#ue4-general

1 messages ยท Page 280 of 1

plush yew
#

I have a question about Structure??
In the structure you must to store your items as wood water, meat and these or??

sullen wraith
#

why are some of my weapons rotated to the side? all using same bones on skeleton

honest vale
#

@plush yew no?

#

they're just structures

#

you can do whataver you want with them

#

they just hold variables in them

plush yew
#

okay

#

and this sctructure is use for??

#

I want to make my items for now for my game but what type to be they?? widgets?? or?? IU need advice

honest vale
#

what have you tried so far?

plush yew
#

I want to make for my game items for my inventory to collect them and then to make crafting system

honest vale
#

yes, but what have you tried to do so far?

#

what can you do?

plush yew
#

What can I do??

honest vale
#

do you know how to program? ๐Ÿ˜›

plush yew
#

no

#

I work with blueprint

honest vale
#

you could just make a generic item blueprint class

#

then make subclasses for that for each item type

plush yew
#

okay blueprint class but what type??

honest vale
#

sub class of actor

plush yew
#

okay

#

this??

#

how to make subclasses?

honest vale
#

well uh

#

pick actor

#

then your new class will be a subclass of actor

plush yew
#

I created t-then?

honest vale
#

because actor is the parent

plush yew
#

okay

honest vale
#

and the new one is child

#

aka a subclass

plush yew
#

do you want to write me in DM to don't annoy the rest people?

honest vale
#

I'm not gonna walk you through this

plush yew
#

okay but the actor the parent how to name it Inventory Items or??

honest vale
#

I suggest you learn some basic programming skills

#

or watch a tutorial

#

there must be dozens of UE 4 specific ones out there

plush yew
#

okay I watch everyday many tutorials but I have ideas for my project but I can't do them-lol

#

for creating child??

#

I want to make something like this

#

but not completely same

honest vale
#

start with simple stuff

#

make a pong or something

#

or with a simple UI first

plush yew
#

ะกI have already simple UI

#

I will show you

#

see

honest vale
#

cool

plush yew
#

mhm

#

I work on inventory

honest vale
#

I really wouldn't worry about the actual inventory yet, just make the UI for it and then hardcode some drag and drop elements into it

plush yew
#

but I need advices and help for thiese classes that you say me

honest vale
#

I haven't done any inventory system

plush yew
#

okay I make this now

honest vale
#

ever

plush yew
#

here will be the controll bar where you can keep your items for first use the rest will be in inventory

sullen wraith
#

need to know asap, anyone know how to make someone change to a random skin on spawn?

whole quarry
#

@plush yew the boolean for ShowMouse is enabled..

dull wraith
#

Does anyone know any good tutorial playlists someone new to unreal engine and game development could follow? I found out a few weeks ago my laptop isn't able to run UE4 without crashing the GPU, causing some errors/glitches whenever I try to do anything, so I decided I'll read/watch them and write notes on a word document

#

Thanks! I tried it earlier but wasn't sure because of how old the playlist is, and it might be outdated due to UE4 updates

#

But I might try it again

cedar snow
#

so, umm, what kind of weird case could make APlayerController Tick before BeginPlay ?

#
LogTemp: Warning: ATestPlayerControllerBase::ATestPlayerControllerBase -- name TestPlayerController_0, id 44054
LogTemp: Warning: ATestPlayerController::Tick -- mSystems == nullptr -- name TestPlayerController_0, id 44054
LogTemp: Warning: ATestPlayerControllerBase::BeginPlay -- name TestPlayerController_0, id 44054
LogTemp: Warning: ATestPlayerControllerBase::InitializeContext -- name TestPlayerController_0, id 44054
LogTemp: Warning: ATestPlayerController::InitializeContext -- name TestPlayerController_0, id 44054
#

it only happens when running as listen server

#

yep, this was it

#

it is true be default and seems like i've hit that case when starting multiple pie instances at the same time - thus changing "the usual" timing ยฏ_(ใƒ„)_/ยฏ

pallid compass
#

We dont do dev kit support now

narrow crypt
#

Hi there

#

I have a question

#

I can see that UE4 v4.20.0 is out but there anyway that I can update it directly from v4.19.2

#

Thanks

tribal pebble
#

Guys why on youtube i find only " how to make TRUE FPS CAMERA"
I don't need that

I really would love to find a tutorial about how to have a First person camera , with floating hands , on a third person shooter character (with multiplayer)

whole quarry
#

@tribal pebble look at the FPS template..

tribal pebble
#

yes but how is that going to work with "press a button to go from Third person to First person camera"

#

i'm a noob mind u

whole quarry
#

Combine tutorials. You will rarely find very specific tutorials for your needs

tribal pebble
#

@whole quarry

i just don't get it
the only thing coming to mind ,is having when you press G (to switch from TPS to FPS) , you make the TPS model invisible ,and visible the FPS one

whole quarry
#

@tribal pebble thats the right way

tribal pebble
#

yay ๐Ÿ˜„ so i'm on the right track

#

@whole quarry tho , if i make the invisibility method , won't that make the character invisible server side as well? or there are ways to force it to be Local only

#

@plush yew sorry mate i don't really know ,i'm a noob as well

short onyx
manic pawn
#

just looks like a reroute node

#

double click a wire

astral marsh
#

yea

manic pawn
#

making your blueprints more readable and organized

sudden agate
#

Did someone say Reroute Nodes?

opaque nexus
#

@plush yew that's why I am trying to tell you to learn the engine first by making a simple game and not trying to go for a multiplayer survival type game :P

#

There will be a million things that are needed for a big project that will just slow you down in learning the basics

#

No, basic is "pong" or "asteroids"

whole quarry
#

basics are the pawn, gamemode, player controller, player state, game state and game inputs

#

@tribal pebble Don't do multiplayer if you don't know how to make a game, it will safe you lots of pains and headaches

unique vigil
#

Is it true global variables do not exist in ue4?

grim ore
#

they do if you make them in C++. Alternately you can put them in the Game Instance and have the same basic concept.

unique vigil
#

I see...

