#ue4-general

1 messages ยท Page 276 of 1

plush yew
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then when I click a certain button, this happens

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probably a way better way to do that but anyway

manic pawn
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keep in mind every binding is checked every frame

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you should make ui event based whenever possible

plush yew
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on Event Tick in that same blueprint, I check if the App Launcher Menu's parent (which is a border) has any user focus, if not, I set the App Launcher Open boolean to false if it's still true

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My guess is, "Set User Focus" isn't actually giving the App Launcher Menu focus.

manic pawn
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probably not, since it isn't open

plush yew
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or, it is, but something else is taking the focus immediately after

manic pawn
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don't think you can focus collapsed widgets

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then in the next frame your binding will make it visible, then the tick sets the var back to false, and one tick later it gets made invisible again

plush yew
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so you're saying I should remove the bind and just set the visibility to visible right before giving it focus in the mouse event?

manic pawn
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that'd certainly work better

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there is no reason to use a bool and a binding here

plush yew
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[sigh] I still can't get it to stay visible

idle sail
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what genre of game would pokemon be? like is there classification that defines pet/companion games

regal mulch
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I think this counts as rpg or?

pallid compass
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rpg

cinder iron
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Poket monster rpg

crude jasper
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Guys

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i have a very serious problem

idle sail
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Dial 911?

pallid compass
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lmao

crude jasper
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Can you guys help me ?

idle sail
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depends what kinda problem it is

grim sinew
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Halcyon, drive the ambulance, I'll get in the gunner seat.

crude jasper
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For some reason when i crouch out of a ledge

pallid compass
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does sick flip in to seat

crude jasper
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i cant fall off

grim sinew
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We'll free dudawar from these zombies

crude jasper
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xD

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when im on the ledge

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my char doesnt fall off

grim sinew
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Also it's a toggle in the character movement component

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A checkbox

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Uncheck it.

crude jasper
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?

pallid compass
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well thats not a serious problem at all

crude jasper
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whats the name ?

grim sinew
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Something something falling crouching

crude jasper
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holy xD

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Thx so much XDDDD

grim sinew
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There aren't many checkboxes, that already narrows it down a ton

pallid compass
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did u even google fam

crude jasper
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๐Ÿ˜„ thx man

grim sinew
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It was too urgent to google!

crude jasper
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noo... i dint think many ppl would have the same issue XD

pallid compass
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rule 1

crude jasper
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i tought maybe it was a glitch

pallid compass
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google it first

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does not matter what it is

crude jasper
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kay sry :p

pallid compass
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always google first

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^^

crude jasper
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ok ๐Ÿ˜ƒ thx for the tip and rule ๐Ÿ˜„

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great help xD

grim sinew
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We were all ready to get in our ambulance equipped with the mounted rocket launcher too, how disappointing ๐Ÿ˜ฆ

pallid compass
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๐Ÿ˜ฆ

crude jasper
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ahahahaha

plush yew
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Yay. I got my little app launcher dropdown working.

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turns out Vertical Boxes cannot have focus.

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so what I did was instead focus the actual app launcher button

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and every tick I check if that button has focus or the vertical box has any descendants with focus. If neither is true, the game closes the app launcher.

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Now all I need to do is, on my window border close event, have it find the canvas slot that's holding the window and then remove that slot from the canvas.

plush yew
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Why is it that this isn't working? The parent in this case should be a User Widget.

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It's not removing from the parent.

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Also, removing the parent from ITS parent (which is a canvas) does not work from here, but does work if I call "Remove From Parent" from within the blueprint of the parent User Widget.

steady owl
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Hello. If you place a mesh down that has one material, that is two draw calls. If you duplicate this mesh 4 times will this mean you have 4 times the amount of drawcalls?

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I see a lot of modular fence and wall assets and was wondering if it was true because it would be better to create a merged version of a room for example instead of having 20 identical wall pieces taking up extra drawcalls

grim sinew
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Unless they're instanced meshes adding more adds drawcalls. There's nothing wrong with having modular pieces at scale, but if you're doing something like adding a skyscraper and each window is its own mesh you'll hit your drawcall limit just on one building. There is no hard rule on how big or small your assets should be, it's all relative to your scene.

steady owl
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Great answer!

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Yes it seems to be relative to the game, I would imagine games that have more than a few buildings visible would batch as much as they could together

grim sinew
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Like your wall example. That's fine being different pieces in a first person game, especially if you're inside the building, since you don't want to bother rendering stuff you can't see. But if you make every wall modular in a city, well, RIP performance

steady owl
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Absolutely. And then thinking of modular pieces that have more than one material ID

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And on top of that other props added on top to break up the modularity

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I think I'll try and make each floor of my building modular instead of each wall section

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Then I can at least have some variation (and add different props in each floor), but not blow up the drawcall count

grim sinew
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Again, it depends. If it's a skyscraper, it should really just be 1 mesh.

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But if there's an actual reason for it to be modular, like with a lot of smaller houses, then yeah keep it modular.

steady owl
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If you made a big fence section around something and were happy with where it was in terms of gameplay, would you consider exporting it out and batching it together as one mesh and reimporting?

grim sinew
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And you won't get drawcalls for what you can't see (unless you have dynamic lighting, in which case casting shadows has a cost), so if you're inside then you're probably fine.

steady owl
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That is a good tip I didn't know!!

grim sinew
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No, not as one mesh. Larger modular pieces. Like instead of each plank on the fence being an object, maybe have segments of fence that are 50 feet long or something

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Unless you're really going crazy, you really don't need to worry about that sort of thing until you're done with a map though, since it limits what kind of changes you can make

steady owl
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Ok thank you!

plush yew
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I seriously can't figure out this UMG issue.

steady owl
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I might look at other tools like Houdini which can bring in procedural functionality for fences

steady owl
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So you could maybe still tweak the fence but have one drawcall

grim sinew
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Let that be your guide on letting you know whether or not you need to worry about things

steady owl
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I appreciate it. Just trying to not make too many mistakes and regret it later when work is done

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Always good to plan smart ahead

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PUBG went with the "make now and optimize later " approach and it seems it has caused a lot of trouble

grim sinew
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It's harder to optimize marketplace assets since you have no control over quality and need to study each to see where they need fixing

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Also nobody ever argued PUBG was a well made game

steady owl
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Very true

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Damn seeing some of the Soul city props having 4 material IDs

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I think I'll chill on worrying about drawcalls for now

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Since that was a mobile demo

grim sinew
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Worrying too much about optimization as an indie, when just starting out on a project, is a recipe for disaster. You can optimize until the end of time and still have more to do

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People tend to obsess over it and spin their wheels. As long as it runs well, just let it be and keep working on it.

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Until you get closer to the end and have a solid picture of what it'll be like

grim ore
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@plush yew is the item calling that function override at all? did you breakpoint it to make sure it is being called

steady owl
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Great advice thank you

plush yew
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It is calling it.

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Because that function override USED to fire an event that I would bind to

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and then through that event I would proceed to actually close the window

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the window border that's firing this event is a child of the actual window I want to close

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I wan the window border to handle closing, minimizing, maximizing and dragging all on its own

grim ore
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redo the binding if you can, even if it looks right click the reset to default arrow next to the event binding on your image then reselect the correct function. Bindings go wonky like that from time to time

plush yew
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the binding is working fine

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it's hitting the breakpoint when I click the image

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and it is calling the "Remove from parent" function

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but the function is not doing anything.

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I should be seeing the window border disappear but the actual hitbox for the window not disappear

grim ore
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oh yeah super weird then. Working fine here, it removes itself from the parent on 4.19 and 20 but I don't have your exact setup so can't verify that of course.

plush yew
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well this is my setup

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I have a canvas inside a widget blueprint that's rendering that desktop wallpaper.

