is a gradual process that will improve workflow and enable us to provide some great new features, and we want to be completely transparent during this process.
"

plush yew
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rio you can get more sales volume from your game once you migrate it from gamejolt/itch to steam. really consider it.

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I'm more concerned about making a fun game than making money from it.

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i had a friend who devved a really great game on steam

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I genuinely don't care how many people buy or play my game. What counts is that people are enjoying it.

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he started with itch/ game jolt

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and then migrated to steam eventually

next ivy
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Those two things are the same

plush yew
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Can I use ue 4. 14 assets on ue 4.19.2 ?

next ivy
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Depends on the assets but most of the time yes

plush yew
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you are best off having raw files like FBX or other files and importing to prevent compat issues black canvas

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i always store source files and then import over

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@plush yew you can do that. it's an option for you if you start with those indie sites and then if you experience high user growth, you can build up a forum community and that kind of thing. once your game is out of pre alpha, you can submit to steam. you'll probably have $100 by then as well.

worn granite
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You seem a lot more invested in him making money than he does.

plush yew
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lol

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i just know how important it is to be sustainable

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my biggest fear was always making low volume from my work

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so i kept looking at optimizations from day 1

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The main thing that makes me feel like making money at all is

worn granite
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before I make games I've got on my backburner I'd wanna be in a spot where I can do the game and not have to flail about if it goes nowhere.

plush yew
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one of the other guys on my team only wants to write code if we're either making money from it or licensing it under the GPL

worn granite
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Guess I could do stuff in my spare time anyway - if I would get to where I've got any.

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This isn't helping. :(

plush yew
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and I want to use UE4 because it has all the tools I need and I don't want to have to write my own engine. Already tried it and it's....really annoying.

worn granite
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that's an interesting line to take

plush yew
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yeah he hates proprietary software.

worn granite
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Oh I see.

plush yew
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he's nice about it, but, he still does hate it

worn granite
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if we're not gonna open source it, lets at least pay the bills

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kinda thing?

polar hawk
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Don't make stuff with friends

plush yew
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yeah

next ivy
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Nothing wrong with making money

plush yew
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well I need to work with friends. I can't do the graphical shit - I'm legally blind

worn granite
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Don't let him know you can monetize open source :P

plush yew
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like I can design a UI

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but I can't make textures

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or 3D models

next ivy
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Sculpting is very different than painting

plush yew
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it just requires too much attention to detail that I don't have

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do you have a game concept yet or..

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@worn granite oh he knows you can monetize open-source

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just ask Canonical

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because a really good way to start is using the marketplace to templatize it and then build on it

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that or u can build from a tut

worn granite
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So he writes code for your UE4 project on some kind of linux env?

plush yew
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@plush yew I'm working on the game concept. I have it all in my head, it's just a matter of getting it into a google doc

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Some of it already is

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but I've already worked on this game on my own custom engine.

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you can just start making some uassets in a uproject using 4.19 or 4.20 for fun

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@worn granite we haven't started using UE4 yet, but, yeah.

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too much writing will sap the artistry i think

next ivy
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4.20's watch feature looks really neat

plush yew
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i have 36 pages of TODOs for my game on docs.. i just keep going

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it's okay, but just sort of lagged

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so i am working on the netcode for that too

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well if you wanna see what little stuff is in our reworked game design doc I can link it

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not here pls, DM me if you want

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it's not much, it goes into some detail about procedural generation and some of the gameplay mechanics

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not much lore or anything

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i used to love lore. now i dont think as preciously about lore anymore. now i am just like. ok tech challenge solved... next.

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@plush yew I'll dm ya but you'll need to be friends with me. I've got my privacy settings set freakishly high

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ok

grim ore
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@next ivy No real info unless you source dive. It's not meant to be a user facing change just a heads up that they are improving things on the back end for future greatness and it might cause wonkiness

next ivy
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Ah ok - I get the feeling its on the back end

next ivy
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@grim ore Hey I just used your tutorial on level streaming. I figured out that if I do it on a dedicated server, I get a black screen. I assume its because its loading on client and server. Any ideas on how to get it to work on dedicated server?

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I tried a simple isValid node that works most of the time I have this kind of issue

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I can use the event isServer which fixes the black screen issue but then it doesn't visibly load client side although collisions do spawn in

visual hollow
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What can be the issue if the particle is passing through object even if the collision module is added in the particle?

topaz pine
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What are some quick and easy ways to optimize my ue4 game?

craggy merlin
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henlo

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i'm just wanted to experiment with unreal to see what i an do with it xd

next ivy
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Load up a starter project

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or a couple

plush yew
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welp, my game's staying free, a hobby project, and I've killed off my gamedev group

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the guy who hates proprietary software also realizes that you don't need to be a part of a gamedev studio to be friends with a gamedev :P

fiery harbor
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I'm getting crashes due to this (in packaged):

LogObj: Warning: Object MediaPlayer /Game/Movies/MyVideoPlayer.MyVideoPlayer (0x000001fb95235780) from cluster Material /Game/Movies/VideoMat.VideoMat (0x000001fb957b7720 / 0x000001fba6ec6280) is referencing 0x000001fb8b0de4c0 MediaPlaylist /Engine/Transient.MediaPlaylist_11 which is not part of root set or cluster.

Error: Encountered object(s) breaking Disregard for GC assumption. Please check log for details.
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I see that @safe rose mentioned the same crash a while ago here, did you find a solution for that?

safe rose
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@fiery harbor yeah that fuckkng pos

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I had to disable gc clustering

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No fucking clue how it started

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I have been on 4.19.2 for a good while now

fiery harbor
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you mentioned you only saw that bug once I think?

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did you see it more often after that?

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or did you disable gc clustering after only seeing it once?

safe rose
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Everytime the TV turned on

fiery harbor
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lol

safe rose
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Yeah disables that shit because it kept crashing me and my players

fiery harbor
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so there is definitely a bug with media player and GC then, right?

safe rose
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Resolved all crashes

fiery harbor
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have you reported it already?

safe rose
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I think the bug is with GC not media player

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I tried but the fucking Epic bug Reporter was Bugged...

fiery harbor
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I only ever got that GC crash with the media player, and you also it seems

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so I think the media player is bugged

safe rose
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Well both are bugged

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But please send report

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I didn't get to.