#

Can i make it in C++ and then reference it in blueprints?

grim ore
#

yep

#

you can expose pretty much anything to BP from C++

unique vigil
#

Okay gotcha

plush yew
#

anybody seen this before?

sudden agate
#

the message says whats wrong

#

you are accessing an index of an array, although the array doesn't contain that many items

#

use "Is Valid Index" before accessing the Array

bitter iris
#

@sudden agate How did you get the node lines to be straight ?

sudden agate
#

Graph Editor in the Editor Preferences

#

set the Delta/Spline thingies to 0.0 each

bitter iris
#

ahh sweet thanks

runic dock
#

i am not sure where to ask my question so i am asking it in here

#

i have this material function that i would like to somehow integrate into the Editor itself so that i can use it in my other projects as well without going through the hassle of migrating

#

would be really glad if someone helps me with it ๐Ÿ˜ƒ

wicked kettle
sinful umbra
tall pendant
#

^

ancient zodiac
#

Hi. My name is Joe. I am a Creative Idealist currently working on the game, Logic Blade. If you wish to learn more bout the details of this game you are more than welcome to visit my Facebook page titled "This is Logic Blade". I am currently in desperate need of a business partner who has experience in development. I am willing to work over the internet if need be but not willing to work outside of the U.S.A. I would require that Logic Blade be developed and released as envisioned because this game has become a passion of mine. If anyone can offer any advice, guidance, and/or wishes to get involved I am soo ready to hear from you.

plush yew
#

hi

#

where can i find people to team up?

grim ore
plush yew
#

unable to post in looking for talent

#

r u the real mathew?

grim ore
#

there is a pinned post on the top of the channel for how to post

#

and I should be the real me unless I was replaced and no one told me.

plush yew
#

ok

#

tnx

sonic pagoda
#

@ancient zodiac people on the internet are lazy, you should post actual links to your page and not make people work harder by having to type in stuff

ancient zodiac
#

k

sonic pagoda
#

its also a product design lesson: make your product more accessible by having the least amount of work required for someone to get into it... so the least amount of effort in this case is a link

#

it does sound cool though

#

Logic Blade

plush yew
#

@sudden agate all im doing was reimporting my character and then retargetting the anim bp

#

@plush yew go on make multiplayer but if you want it to look and work at least average then you need more time than week lol

#

here ive spent weeks just learning blueprints and blender

#

and im still bad at it ha ha

opal ocean
#

save games should go where again? game mode? is a single player game...

#

hm, player state... ? yeah...

whole quarry
#

What?

opal ocean
#

Doing a single player game, cant remember where to store/manage save games

whole quarry
#

In a Savegame BP?

opal ocean
#

I'm now thinking gamestate, to store info in between saves/loads/ new games

whole quarry
#

To store global info for current game use Game Instance

opal ocean
#

ok. For my current state, I just need it to load a default "new game" save, so I can set that in the game instance, and use "event init" to load the game?

whole quarry
#

Game Instance (can be found in Project Settings) starts when you launch the game and stops when you quit the game. Unlike the the others, it suvives level transition etc

#

You can make your Savegame system anywhere but that needs to be stored in a SaveGame bp (its under All Classes when you make a new BP)

opal ocean
whole quarry
#

Can be in the player pawn or game mode

#

I would do it in a Game Instance or a BP library.. depending on the game type

#

And the needs

#

But it can be done in every bp afaik

slow python
#

Hey epic to fix your dumb export glitch

#

I am sick

#

Of trying

#

To get my game on ps4

whole quarry
#

@slow python this isnt the place for feedback to Epic ๐Ÿ˜›

slow python
#

Ok

opal ocean
#

I think I'll try it out in game mode for the time being

opaque nexus
#

@opal ocean This is How I do it, inside my gameinstance, when I have a savegame I get all the variables inside the save game, and then set my other variables to those values

opal ocean
#

@opaque nexus ahh, nice, thanks

opaque nexus
opal ocean
#

I figured out, my "new game" default can just be the default variables set in the save game BP

plush turret
#

Does anyone here have any experience using the snap to grid BP node?

#

Here is an example of my attempting to spawn blocks on the side of an existing block. If anyone has any suggestions, I would appreciate them.

#

I think it has to do with the snap to grid node not finding a suitable spawn location, but I don't know how to resolve this

storm venture
#

What are the chances that it is spawning the block, but it's spawning it inside of your current block?

#

Assuming those impact points are directly imbetween two grid cells, is there any logic dictating which side it should spawn on?

plush turret
#

@storm venture Yeah it definitely is spawning inside of previous blocks, can you point me in the right direction of preventing this?

storm venture
#

I'm not sure what your logic is for spawning the blocks, but I have two ideas they might help.
You could try playing with the impact normal of your line trace. I believe it would give you a vector pointing away from the surface you hit, which would mean its pointing toward the grid cell you want the block in

plush turret
storm venture
#

And then you could also try using the player's location. With the surface you were clicking in your image, it would only be possible to click it if you were on the left side of the block, which could potentially be used

plush turret
#

What do you mean by "impact normal?"