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Inside that canvas is an "About Peacegate OS" widget blueprint.

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that's a window.

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I'm trying to remove that from the canvas from within its child Window Border element

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that has the close button

grim ore
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yep I gotcha and it works fine here ๐Ÿ˜ฆ

plush yew
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Also, inside the Window Border is a Named Slot called ClientArea

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which, from inside the About Peacegate OS widget, I'm placing things like the "Failure to abide by the terms and conditions of the Peacenet EULA may result in termination of your sentience" text.

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so all that text is inside the Named Slot of the window border, and not the window itself.

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I'm wondering if UMG is doing something like "hey whoa you're trying to remove a widget from a parent who has its own widgets inside of the widget you're trying to remove, what the fuck are you smoking?"

grim ore
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well I made a widget called desktop and it's just a canvas panel with 1 child (my testui widget). I create that desktop widget and add it to my viewport. the testUI widget consists of a image taking up the entire screen and set to z order -10 so its in the background as it's got a tiled image for a wallpaper. In addition to that image there is a Window Widget. Inside the window widget is a canvas panel with a vertical box as a child. The first child of the vertical box is a horizontal box with 3 images (top left, middle, and top right) which represent the top bar of the window. The 2nd child of that vertical box is a named slot widget. The only event I have hooked up is a binding to "On Mouse Button Down" on the top right image in the "top bar" of the window and it calls the exact code you do, Remove from Parent and return handled. Clicking on that top right image when the project is running removes that entire window from the parent widget

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so behaviour as expected here

plush yew
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See, when I bind to my custom event that used to get fired by the image's On Mouse Down

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(from within the About Peacegate OS widget)

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then I call Remove From Parent on that event

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it works fine

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but if I skip the event bind and do the same code within the close image's On Mouse Down function override directly

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what SHOULD happen is the border removes itself from the window, leaving only the hitbox of the window behind

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hey wasn't there a bot that would give you a stupid idea if you typed !idea

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(If I wanted to remove the window from its parent I would adjust my code to be this)

grim ore
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well calling remove from parent with self will remove the entire "widget" that the call is coming from which works as expected here.

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in your case it should be closing the WindowBorder widget

plush yew
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So this blueprint would grab the parent of the window border

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so, it'd grab the About Peacegate OS window

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then call Remove from Parent on that window

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then return handled.

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This does not work.

grim ore
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What is WindowBorder?

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I mean from the variable names it seems like it's the actual window widget

plush yew
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This is the UI of WindowBorder.

grim ore
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Which is what? the entire window widget that you are showing?

plush yew
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It's what contains the title text, icon, close button, etc

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and the named slot for Window widgets to modify

grim ore
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yep so clicking close does not close that window like expected?

plush yew
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yeah.

grim ore
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yep that is basically what I have working here and clicking my close image closes the widget and I am just using the remove from parent in the get mouse button down on that image

plush yew
grim ore
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and creating just the window widget without a parent still works as expected, I can close it

plush yew
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For reference, this is About Peacegate OS

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as you can see it's just a widget blueprint that holds the Window Border and adds to its Named Slot

grim ore
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ok now that breaks

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putting the window in a widget itself

plush yew
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however, if I adjust my close image mouse down BP to this:

grim ore
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but I would assume that is because there is no parent for that widget to be removed from is why

plush yew
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(fires an event, then returns handled)

grim ore
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the issue is your window has no parent to be directly removed from with it being the parent of it's own widget apparently...

plush yew
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I can bind to it in About Peacegate OS like this.

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then

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I can do this

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and that works.

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The problem with this approach is code duplication

grim ore
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if you want to fix what you created as is you need to wrap your widget in a proper parent

plush yew
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every single window in the game has to do that which isn't elegant to me

grim ore
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In your about peacegate widget wrap your window widget with something like a border or something simple and your code should work. I picked a border as it's basically nothing and you can easily just set its brush image to none and you see no difference

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an overlay set to stretch contents would work as well, as well as one of the boxes

plush yew
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But that'll leave the border widget in the desktop's canvas

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even if it's invisible it'll still be there eating up CPU time as Unreal fires tick events on it

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so after a while you'll have a bunch of invisible border widgets from closed windows

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What would be nice is if I could have the desktop handle removing the widget

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but that involves making sure the desktop only lets you add user widgets that are actually windows and can store a Window ID variable

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and that the desktop keeps track of all the Window IDs and what windows they're associated with

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parent widgets are good

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then I can have the window border just say "Hey Peacegate, close the window with this ID!"

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i wrapped my entire player ui here in a parent widget for camera view

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"chase view ui"

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you dont set widgets "invisible"

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you remove them

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therefore limiting cpu cycle use

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the problem is

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you only set widgets "invisible" for temporary stuff like hiding something in a quick way. a hacky type approach.

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I'm having an issue that's preventing me from removing the widget.

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you have to debug it then bud ๐Ÿ˜›

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no other way

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that or redo the code

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well it's not like I haven't been trying to debug this all day

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I know what the problem is and I know a workaround (which is very hacky and inelegant)

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Technically since I'm firing that Window Closed event, well, I scripted the desktop to bind to that event when a window opens

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so the desktop is getting notified when a window closes

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that's the general process for showing and hiding widgets. just create widget, create the ref, and then remove from parent.

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but even when I try to grab the window border's parent and remove that from the desktop canvas from WITHIN the desktop blueprint

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that doesn't work

manic pawn
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if you need it multiple times, set collapsed instead of removing

plush yew
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Despite the event actually being called and breakpoints being hit

manic pawn
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that way the slate widgets don't have to be reconstructed to show it again later

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and things like scroll boxes will be able to preserve positions

plush yew
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anybody know the shortcut for compiling the shader engine

manic pawn
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do you mean ctrl shift comma

plush yew
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THATS THE ONE!

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thank you

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no thats not the 1

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when you add a new shader model

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@manic pawn

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its ctrl shift full stop

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but thank you

manic pawn
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oh

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haven't used it in a long time hehe

plush yew
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so nervous cause the new 4.20 has alot of changes so trying to bring my toon shader over to it

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@plush yew you on 4.20 P5?

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the latest 4.20 from github

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on the 4.20 branch

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did they put up the release yet?

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there was a commit 7 hours ago

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i was waiting for the R1, i am still on 4.19.2

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i tried 4.20 p5 and it works ok

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was testing the advanced sessions plugin with it

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thats the one im using

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ffs

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WHY DO THEY HAVE TO CHANGE STUFF SO MUCH!

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lol

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have you tried out the replication driver yet?

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fml

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wutt

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the what?

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replication driver its a new network thing

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never heard of it

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I cant switch to the unreal engine tab, is this just cause my internet is really bad?

manic pawn
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thing you won't need unless you're making fortnite basically

plush yew
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you already bored me with the word fortnite

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Networking Updates: Replication Driver / Replication Graph (Experimental) UReplicationDriver is a base class that can be used for implementing custom server replication logic. UReplicationGraph is an implementation of UReplicationDriver that provides a replication system optimized for games with large actor and player counts.

manic pawn
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it's a thing to optimize replication for a huge number of actors on a huge map where most of them are irrelevant

plush yew
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@manic pawn your good with source arent ya

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@plush yew try restarting launcher?

manic pawn
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uh maybe

plush yew
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and about the replication driver i dont see how its different from net relevancy haha . was trying to figure that out

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maybe sends less packets? i dont even know X.X

manic pawn
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well the replication driver itself isn't interesting, it's just a base class to allow project-specific overrides of some replication stuff

plush yew
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cant believe i have to figure out the new godamn changes to 2 freaking files

manic pawn
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the implementation they made for it called "replication graph" is what's new

plush yew
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ooo ok

broken steppe
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Hello everyone
Does UE4 has anything like Scriptable Objects in Unity3d ??

plush yew
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@broken steppe yes with a basic blueprint class attached to a static mesh

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the blueprint container itself can contain variables and items related to the mesh object

broken steppe
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Hi @plush yew Thanks for the quick response. I'm relatively new to UE and I'm a bit confused.

plush yew
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np

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what is ur question??

broken steppe
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I want something like a shared data repo as a Scriptable Object. That any actor can reference without any redundant copy of data.