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@fiery harbor but again

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This is something strange because I wasn't crashing weeks ago

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Somehow even though there hasn't been any update to 4.19, it started

fiery harbor
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hm

safe rose
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Ticking time clock

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Or something random elsewhere caused it to start

fiery harbor
safe rose
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Yeah

fiery harbor
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did you notice any negative performance impact from that?

safe rose
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No more clusters

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Nah

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Obviously it says it will impact

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But haven't noticed anything

fiery harbor
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but you kept "allow parallel GC" enabled?

safe rose
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I mean.... Minor performance impact > crashes anyday

fiery harbor
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yeah, sure

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I only seem to see that crash very rarely

safe rose
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Maybe it's fixed in 4.20

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Dunno

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Yeah. Super rare. That it only started last week for me.

fiery harbor
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and never on enabling the media player, more like, some time after its running for a few minutes. most often when I unload the level with the media player inside

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not sure if a bug report helps without any real way to repro it

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if it crashed every time you turned on the TV, thats a good repro

safe rose
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@fiery harbor just submit. The more they get, the better the response from them

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I don't plan on wasting my time turning that back on and reproducing it

fiery harbor
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I guess it would be best to create a thread in the forums and hope someone at epic sees that

safe rose
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If they wanna give me free UDN for 6 months. I will do more for them

fiery harbor
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well, sure, same here ๐Ÿ˜›

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where do I apply? ๐Ÿ˜ƒ

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I can create a thread in the forums in the feedback section and you can comment there

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worth more than a bug report about 4.19 with no repro project and no way to test if it still happens in 4.20

remote roost
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i guess the one good thing to come out of fortnite is that epic is fucking loaded right now and has more money to give back to the community

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lel

fiery harbor
hollow crescent
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Yeah Fortnite seems like it was a good move

high stone
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Got my new PC. 1,000 windows updates! Slow clap MS. Very slow clap.

craggy merlin
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Tfw most new games being made with UE are battle royales

remote roost
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not really a fan of fortnite or it's community but it's good that epic has all this money now they can put towards engine development and giving back to the fans as they're already doing

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sucks it killed Unreal Tournament tho

visual hollow
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What all fortnite fan including me wants is that epic invest some in the servers

craggy merlin
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Tfw I had a choice of buying Prince of Persia or UT3 and I got PoP

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lo

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One thing I want to do before I develop a game using stuff I made myself is to make a MOBA test with the Paragon & Infinity Blade assets

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lO

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i need to try out Infinity Blade tbh

honest vale
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spline decals when?

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now that fortnite is popular

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or how about shadow map filtering improvements ๐Ÿค”

grim sinew
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r.Shadow.FilterMethod 1

honest vale
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it has some pretty severe artifacting

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it was never "done"

storm venture
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Lookin for a quick opinion, if price is not an issue, what 3d modelling software would you choose

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I'm primarily looking at max vs maya vs houdini

honest vale
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max because I know it ๐Ÿ˜„

regal mulch
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If would say you simply test them all

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And stick to the one that you can see yourself working with

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And maybe check if there are some common issues with ue4 and the software

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Or maybe some common features

cloud cobalt
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@storm venture The one you are comfortable with

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Really

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If you're learning a new one, might as well try Blender too

storm venture
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Well I noticed houdini has a bunch of built in functionality with ue4

paper kernel
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is there an engine Enum for collision shapes?`

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I'm pretty sure there is, but what is it called ๐Ÿค”

vale osprey
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@storm venture Houdini is not a typical modeling tool, itโ€™s closer to programming than modeling. In principal you can do everything in it, but something like character modeling is just faster in Max/Maya/Modo

grim sinew
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"character modeling" And you didn't mention ZBrush. You make artists sad.

vale osprey
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You would use Houdini for other things, like procedural generation, processing of data, working with landscapes and many other things

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@grim sinew my bad :p

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I just never look at it as a tool for general modeling

grim sinew
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As long as you don't need to measure things, it's great for some types of modeling

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Hard surface things you can bang out pretty fast

vale osprey
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Yeah, Iโ€™ve heard itโ€™s good for non-organic too. Last time Iโ€™ve โ€œusedโ€ it, was like 8 years ago ๐Ÿ˜„

grim sinew
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Well go use it more, it's gotten a lot of good updates in 4r7 and 4r8 ๐Ÿ˜ƒ

tall pendant
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yeah the live booleans are pretty neat

paper kernel
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Anyone know is it possible to generate physical material during runtime?

grim sinew
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...like for physics?

paper kernel
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yea

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since, apparently Overriding the values is no longer possible

vale osprey
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@paper kernel last time when I tried switching one material with the other in real-time, rigid body would just freeze in mid air ๐Ÿ˜„

paper kernel
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interesting ๐Ÿค”

vale osprey
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Need to look at how itโ€™s setup on PhysX level, might need to expose one or two functions for this

paper kernel
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I just figured it would be easier to create one during initial setup of component

vale osprey
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Do you want to change friction/restitution in real-time?

fair violet
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Houdini is amazing, would definitely recommend it @storm venture

paper kernel
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no not really

vale osprey
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Cause material contains some other stuff, like density, which you canโ€™t change without re-initializing body

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Ahh

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You definitely can create material dynamically, but need to talk to PhysX directly, and you might have to re-init rigid body

paper kernel
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ah, that sounds like manual labor ๐Ÿ˜“

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k I'll just stick with shared material asset

vale osprey
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โ€œFriction and restitution partโ€

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As you can see, itโ€™s not the same thing as in UE4

plush yew
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I have a question

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would it be possible to create an operating system UI in UE4? Like, with a window manager and everything.

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Windows can be dragged around, maximized, restored, minimized and closed, multiple (separate) instances of the same window can be opened at once

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and they all share the same theme and window decorations

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is it possible to design it in a way where I don't have to copy-paste the window decoration code and other stuff that should be inherited by all windows into each separate window BP?

paper kernel
#

it's possible, but hell-of-a-lot of work

plush yew
#

Could you walk me through it? That's an extremely important part of my game

#

trying to port it from my own custom engine (which is being deprecated) to UE

#

custom engine is written in C#.

plain laurel
#

anyone know where i can find a tutorial to make an item belt for vr?

paper kernel
#

I can't walk you through it, but basic idea is that every window is a separate widget that interacts with parent or other windows, and parent is a canvas that allows you to move child widgets freely on screen

plush yew
#

so would the parent canvas be the desktop itself or the window's window border?