#

Oh I see impact normal

storm venture
#

Right, it should be a node from the line trace

#

I believe it will give you the normal unit vector on the surface you hit

#

Which is essentially the line pointing perpindicular off of the surface you hit

#

I would try getting the impact point, and then adding the impact normal * a small value

#

so maybe ( ImpactPoint + ( ImpactNormal * 5 ) )

plush turret
#

Thanks for the help, it seems like my problem is a lack of knowledge on vectors

storm venture
#

Theyre a little tricky, but its a quick learn

plush turret
#

That seems to have fixed it

#

One last question, how do you prevent the block from spawning in space currently taken up by the player?

storm venture
#

I'm not too sure how your grid system works, and that would rely heavily on that, so I'm not too sure.
You could try spawning an invisible block whereever the player stands and then use that in a check when you try to spawn other blocks

upbeat tendon
#

got to love all these requests to share assets i get now

plush turret
#

Thanks for all your help tyler, I'm gonna send you a friend request if you don't mind.

upbeat tendon
#

reminds me from the early days when i would get emails from the prince of some strange country offering me wealth blah blah

storm venture
#

I assume later down the road with your project, you will need to check block types, right? Like, check if a certain cell is a wooden surface, or check if its a liquid, etc.
You could use an enumeration on each cell to "label" them and then just label the player's cells as "blocked" or something

#

Also, no problem, glad I could help ๐Ÿ˜„

inner yacht
#

Does anyone know why I Cant accept the SDK License in Project Settings/Android? The button will not Accept

#

Its suppose to grey out but does not

#

I get a error on start package Did not Accept SDK License

grim ore
#

Off the top of my head do you have Android as a valid Target Platform when you installed it?

inner yacht
#

I created the project for windows then i changed it to mobile any way to fix it

grim ore
#

that shouldn't be an issue. When you installed your engine version did you have android as an option checked?

inner yacht
#

I cant remember seeing the option but i probally chose windows

grim ore
#

you can always click the drop down arrow next to your engine install in the library to change the options to make sure it's installed. Other than that maybe the button itself just doesnt work anymore, does it stop you from building?

inner yacht
#

I see that it is in installed. It Stops me from packaging the game to etc1 because did not Accept the sdk license

#

but im inable to do so

#

could it be i started with the third person template

bitter iris
#

im trying to make each one be a sperate colour but they just stay grey, the grey is supposed to be the color and the white will be lowered in opacity. Like conan exiles style any ideas on how to get the result

high stone
#

@bitter iris How goes your project?

bitter iris
#

its smoother than before mate, no crashes, just bugs which are being fixed

#

just making ui changes atm

high stone
#

I'm having a fun time.

bitter iris
#

whats that

high stone
#

It's chopping out words into multi layered plane.

bitter iris
#

ahhhh

high stone
#

I make everything from scratch. It gives it a nice touch. Also the Boolean tool suxor.

bitter iris
#

I want it to start off fully red, then as you get damaged itll move down but the image will be faint with the red further down

#

just its not workin

high stone
#

So you want the #33333 to change to #00ffcc something.

bitter iris
#

ill get you an example

pallid compass
#

Use lerp

#

Bar % for alpha

bitter iris
#

this is what im tryna do

pallid compass
#

Float 1 color 1 float 2 color 2

high stone
#

Ah. That's a little tricky.

bitter iris
#

ive done it before i just cant remember how to do it

high stone
#

If you can find Diablo II or III code lying around, that should have the answer.

#

They had such features in the HP/MP bar.

bitter iris
#

its nothing to do with code can make it with just that panel

high stone
#

1 layer of white pushes down -y over the red based on % of health lost?

bitter iris
#

yh

pallid compass
#

U can pan a material

#

Thats clamped

#

But theres prob a better way to do it

bitter iris
#

i found my old hud, so i got it

sonic pagoda
#

Many users have requested the ability to re-enable certain PP effects such as TAA, Bloom, Motion Blur, etc which are disabled in splitscreen. Currently this is only possible by modifying source code.

#

vote, because you CAN

#

feel the power of democracy surging thru the veins of your overly sweaty mouse bearing hands

storm venture
#

hey so I was wondering if I can legally publish my game Skyward even though there's a tech company called Skyward and a video game called The Legend of Zelda: Skyward Sword

#

Is Skyward off limits at this point?

topaz stratus
#

You most likely wouldn't have an issue

hot ledge
#

hey guys can someone help with c++

#

i want to see how i can find out if my pawn is locally controlled

topaz stratus
#

Trademark law pertains to a type of something, so things can be namef the same if they are different things.

hot ledge
#

this is the error am getting
ErrorC3867 'APawn::IsLocallyControlled': non-standard syntax; use '&' to create a pointer to member

storm venture
#

@topaz stratus But The Legend of Zelda: Skyward Sword is a video game as well

#

It's a totally different type of video game though, but still a video game

deft sparrow
#

Skyward as in the ball with spikes/cubes rolling game?
Saw it in the ue4jam video recently. Looked pretty good.

storm venture
#

@deft sparrow Yup, that's the one, thanks ๐Ÿ˜„ I'm one of the developers for it, but we might need a name change, I'm hoping not

topaz stratus
#

That's why I said shouldn't be an issue instead of def. Won't be an issue

#

If they want to be dicks they could sue, but it'd be bad pr

storm venture
#

Right, and I also heard nintendo isn't particularly kind when it comes to legal stuff, so i dont want to g et on their bad side

#

What could be the worst that would happen?

topaz stratus
#

Like when candy crush sued banner Lord for having saga in the name

storm venture
#

Did they win?

topaz stratus
#

I don't remember

#

Worst that'd happen is make you change the name, or pay them money if you refuse

storm venture
#

That doesnt seem too bad if thats the worst

#

I'll gladly change the name if a company asks me to, I just wont want a dick company to take advantage of it because I'm a nobody, lol

sonic pagoda
#

candy crush did much worse

#

they actually stole the game idea from another developer with a similar game name and then forced him to stop developing the game

storm venture
#

thats terrible

sonic pagoda
#

why dont you do a trademark check, how important is your game name, can you go with another 1

#

go to the u.s. patent office website and run a trademark search

#

by name

#

and see how owns the trademark you are trying to use

#

if no one does then its fair game

storm venture
#

I'm in Canada, do I still use the u.s. patent office?

sonic pagoda
#

yeah

#

you should

#

the u.s. is the major market you will be aiming for most likely

#

so the trademark in the u.s. is most important

#

china and japan are as well, but i have no clue on those processess

storm venture
sonic pagoda
#

you actually have to go thru all the live ones and see if there are anyt that apply for video games trademarks

#

or software,... i once had a trademark opposition fight for Imagine-Games, but the opposing side dropped it because i told them i would not make software besides video games, while they were making industry software...

