#ue4-general
1 messages ยท Page 275 of 1
@winged crypt debugging, generating callstack when it crashes
@winged crypt Debugging in Visual Studio
...
is anyone else hearing this
yes
i thought it was off
@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
i only heard it when you typed the fuck
I don't think you should be seeing it as different methods
other then that nope
nice
za za za za za za za za za za za za
oh thats a setting i believe
join voice chat omg hear this
@tall basin you should actually mix them, don't view them as different approaches
I can't stop it
Allar kisses feet
have you tried turning it off and on again
compile error further up
@worn granite that is interesting... any further tips?
Yeah, typically happens when the file is locked too @winged crypt
Versioned in P4 maybe (shouldn't be)
Allar Allar Allar Allar
Or in use (UE4 running and somehow not hot reload)
@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.
za za za za za za za
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.
There might be a short cut to turn it on and off?
bruh
Hi, I'm Allar, will you hug me?
A woodchuck would chuck all he could chuck if a woodchuck could chuck wood.
wait is it reading every channel?
Go live on twitch?
Close discord
@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.
@polar hawk
i'll try digging into using a blueprint interface instead.
nice
Voice settings - Input device?
I'm a dick, huh?
what is goin on
๐ค ๐ค ๐ค ๐ค
Can it do my normal nick?
xD
test
Windows or Mac?
ass
๐
wrong
what a fucking adventure that was
^someone needs to make that a game jam game ๐ hahahaha
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? ^^
alright yeah now i get it brain fart lol
the charakter i see is the one in the editor
and the clients spawn fresh ones from player start alright
thanks for the quick awnser ๐
in the animation preview where do i have to look for if i want to xray see the bones?
ArmorPaint 0.4 is out! See release notes at: http://forums.armory3d.org/t/armorpaint-0-4-is-out/1470 --- Model: Bomberman by Rui Teixeira https://www.blendsw...
node based brushes? thats cool
um
I made an input action for "shift pageup"
if I press shift and then pageup, the pressed event triggers like it should
if I then release shift before pageup, the released event does not trigger
anyone got an idea what to do about this?
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
@manic pawn The Released output is probably only triggered when the full key combination is released, i.e. both Shift and Pageup.
even if I release the pageup key later, nothing happens
it only works if I release pageup first
it's really confusing
I see what you mean. I just replicated the behavior.
I think it's due to the way modifier keys work.
The modifier key needs to be present for both pressed and released to work.
So if you release Shift before Pageup, it's not active when you release Pageup and thus doesn't trigger the Released output.
I don't know anything special about how this works under the hood: that's just my conjecture.
I guess you're right but that's really dumb
You'll notice that if you press Shift again before releasing Pageup, it triggers Released.
Why?
pressing starts a repeating timer to scroll something, and it's supposed to stop when you stop holding it
guess I'll have to make it also use the released event for just pageup by itself
wait that would still not work if you released shift and then pressed ctrl before releasing it
This is dirty, but you could make Shift and Pageup separate binds.
And use AND/OR bool checks to get your desired behavior.
that could work
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.
I wouldn't mind modifying something to fix it but I'd have no idea where to start lol
is it possible to make the camera boom collision test ignore other players ?
Well I mean
In all seriousness, I'm sure he's saying that because he's dealt with way more shit than I have.
Could someone clarify the UE4 license?
it's got a few things in it that are worrying me
that I don't fully understand
w-well duh yeah I know but like
they mention that you're obligated to log all your development, releases, revenue, etc
and that they audit you
how the hell does that even work especially for an indie dev who's operating out of their bedroom lol
so every quarter after release
you're gonna send them a spreadsheet looking thing
that basically outlines how many copies out, how many sold, sold at what price(s), blah
and if it exceeds a certain amount
you give them said doc
and then some money
I wouldn't worry about it too much
Just keep track of all financial gain from your project
and don't be like
'iunno how much money we made hur dur'
if you make no money
good news, no paperwork
Well it's just, I want to earn money from my game but I want to put it all back into the game
the fact that you are giving back to epic will help you dev your game further down the road ๐
so be glad it's a reasonable percent
not gamejolt?
I've never heard of those
I chose itch because there's no fee or anything
5% is very fair rio plus you can use marketplace assets in your project without worrying.