#

the thing I'm trying to accomplish here is being able to put a border around every window that displays its title, allows you to drag the window around, and has "close", "minimize" and "maximize" buttons

#

just like Windows or, well, the UE4 editor

#

being able to let the window change the titlebar as well or know if it's maximized or not

#

and get an event when it's closed

paper kernel
#

those are just simply window size and location params

#

There should be draggable window tutorials in youtube

elfin stream
#

@plush yew you are digging into a serious rabbit hole. You should probably start working on simpler UI elements to get familiar with UMG and inherentance. Your going to want to have a really tight and optimized structure for something that complex.

cerulean nova
#

wasnt there a way to "record" / "create" animations inside UE4 or do i always have to do them in a External Programm ?

hollow crescent
#

I took a lesson on animating a humanoid before inside of UE4

#

I'm pretty sure it can be done

plush yew
#

@elfin stream with all due respect, I'm an experienced programmer. I understand concepts like inheritance, polymorphism, and other OOP concepts. I'm not dumb. It's learning my way around the UE4 editor that's the issue.

#

once I figure out how to create a base widget that has my window border textures etc in it

#

and all the logic for maximizing, minimizing etc

#

the only issue is making sure that inheriting widgets (a.k.a windows) can't directly edit the UI elements of the base widget, only the contents inside a named slot - a.k.a the client area.

lament kraken
#

who know to make islands in world machine for ue4 or if you know any good tutorial pls dm me

plush yew
#

I'd say just place a water plane in your UE4 level at a certain height so your islands appear above the water and your underwater land doesn't.

#

then you can do like GTA 3 and kill the player when they try to swim, or you can decorate the underwater terrain if you do want swimming

lament kraken
#

huh

#

that is like impossible

#

2 landscapes ๐Ÿ˜„

cloud cobalt
#

@lament kraken It's a fairly generic question. Doing an island isn't specifically different than any landscape type

#

Do you want help on a specific part of the problem ?

lament kraken
#

I need help with making islands in ue4

cloud cobalt
#

Okay, but you know that's 15 different jobs here - landscape, props, vegetation, level design, lighting, sound, music

#

So which part are you working on ?

#

What's the issue ?

#

There is no "do an island" tutorial

upbeat trench
#

there is alot of info around online, did you google first and attempt something?

lament kraken
#

I googled yes

#

but I can t find what I need

#

landscape

#

You can t "cut" it and put somewhere else

cloud cobalt
#

If you want to do the landscape with world machine, design it in WM, then import it

#

Which part is the problem ?

lament kraken
#

I am new in WM

#

and all tutos I found with islands in WM are very fast

upbeat trench
#

then you are probably asking in the wrong place, this is for unreal questions

lament kraken
#

no

#

some titles are

#

ISlands for ue4

#

so I thought that there is special way to make terrarian in WM for ue4

cloud cobalt
#

World machine is just a tool to create landscapes, it's not specific to UE4

#

YOu create the terrain in WM, then follow a different tutorial to import it

#

Do you have issues with WM or with importing ?

lament kraken
#

with WM atm

upbeat trench
#

you might be able to find if they have a help channel somewhere, might be someone who can better help ๐Ÿ˜ƒ

plush yew
manic pawn
#

window manager in umg is pretty straight forward, you first make a "window frame" widget that handles all your opening/closing/etc and exposes a named slot for arbitrary content, then insert content in it

next ivy
#

UMG kind of seems old fashion to me

manic pawn
#

how so

next ivy
#

It doesn't seem as straight forward as it could be

#

using a modern HTML editor is easier and they're pretty much the same kind of thing

cloud cobalt
#

Except UMG will run way faster

#

That's basically why it's more quircky

next ivy
#

I have a feeling it'll get a revamp like Cascade

vale osprey
#

it already got

cloud cobalt
#

Yeah UMG is the revamped one

next ivy
#

I mean I'm sure Cascade was the revamp too

cloud cobalt
#

UMG is three years old, it's shiny, new, and mostly really good as far as game UI go

manic pawn
#

it makes it really easy to build complex ui with just a few basic widgets

#

meanwhile if you tried to make a ui with html you'd be constantly screaming at the css

cloud cobalt
#

Not to mention game <-> UI connections

next ivy
#

Lol true

#

Is it possible to download the UE documentation as a pdf

#

Its been loading slowly for me lately

manic pawn
#

not from the official site at least

next ivy
#

has it been slow for you?

#

Not sure if its my end or theirs

manic pawn
#

haven't opened it in a while

#

yeah it's slow af

#

it does not load at all

next ivy
#

Been like that for a couple days

manic pawn
#

and now it's fast again

grim ore
#

If you want a HTML like UI system you can always use CoherentUI as well

next ivy
#

True

cloud cobalt
#

Or Scaleform

#

Which is Flash

tall pendant
#

Scaleform is no longer available tho.

#

at least not for new customers.

cloud cobalt
#

Ah, didn't know that

#

Well, nothing of value was lost ๐Ÿคท

pale wing
crude jasper
#

i can try XD but im a begginer

astral marsh
#

Hello guys i actually created My AI its able to catch me through the walls when the nav mesh ends

#

i dont know how was he able to catch me through the walls

wintry bridge
#

Um guys

#

How to convert a static mesh into a skeletal mesh

astral marsh
#

you cant

#

you can only convert skeletal mesh to static

#

as far as my knowledge

hollow crescent
cloud cobalt
#

Yeah, not to mention a skeletal mesh needs bones

#

Someone's got to design that

wintry bridge
#

Thats exactly my question ๐Ÿ˜‚

#

Lol

cloud cobalt
#

Well, add bones in your 3D modeler, export again

plush yew
#

How do I apply a Slate Widget Style asset to a UMG widget?

#

I don't see any way to do that in the UMG UI editor.

hollow crescent
#

Taking the Udemy UE4 course by Tom Looman

#

C++ is going to be a pain if I have to ignore false-positive errors all day....

worn granite
#
  1. #cpp
  2. Visual Assist X
  3. Disable intellisense or the intellisense error reporting
wintry bridge
#

@cloud cobalt just did some random shit

#

Lets see if it works ๐Ÿ˜‚

twilit forum
#

there's a graph floating around the internet that shows the difference between unreal and other engines/default graphics library settings

#

it shows things like the coordinate orientation and default left handed or right handed rules

#

does anyone have it?