#

ic042 software

storm venture
#

Oh wow, interesting

sonic pagoda
#

of course, if no-one owns skyward with the software category (if the link says dead it means it either expired or they failed to renew so its no longer valid and you dont have to worry)

#

so if no-one owns you dont actually need to trademark it, which costs around $500 for the total process, usually like 150 or so for each step... but if you do want to be 100% on the safe side

storm venture
#

Ouch, I'm just a poor nobody, I wouldnt be paying for anything like that any time soon

sonic pagoda
#

another read

#

you dont need to , i didnt hire anyone, i trademarked my own mark

#

but yea, its expensive

#

i wanted to make sure no one would steal it because i felt it actually wasn'

#

wasnt unique

#

so anyone could just come along and boom rip off my games name

#

or company name

storm venture
#

Im not too concerned with anyone stealing my idea or anything, I just want to make sure I wont lose money from a lawsuit or something

#

It's my first release so I'm very new to it all

fallen schooner
#

I've got a test project I'd like to share online to help wayward souls trying to do the same thing I am.

#

What's the best format to do so?

spiral monolith
#

Anyone else getting intellisense errors about members not being being accessible in 4.20 ?

#

@fallen schooner are you talking about how to share the code or where to post it details about it to share with the community ?

fallen schooner
#

Both.

#

Examples are difficult to find, after all

spiral monolith
#

Code - > Github , Share on reddit and the official forums

fallen schooner
#

@spiral monolith Few people use Intellisense now. VAX is what you want.

spiral monolith
#

I have that as well

#

for some reason its seeing the members as inaccessible but builds fine .. not sure how to fix it

fallen schooner
#

Turn off Intellisense?

opal ocean
#

edit nvm

spiral monolith
#

this is a brand new project, to test the ability system.

plush yew
#

did you follow the IWYU include what u use reference guide for headers you access functions of?

spiral monolith
#

Yeah ,required headers are there.

#

also it compiles and runs with no issues. Only got this with 4.20

#

If i boot up one of my 4.19 projects i dont get any of these errors listed.

#

i should say "errors" - they are listed but have zero effect on ability to build or run the a compiled game

#

I've tried searching the forums and I have not been able to find anyone else with this issue.

fallen schooner
#

Hmm. Two things I can think of.

#

First, double check your Build.CS values.

#

Second, try rebuilding project files from the .Uproject icon

plush yew
#

`If it compiles correctly, even when IntelliSense is complaining, do this:

Change to DevelopmentEditor configuration, compile; Change to DevelopmentGame configuration, compile. This gets IntelliSense to recompile and rescan headers and everything works fine again.

This often happens when you alter the lines in your .h code, above the declaration of UCLASS but it can affect other types too.` can try that too

fallen schooner
#

Here's what I have:

#

PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "AIModule", "GameplayTasks", "GameplayTags" });

spiral monolith
fallen schooner
#

Looks right.

spiral monolith
#

ight im gonna try what @plush yew said real quick

#

@plush yew .. no effect. it looked right until I did a build . then back to where we are. I've also deleted the intellisense "database" ( in .vs folder ) , had VAX rebuild it's "intellisense", and deleted everything except for core files and regenerated project files

fossil ore
#

This is still confusing

#

Can someone help me?

plush yew
#

can try to project-> rescan solution or rebuild the solution and remove the binaries / intermediate folder. other than that not sure.

fallen schooner
#

I've got a local project I'd like to put onto github. I'm using sourcetree at the moment.

#

How can I make it push to the github once?

plush yew
#

i love sourcetree ๐Ÿ˜ƒ

#

github desktop crapped out when i did a backversion lol

#

hi

#

hey

#

i took a pictures of tings around me

#

how can i make textures

#

make a new material and place them into textures and connect the textures to the main channel of the material

storm venture
#

you will probably want to use a photo editing software first to touch them up

spiral monolith
#

still no luck @plush yew FeelsBadMan

plush yew
#

tnx

#

@plush yew

#

i dont have normal map

#

dont include it if you dont have one

livid musk
#

Hey this is the first time using Unreal. I am using the 4.20 version but I am getting intellisense errors. Any idea why?

plush yew
#

ok

livid musk
spiral monolith
#

@plush yew @fallen schooner soo..... I found this but the suggested solution here didn't work for me... guessing im going to have to wait for a patch

topaz stratus
#

Hi @fallen schooner

livid musk
#

So switching to 4.19 works fine. I don't get the intellisense errors

plush yew
#

surprised if a bug was introduced, they were in 4.20P for quite a while.

#

will likely be fixed in next release if it is a real bug ๐Ÿ˜›

fallen schooner
#

@topaz stratus Hey Vlad.

#

@livid lantern You dodged a bullet. The company I'm at sucks to work at.

topaz stratus
#

that sucks,

#

I'm finishing up my android game (mainly menudev which is super boring) should be ready to release next month, and I got a job as a computer tech at a place that refurbishes laptops

fallen schooner
#

Cool. Send me screenshots

topaz stratus
#

I started on it a year ago and worked on it for a few weeks and dropped it, picked it back up 2-3 months ago and have just about finished it.

fallen schooner
#

Unreal or Unity?

topaz stratus
#

UE4

#

I just noticed an issue with the texture tiling in that SS,

#

only a handful of more things to implement, then getting ads and the leaderboard working and it's done

fallen schooner
#

Done benchmarking?

topaz stratus
#

not yet

fallen schooner
#

I'm tinkering with Gameplay Abilities

#

trying to make a demo for a new job

safe rose
fallen schooner
#

What's that do?

amber shuttle
fallen schooner
#

@amber shuttle Look at your Uproject file in a text editor

amber shuttle
#

?

fallen schooner
#

Hmm.