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All I want is a set of data that can be defined on a per level/map/scene basic so the actors/NPCs can know what options are available for this level.

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eg say available colours for this level

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so that i don't have to define colour on each Actor, they can just search in that repo only.

plush yew
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ah ok

grim ore
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you can make that part of the game mode per level if you want. You could make that a data table they could reference and get info from. You could make an actor blueprint and just store data on it and then get the defaults to get the data from it later.

plush yew
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like matt said, per level you use game mode, per game you can use game state. you store those things as arrays in the states of unreal. then you get from them in your blueprints.

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you get the "game mode" , "game state" or game instance. then you cast to the current one you have set up in maps and modes / world settings for the level

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then once you have done the "get" and "cast" you can actually reference variables inside it. cool right? @broken steppe

broken steppe
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Ah I get it now.

plush yew
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just remember that game state carries over THRU maps. game mode is per level.

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and most people have different game mode for main menu and different game mode for main gameplay. like GamePlayGM and MainMenuGM.

broken steppe
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And I can assign game mode to other levels also if i want the same data for them

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nice

plush yew
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yes

manic pawn
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game state is also per level, game instance is persistent while the game runs

plush yew
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ah yeah. mb.

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sorry game instance is per game

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sandeep

broken steppe
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but one freedom that I get in Unity Scriptable Object is that they are plug-and-play. What if i want to use same game-mode for different levels but I want to change those specific settings? Is there any way I can create an data containing asset that I can drop in 'Details' panel from Content Browser ?

plush yew
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@broken steppe game state is on both client and server and fully replicated, but it is per level like zeb said. so that's the difference between game state and game mode.

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well a blueprint has specific variables

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so once you make a blueprint, then it has custom things per blueprint

broken steppe
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I mean can i drop them in GameMode BP ?

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so actors just have to reference current GameMode and get the data

plush yew
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well no game mode is a global game mode per each level

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yes you can have a custom var in say your blueprint

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but in your game mode, you usually only reference things locally

broken steppe
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and level design just have to drop pre-made settings in the details panel of game-modes

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i'm not sure I'm able to describe my query properly.

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๐Ÿ˜› Sorry for my bad English. Not a native speaker.

plush yew
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well give an example

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so what are u trying to do

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you want to have like a powerup or something?

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or like a weapon in a game?

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maybe environment object? like a tree?

manic pawn
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to create a class that contains data and can be selected in the content browser/details, just subclass DataAsset

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not sure if this can be done in BP

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then you can right click your content browser, create a misc>data asset, select your class

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and start filling it with stuff

broken steppe
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Oh this is good @manic pawn

potent wing
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can someone hrlp me with this desperate problem?

broken steppe
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I feel so dumb now ๐Ÿ˜› It never occurred to me I can sub-class Data Asset.

potent wing
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my game splash screen takes forever, it didnt loas the map even i waitd for 1 hour

broken steppe
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I was tinkering with it all night.

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I'll try that and get back to you guys.

manic pawn
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subclassing is what you are meant to do with them :D

broken steppe
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Thank You @plush yew @manic pawn @grim ore for quick responses ๐Ÿ˜ƒ

plush yew
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yw

manic pawn
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there is also PrimaryDataAsset if you want to be a able to search for them/async load at runtime using the asset manager

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might not be relevant here

broken steppe
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Thanks I'll make a note of that. I'll sure need it some day as my understanding of UE4 increases. I can use the tools more efficiently .

plush yew
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@potent wing can you open the level in the editor and does it open properly?

potent wing
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yes

plush yew
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ok you have to create a load screen widget and then destroy it once the level is parsed

potent wing
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i dont get it

plush yew
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you can use load stream level and once completed you hide the load screen widget

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so you can show the load screen widget, then load stream level, then hide on completed

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@potent wing sorry. i found a good link on it

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first result from unreal loading screen on google the wiki page

potent wing
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is Splashscreen = Loading screen?

plush yew
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it has cpp but you can use it in your game

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ah no -

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wait a splash screen? you can just have a widget up and delay for a few seconds and load the level right?

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if you create widget, and then add to viewport, delay for say like 5 seconds, then remove from parent, and then load level

potent wing
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i will let tou download the game and see what happen

storm venture
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Hey how can I import large images into ue4?

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I have a 20k image and the max size is 8k

plush yew
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@storm venture you can import larger if you edit your .ini file

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TextureLODGroup_World=(MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point)```
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in BaseDeviceProfiles.ini

grim sinew
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Or you just break it down into smaller images, since GPUs that can load images that large are few and far between

plush yew
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^.

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8k images are already like 40 mb or something lol

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@storm venture why u importing this? height map or something?

grim sinew
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If what you're working on is even remotely realtime, there is no way to do anything above 4k and have it playable.

storm venture
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it's a pano view of edmonton for a skybox

grim sinew
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Yeah so that's going to be an HDR, one more reason just not to do that

plush yew
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if you split them, set tex coords and line them up?

grim sinew
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Whatever you do, it's going to need to not be a 20k HDR image. Even in offline rendering, that would be insanely overkill.

storm venture
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Alright, should I reduce it to maybe 8k then?

plush yew
storm venture
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Also I couldnt find the BaseDeviceProfiles anyway

plush yew
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here is how to split up texcoord, you split them up like ZN said then u can line them up

storm venture
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oh, very neat, so I could get 4 8ks and then stitch in engine?

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Are seams noticeable? The image is going to be translucent

plush yew
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so like 10k 10k 10k 10k chunks. or 5k 5k etc.

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no if you exactly do the math on the addition in texcoord

storm venture
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very cool

plush yew
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yeah

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i did that once for a proj where i had to split them into 4s for a large mat i had of Img x img x img x img

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so i split mine into .5 as you can see

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so it was img 1 x img 2 -> img 1 in my case
img 3 x img 4

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i devolved down

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but you can stitch together too

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by going in reverse

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i came from a larger mat though

grim sinew
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If you can, do 4k each.

cerulean nova
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if i make a day n night cycle and i want all players to be at the same "time" i just have to start it on Beginplay and only replicate from Server to clients or is there another way ?

plush yew
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you can set your cycle time in game state, which is fully replicated to all users

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however it is per level though so you'll need to remember to set it for each level

cerulean nova
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๐Ÿค”

plush yew
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you can set it in the level blueprint to be some value on start

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does it go by a float? i havent used day night cycles before

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like .1 for night 1 for day?

cerulean nova
#

its abit more complicated because it has also to do with rotation of the sky/sun

plush yew
#

ooo ok

grim sinew
#

The one time I did a day/night cycle I had the sky replicate the time to the other players, which worked fine, but it was a small scale thing, only 8 players, dunno how it would work at scale.

cerulean nova
#

why should it not work at scale?

grim sinew
#

I didn't say it wouldn't

#

Just that I don't know

#

I've never had the opportunity to test it with say, 100 players or whatever.

plush yew
#

@grim sinew did u make a game b4?

#

because my game lags with 8 players on t2.micro lol. bad netcode :P. still fixing

tribal pebble
#

is anyone good with UDK plz message me

grim sinew
#

No, I've just had Unreal sitting on my desktop since the UDK came out to make me feel special.

plush yew
#

ah. i was like that too. i was in mocap for a long time and didnt make aproduct for yrs. but yeah its fun to make a game i love it

#

i migrated from animation to ue ๐Ÿ˜› good fun

#

haha

grim sinew
#

I don't actually do anything, I'm a giant fraud.

plush yew
#

lol

grim sinew
#

I've never even opened Unreal before, I just had it sitting installed and never tried it.