#

i can't seem to find it again

#

ah i've found it

manic pawn
#

it actually means

#

unreal: sensible

#

the rest: not

next ivy
#

what does it mean left / right handed?

fiery harbor
#

since 4.19, packaged games like to start at weird monitors

#

like, second or third

#

not the primary one

#

is there any way to ajust that?

#

its a bit annoying when the game always opens on the third monitor

glossy flame
#

Looks like that's fixed in 4.20.

fiery harbor
#

lol, "leftmost" it is, interesting

#

thanks!

#

now I'd love to apply that fix here, but that commit has 739,977 additions and 34,965 deletions

#

so I guess pretty impossible to find anything in there

silver crown
#

Time to move to 4.20 I guess ๐Ÿ˜›

fiery harbor
#

I prefer reading through 800000 lines of code to that

#

its actually really sad how thats 800000 lines of changes without any description of what changed...

#

usually they at least put the individual commit texts in the description

fiery harbor
slow hearth
#

+++ b/Engine/Source/Runtime/SlateCore/Private/Widgets/SWindow.cpp
@@ -48,7 +48,7 @@ public:
        SLATE_END_ARGS()

        SPopupLayer()
-       : Children()
+               : Children(this)
        {}

        void Construct( const FArguments& InArgs, const TSharedRef<SWindow>& InWindow )
@@ -225,6 +225,7 @@ void SWindow::Construct(const FArguments& InArgs)
        this->bDragAnywhere = InArgs._bDragAnywhere;
        this->TransparencySupport = InArgs._SupportsTransparency.Value;
        this->Opacity = InArgs._InitialOpacity;
+       this->bIsWindow = true;
        this->bInitiallyMaximized = InArgs._IsInitiallyMaximized;
        this->bInitiallyMinimized = InArgs._IsInitiallyMinimized;
        this->SizingRule = InArgs._SizingRule;
@@ -262,7 +263,7 @@ void SWindow::Construct(const FArguments& InArgs)
        FDisplayMetrics DisplayMetrics;
        FSlateApplicationBase::Get().GetDisplayMetrics( DisplayMetrics );
        const FPlatformRect& VirtualDisplayRect = DisplayMetrics.VirtualDisplayRect;
-       FPlatformRect PrimaryDisplayRect = DisplayMetrics.GetMonitorWorkAreaFromPoint(WindowPosition);
+       FPlatformRect PrimaryDisplayRect = AutoCenterRule == EAutoCenter::PrimaryWorkArea ? DisplayMetrics.PrimaryDisplayWorkAreaRect : DisplayMetrics.GetMonitorWorkAreaFromPoint(WindowPosition);

        if (PrimaryDisplayRect == FPlatformRect(0, 0, 0, 0))
        {```
#

that's where the fix is in that commit

fiery harbor
#

I've tested that, and it works! Only need that one line at the bottom

tired island
#

Scam annoucement I saw in another server

plush yew
#

8700k overcloked or 2700x overclocked what is better for unreal engine rendering building lighting?

tall pendant
#

ryzen

plush yew
#

Still can't figure out the UMG Button Style stuff and how to effectively bind styles to a property in the umg editor.

#

I don't want to keep setting the exact same style settings on every single button in the game

manic pawn
#

you can't actually use the style assets in umg

#

the thing is unfinished

kindred viper
#

Thats why you need my Widget Theme plugin

#

which would be finished by now, but im being anal about getting the undo system working but its got workaround issues to deal with.

worn granite
#

how is it different than just having a style asset property for the UMG elements and applying that if it was specified?

kindred viper
#

well thats just one style asset. If you selected multiple different widgets, of different class, you wouldn't be able to differentiate. So what I do is give the user a Widget Theme Blueprint, where you can drop any number of different widgets. Then when you group select, it knows which to get from the theme blueprint

worn granite
#

Ah so sorta more like a style set

kindred viper
#

with the style assets though, I treat them as secondary. My main system works on a more realtime visual mode.

worn granite
#

Well it sounds cool

kindred viper
#

its a good timesaver and allows for reusable and shareable assets for styles. I took inspiration from the old scaleform stuff I worked on

#

its surprising though that the original style system was dumped, with only mention of a new one coming, and in 3 years nothing changed. I guess its just not important enough. So I thought I would do it and learn how to make engine plugins whilst I was there.

#

my biggest hurdle though it making it work on top of the current widgets, which are not derived in any way to add the new functionality. So I did some workarounds with pseudo-UPROPERTYs in the detail panel. Its hacky but works nice. The only issue, is like I said, the transaction system works on uproperty only. So I either have to write my own transaction system for it (which I will do if I can get a delegate for GUndo) or rewrite my original object code

worn granite
#

Oh that just sounds like pain

kindred viper
#

it is. im taking a break from it right now because I hit the wall

worn granite
#

I need to make the time to do an engine change so I can move my plugin further along.

#

would be nice to be able to distribute it

kindred viper
#

I've been wondering if its possible to hijack classes in C++. ie. Lets say I have the SButton.cpp which is handled by UBT and compiled in, but at engine time, I switch out the class with another under the hood, essentially allowing non-derived class based extensions. It sounds like it might work in my head, but im pretty sure im going to end up regretting it if I start :p

worn granite
#

Uh

kindred viper
#

I know... its crazy talk

worn granite
#

You can do a class redirector

#

But

#

that only works for stuff that's done in the editor.

hoary charm
#

can believable puddles/moisture/oil be made through decals or is vertex painting the way to go?

worn granite
#

I'd think it'd be easy enough to swap references to UButton (or whatever) to UStyleableButton

#

Anything created in code is .... not going to be easy to replace.

kindred viper
#

class redirection wouldn't work for my requirements. I need it to think the second class is actually the first. So if a user is casting as Button on an SButton, but it uses my hijacked class instead. Im pretty sure its stupid to even consider, but im thinking outside the box on this one

worn granite
#

Are you sure?

#

I'd think any references to the class (even casts) should be updated to the new "location"

#

which would be your derived class.