#

have you rebuilt project files recently?

#

Do so if not.

amber shuttle
#

like rebuild everything?

#

i mean what is rebuild project files

#

?

#

i just transfered my project to a new pc

loud knoll
#

anyone have any idea how to get emissive materials to show color in the content browser they are all white now after moving to 4.20

#

This is what I am seeing right now for emissive materials they look fine once you open them but it is annoying to have to read each one.

#

@plush yew you need to take a screen shot of the BluePrint and post it in that section to get help people need to see it to help you.

#

๐Ÿ˜ƒ LOLS

#

you can come to stream and I can show you

#

let me get my mic setup

#

yeah I know but i am just telling you here

#

nobody cares

#

so you can get live support

#

watch the stream and I will do it for you

#

yes UNPAID

#

LOLS

#

your question about materials

#

and cube

#

tell me if you can hear me

plush yew
#

Why is being in school and being a 3D modeller/game dev so hard? ๐Ÿ˜‚

gray zenith
#

how do i combine all the pieces of this m16? also, the material loses texture when i try to use it, how to fix?

#

not sure how to do that

#

?

#

oh

#

lol you're talking to him

#

ok anyone else?

#

how do i combine all the pieces of this m16? also, the material loses texture when i try to use it, how to fix?

loud knoll
#

@gray zenith I think I can help you

gray zenith
#

GREAT

loud knoll
#

tune into my stream

#

and I can walk you through it

gray zenith
#

also do you know anything about substance painter?

loud knoll
#

not too much

gray zenith
#

ok

young meadow
#

Please help me

#

Yeah

#

I'm sending more pics

plush yew
#

Why do u take screenshots outside PC?

grim sinew
#

check the taskbar, discord isnt running on his pc

obsidian nimbus
#

get self

polar hawk
#

I said yup

#

what a concept

#

I could use a little fuel myself

obsidian nimbus
#

its yep ๐Ÿ˜›

rocky wadi
#

Guys

#

I really need help

#

Or else I might be kicked from a studio ๐Ÿ˜ญ

obsidian nimbus
#

uh ooh

rocky wadi
#

Can you help?

obsidian nimbus
#

you want widget to follow the 3rd person char?

rocky wadi
#

ye

#

A 3d widget

obsidian nimbus
#

well you need to cast to the third person char

#

you might wunna watch some youtube tut or something

#

there is plenty of following on youtube ๐Ÿ˜›

pallid compass
#

Anyone got any good games dev programming talks i can listen too while i am labouring my living room

obsidian nimbus
pallid compass
#

Nearly but not quiet

polar hawk
#

Or else I might be kicked from a studio ?

pallid compass
#

Allar did factorio ruin u yet

polar hawk
pallid compass
#

Also got any good dev talks about engineering i can listen too while i strip wallpaper

polar hawk
#

uh

#

or

#

join the Dallar discord

#

I just added a 24/7 All Star bot

pallid compass
#

Pm me it

obsidian nimbus
#

i dont own any dallar :/

polar hawk
#

do you want some?

obsidian nimbus
#

im not invested

#

hmm do i need to make a wallet?

polar hawk
#

that, or join discord

obsidian nimbus
#

ok, im in ๐Ÿ˜›

#

does the dallar have a themesong allready, i made a themesong for a jamgame, but its multi purpose

polar hawk
#

We actually have multiple professional voice actors

#

as well as various musically inclined people

#

working on a Dallar album

#

But we don't have an official theme song

#

upload the .wav to our channel

obsidian nimbus
#

yea i seen the info mercial its guud

pallid compass
#

Woo im in

#

Dam need find more talks

obsidian nimbus
#

i have to be a member for 10 min

polar hawk
#

Is for your safety

#

And ours

obsidian nimbus
#

than its all good i guess

rocky wadi
#

Is it because you start in the trigger volume?

obsidian nimbus
#

mayB something like this

weary gale
lament pewter
#

Uhm why are those there now (4.20)? It does not look like you can do anything usefull with those options right now. Changing it to a Array puts it alongside the variables. Im rather confused now xD I can See a use case in the Future but for the common BP user isnยดt that just confusing?

manic pawn
#

yeah I don't think you are meant to change any of that

lament pewter
#

Well at least for now I guess ^^

polar hawk
#

Wait

#

hold the fuck up

#

are event delegates able to be passed around as variables

#

(I haven't had time to look into 420 yet)

#

Guess I'll install 4.20 this very second

#

because if I see thats a thing

#

I'm about to lose my shit

rocky wadi
#

Guys

#

I am trying to make that 3D GUI again

#

And its working

#

When I press Middle mouse it shows the map, but when I press enter it goes back

#

( intentionally )

#

But I set it to go to followcamera (The third person camera) and it just turns to 1st person at the crotch

#

( I added a get followcamera at the cast to

#

Its just not in that pic

#

Can anyone help?

plush yew
#

No.

upbeat trench
#

does anyone know when we'll be allowed to edit the wiki again?

latent moth
#

All, I keep on getting "lighting needs to be rebuilt" even when I've just finished rebuilding lights

#

googling gives this error but from years ago

#

i'm on 4.19.2

#

any ideas?