#

For the last 10 years.

tribal pebble
#

lol

plush yew
#

impossible - you gave me the advice on how two sided materials are inefficient to use when you only need one side ๐Ÿ˜› remember

#

you said "you can use two sided to have the material visible on both sides.. but.. why" lol something like that

tribal pebble
#

he may have other 3D experience lol

#

no need to know ue4 to know that

plush yew
#

i actually changed my pipeline because of that and now my materials are one sided ๐Ÿ˜›

#

haha

grim sinew
#

Three sided materials are the best.

plush yew
#

@tribal pebble what did u need in UDK?

grim sinew
#

I hear six sided materials are all the rage now though.

tribal pebble
#

@plush yew make a dedicated server for an old game

plush yew
#

im really good at ded servers. but only in latest ue version.

#

have u tried porting it?

tribal pebble
#

can i write in private?

plush yew
#

ok

grim sinew
#

I am also known to have a slightly sarcastic sense of humor.

#

If that wasn't obvious

rotund elbow
#

guys my ue editor is lagging real bad, youe guys ever heard of that ?

storm venture
#

@plush yew hey im trying to combine two images like you mentioned earlier

#

its not turnin out

weak peak
#

im pretty newb so i could be wrong but

#

shouldnt it give you a preview of the texture in the nodes?

#

perhaps the texture isnt loading right for some reason?

storm venture
#

Yeah those are parameters so the white is just placeholders for now ๐Ÿ˜ƒ The real images havent been added yet, I'm just trying to get the math down at the moment

weak peak
#

ah ok

#

: p

#

well unfortunatly thats as helpful as i can be at the moment

#

:/

#

but good luck!

storm venture
#

Thanks ๐Ÿ˜„

marble spire
#

Guys

#

Since im using a Cast to enemy, and calling a take dmg function

#

how can i use that when i create another enemy?

ripe wigeon
#

Good question

marble spire
#

Because on my begin overlap, im calling that enemy BP to apply dmg

plain laurel
#

hi all

#

massively annoying thing happened this morning

#

I was playing around with sockets last night and forgot to save a backup

#

now whenever I go to grab a sword it ends up far away from the player and I dont know why

#

I deleted all of the stuff I did last night yet its still doing it

#

I have no idea how to fix it

#

so when I reach out and click to grab the sword it teleports like 10 meters away

#

super annoying

#

any ideas how to fix it?

#

nvm

#

It was attaching to a socket that was made in the grab mechanic options

#

it automatically changed when I attached it to a socket in editor

#

the socket didnt exist anymore so it was freaking out

quartz grotto
#

๐Ÿ‘

high stone
#

Any PC experts on? The Power SW wire from my front I/O panel is damaged. It looks like one of the wires popped out. I'm pretty sure you don't pop that metal back in. Can I substitute the reset button wire into the Power SW connector on the motherboard?

polar hawk
#

you mean unplug the power

#

and use the reset switch as your power switch

#

?

#

if so, yes

#

do that

#

also be careful not to leave that exposed wire anywhere it can short something

high stone
#

I pushed the Power SW wire back in. But it's disconnected. You saved me $20!

#

I think I'll tape it a little to make sure it never pops out with a warning label attached.

glacial arch
#

any idea how to fix the issue where perfectly lined up procedural meshes still produce lighting seams like this?

#

faint but still visible

shy silo
#

If you still need help, yes you can swap the buttons. Just take the cables and plug the reset +- into the pins for power. Mine is wired like that since I did that by accident and never bothered to fix it

plain laurel
#

hay all

#

I have a sword attached to my player that I want to be grabbable with my motion controller, how do i do that?

plush yew
#

is there something more to getting one character blueprint to move towards another? am I crazy? i have the controller as AI controller and it's possessed

limpid elm
#

Hi

high stone
#

Hello.

limpid elm
#

How are you idk i dont talk to guy's to mush

#

*much

high stone
#

Ok...

limpid elm
#

Yup so how are you

idle stump
#

So I need a sort of 'status effect' and 'powerup' type of system. Like say there's a burning effect that deals 1 damage every 1 second for 5 seconds. Or a poison that slows your movement speed by 50% for 3 seconds, etc. Or abilities like, a Mario fire flower that allows you to temporarily shoot fireballs. They would mostly all be things that have some short duration and then expire and revert back to normal.

I'm thinking of adding them all as ActorComponents. Does anyone have any thoughts if that's going to be a good approach or maybe you have other suggestions?

I'm sort of avoiding Epic's GameplayAbilities module because I hear it's a bit complex and not fully exposed to Blueprint and I'm trying to do as much as possible in Blueprint, and I don't need anything too complex. Unless someone has experience that it's a good fit for what I want to do.

remote roost
#

is there any way to create a subprocess using UE4/attach UE4 to something running in the background and render what's going on in it into the screen

#

or more specifically render it onto a texture

#

like, for attaching to an emulator and then streaming the process into a texture

#

I know it's possible in Unity

regal mulch
#

You want to render a camera into a texture?

#

@remote roost

remote roost
#

nah, I want to render an outside program into a texture

#

@regal mulch

stoic moth
#

guys, how can i stop UE4 from generating new assemblies at compile time because VS will lose track and i can't attach to the process anymore (code version differs) and i have to reopen the Editor to make sure the code matches

remote roost
#

like, emulating a game outside of the game and being able to stream it into the game to simulate like an arcade or something

regal mulch
#

Not aware of anything in UE4 being able to do this by default

#

But well, you have C++ and the whole source

remote roost
#

alright, thanks

plain laurel
#

anyone willing to help a new guy out with some basics?

plush yew
#

@plain laurel what kinda stuff u doing?

tawny belfry
#

Anyone that works with Maya knows how to configure it to import at correct size? I though that both work in cm

plain laurel
#

I'm trying to make it so I'm able to grab this sword

#

its on my VR character pawn

#

currently cant seem to grab it

oblique trench
#

Did you attached socket? @plain laurel

plush yew
#

guys is scene fusion avabible for unreal engine?

tall pendant
#

not yet.

plain laurel
#

I have a socket on the right hand motion controller

#

but dont know how to get it to attach

#

@oblique trench

oblique trench
#

^ @plain laurel

plain laurel
#

thanks I'll follow along

oblique trench
#

the node in the video(attach actor to component) is deprecated. you have use above one @plain laurel

plain laurel
#

ok thanks muchly

plain laurel
#

unfortunately this didnt work either

#

wouldnt attach to the hand socket I made

oblique trench
#

attaching on motion controller component? Aikirob#1965

plain laurel
#

tried to attach to the hand skeleton

#

i'm using the default vr level blueprint

#

so it doesnt have the motion controllers as physical actors in the pawn blueprint

#

is there a way to grab the skeletal mesh?

oblique trench
crude jasper
#

hey guys ;p

plain laurel
#

ok cool I'll play around with it and see if I can get that to work

#

thanks

crude jasper
#

good afternoon

plain laurel
#

hi dudawar

#

ok @oblique trench I added a physics handle to my vr pawn and replaced my sword with the sketal mesh so its sitting nicely where it should b

#

so now how do I make the sword able to be grabbed using the physics handle

plain laurel
#

how do I set up the blueprint for that one?

plain laurel
#

you are a life saver thank you

oblique trench
#

You looking for something like that?

plain laurel
#

I'll check it out yeah

crude jasper
#

hey guys

#

i have a question

#

ive been searching but i dint find anything ...