#

I've not tested this either, its worth a shot.

kindred viper
#

hmm. Ill take a look once I get my plugin finished. Thanks for the heads up

next ivy
#

Documentation on networking is very weak imo

worn granite
#

sure?

next ivy
#

Didn't check those - one sec

#

Lots of stuff there

#

I've been doing a lot of print statements just to see when the code is running through the server, all players, or just one player

#

And its kind of strange how the players automatically can see each other but the way its set up they don't actually know the other player exists

plush yew
#

hmmmmm it seems Post Process Volumes also don't affect UMG so I can't add a bloom effect or anything throughout my UI

next ivy
#

So it took me a while to realize like index 0 is every single player from their perspective but from the servers they're all diferent

plush yew
#

Damn...I had so many plans for that..

next ivy
#

well most of the time you wouldnt want your post processing effects to be applied to the UI

kindred viper
#

@plush yew yeah you have to fake that

plush yew
#

well in this case I do. My entire game is UI-based, and, I want the game to control the intensity of a bloom effect to the drums of a song when the player is about to fail a timed event

#

and then when you finally do fail, the bloom kicks in at max, the UI blurs, a new UMG widget spawns that acts as the "You failed" screen (and isn't affected by the bloom), and bam

kindred viper
#

you can still fake that I guess

plush yew
#

Hi, i'm asking to myself if we can create flying island, so if i exit the island i fall off, and i'll die.

#

I really like the Background Blur UMG widget though. That thing is awesome.

lost torrent
#

Wanted to try posting in the general unreal chat and see if anyone could help. Having an issue with the engine and packaging my game for the past couple days. Wanted to see if anyone in this chat might know why. I've already built multiple times, but whenever I try to package, I get this error. Trying to package "By the book" for iOS.

next ivy
#

Um my map just dissapeared from my project?

#

The built data is still there

#

level*

plush yew
#

might be my favorite "are you sure?" screen ever

#

...except for the buttons

#

I do have another more trivial question though

#

Would the Game Mode be a good place to store variables that would be tracked by objectives in a mission system?

#

Or would my player pawn be a better spot?

snow crown
#

the big instant ban

next ivy
#

Yea my game mode blueprint also decided to disasapear

#

wtf

gaunt monolith
#

who know how to design Little KittenMy Favorite Cat

next ivy
#

wut

delicate needle
#

I have a rather reductive "why" type of question. Imagine you have a blank unreal scene, maybe a light and a floor, and you press play, the game spawns you as a pawn, regardless having no class in game mode or spawn.

#

So my question is, under what operation or setting is this derived from?

worn granite
#

The call to SpawnActor will spawn the static class of the type if no UClass* is provided.

delicate needle
#

I can guess the answer, and say the engine has a "auto create safety" feature

worn granite
#

APawn* ResultPawn = GetWorld()->SpawnActor<APawn>(PawnClass, SpawnTransform, SpawnInfo); This is the call, where PawnClass is the field from the project settings.

#

Er, actually, it won't. myb

#

just had a look.

delicate needle
#

So, somewhere high up in the engine code, it cannot allow a game to launch without a spawned pawn, so it creates one by default. This would be hardcoded into the engine. Right, for starters?

plush yew
#

Why is it that UMG function binds don't update in the editor? Like, I have a custom button widget that does all my theming logic and stuff, and it has a "Button text" property on it that is bound from a Text Block's Text property.

delicate needle
#

From looking at the World Outliner, it seems to be creating a PlayerStartPIE.

plush yew
#

When I change the Button Text property in Details, the underlying text block doesn't update.

worn granite
#

Because binds are evaluated on tick, and the widget isn't ticking.

#

You can override PreConstruct and update the widgets manually

grim ore
#

and if you can, try and avoid binding directly as that's going to be less performance than manually changing unless you planned on that value changing every tick anyways.

plush yew
#

ughhh can't get rid of that gradient.

#

my UI's art style is meant to be flat

grim ore
#

have you replaced the material/image with a flat color?

tall basin
#

hmmm, alright guys. i'm dying here. trying to pass a variable from one blueprint to another through a blueprint interface, and it's just not showing up on the other side

peak sinew
#

got the right node ? (the one with the letter)

#

i ask cause i njust made the mistake in a tutorial

tall basin
#

nope... the open envelope, right? i can't seem to get that icon

peak sinew
#

oh then uncheck for the search right clik it will appear then

#

the context sensitive

tall basin
#

oh! wow

#

do I need to do that on both sides?

#

in sender & receiver

peak sinew
#

and check if interface is set in both bp in class setting

#

you'll have to do it each time you'll get info via interface

tall basin
#

hmm what do you mean?

peak sinew
#

to find it

tall basin
#

you mean adding the interface to the class settings?

peak sinew
#

yes and uncheck context sensitive to find the right one

tall basin
#

ok, so i found it, and i added the (message) type to both sides. it's telling me I need to also set a target, shoudl I just set target to "self"?

#

or should it be something else?

peak sinew
#

haven't used some since long so not sure, in my example, no this is another one but can't say for you as i am in tutorial too atm

tall basin
#

hmmm

peak sinew
#

Ok so target is (obvious) the target. you use an interface in a bp to send infos and target is the one receiving it

#

in my examples, iset clock in game state and send infos in hud, target is hud

#

Hope we haven't too much blueprint flooded

tall basin
#

oh wow. it's working.

peak sinew
#

grtz ! ^^

quartz grotto
#

are the maya unreal tools something that I should take into consideration when choosing a modeling program? i was going to learn some basics of modeling and know that there are some maya specific tools provided by unreal engine

grim sinew
#

The only maya specific tools are for rigging

quartz grotto
#

is it worth choosing maya over blender for those tools?

#

i can get maya for free using student account, so just figured id ask before investing time into either tool

#

if it really makes no difference then ill do with blender because it probably has way more tutorials and stuff due to being free

grim ore
#

Learn the basics with one of them. After that it's just learning the interface and the smaller parts. If you can learn the basics in Maya then it's a good one to learn in. In addition if you plan on animating having the new Live Link to Maya is nice.

quartz grotto
#

oh thats cool. so unreal has some maya specific stuff that seems nice.

somber sorrel
#

Oh my God I'm so happy to have found this server

dense galleon
#

i started animating with blender initially but maya had better tools so i switched over

#

no regrets

quartz grotto
#

๐Ÿ‘

#

gonna try it out

mighty timber
#

Anyone got some free time and wanna check out my latest project?

craggy merlin
#

so I'm gonna try to make a little small game demo tomorrow, should be... utter trash lmao

patent siren
#

mouse smoothing isnt mouse acceleration is it

#

i'm having issues turning off mouse acceleration

weak peak
#

@mighty timber im down

#

as long as its not a super huge download

#

PM me if you want

visual hollow
#

Hey guyz this is what I'm getting in the pc where the media player in game not working but its working on my other PC

sinful umbra
#

@visual hollow I'd recommend putting your videos in mp4 format

#

it's what epic does for fortnite

high stone
#

GTX 1060 is doing pretty good at 4k. Not sure why people were bashing this card?

heady bridge
#

I selected Epic games launcher to be installed through VS installer, but it doesn't show up anywhere, is there any way to get it to download and install from the Visual studio installer?

plush yew
#

@heady bridge i usually just get the launcher from the epic site, and use VS for source builds for either the engine or my game.

winged crypt
#

any1 work with ded servers before?

plush yew
#

@winged crypt i have.