I'm not even sure if I want to make my game paid
if you price it low enough, think of it like mobile economics. low price high volume.
people will buy it if it's like 99 cents or something
once you start getting $9.99 and above you are getting into larger studio territory
I was thinking $13.37 because this is a hacking game
Probably the first built on Unreal lol
@plush yew
those are some charts
i did a price analysis of game prices on steam
if you price yours at above 10.00 you can expect high competition and low sales.
.99 does well
and has most user growth and feedback / volume
shame I can't do .1337 or 1.337 because that ain't how money works lol
valve wont allow .1337 denominations
Alright, well, what if I made the game free but made an expansion pack that costed money?
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
those are your options
if you make it free, you'll need to have some advertising stuff or pay for certain cosmetics or buy ins as necessary
its immoral to have pay to win items, or paying for any items that give you advantage in skillset
but the good thing is that unreal lets you build cosmetic stuff easily enough
Yeah, I know that. I can't stand that stuff (microtransactions, pay to win etc)
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?
Start your first game low and build up your community and reputation.
^
Pretty sure the 5% is on all game revenue
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.
googling epic release royalty first result describes it rio. 5% like he said
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
I don't have the $100 to throw at Steam.
its NOT profit
you gotta save up capital then
use test build 480 to test your local steam build until then
This is mostly a hobby project for now.
you can test on two machines
get a second machine then and you can test it over the LAN.
I'm not going to publish to Steam, I've said that before
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.
"
rio you can get more sales volume from your game once you migrate it from gamejolt/itch to steam. really consider it.
I'm more concerned about making a fun game than making money from it.
i had a friend who devved a really great game on steam
I genuinely don't care how many people buy or play my game. What counts is that people are enjoying it.
he started with itch/ game jolt
and then migrated to steam eventually
Those two things are the same
Can I use ue 4. 14 assets on ue 4.19.2 ?
Depends on the assets but most of the time yes
you are best off having raw files like FBX or other files and importing to prevent compat issues black canvas
i always store source files and then import over
@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.
You seem a lot more invested in him making money than he does.
lol
i just know how important it is to be sustainable
my biggest fear was always making low volume from my work
so i kept looking at optimizations from day 1
The main thing that makes me feel like making money at all is
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.
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
Guess I could do stuff in my spare time anyway - if I would get to where I've got any.
This isn't helping. :(
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.
that's an interesting line to take
yeah he hates proprietary software.
Oh I see.
he's nice about it, but, he still does hate it
Don't make stuff with friends
yeah
Nothing wrong with making money
well I need to work with friends. I can't do the graphical shit - I'm legally blind
Don't let him know you can monetize open source :P
Sculpting is very different than painting
it just requires too much attention to detail that I don't have
do you have a game concept yet or..
@worn granite oh he knows you can monetize open-source
just ask Canonical
because a really good way to start is using the marketplace to templatize it and then build on it
that or u can build from a tut
So he writes code for your UE4 project on some kind of linux env?
@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
Some of it already is
but I've already worked on this game on my own custom engine.
you can just start making some uassets in a uproject using 4.19 or 4.20 for fun
@worn granite we haven't started using UE4 yet, but, yeah.
too much writing will sap the artistry i think
4.20's watch feature looks really neat
i have 36 pages of TODOs for my game on docs.. i just keep going
it's okay, but just sort of lagged
so i am working on the netcode for that too
well if you wanna see what little stuff is in our reworked game design doc I can link it
not here pls, DM me if you want
it's not much, it goes into some detail about procedural generation and some of the gameplay mechanics
not much lore or anything
i used to love lore. now i dont think as preciously about lore anymore. now i am just like. ok tech challenge solved... next.
@plush yew I'll dm ya but you'll need to be friends with me. I've got my privacy settings set freakishly high
ok
@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
Ah ok - I get the feeling its on the back end
@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?
I tried a simple isValid node that works most of the time I have this kind of issue
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
What can be the issue if the particle is passing through object even if the collision module is added in the particle?
What are some quick and easy ways to optimize my ue4 game?
welp, my game's staying free, a hobby project, and I've killed off my gamedev group
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
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.
I see that @safe rose mentioned the same crash a while ago here, did you find a solution for that?
@fiery harbor yeah that fuckkng pos
I had to disable gc clustering
No fucking clue how it started
I have been on 4.19.2 for a good while now
you mentioned you only saw that bug once I think?
did you see it more often after that?
or did you disable gc clustering after only seeing it once?
Everytime the TV turned on
lol
Yeah disables that shit because it kept crashing me and my players
so there is definitely a bug with media player and GC then, right?
Resolved all crashes
have you reported it already?