oblique trench
crude jasper
#

Can someone help ?

oblique trench
#

You can do it with motion controller component @plain laurel

plain laurel
#

yeah the youttube tutorial you linked me is taking me through how to set it up

crude jasper
#

Guys

plain laurel
#

i'll let you know how it goes

oblique trench
#

@crude jasper what are you looking for?

crude jasper
#

So I started making my game few days ago

#

And I ran into something

#

I'm using the same animations for running forward sideways backwards etc

#

But when I switch direction. Like pressing w then D the animations snap

#

Any tips?

oblique trench
wintry bridge
#

Need help with my inventory

#

@crude jasper you must be using a blend space set the interpolation time to reduce the snapping

#

Open your blendspace

#

And you will find it there

#

Just test and see what time suits best

#

I suggest a max of 1 or below 1 like 0.5

crude jasper
#

Thx :)

#

its still happening :/

#

but like it doesnt make sense

#

cause

#

im using the same animation

#

when i walk in different directions it shouldnt snap

#

its like its using a different animation

#

but the weapon i have in hand

#

is changing rotation almost like

#

the animation rotates my char a bit

sudden agate
silver crown
#

๐Ÿค”

#

Marketplace plugin?

sudden agate
#

Docs say that there are some toolbars and settings. But that doesn't seem to be the case for 4.19

crude jasper
#

you mean me Phyronnaz ?

silver crown
#

Nope @crude jasper

crude jasper
#

k

tall pendant
silver crown
plain laurel
#

@oblique trench how do I make a pickup event call to the motion controller blueprint?

oblique trench
#

do you mean adding custom events? or calling a function from different blueprint? so you need a valid reference for calling function from other blueprint.

plain laurel
#

I'll show what I mean with a screenshot

#

if I tried to copy paste this code to the vr character pawn where the sword is, the event changes to a custom event

#

also the tutorial is outdated and I cant follow it past a certain point

oblique trench
#

it is blueprint interface

#

you cannot copy blueprint unless your object is not defined as well

#

if you have different object that you can have a valid reference therefore you can interact them using blueprint interfaces.

plain laurel
#

alright

#

so I need something defined before I copy it right?

oblique trench
#

yes. also include blueprint interface under interfaces category

latent moth
#

All, I have a material function that generates the snow in my map. I can I add a physical material to that that the snow has a proper physical reaction?

plush yew
#

How can I use inheritance to make a UMG widget inherit the functionality and UI of another user widget while retaining the ability to add new widgets to a named slot within the base widget?

#

I know that it's better to use composition

#

but, I'd like to be able to write a blueprint function that only takes user widgets that inherit a "Window Border" base widget.

worn granite
#

C++ @plush yew

#

Make a UUserWidget derived class, and write a function to set the content of a named slot

#

You could also write this as a UBlueprintFunctionLibrary static function

plush yew
#

Is it possible to do this entirely in Blueprint? I don't know C++

worn granite
#

I really don't think so.

plush yew
#

I come from the C# world

#

I'm looking for a solution that will allow me to design derived widgets in the UMG editor

oblique trench
#

You can implement Function Libraries to provide C++ mechanics into blueprints.

worn granite
#

Yeah, no.

plush yew
#

and still see the base widget's UI elements in the editor

manic pawn
#

with c++ you can just make a common base class for all your window widgets

worn granite
#

That's flat out not happening without engine changes @plush yew

manic pawn
#

that's totally happening if you use c++ though

worn granite
#

using two widget trees in UMG

#

?

manic pawn
#

and then you can use a meta=bindwidget thing to be able to reference your window frames

worn granite
#

That's not using two widget trees

plush yew
#

@worn granite no, not two widget trees

#

I don't need to be able to edit the window border UI elements in a base widget

worn granite
#

Yes, what you're describing would require you to have a widget tree for your subclass.

#

There isn't a mechanism to merge the parent and child tree.

plush yew
#

other than things like title text, icon, etc. That's just function bindings to a variable in the base widget though.

#

I just want to be able to SEE the window border when editing a window's UI

worn granite
#

Oh.

#

my bad

#

Yeah, no, the named slot things is also not possible.

#

I thought you wanted to populate named slots in a child of the parent which introduced the named slot.

#

But if the widget you place in the hierarchy doesn't introduce the slots directly they're not shown.

#

And there's no function in blueprint to set their content.

plush yew
#

Well, in my game, when it was coded in C#

worn granite
#

That's the part you can write in C++

plush yew
#

what I would do is

#

I'd create an abstract class inheriting my version of a widget

#

that would handle rendering a window's titlebar, borders, etc and handle functionality like closing, minimizing, maximizing, etc.

#

then, when I wanted to make a window

#

I'd inherit that abstract class, which would expose a public property that acted as like a widget collection

#

Like how panel widgets in UMG do.

#

so I'd just add stuff to that widget collection in the deriving class and the widgets added in there would appear in the body area of the window

#

Hi there - I'm not sure where this question should sit so I'll ask here - sorry mods if it's in the wrong place! Anyway, I'm a hobbyist 3d artist and game dev and generally work across 2/3 different computers and laptops depending on what I'm doing. It's getting to the stage where constantly transferring projects via usb/external hard drive is becoming annoying and if I forgot to update it or leave it at home I'm stuck as I can't work on the latest version of my project. I was thinking about getting a NAS which will hold all my live projects and files enabling me to get the latest live version whatever device I'm using (and also remotely). Do you know if this is an OK solution and whether there would be any bottleneck (particularly thinking loading unreal files from a 5400rpm disk). The actual software is installed on NVME drives on each device so that is fine. Any help you can give me would be really appreciated or any alternative solution!

worn granite
#

The named slots are still there, you just can't use them in the designer unless you're placing the widget that introduced them @plush yew.

plush yew
#

The equivalent of that in UMG in my head would be creating a base user widget that supports children and adds them to the body area of the widget internally

worn granite
#

Try putting an expandable area in a widget, then place that widget in another.

#

You might be able to do a work around, but it wouldn't involve named slots that you introduce

plush yew
#

I mean, I can inherit my base window border widget and it'll show in the designer. I can place child widgets in the designer but...

#

This happens.

#

wait

#

I actually can't place widgets in the derived blueprint

#

"Both this widget and the parent widget have a hierarchy, that's not supported"

worn granite
#

yeah, what I was saying.

#

Its pretty restricted

tawny belfry
#

@plush yew if you set up a NAS on a local network with quick ethernet connection it should work fine. But if you have WiFi connections, WiFi will be your bottleneck.

plush yew
#

I imagine what I could do is I could have an IPeacenetWindow interface like OLD C# builds of my game have

#

make all windows implement that

#

thank you @tawny belfry the NAS will be on a network with 2 desktops using 1gbit ethernet and the laptop will be using wifi

#

and make the function I want to implement take that as an argument

#

the issue with that is making sure they're all UserWidgets.

#

(A cast could fix that)

#

I'll occasionally be connecting through the remote server to access files on the road and aware that could be slow

tawny belfry
#

Well then, the laptop would take forever to pick the NAS version. Desktops will be ok

plush yew
#

thanks

tawny belfry
#

In local network loading times would be seconds if gbit connection used, and A LOT more otherwise

plush yew
#

mmm I reckon I could stick a powerline adapter in and use an ethernet cable into the laptop

#

@worn granite Would using Blueprint Interfaces to differentiate Peacenet windows (peacenet being the name of my game) from other user widgets be a good idea?

tawny belfry
#

anything is wonna be quicker than WiFi for sure

plush yew
#

because then I could do composition instead of inheritance

tawny belfry
#

Check the frequency of your WiFi, 5Ghz connection is a bit faster than 2Ghz normal one

plush yew
#

@tawny belfry Off-topic but for some reason my mind keeps reading your name as "Riolu" like mine lol

queen arch
#

anyone here knows if unity has a UI editor?

tawny belfry
#

@plush yew it's spanish name ๐Ÿ˜„

plush yew
#

Mine's a Pokemon name.