#

This is what I see:

[2018.07.22-17.02.08:492][796]DumpUnbuiltLightIteractions
[2018.07.22-17.02.08:492][796]Lights with unbuilt interactions: 7
[2018.07.22-17.02.08:492][796]    Light SpotLight2_5
[2018.07.22-17.02.08:492][796]    Light SpotLight3
[2018.07.22-17.02.08:492][796]    Light SpotLight4
[2018.07.22-17.02.08:492][796]    Light SpotLight5
[2018.07.22-17.02.08:492][796]    Light SpotLight6
[2018.07.22-17.02.08:492][796]    Light SpotLight7_12
[2018.07.22-17.02.08:492][796]    Light SpotLight_15
[2018.07.22-17.02.08:492][796]
[2018.07.22-17.02.08:492][796]Primitives with unbuilt interactions: 206
[2018.07.22-17.02.08:492][796]    Primitive FoliageInstancedStaticMeshComponent /Game/Maps/Levels/UEDPIE_0_OSA_Level_1.OSA_Level_1:PersistentLevel.InstancedFoliageActor_1.FoliageInstancedStaticMeshComponent_9
[2018.07.22-17.02.08:492][796]    Primitive FoliageInstancedStaticMeshComponent /Game/Maps/Levels/UEDPIE_0_OSA_Level_1.OSA_Level_1:PersistentLevel.InstancedFoliageActor_1.FoliageInstancedStaticMeshComponent_8
[2018.07.22-17.02.08:492][796]    Primitive FoliageInstancedStaticMeshComponent /Game/Maps/Levels/UEDPIE_0_OSA_Level_1.OSA_Level_1:PersistentLevel.InstancedFoliageActor_1.FoliageInstancedStaticMeshComponent_6
plush yew
#

Can anyone help me with something related to advanced sessions?

marble spire
#

Guys

#

anyone know a pack for sword animations for free?

paper kernel
#

Mixamo has some mediocre sword animations

marble spire
#

yeah thats the problem

#

It doesnt even look 1/10

#

i cant make a combo system out of that

paper kernel
#

welp, that's about the best you get for free

#

animating is a tedious job

marble spire
#

thats sad

#

i would be happy to get marketplace stuff, if i at least have a job, and 1 dolar dont be 4 from my money

south abyss
#

How its called the "icon" that the editor shows on an element placed in the scene, for example directional lights have a sun. Its something only shown in editor

marble spire
#

Hello guys, did anyone know how to make my character actually move with the animation?

#

for example, a jump foward attack, in the end of the animation, my character blinks back

south abyss
#

that may be because your animation is not locked to root

#

do that and add the movement of the character by blueprint.

oblique coyote
rose quartz
#

If i use the Maya tool Plugin in ue can you also make landscape and get the real time update?

#

Otaco#3425 So its possible?

drifting hill
#

Where does unreal save its AssetRegistry? I deleted some old unused assets and now every time i package, i get 3000 warnings about " Can't find file for asset ". I deleted the Intermediate/Saved and DerivedDataCache but this doesnt solve my problem. I also checked the "fullrebuild" option in the packaging settings.

lament pewter
#

@polar hawk yeah my thoughts exactly but you canยดt do anything with it if you use it as Variable. In C++ we can happly pass Delegates around since ages ^^

marble spire
#

Guys

#

Someone know how to make my character moves with my animation?

grim ore
#

@south abyss late response but that is the Editor Billboard Icon. You can adjust them in the details panel under rendering for the built in one. You can add your own Billboard Component in a BP to add your own. You can disable them in the editor view by hitting the Show menu at the top, then Advanced, then Billboard Sprites or you can hit G to toggle Game Mode to disable them and other crap easily.

marble spire
#

Sorry to ask direct to u Mathew, but do u know?

grim ore
#

I am not an animator but what someone said earlier is correct, root motion is the issue

#

it sounds like you want the character to move with the animation and not just have the animation play out?

marble spire
#

The problem is : im using a slahs animation, that make my character spin foward

#

but after the animation, it blinks backwards again

grim ore
marble spire
#

the EnableRootMotion just make the animation idk, ugly

#

idk if is a bug or what

south abyss
#

@grim ore hahahaha thankyou, i didnt found the name and my best approach was a widget that only renders in editor xDD

grim ore
#

I can't be of more help other than Root Motion is the fix or cause of the problem. I don't art but I do know that's the problem.

marble spire
#

i think is a problem with mixamo animations

grim ore
#

well with mixamo animations you have the option to lock the motion to place which is probably the better idea anyways

marble spire
#

yeah, but the attack ones dont have that option

#

the walk and run do

#

but dont the attack ones

grim ore
#

well that's a bummer

#

yeah then your going to have to try and get some real help or read that page. You have to take into account it's using the motion on the animation and tell UE4 to allow that to happen.

marble spire
#

Yeah, the page makes sense, the problem is root motion breaks the mixamo animations, idk why

pure mesa
#

Are BP enums 1-based? ๐Ÿค”

south abyss
#

@grim ore I knew i knew your name from somewhere!, your yt channel its awesome ๐Ÿ˜„

grim ore
#

@south abyss ๐Ÿ˜ƒ

brittle fern
plush yew
#

does anybody know how to rotate the character and line trace im trying to do a freeclimbing system like breath of the wild

odd steeple
marble spire
#

anyone know a video about a attack system combo?

hot ledge
#

hey guys i have a question when i spawn my character mesh is in the 0,0,0 of the world but my capsule component is in the right place which is the player start

grim ore
#

are you moving the mesh at all?

hot ledge
#

no i have to click the mesh and reset the translation so it goes in the capsule

#

and i cant spawn using player start

#

i have to do poses player 0

#

in the blueprint everything looks fine

sinful umbra
#

things usually spawn at world origin when there's an attachment issue

hot ledge
#

ok i have it in visula studio as setup attachment but in blueprint it looks attached as expected

vivid girder
#

Where do EditorPreferences save?

#

Doesn't seem like they're in /Saved/

silver compass
#

Did you save them before you logged out?