I think the bug is with GC not media player
I tried but the fucking Epic bug Reporter was Bugged...
I only ever got that GC crash with the media player, and you also it seems
so I think the media player is bugged
Well both are bugged
But please send report
I didn't get to.
@fiery harbor but again
This is something strange because I wasn't crashing weeks ago
Somehow even though there hasn't been any update to 4.19, it started
hm
so what exactly did you disable? this?
Yeah
did you notice any negative performance impact from that?
No more clusters
Nah
Obviously it says it will impact
But haven't noticed anything
but you kept "allow parallel GC" enabled?
I mean.... Minor performance impact > crashes anyday
Maybe it's fixed in 4.20
Dunno
Yeah. Super rare. That it only started last week for me.
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
not sure if a bug report helps without any real way to repro it
if it crashed every time you turned on the TV, thats a good repro
@fiery harbor just submit. The more they get, the better the response from them
I don't plan on wasting my time turning that back on and reproducing it
I guess it would be best to create a thread in the forums and hope someone at epic sees that
If they wanna give me free UDN for 6 months. I will do more for them
well, sure, same here ๐
where do I apply? ๐
I can create a thread in the forums in the feedback section and you can comment there
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
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
lel
There is a crash in 4.19 that's quite bad:
LogObj: Warning: Object MediaPlayer /Game/Movies/MyVideoPlayer.MyVideoPlayer (0x000001fb95235780) from cluster
Yeah Fortnite seems like it was a good move
Got my new PC. 1,000 windows updates! Slow clap MS. Very slow clap.
Tfw most new games being made with UE are battle royales
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
sucks it killed Unreal Tournament tho
What all fortnite fan including me wants is that epic invest some in the servers
Tfw I had a choice of buying Prince of Persia or UT3 and I got PoP
lo
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
lO
i need to try out Infinity Blade tbh
spline decals when?
now that fortnite is popular
or how about shadow map filtering improvements ๐ค
r.Shadow.FilterMethod 1
Lookin for a quick opinion, if price is not an issue, what 3d modelling software would you choose
I'm primarily looking at max vs maya vs houdini
max because I know it ๐
If would say you simply test them all
And stick to the one that you can see yourself working with
And maybe check if there are some common issues with ue4 and the software
Or maybe some common features
@storm venture The one you are comfortable with
Really
If you're learning a new one, might as well try Blender too
Well I noticed houdini has a bunch of built in functionality with ue4
is there an engine Enum for collision shapes?`
I'm pretty sure there is, but what is it called ๐ค
@storm venture Houdini is not a typical modeling tool, itโs 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
"character modeling" And you didn't mention ZBrush. You make artists sad.
You would use Houdini for other things, like procedural generation, processing of data, working with landscapes and many other things
@grim sinew my bad :p
I just never look at it as a tool for general modeling
As long as you don't need to measure things, it's great for some types of modeling
Hard surface things you can bang out pretty fast
Yeah, Iโve heard itโs good for non-organic too. Last time Iโve โusedโ it, was like 8 years ago ๐
Well go use it more, it's gotten a lot of good updates in 4r7 and 4r8 ๐
yeah the live booleans are pretty neat
Anyone know is it possible to generate physical material during runtime?
...like for physics?
@paper kernel last time when I tried switching one material with the other in real-time, rigid body would just freeze in mid air ๐
interesting ๐ค
Need to look at how itโs setup on PhysX level, might need to expose one or two functions for this
I just figured it would be easier to create one during initial setup of component
Do you want to change friction/restitution in real-time?
Houdini is amazing, would definitely recommend it @storm venture
no not really
Cause material contains some other stuff, like density, which you canโt change without re-initializing body
Ahh
You definitely can create material dynamically, but need to talk to PhysX directly, and you might have to re-init rigid body
ah, that sounds like manual labor ๐
k I'll just stick with shared material asset
โFriction and restitution partโ
As you can see, itโs not the same thing as in UE4
I have a question
would it be possible to create an operating system UI in UE4? Like, with a window manager and everything.
Windows can be dragged around, maximized, restored, minimized and closed, multiple (separate) instances of the same window can be opened at once
and they all share the same theme and window decorations
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?
it's possible, but hell-of-a-lot of work
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#.
anyone know where i can find a tutorial to make an item belt for vr?
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
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
those are just simply window size and location params
There should be draggable window tutorials in youtube
@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.
wasnt there a way to "record" / "create" animations inside UE4 or do i always have to do them in a External Programm ?