#

(and my avatar is a picture of a Riolu)

pastel crest
#

anyone have thoughts on UE 4.2 if creating a new game should we start with the beta?

tall pendant
#

4.2 is a bit old ๐Ÿ˜›

whole helm
#

Hmm, Wondering if anyone could give me a hand, I started working on a game years ago, Unreal 4.7.x . Life got in the way and I had to stop. I decided its time to pick it up again, had to install VS 2013 because the project would not open, made sure I installed the 4.7 engine and the issue is that although I can see there are tons of uasset files, they are not being loaded into the engine at all. Does anyone have any idea what the issue might be?

plush yew
#

I can't remember if uasset files actually contain all the data of an asset in a form that the engine is happy with or they just point to the source files

#

in the latter you'd probably wanna make sure those files still exist.

whole helm
#

I hope its not the latter

#

but even if it was, my graphs should still load and all that

#

my maps etc

#

litterally nothing but the folder structure has loaded

manic pawn
#

anything in the log?

#

it sometimes takes a while for it to display things in the content browser

whole helm
#

nothing in the logs

manic pawn
#

๐Ÿค”

whole helm
manic pawn
#

very strange

#

try deleting deriveddatacache and saved

#

assuming you have those

whole helm
#

lets see, where do they ususally sit

manic pawn
#

in the project folder

whole helm
#

got it

plush yew
#

I feel old

#

I remember I first started using UE4 when 4.8 was all the rage

#

and still in development

#

now I'm on 4.19.2

whole helm
#

I started on 4.6 lol

#

fast development, only 5 years ๐Ÿ˜„

plush yew
#

and back then I actually used to use the main editor window

#

now I just use UMG and Blueprint.

#

I've always wanted to make a 3D open-world game and I know that the engine is capable of it (Vin Diesal: Wheelman was on UE3 and is open-world) but I cannot for the life of me 3d model an entire city.

whole helm
#

Dammit, No luck Zeblote

plush yew
#

Or a human character.

#

Or a car that can be entered and exited like in GTA

cursive dirge
#

well, it's over 4 years old already, I'd pick newer version

#

oh snap, discord scroll fail

glossy flame
#

I have a feeling they might mean 4.20 since they're talking about "the beta"

#

Yeah, it's technically a preview, but still ๐Ÿ˜„

cursive dirge
#

well, then again, some people thought UE 5.0 would release after 4.9

rose bison
#

they call it 4.2?

#

oh

#

lul

paper kernel
#

version numbers, how do they work ยฏ_(ใƒ„)_/ยฏ

rose bison
#

watching football, just peeked in here and thought 4.20 was out ๐Ÿ˜ฆ

dim arch
#

any ETA on 4.2 ?_?

tall pendant
plush yew
#

but isn't 4.2 like years old

tall pendant
#

~4 years. But thats the version he/she asked for ๐Ÿ˜„

cursive dirge
#

but I still remember the vehicle disappointment like it was yesterday

#

at least the engine wasn't as bloated back then as it is now

#

and you could still compile the development editor in 17min on my ancient i5

dim arch
#

4.2.0?_?

cursive dirge
#

what about it

#

you are waiting for 4.20.x, not 4.2.x

dim arch
#

ook

#

will it have RTX support?

manic pawn
#

no

teal tulip
#

lol

grim sinew
#

The target for RTX stuff is the end of the year/early next year

tall pendant
#

wheww... thats still a few months to get that $69,000 DGX Station ๐Ÿ˜„

sharp crest
wintry bridge
#

Happens to me too

#

Ehehe

mossy notch
#

@sharp crest looks like your shaders are decompiling themselves

wintry bridge
#

Lol

#

That hapoens if your pc is laggy or you put in the wrong nodes

#

Just press save it fixes it sometimes

whole helm
#

ok, I get that I need to install the VC++ but jeezus, it wants 2015 too?

worn granite
#

likely have an incomplete 2017 so it attempted to fall back

whole helm
#

hopefully

#

I'm hoping once I have upgraded my project, the uassset files come back to life

#

Dammit

#

I have no idea now ๐Ÿ˜ฆ

silver crown
#

Why the hell would a fork of UE freeze every second or so when profiling is toggled ๐Ÿค”

#

Texture array fork, so nothing related

whole helm
#

LogAssetTools: Warning: Failed to import 'E:\Development\TeamFighters4.7\Saved\Cooked\WindowsNoEditor\TeamFighters\Content\TeamFighters\Characters\buddies_Skeleton.uasset'. Unknown extension 'uasset'. stupid thing

mossy notch
#

@whole helm Is that a source build ?

whole helm
#

nope, I loaded up my old 4.7 project, the uasset files would not load

#

upgraded it to the latest, and they still wont load in

silver crown
#

That's to be expected

mossy notch
#

Converting from 4.7 is quite a leap mate

silver crown
#

Max a few versions between each change, else it won't work

whole helm
#

but they should still load in 4.7

silver crown
#

Maybe UE add some stuff when trying to load them

#

Like a version tag

mossy notch
#

Ok lets start from the beginning. Which binary versions have you got installed ?

whole helm
#

ok, So I had a project 3 years ago on 4.7, Today I decided to work on it, So I installed The launcher, then downloaded 4.7.6

#

When I loaded my project it loaded fine, but had no assets of any kind, just the folder structure

silver crown
#

Oh

#

Sure it was 4.7?

whole helm
#

there are uasset files in the physical directories

#

only if my folder naming is correct lol

plush yew
#

how do the source files work in the C++ project, like if i want a GameInstance.cpp do i have to make it in the Editor first then make on in Visual Studio or does it make it for you?

whole helm
#

I know I started on 4.6., maybe its worth trying that engine?

silver crown
#

Same stuff

#

Both create a .cpp in the end @plush yew

#

You can even create it manually, as long as it's in the Source folder it will be loaded

grim ore
#

You can open the .uproject file in a text editor and it will tell you the version it was intended to be used on

silver crown
#

Unless you used "Switch UE version"

mossy notch
#

@whole helm So you are saying that the uassets are not even visible to the folder directory.

whole helm
#

not in engine nope

#

but in the explorer windows I can see all the uassets

mossy notch
#

a ok

whole helm
#

if they were not in windows explorer it would make sense ๐Ÿ˜„

mossy notch
#

Try this: Make a blank project on your most current engine and copy paste them there thought the explorer.

whole helm
#

the thing is, I have no problem creating it from scratch, except I dont have the original files of the 1000+ material files lol

mossy notch
#

And check what has successfully appeared in Content Browser

#

yea I guess it would ๐Ÿ˜ƒ

#

Then try to migrate them to your "broken" project

whole helm
#

Tried that unfortunately, same issue

#

so here is the odd thing, my assets wont appear

#

but I had one pack from the store which does load in

#

not sure if its grabbing them aka latest versions

#

sub version should not matter right?

mossy notch
#

You mean the engine ? No it shouldn't

#

But my wild guess is that you need an earlier version of VS

whole helm
#

wondering if I had an issue with upgrading to 4.7 and stayed at 4.6, going to try 4.6

mossy notch
#

Like 2013 maybe

whole helm
#

I had to install 2013 to get my project to compile initially

mossy notch
#

Aha

#

What version do you have now ?

whole helm
#

yea, its been a fun day ๐Ÿ˜ƒ

#

I have both 2013 installed, and 2017

mossy notch
#

oh. That doesn't look a good combination

whole helm
#

nah, Vs is good at running independantly

#

plus the compilation is fine, its uasset detection within the engine, I'm more annoyed that it is not showing any kind of errors in the logs

mossy notch
#

The best I can do is tell you what I would do.

whole helm
#

Of course, I appreciate the help ๐Ÿ˜ƒ

mossy notch
#

If I reallllyy wanted to save the project. Install OS, vs 2013 and 4.7.6 only on a separete disk and try rebuilt there. But then again I am paranoid. So take it with several grains of salt.