#

@silver compass

#

(๏ธถ๏ธน๏ธบ)(๏ฝก-_-๏ฝก)

marble spire
#

launch character can be used for a dash system?

hot ledge
#

i figured it out i just had to make sure my character was attached to capsule component in c++

marble spire
#

nah, icant

#

goddamit my head

amber sedge
#

Anyone open to help me with a slight issue?

marble spire
#

why do infiniteblade adversaries has some monster without animations:

#

wtf

silver compass
#

Yeah; its kinda annoying when that happens

exotic thicket
#

Which Blueprint should i use for Weapon System

#

Actor ?

silver compass
#

Idk

#

Wait what do u mean?

exotic thicket
#

Like in PUBG each weapon have an information it self

silver compass
#

Ohhh

exotic thicket
#

which Blueprint should i use with ?

silver compass
#

Im actulaly not sure

#

Because i have never thought about it๐Ÿ˜†

#

@silver compass

#

Check here

#

Heh

#

Spotlight 5 i think

#

@silver compass

exotic thicket
#

ehhh

#

wut

pure mesa
#

Should map build data be added to version control?

plush yew
#

@pure mesa no, add these to your .gitignore file # Ignore lightmaps *_BuiltData.uasset

pure mesa
#

Gotcha. Thanks. @plush yew

real pasture
#

Question, does the mods check the submitted projects on the forums to see if they have a virus or something?

wary wave
#

all files downloaded from the forums are at your own risk (we do try to remove dodgy links, but we don't go about downloading everything people put up there)

real pasture
#

Ok. I ask because my anti virus software popped up when I tried to download someone's project that was on the forums .ol

cloud cobalt
#

To be fair, anti-virus software is mostly shit

amber shuttle
languid shard
#

@amber shuttle duplicate files ?

#

noice I like that user profile pic btw

amber shuttle
#

hmm , i just recently transfered the project to a new pc

languid shard
amber shuttle
#

i did yesterday

languid shard
#

aight

#

hey by any chance

#

do you have any skeletal meshes in your project @amber shuttle ?

#

With a name like this I can bet it has some >_> models in here

amber shuttle
#

i dont think its about skeletal meshes

#

must be something else

languid shard
#

oh

#

wait

#

what files do you have in the folder its pointing to ?

amber shuttle
#

levels

#

i guess

#

can i post whole line?

languid shard
#

sure

#

hmm

#

have you tried to package it without the project launcher ?

amber shuttle
#

yea

#

same

languid shard
#

argh

#

can you send us a screenshot/codequote of the uproject file ?

#

maybe something got garbled in here

#

last resort would be to migrate the assets to a new project

amber shuttle
#

yea i better try that first

fallen tundra
#

hey guys

#

I'm trying to make dynamic facial animation using morp targets

#

sorta like lip syncing

#

I want the character to be able to move their mouth to dynamic/real-time audio, but I'm not sure to go about it

whole quarry
#

good luck

plush yew
#

Ye

cedar snow
#

is BeginPlay the earliest point where a UWorld is available?

cloud cobalt
#

Probably not, since BeginPlay is called for each actor when it's spawned, and spawning requires a world

cedar snow
#

i'am having a bit of timing issues and am now trying to access the GameInstance during my PlayerControllers CTOR

whole quarry
#

are u using CPP?

cedar snow
#

running some initialization during BeginPlay of the PlayerController didn't work for me, since a random actor depending on it ran BeginPlay before that

#

@whole quarry yes

#

asking in this chat, as the order should be the same between CPP/BP

whole quarry
#

Well, like Stranger said, BeginPlay fires when the actor is spawned

frank escarp
#

begin play is called for all when the map is loaded

#

but remember that on seamless travel it is NOTcalled

#

wich is a massive pain in the ass

cedar snow
#
    1. APlayerController
        - CTOR
    2. ATestActor
        - CTOR
    3. ATestActor
        - BeginPlay
    4. APlayerController
        - BeginPlay
             - Important Init that needs GameInstance

3 and 4 would need to run in reverse order
seems like I can use PostInitializeComponents for running "important init" before the TestActor's BeginPlay

frank escarp
#

why dont you set a timer, or call from the game instance to the controller?

#

there is a "post load map" delegate you can use in your gameinstance

cedar snow
#

the timer would be my least favourite option; even though PostInitializeComponents works for now, i will definitely check out PostLoadMap later on

whole quarry
#

what is a CTOR ?

cloud cobalt
#

Constructor

wary wave
#

instance initializing constructor

spark cedar
#

Hey there, just wondering something. I'll be showing my game really soon during an event and I might print some flyers to promote my project. Can I put the UE4 logo on it? I'm pretty sure I won't sell my game, might end up being a freebie. Thanks!

cloud cobalt
#

You can, if you follow the guidelines provided by Epic

spark cedar
#

Oh, will check this out. Thanks!

crude jasper
#

Guys

#

How do i change

#

the pawn sensing location

whole quarry
#

detail panel

crude jasper
#

where's that ?

#

oh

#

but where is the

#

well what do i change there

#

to set the location

wary wave
#

or whether it has been fixed?

whole quarry
#

why are the docs about pawn sensing so.... thin? ๐Ÿ˜ฌ

crude jasper
#

probably cause it hasnt been fixed or anyone done anything about it ._.

#

been searching

#

and what i found is

#

to create a child actor with sensing and attach it to the head of my actor

#

or to change it in c++

#

and last

#

to use AI sensing or something

#

but i dont know how to use it

#

rip

#

i think its kinda stupid that it isnt a scene component but what ever

whole quarry
#

There was something Eye Height that you could change

crude jasper
#

where ?

whole quarry
#

details panel

sonic pagoda
#

@cedar snow a fail safe i use for things dependant on having actor references on begin play, like player character player controller player pawn etc... is to cast and then if the cast fails run a delay and run it right back into the cast

#

that way it will eventually run, and then have the rest of the initialization only run with the cast is successful

crude jasper
#

there isnt

sonic pagoda
#

when* the cast is successful

crude jasper
sonic pagoda
#

i think eye height is in the capsule

#

capsule component

#

its in the top most class settings

#

base eye height and crouched eye height

#

top most class settings may be the wrong word for it lol... its the name that is over the capsule component, the actual blueprint name

crude jasper
#

so if i change that the pawn sensing does too ?

#

woah thx !