I took a lesson on animating a humanoid before inside of UE4
I'm pretty sure it can be done
@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.
who know to make islands in world machine for ue4 or if you know any good tutorial pls dm me
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 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 ?
I need help with making islands in ue4
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
there is alot of info around online, did you google first and attempt something?
I googled yes
but I can t find what I need
landscape
You can t "cut" it and put somewhere else
If you want to do the landscape with world machine, design it in WM, then import it
Which part is the problem ?
then you are probably asking in the wrong place, this is for unreal questions
no
some titles are
ISlands for ue4
so I thought that there is special way to make terrarian in WM for ue4
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 ?
with WM atm
you might be able to find if they have a help channel somewhere, might be someone who can better help ๐
https://youtu.be/r4tltrLLVuQ?list=PLZlv_N0_O1gZalvQWYs8sc7RP_-8eSr3i This is the exact tutorial series I need to achieve my window manager :P
In this tutorial series, we take a look at Unreal Motion Graphics (UMG) and Blueprints and how we can create a basic Inventory System. This video illustrates...
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
UMG kind of seems old fashion to me
how so
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
I have a feeling it'll get a revamp like Cascade
it already got
Yeah UMG is the revamped one
I mean I'm sure Cascade was the revamp too
UMG is three years old, it's shiny, new, and mostly really good as far as game UI go
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
Not to mention game <-> UI connections
Lol true
Is it possible to download the UE documentation as a pdf
Its been loading slowly for me lately
not from the official site at least
Been like that for a couple days
and now it's fast again
If you want a HTML like UI system you can always use CoherentUI as well
True
Can someone please help me in #blueprint
i can try XD but im a begginer
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
"You have to export your static mesh as skeletal mesh in your 3D application. There is no function that can change a Static Mesh into a Skeletal Mesh. <3"
https://answers.unrealengine.com/questions/670324/how-can-i-convert-a-static-mesh-into-a-skeletal-me.html
Well, add bones in your 3D modeler, export again
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.
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....
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
what does it mean left / right handed?
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
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
Time to move to 4.20 I guess ๐
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
@livid haven could you maybe take a look at the fortnite branch and tell me where that fix actually is? ๐ https://issues.unrealengine.com/issue/UE-54135
+++ 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
I've tested that, and it works! Only need that one line at the bottom
8700k overcloked or 2700x overclocked what is better for unreal engine rendering building lighting?
ryzen
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
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.
how is it different than just having a style asset property for the UMG elements and applying that if it was specified?
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
Ah so sorta more like a style set
with the style assets though, I treat them as secondary. My main system works on a more realtime visual mode.
Well it sounds cool
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
Oh that just sounds like pain
it is. im taking a break from it right now because I hit the wall
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
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
Uh
I know... its crazy talk
You can do a class redirector
But
that only works for stuff that's done in the editor.
can believable puddles/moisture/oil be made through decals or is vertex painting the way to go?
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.
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
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.
hmm. Ill take a look once I get my plugin finished. Thanks for the heads up
Documentation on networking is very weak imo
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
hmmmmm it seems Post Process Volumes also don't affect UMG so I can't add a bloom effect or anything throughout my UI
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
Damn...I had so many plans for that..
well most of the time you wouldnt want your post processing effects to be applied to the UI
@plush yew yeah you have to fake that
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
you can still fake that I guess
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.
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.
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?
the big instant ban
who know how to design Little KittenMy Favorite Cat
wut
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?
The call to SpawnActor will spawn the static class of the type if no UClass* is provided.
I can guess the answer, and say the engine has a "auto create safety" feature
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.
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?
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.
From looking at the World Outliner, it seems to be creating a PlayerStartPIE.
When I change the Button Text property in Details, the underlying text block doesn't update.
Because binds are evaluated on tick, and the widget isn't ticking.
You can override PreConstruct and update the widgets manually
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.
have you replaced the material/image with a flat color?
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
got the right node ? (the one with the letter)
i ask cause i njust made the mistake in a tutorial
nope... the open envelope, right? i can't seem to get that icon
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
hmm what do you mean?
to find it
you mean adding the interface to the class settings?
yes and uncheck context sensitive to find the right one
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?
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
hmmm
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
oh wow. it's working.
grtz ! ^^
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
The only maya specific tools are for rigging
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
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.
oh thats cool. so unreal has some maya specific stuff that seems nice.