#

disc*

#

no no disk

whole helm
#

I have a VM server I can spin up easily enough so will try that if opening it 4.6 does not work, becasue I am out of options

#

else its going to be another ยฃ1000 on an artist lol

mossy notch
#

A ok. Didnt know you had a beat machine

#

beast*

whole helm
#

nah, not quite mine, I just have access to a lot of servers for work lol

#

if I had a 6k server here, I would probbaly clean the dust from it ๐Ÿ˜‚

#

anywho fingers crossed, opening in 4.6 now

mossy notch
#

ok matie. best of luck

marble spire
#

guys

#

anyone know a free post process pack for download?

#

a free one, not cracked or illegal

#

i just want to try some ones in my game

#

and i cant find any

grim sinew
#

This isn't Unity, the majority of post effects you need are built into the engine.

#

The only things that aren't are things like toon shaders, but those are pretty specific to your project

marble spire
#

i was trying to make a anime one

#

without sucess even with a tutorial

grim sinew
#

First 2 results off google

paper kernel
#

oh that second one

#

world needs more shading tutorials that actually explains the math

latent moth
#

i use a material function to paint snow in my map. I donโ€™t know how to apply a physical material to the snow! Is there a way to have the snow painted in a separate landscape layer so I can set the physical material there?

urban kettle
#

is there still a way to batch edit objects in the content browser?

need to update the collision preset on like 30 things

#

and have they finally added a way to change the "project default" for collision?

forest turret
plain laurel
#

how do you call a function from another blueprint?

plush yew
#

o:

forest turret
#

:'u

grim ore
plain laurel
#

thanks

high stone
#

Should I install Unreal on a SSD or HDD? Will it matter that much?

grim ore
#

yes

oblique trench
#

@aikirob you can Also use get all actors of class. it returns an actor object reference of arrays

naive furnace
#

I believe I may have a fun one for whoever is available. This has to do with server replication of a ball and other spawning forces. The ball doesn't even spawn in the correct location from the clients and acts very wonky. There is a lot of detail that i can give on behavior, and can even show if necessary.

manic pawn
#

@high stone ssd

#

this will massively improve starting times

high stone
#

Thanks!

manic pawn
#

unreal loads a ridiculous amount of stuff when it starts

gleaming totem
#

I'm trying to create a C++ project with Unreal Engine 4.20.0 Preview 5 and I get this error message.

crude jasper
#

hey

#

guys can i make a question :p

grim ore
#

well 4.20 swaps over to vs 2017 and windows 10 sdk so its possible you might need to update

#

For Visual Studio 2017 my solution was to:

Run Visual Studio Installer. Select Modify button. Go to "Individual Components" tab. Scroll down to "Compilers, build tools and runtimes". Tick "Windows Universal CRT SDK". Click Modify.``` from another similar issue
crude jasper
#

guys

#

i've asked this question earlier this day

#

but maybe someone on knows

#

I have a blendspace

#

i have changer interpolation time

#

but still

#

when i change from moving forward to for example Left or Right my Weapon (is attached to the hands of the mesh) snaps alot and i suppose its from the animations but the thing is the animations im using to move left right and forward are the same

#

any tips ?

astral adder
#

Am I of horrible taste for wishing desperatly that a battlegrounds game would come out with procedural maps? Even if they only rebaked it once a day I would love that game longtime...

gleaming totem
#

@grim ore The Windows Universal CRT SDK was already installed, but not the Windows 10 SDK (only the Windows 8 SDK). So I installed the Windows 10 SDK and it worked, thank you.

grim ore
#

yay

plush yew
#

nvmd. i found why.

naive furnace
#

ok, let me try a simpler question. At this moment, my pawn can spawn two types of actor. The first (cone, OverlapAllDynamic, replicated) will spawn if the pawn is not "holding" the second type of actor (ball, OverlapAllDynamic, replicated). The cone will impart impulse on the ball when in overlap with the ball. After it is spawned, the cone will impart the impulse even when not in overlap (it happens all the way across the level). Can't figure out why. Is this a child parent thing? P.S. the cone lifespan is 0.1s for each spawn.

idle sail
#

So if I wanted to get started in game dev for UE4 would learning CPP be a good start?

plush yew
idle sail
#

Sorry I shoulda phrased that better, whats the most useful language to learn for UE4

grim sinew
#

Well you only have two choices, C++ or Blueprint, so just decide if you want visual scripting or regular coding and go for it.

delicate needle
#

You wont be wasting your time and can get very far with blueprint. I am learning blueprint, and CPP, but in all honesty, I'll not touch CPP until I "hit a wall" with BP. I'm doing architecture visualization mainly, so most of that is simple interaction stuff, super suitable for BP.

plush yew
#

yeah i use bp in my game, and i am only gonna possibly have to use c++ for net optimziation

#

i believe i might be able to reduce the latency by having more efficient calls in BPs such as lower reliable RPCs and lower number of replicated vars

remote roost
#

BPs can get unmanageable quickly, they are good for simple stuff but I personally don't go beyond a single scroll for everything other than materials

#

Anything that goes beyond that is a candidate for CPP

#

But if it can be done quicker/more logically in BP I do it in there

#

Shit gets gross when it's spanning large areas tho

maiden swift
#

Blueprint can be quite powerful and elegant when used responsibly.

plain laurel
#

hi

#

can someone tell me how to make it so the motioncontroller can pick up a skeletal mesh?

plain laurel
#

please

plain laurel
#

anyone able to help a guy out?

plush yew
#

Hello, im trying to package a VXGI game, and none of the VXGI features will work in a packaged game

wary wave
#

the first question would be which VXGI you're using (not that I can help you there)

oblique trench
#

UMG Widget is very usable instead of using USlate classes.

paper kernel
#

๐Ÿ˜“ reading all the legal stuff for submitting to marketplace, maybe I should just release this for free

cursive dirge
rancid skiff
#

Hi guys, I have a problem with emissive material and motion blur. This "glow yellow stick" attached to character actor.

#

Maybe someone knows how to turn off motion blur for single object/material?

cloud cobalt
#

Not possible

rancid skiff
#

Yeeee.

keen frigate
#

Hey everyone ๐Ÿ˜ƒ

silver crown
#

Hey!

atomic hull
#

my UE4 has just one ShaderCompile worker and 7 cores of my CPU are idle there are 1000 of shaders to be compiled what should I do?
I also read this
https://forums.unrealengine.com/unreal-engine/feedback-for-epic/75515-how-to-increase-number-of-shader-compile-workers-spawned-by-unreal
and set NumUnusedShaderCompilingThreads to 3
and I don't see any change why UE4 is not using all my cores to compile thousands of shaders
is she able to do multithread compilation of shaders ever?

manic pawn
#

do you have enough memory?

#

it spawns one compiler per thread for me without having to do anything

plain laurel
#

yo

#

quick one

#

please answer

#

the viewport stopped letting me rotate

#

how do I get it back?

grim juniper
#

Ah man, what I'd give to turn off motion blur per object GWslippyPeepoH

#

And have better antialiasing methods GWslippyPeepoH

#

And have spline decals GWslippyPeepoH

cloud cobalt
#

Probably want another engine at this point

#

Global motion blur and TAA are very unlikely to go away in UE4 ever

#

Except maybe if forward becomes the default

grim juniper
#

I'm fine with FXAA for now. There's a forum thread where people have added a better antialiasing method, but you have to build the engine from source.