#

ec2 t2.micro rn

#

alive and well

#

why you ask?

#

(albeit i have some netlag.. unoptimzied code :/)

winged crypt
#

@plush yew is the default pawn class treated differently in a ded server scenario? it spawns but I can't possess it when running on a ded server ๐Ÿค”

#

could only find unanswered posts about similar issues

#

old, unanswered posts from years ago .. national tragedies.

plush yew
#

so basically i do a exec console command open x.x.x.x to get into the ded server. once in, the player spawns at a start location. if you are talking about a player death and respawn, that is a different scenario

winged crypt
#

nah, initial spawn

#

I can connect to the server etc.

#

but I end up spectating by default and my default pawn sits there unpossessed

#

I can see it

plush yew
#

you set the pawn class in your game mode for your active level obviously right?

#

sure you did that

winged crypt
#

yeah. weird thing is, if I use GameState it lets me possess it but I can't connect to the server. if I use GameStatebase I can connect but not possess

#

no clue

#

even tried forcing it via game mode

#

no luck

plush yew
#

as you can see, the player default pawn is set in game mode

#

i use the player starts to point to start locations

#

i actually never use possess in my game on ded server

heady bridge
#

Oh okay, I did have it downloaded from the ue site, but I kept having red underlined code with 0 errors when I start up a fresh class, wasn't sure if that was due to not getting it through VS installer

plush yew
#

because the way i handle death is i literally transform the player ship to a new start point and spawn an explosion in . i know its stupid but thats how i do it now. i am planning on changing code to destroy actor and spawn in a new one

#

you might try adding some player starts to your map, and then setting the pawn in game mode

#

if nothing else works

#

at least to test it

winged crypt
#

you doing anything differently when a player enters the session for the first time, spawning them in?

#

I have a player start and the pawn in game mode

plush yew
#

literally all i do is i have my ded server code do the exec console command open for the client. he clicks join multiplayer map, from the menu ui, and joins in with the exec console command

#

oh

#

i dont use sessions in my game

#

i use literal join. exec console command open. i dont use steam right now. or sessions. i removed that for testing purposes because there was some bugs.

winged crypt
#

hmm

#

im using gamelift so i can't know the IP ahead of time

plush yew
#

heres what i do

#

whited out ip and a link in that pic

#

cant you use an API call to get the IP from gamelift?

#

i know ec2 has a way to do it - i never researched the exact method.

#

i dont use gamelift :/

winged crypt
#

well I have no issues connecting

#

its once I get in that things get messy with the pawns

#

I do call to get the IP from gamelift though, yeah - but players can create sessions themselves and new IPs

plush yew
#

i heard from a friend gamelift uses some kind of custom stuff with replicated calls? like you have to exec custom gamelift code?

#

maybe consider using custom gamelift code for possession?

#

oh

#

you know what - you should just remove the ability to make sessions or any listen servers IMO. it's such a waste. i hate it. ๐Ÿ˜ƒ

#

i had that in my game. and i figured - if the listen server is hosted by a lagger. it all dies.

#

i am full ded server mode rn

#

lol

#

if the game is like low packet level maybe u can do it, but i cant for my game, everyone always lagged in mine.

winged crypt
#

I'm making a VR game and the playerbase wouldn't be too large, showing available servers isn't bad if there aren't too many of them

#

not enough people for matchmaking etc.

plush yew
#

you have a list for the listen servers? are you using advanced sessions in conjunction with gamelift? i dont even know how any of it works

#

i once populated a list for my listen servers using advanced sessions but i scrapped it 3 months into dev.

winged crypt
#

no, there are some gamelift-specific functions that handle how players join sessions etc. I'm not sure if it works with advanced sessions (I hope it does, but unlikely)

plush yew
#

is this vr game the game that had the gun with the ammo issue? ๐Ÿ˜›

#

and if so u ever fix it?

winged crypt
#

if networking-related, probably not haha

#

u remember anything about it?

plush yew
#

the rotation of the ammo was wrong going into the gun underneath it

#

and you had to do some kinda rotation checking

winged crypt
#

ohhhh the rotate checks, yeah I fixed it haha

plush yew
#

to reload

#

ah cool

winged crypt
#

ended up triggering a loop only when the magazine was near the insert area and checking for rots. The loop ends if the rot is accurate or if the mag leaves the area

plush yew
#

how are you even testing VR? do you actually put on an oculus or HTC and literally test thru dev? that must be tiring lol

winged crypt
#

yeah, on and off all day ๐Ÿ˜‚

plush yew
#

lmao i got nausea the first time i tried to test vr in my game so i just did a quick check to see if it works and its stored away in my shelf ๐Ÿ˜ƒ

#

i cant imagine doing it all day thats hardcore ๐Ÿ˜›

winged crypt
#

been doing it for a year, im used to it - i could be in vr right now, i dont even know anymore

#

๐Ÿ˜œ

plush yew
#

hopefully you did optimizations for the game for FPS and stuff

#

cuz vr players with low fps suffer vr sickness, as you probably know

#

i am going to have to net optimizzation for my game :x. its gonna be so tedious. argh

#

i actually gotta call the net optim calls in the console while its playing on dedicated. and on top of al that i have to complete the single player campaign.

winged crypt
#

yeah, most platforms won't accept the game unless it meets a minimum framerate anyway (90 on PC, 60 on PSVR)

#

these look nice, they fly?

plush yew
#

yepper

#

i have since fixed that jumping issue when the AI begins to pathfind

#

i use the MP plugin for my ai movement cuz i had a really hard time coding any ai on my own lol. its impossible to figure out

#

im literally figuring out behavior trees right now, trying to get the bots to not fly through doors cuz they have their own collision objects and stuff, because the mp plugin does hit testing for those. theres so many little things. and im not really experienced with behavior trees, so learning slowly as i go