Oh my God I'm so happy to have found this server
i started animating with blender initially but maya had better tools so i switched over
no regrets
Anyone got some free time and wanna check out my latest project?
so I'm gonna try to make a little small game demo tomorrow, should be... utter trash lmao
mouse smoothing isnt mouse acceleration is it
i'm having issues turning off mouse acceleration
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
@visual hollow I'd recommend putting your videos in mp4 format
it's what epic does for fortnite
GTX 1060 is doing pretty good at 4k. Not sure why people were bashing this card?
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?
@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.
any1 work with ded servers before?
@winged crypt i have.
ec2 t2.micro rn
alive and well
why you ask?
(albeit i have some netlag.. unoptimzied code :/)
@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 ๐ค
could only find unanswered posts about similar issues
old, unanswered posts from years ago .. national tragedies.
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
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
you set the pawn class in your game mode for your active level obviously right?
sure you did that
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
here is my system in my game - i have about 8 player starts.
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
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
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
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
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.
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 :/
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
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. ๐
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.
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.
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.
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)
is this vr game the game that had the gun with the ammo issue? ๐
and if so u ever fix it?
the rotation of the ammo was wrong going into the gun underneath it
and you had to do some kinda rotation checking
ohhhh the rotate checks, yeah I fixed it haha
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
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
yeah, on and off all day ๐
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 ๐
i cant imagine doing it all day thats hardcore ๐
been doing it for a year, im used to it - i could be in vr right now, i dont even know anymore
๐
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.
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?
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.
Looking good!
ty
@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 ๐ซ
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
what about forsaken 64
oo cool just saw that
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
anyone wanna show me how to factorio :p
or learn factorio with me? :p
is like blueprints
but not
Factorio is wonderful
If it wasn't nearly 4 AM, I would. Any excuse to play that game is welcome.
@polar hawk factorio is crack for programmers
What even is it?
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
And if your belts are full they're also overproducing
who cares about overproduction, you are going to use those resources eventually
But yeah. Just go play. And don't go on an alien genocide until you're ready.
ayyye
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
Nah, keep aliens on. It makes it interesting
walls are nearly the biggest sink for stone
also the paved floor
it makes you go faster
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.
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.
@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.
Is there no instant invite to thiss server?
@plush yew What do you mean?
Theres no limit, except after some insane point
engine kick's in world offset
and then things get crazy
Not so insane sadly
It's not the world limit, but it's a bad idea to go 2km away from the origin. Anything larger, use level streaming.
tho with level streaming you loose volumetric lightmaps... sadly.
anyone knows how to fix this?
turn can ever effect navigation to false in the actors blueprint
nvm i fixed it
can anybody tell me how can i make my ai open doors
i dont seem to find any tutorials
online
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
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?
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.
don't inherit, use composition
in your new widget bp create an instance of the window border
then add stuff to its named slot
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)
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
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?
use the profiler
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
How to create void ?
@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
what's a good way to learn materials in ue4
shits hardest thing in ue4 for me
any good courses
@bitter oyster thanks for help
@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.
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:
it looks like the method to change it is called SetAutoSize
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
why not just anchor it so it's centered always?
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
set Alignment to 0.5 0.5 aswell
that changes where the anchor point is inside of the widget
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?
there is not
Damn.
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
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.
There's ODIN if that's still a thing
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
@manic pawn It only does that because I had to fit it on screen :P
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)?
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)
get parent
...but isn't that for retrieving the widget that contains the specific widget instance?
what I'm trying to do is
let's say I am creating a user widget and its hierarchy looks something like this.
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.
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
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!
Rei also, very good to ask questions to
no one can really hand hold u here
Hey @pallid compass how do I call a function in Blueprint?
no u
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
Factorio ๐
its just that the style of game i want to create doesnt really have any direct help on forums or anything
yea you're right
i want to make a terraria type game but only going up and down is that possible
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
is there a better engine for 2d?
but would something like that be possible
yeah ofc
basically terraria but up and down
yeah
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.
yea it's going to be a completely 2d game
so would there be a better one for 2d
what other things would you wanna use from UE4
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
from scratch I mean, you can do that too
top tip
Practice alot of stuff for a year
and make some sub prototypes in the process
then see where you are at
Well if you're not sold on UE4's features besides 2D
I'd recommend you take a look here
ugh. getting a UMG widget to stay hidden unless it (or a child) has focus and a boolean is true is difficult.
huh
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.
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.
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
Pretty sure you can detect when a widget loses focus and send it through the hierarchy
@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