#

I just don't understand how they're fine with TAA being the best and default antialiasing method with how bad it looks with any motion in the scene

cursive dirge
#

@grim juniper you mean the modified TAA or SMAA?

#

if it's SMAA, it's not been updated since 4.14, I have a jitter fix for 4.14 for that :p

grim juniper
#

Maybe that's it

cursive dirge
#

I did try porting it on 4.18 but there's some api change that breaks it and I'm not educated enough on shader tech to debug it properly

#

it's possible that 4.19 or 4.20 added something on the api regarding to the missing thing

#

so much had changed that I didn't care to even try

#

working with ue4 engine code is too painful

#

one line change on SMAA code and you wait for 30 minutes

#

that's one good way to waste week(s) of time

#

meanwhile, all Unity competitors support SMAA out of the box :p

#

SMAA isn't perfect tho, it's still very jaggy

buoyant pine
#

Got a really stupid problem that's driving me nuts
Do check the blueprint channel...

cursive dirge
#

but it's less blurry than FXAA

grim juniper
#

I'd choose FXAA over TAA any day, so anything better than FXAA is a plus

cursive dirge
#

TAA has improved since 4.15 days tho

cloud cobalt
#

@grim juniper For what it's worth I'm a hardcore fan of TAA. I think the priority should be to remove aliasing, and then once there is no AA left, you can worry about blurry - tonemapper sharpen does a fairly decent job

cursive dirge
#

I tried it on 4.18 and 4.19 again and it was tad better, now only getting big ghosting on shadows only

cloud cobalt
#

The one thing I hate about most console games these days is the lack of modern temporal-based AA

cursive dirge
#

if you have slow paced camera movement/objects, TAA will work just fine

grim juniper
#

I just can't help but see the ghosting everywhere and it bothers me way too much

cursive dirge
#

yeah, I'll probably get banned eventually for linking that for 20th time ๐Ÿ˜„

#

noisy ground + TAA is poison

grim juniper
#

My favorite thing is how the vehicle templates show exactly why I hate TAA and the motion blur you can't disable per-object because of that gif and the motion blur freaking out on wheels

cloud cobalt
#

How about a more natural ground ?

cursive dirge
#

there's no motion blur enabled on those gifs

#

in racing games, you got a gravel ground often

#

that brings the same issue

#

you can see the TAA ghosting in games like GRIP, but they eventually defaulted to FXAA because of it

#

it was horrible

grim juniper
#

Yeah, those gifs don't show the motion blur thing I was just saying those gifs and the motion blur thing

cursive dirge
#

also an arcade racing game called Gravel (UE4 game) has horrible TAA ghosting on some videos I've seen

#

but I haven't really checked how it looks now after release

#

and if you look at Assetto Corsa Competizione (yet another UE4 racing game), everything is a blurred mess on track

#

it just simply doesn't work well for this purpose

grim juniper
cursive dirge
#

if you have a background and motion that suits TAA, it will be very pretty

#

it just simply doesn't suit all use cases

#

I wish they exposed more settings so you could at least tweak it better

grim juniper
#

I agree it can look good, but in most situations it just makes things blurry and have ghosting

cursive dirge
#

I still don't get why they don't make some hybrid

#

like, you'd get gorgeous TAA while your motion vectors are tiny, and then fallback to some other AA tech when you know TAA might not be able to handle it (for those pixels only)

grim juniper
#

Funny thing is for 2015's Need for Speed which is on the Frostbite engine they had the same problem. TAA was used and it just made the game blurry and if you turned it off on PC it'd make the rain effects have very bright pixels flickering everywhere

cloud cobalt
#

In any case, I am very much convinced you can't have good-looking AA that does not have a temporal component. There is simply no way to avoid movement noise if not. UE4's implementation might still need some love though

grim sinew
#

Downsampling!

grim juniper
#

NFS Payback has some sort of sharpening to the TAA because of this. It looks a little better, but I still turn it off.

cursive dirge
#

MSAA ftw

#

and fight the specular aliasing on traditional techniques

grim sinew
#

And yeah, MSAA. I feel like I'm alone in this but I actually like a tiny amount of specular aliasing, as long as it's not jittering with movement

#

Smoothing it out too much just makes everything feel more dull

cursive dirge
#

pretty sure most people hate the sparklies with it

grim sinew
#

Like it's taking the life out of the highlight a bit

long lantern
#

this thing is been used only in racing games or ?

cursive dirge
#

it affects all kinds of games

#

racing games are just good example as they got things moving at high speeds in relation to camera

#

big differences in velocities seem to confuse most TAA algos

grim juniper
#

I also have seen a forum post where people have made a TAA Sharpening Post Processing material. It works great, but still doesn't fix the ghosting at all.

cloud cobalt
#

The sparklies in movement is why temporal is a requirement. By the way, UE4's TAA does it too - objects that stop moving gets a brief flash of "extra sharpness"

#

I hate it

#

MAA is nice but it still has movement noise

grim juniper
#

If you could just disable that on wheels.... NotLikeThis

cloud cobalt
#

@grim juniper One of the Epic tech artists had something about this - custom cage for motion blur

#

So this is fixable

languid shard
#

someone made a fix for this radial blur problem

#

there's a tweet somewhere

grim juniper
#

๐Ÿค”

cloud cobalt
#

Looking for it

wary wave
#

yeah, custom cages for radial blur are pretty standard in these kinds of games

languid shard
#

talk from epic about it (at timestamp)

#

uh they just slow the wheels

cloud cobalt
#

Nah, there was a post about this with a real solution

languid shard
#

yeah

#

time to googlefu

grim juniper
languid shard
#

godlike, this is the one

#

so smooth ๐Ÿคค

cloud cobalt
#

Yes

#

Well done

crude jasper
#

can anyone help me ?

grim juniper
cedar snow
#

for a game that can either be single player or coop multiplayer w/ listen server, spawning of enemies has to be orchestrated by server, right?

manic pawn
#

yes

cedar snow
#

like either from spawn points on map being only handled by server or some dedicated enemy spawner only operating on the server

manic pawn
#

you want the server to spawn them and replicate to the other coop player

cedar snow
#

just wanted to make sure. thx

crude jasper
#

can i make a question

manic pawn
#

just post your question

#

maybe someone will know the answer, maybe not

crude jasper
#

where ?

manic pawn
#

here or one of the more specific channels

crude jasper
#

hmm ok

#

So i asked this question yesterday but, basically when i move forward the animation plays

#

when i move left or right it does too

#

but the character slightly rotates to the direction

#

and i know this because moving in any direction uses the same animation

#

what can i do to make it stop slightly rotation

#

rotating* cause its almost nothing

limber bough
cloud cobalt
#

Should ask Valve about it

#

Or not use DRM, since it's kind of pointless anyway

languid shard
#

but muh piracy

cloud cobalt
#

ยฏ_(ใƒ„)_/ยฏ

flat trail
#

ops

#

thats the one i ment to sent

surreal viper
#

is the OtherBodyIndex in OnOverlapBegin the index of the body in TArray<struct FBodyInstance*> Bodies inside skeletal mesh component?

kind temple
#

Just out of curiosity, is there any south-africans here ?

cerulean nova
#

is there a way to "mask" away all white from a image for a material ?

cloud cobalt
#

Sure

sturdy star
#

localization: can you not specify your own key to use for translating? the GUID key means you have to enter the same translation multiple times for no good reason, when you should just be able to use a generic key such as loc_new_game - and then use that as the source to be translated

worn granite
#
  1. String Tables
  2. When you've got a text property in the editor, you can change its namespace/key
sturdy star
#

would you mind elaborating further, or possibly suggesting a good google search term

cursive dirge