#

but making progress.

high stone
#

Looking good!

plush yew
#

ty

winged crypt
#

@plush yew my game mode inherited GameMode but I was using GameStateBase, had to inherit GameModeBase instead

#

2 second fix and more hours of trying than I'll admit ๐Ÿ˜ซ

plush yew
#

lol

#

dang

winged crypt
#

that test looks sweet btw

#

reminds me of

#

those awesome old-school spaceship games where you fly up constantly and shoot incoming enemies but with good graphics and in 3D

plush yew
#

yea

#

like descent right

#

i loved that game

digital anchor
#

what about forsaken 64

plush yew
#

oo cool just saw that

thick mortar
#

Do you have to run your own sever to play co-op vs ai? Thinking about making a co-op vs ai fps with army style combat

polar hawk
#

anyone wanna show me how to factorio :p

#

or learn factorio with me? :p

#

is like blueprints

#

but not

grim sinew
#

Factorio is wonderful

#

If it wasn't nearly 4 AM, I would. Any excuse to play that game is welcome.

frank escarp
#

@polar hawk factorio is crack for programmers

thick mortar
#

What even is it?

frank escarp
#

fucking RIP in pieces allar

#

@polar hawk just fail

#

really

#

go do the tutorials and try to get stuff done on your own

#

keep in mind that kind of the focus is to have full belts, if you have your belts full you are running max efficiency

#

you can go look at "builds" on internet, but thats too boring

grim sinew
#

And if your belts are full they're also overproducing

frank escarp
#

who cares about overproduction, you are going to use those resources eventually

grim sinew
#

But yeah. Just go play. And don't go on an alien genocide until you're ready.

polar hawk
#

ayyye

frank escarp
#

im not sure about enabling aliens or not on a first run. I had them enabled and eventually literally lost XD

#

but it was fun to panic around oh shit the fucking aliens

#

and have to build walls and guns

grim sinew
#

Nah, keep aliens on. It makes it interesting

frank escarp
#

walls are nearly the biggest sink for stone

#

also the paved floor

#

it makes you go faster

grim sinew
#

If you have turrets, aliens aren't much of a threat, especially once you get into making those little robots

#

If I knew anything about making electricity logic, I would make a 3d factorio style project in Unreal. It would be so fun, especially mixing in some of the 3d building elements from modded minecraft for extra complexity.

next jetty
#

where's the best place to ask a question about the Character Movement Component?
I'm not modifying it or doing anything with the code, just trying to get it to do stuff.

oblique trench
next jetty
#

ok

#

thanks

visual hollow
#

@sinful umbra Tried MP4, WMV same issue.

#

Its the single pc on which it wont work and thats the pc where the HTC is connected.

somber sorrel
#

Is there no instant invite to thiss server?

manic pawn
silver crown
#

@plush yew What do you mean?

pallid compass
#

Theres no limit, except after some insane point

#

engine kick's in world offset

#

and then things get crazy

silver crown
#

Not so insane sadly

grim sinew
#

It's not the world limit, but it's a bad idea to go 2km away from the origin. Anything larger, use level streaming.

tall pendant
#

tho with level streaming you loose volumetric lightmaps... sadly.

astral marsh
clever fjord
#

turn can ever effect navigation to false in the actors blueprint

astral marsh
#

nvm i fixed it

#

can anybody tell me how can i make my ai open doors

#

i dont seem to find any tutorials

#

online

plush yew
#

Hi,

#

Is anyone here experienced with Houdini to Unreal Vertex Animation Texture workflow ?

#

Basicly everthing works like expected but i d like to bring animated data into unreal.

#

So the idea was to pipe the animated pieces through DOPs and setupt the geo as "deforming static objects "

#

i also tried the workflow with RBDtoFBX

#

without success

grizzled mountain
#

Bah... My old epic account has apprently been hacked and someone has been buying Fortnite crap on it. I can't find what mail I should use to fix it. Could someone point me in the right direction?

plush yew
#

Quick question about UMG in 4.19.2...

#

I created a widget that acts as a window border with a titlebar, title text, icon, etc

#

and a named slot called ClientArea where users should be able to place whatever they want

#

I'd like to create another widget blueprint that inherits this window border, and add stuff to the named slot. I can get all the ui elements from the base class in but I can't seem to expose the named slot to the designer.

#

Not even to the hierarchy.

manic pawn
#

don't inherit, use composition

#

in your new widget bp create an instance of the window border

#

then add stuff to its named slot

plush yew
#

How can I make it so that, when the named slot gets a new widget added to it, the window (if not maximized) adjusts its size to be the same width as the client widget + the left and right border width, and the same height as the client widget's height + titlebar and bottom border height?

#

(doing that WITHIN the window border widget)

#

ideally also positioning the window border widget in the center of its parent canvas (or the screen)

manic pawn
#

you can use the size to content thing

#

I forgot where exactly it is

#

it's an option you get for the layout somewhere

#

might be on panel slots like canvas/overlay children have

tough talon
#

Hi, does anyone know what will be the performance of a quite dense forest made using trees with vertex count around 5000? Like will it be able to run at 60fps on gtx1050ti?

sudden agate
#

use the profiler

tough talon
#

the problem is that i want to buy an asset pack from marketplace and i dont know if performance will be fine so currently i can't test the performance

plush yew
#

How to create void ?

bitter oyster
#

@tough talon 5k is extremely optimized, depends on overdraw though

#

triangle count isnt as important as overdraw on foliage assets

#

my grass LOD0 is 1-2k triangles scaling down to a 36 triangle billboard, and it gets better performance over my old grass which was a quarter the triangle count

remote roost
#

what's a good way to learn materials in ue4

#

shits hardest thing in ue4 for me

#

any good courses

tough talon
#

@bitter oyster thanks for help

sudden agate
#

ยฏ(ใƒ„)/ยฏ

plush yew
#

@manic pawn I can't seem to set that Size To Content variable on a canvas slot within Blueprint.

#

I can only get the value. I need to set it.

manic pawn
#

hm, that's strange

#

I never needed to change it dynamically before

plush yew
#

I'm creating a function in my game's desktop workspace blueprint that takes any user widget, creates an instance, adds to a canvas, and puts it in the centre of the canvas

#

so that in my player pawn I can simply do this:

manic pawn
#

it looks like the method to change it is called SetAutoSize

plush yew
#

Well I mean SetAutoSize does get it to autosize

#

but immediately after I need to set the position of the window so it is centered on-screen

manic pawn
#

why not just anchor it so it's centered always?

plush yew
#

Setting anchors to 0.5,0.5,0.5,0.5 (center) and then setting position to (0,0) positions it so that the top-left of the widget is in the center. I need the center of the widget to be in the center

manic pawn
#

set Alignment to 0.5 0.5 aswell

plush yew
#

alrighty

#

I'll give that a try

manic pawn
#

that changes where the anchor point is inside of the widget

plush yew
#

And it works. :D

#

Thank you!

#

Side-note, is there a way to screenshot a blueprint graph, as in, select all the nodes and everything and capture a screenshot of it regardless of how large the area is?

manic pawn
#

there is not

plush yew
#

Damn.

manic pawn
#

someone here tried to make a plugin that does it but I think he gave up (?)

#

btw, if you align your bps so the exec wires are always straight they become less of a nightmare to maintain

plush yew
#

I always just comment areas that do specific things

#

like this

#

even if it's like one node, if it's responsible for a specific action it's getting a comment.

worn granite
#

There's ODIN if that's still a thing

manic pawn
#

yeah but now the flow of execution goes left and right and it's kind of a mess

#

it's easier to follow if the logic is just in one straight line

#

also makes it easier to expand to add new things in the middle

plush yew
#

@manic pawn It only does that because I had to fit it on screen :P

manic pawn
#

ah

#

@worn granite what do you mean by ODIN

#

oh I found it

idle stump
#

Does anyone know what is a "good" way to delete/destroy a component from an actor at runtime? Does calling DestroyComponent handle everything? I don't need to do any other cleanup work (in BP)?

plush yew
#

Is it possible to get the root widget of a widget blueprint?

#

like, if I create a User Widget instance

#

I'd like to get its root widget (for example, the canvas or whatever else is at the top of the hierarchy just below the user widget itself)

manic pawn
#

get parent

plush yew
#

...but isn't that for retrieving the widget that contains the specific widget instance?

#

what I'm trying to do is

#

I've got the Desktop - which is the user widget I'm creating an instance of in my player pawn.

#

then underneath it is that Border widget - the root.

#

everything is inside it.

#

I want to get that root widget (not knowing what type of widget it is or what type of user widget I'm dealing with) from within my player pawn's blueprint.

manic pawn
#

oh

#

looks like get root widget is not exposed to bp

plush yew
#

Then I'm going to cast that root widget to a certain class and if successful, bind to some events on it.

#

This is where I would've preferred to use inheritance for my window border and creating windows

#

so that I could script the function I'm trying to write in my player pawn to only allow blueprint assets that inherit from a Peacegate Window.

#

that way I'd always have access to Peacegate Window's events in that function and not have to grab a root widget and cast

calm crater
#

Hello everyone, I've been wanting to get into the Unreal Engine and create a small game, and was wondering if somehow someone could guide me through the basics. Any help is appreciated!

pallid compass
#

Google, unreal youtube channel

#

wiki

#

forums

#

etc

#

Is where you want to start

worn granite
#

Rei also, very good to ask questions to

pallid compass
#

no one can really hand hold u here

worn granite
#

Hey @pallid compass how do I call a function in Blueprint?

pallid compass
#

duno

#

google

#

tweet tim sweeny

worn granite
#

no u

pallid compass
#

so basically

#

u take a ugh

#

constant

#

and hook it up to ur grabber

#

with a green or red wire

#

and then send A channel through

#

and have the grabber activate on A

#

ez

worn granite
#

thx

#

worked ๐Ÿ‘๐Ÿป

pallid compass
#

lemi show u example

#

print example

wild glacier
#

Factorio ๐Ÿ’•

calm crater
#

its just that the style of game i want to create doesnt really have any direct help on forums or anything

pallid compass
#

Because you need to learn and practice

#

its not something you just pick up

calm crater
#

yea you're right

pallid compass
#

You practice doing so many different things

#

then the pieces will fit together

calm crater
#

i want to make a terraria type game but only going up and down is that possible

pallid compass
#

and you can figure out most of what you need

#

tldr welcome to engineering

#

U dont want ue4 for starting with 2d

#

honestly

#

i specialise in 2d in the engine

#

and its not friendly at all imo

calm crater
#

is there a better engine for 2d?

pallid compass
#

Cant say, most likely

#

i just pref ue4

calm crater
#

but would something like that be possible

pallid compass
#

yeah ofc

calm crater
#

basically terraria but up and down

pallid compass
#

yeah

calm crater
#

alright i'll look into it

#

thanks

worn granite
#

There are many better engines for 2d if you're just looking at the 2d tools

#

@calm crater

#

If you're also considering other aspects, the water starts to get murky.

calm crater
#

yea it's going to be a completely 2d game

calm crater
#

so would there be a better one for 2d

worn granite
#

what other things would you wanna use from UE4

calm crater
#

not sure I just want to make a 2d game from scratch and I figured UE4 would be the best engine for that but idk

worn granite
#

from scratch I mean, you can do that too

pallid compass
#

top tip

#

Practice alot of stuff for a year

#

and make some sub prototypes in the process

#

then see where you are at

worn granite
#

Well if you're not sold on UE4's features besides 2D

#

I'd recommend you take a look here

plush yew
#

ugh. getting a UMG widget to stay hidden unless it (or a child) has focus and a boolean is true is difficult.

manic pawn
#

huh

plush yew
#

I got it to display for a single frame then immediately disappear again

#

(trying to create a drop-down menu that opens when you click a button and disappears if you do anything outside of it)

#

so, like, the Windows start menu.

worn granite
#

I ended up implementing a drop down menu entirely from a vertical box and expandable area.

#

Not sure if that's what you're doing, but if not you should totally do it.

manic pawn
#

you could make it have a backdrop that fills the screen and close it in preview mouse down

#

then clicking on a button outside it will both close the dropdown and activate the button

worn granite
#

Pretty sure you can detect when a widget loses focus and send it through the hierarchy

manic pawn
#

dunno, the focus system is very strange

#

I try to not use it whenever possible

plush yew
#

@worn granite I've got mine in a vertical box and when the boolean is set to true, the box's Visibility is set to Collapsed

#

er

#

when it's set to false*

#

the problem is getting the boolean set to false when the vertical box loses focus

#

what I'm doing is binding the Visibility to a function like this