#

it worked .D

#

hey i have another problem

#

i've asked around before

#

but i need someone so i can scree nshare

#

screen*

#

can anyone help ?

atomic rose
#

ok guys i need some help

#

me and a friend have decided to challenge eachother in a game making contest i have 7 days to come up with an idea for a game

#

i have not actually made a game before so i needs to be simble but fun and addictive and i have 90 days to make it

#

any ideas? lol

wheat compass
#

fps quest fetching can be fun

atomic rose
#

a first person shooter with quests ? so like destiny?

#

maybe a bit to big of a game for 90 days

wary wave
#

I would look at old school arcade games

#

stuff like Missile Command, Centipede etc

#

look at the kind of mechanics they have, then work from there

atomic rose
#

thats the sort of thig i was thinking of

wary wave
#

you can prototype a few different things over 1-2 weeks, then pick something that worked, polish it to heck, and add content ๐Ÿ˜ƒ

atomic rose
#

like a wave based game

vernal urchin
#

I'd do something like cheater's Pong.

wary wave
#

yeah, that's an option

vernal urchin
#

Pong with powerups that you can use to mess with your opponent.

wary wave
#

the real trick is to keep it really small and simple, so you have time to focus on the small details

#

and it also gives you time to solve problems if and when they happen

atomic rose
#

yeah time vs reality lol

#

multiplayer team pong lol

wary wave
#

I'd go singleplayer, since multiplayer just adds complications

#

Tempest might be a good style of game to try and modernise, maybe?

atomic rose
#

googling

wary wave
#

it's pretty old, used vector graphics

#

but because it was vector based it looked amazing in 1980-ish when it came out

#

these days you can of course do it all in 3d, with fancy shading etc

atomic rose
#

looks pretty cool

abstract marsh
#

Hi all

#

Does anyone know how to warp the terrain downwards or upwards in unreal?

#

like this

wary wave
#

@abstract marsh - it's a basic terrain tool, just look at the documentation or find a youtube tutorial

#

what

#

wrong tag

unreal sonnet
#

haha man I was so confused

wary wave
#

haha

abstract marsh
#

thanks - terrain tool, I'll find that.

unreal sonnet
#

I never post here

#

@abstract marsh That water looks really good dude! You're doing great! Better than any material shader I've ever made

atomic rose
#

haha already being made

abstract marsh
#

Huh? That's fro a youtube video.

wary wave
#

been made, apparently it came out 6 days ago

unreal sonnet
#

I'd love to see the tutorial

abstract marsh
#

I didn't make it: check here

wary wave
#

and yeah, that water is on the marketplace

unreal sonnet
#

That is going straight to my "watch alter" list

abstract marsh
#

later*

wary wave
#

I picked it up to disassemble it, it's a reasonable implementation

abstract marsh
#

Hey jfaw

#

you're the other 'love' around here

#

I'm trying to build a stage concept that is similar to the original mario bros

#

It rewards players for making noob mistakes, and helps/tries to teach them not to make mistakes step by step

#

If you fail and get swept up by the river, there will be nice items where it deposits you

wary wave
abstract marsh
#

if you fail jumping the next gap there will be a small cave with nice things for you too

wary wave
#

heh

atomic rose
#

lol scratch that then

abstract marsh
#

oh one of those flashy bright shooting games

wary wave
#

well, you can still do a similar game, hehe

#

Tempest 4000 seems to just be the same old thing again

abstract marsh
#

geometry wars

thorn pecan
#

Hello everyone, i'm new to unreal engine. How do I access the regular program? Not the modding stuff.

mint raptor
#

@thorn pecan what do you mean regular program ?

#

Did you download Unreal engine 4?

thorn pecan
#

Like just use Unreal, no modding stuff

mint raptor
#

Download the engine

#

Get the Epic Launcher

thorn pecan
#

I got the Epic launcher

mint raptor
#

Go to library and add an engine

#

4.20

#

Does that make sense?

#

Under the Unreal Engine Tab

thorn pecan
#

oh I see, thank you

mint raptor
#

np

#

Good Luck!

#

And have fun

cedar snow
#

thanks @sonic pagoda but timers are really only the last resort for me

thorn pecan
#

Ok thanks @grim ore

storm venture
#

Hey, anyone here have a nice method for making lightmaps?

#

I usually just use flatten map in 3ds but it sometimes gives very bad results

livid violet
#

You've got to unwrap the map. Just flattening will make the UVs overlap giving bad results

#

Look up tutorials on UV mapping in max :)

#

And when laying them out make sure you don't overlap them.

#

Alternatively you can let Unreal generate the UVs but they're not very optimized

amber sedge
#

Hey, I have this issue with Unreal Engine 4, where AttachToComponent and DetachFromComponent actually kills the actor? I am trying to get a weapon swapping system where your main item is attached to your Hand (Made a socket for that) and your secondary item is attached to your back. When I switch between those it doesn't work because it kills the actor. Any help? Version 4.19.2

amber sedge
#

helpful community ntw

#

btw

vivid girder
plush yew
#

Is there a list of suggested world composition level sizes?

#

@mint umbra very cool

snow crown
#

๐Ÿ‘๐Ÿฝ

mint umbra
#

@ImBetterNow#2305 Yeah I'm happy with the overall result, just the damn trees that are bothering me.

safe solstice
#

How did everyone else learn blueprints?

grim sinew
#

By opening Unreal and forcing ourselves to through trial and error, or by watching tutorials online.

subtle ibex
#

Hi all. Is there a specific channel to talk about version 4.20 problems, or more specific to hear about the state of the fixes for that version? I am following the forum thread about this and I am very conderned about future upgrades

wet bough
#

Zero - be glad there are tutorials now.

grim ore
#

@subtle ibex nothing on here really. Since this is an unofficial server nothing really official goes on here.

cloud cobalt
#

I learned Kismet with UT3 and there were no tutorials [old man yells at clouds]

safe solstice
#

Thanks @grim sinew

subtle ibex
#

yep I was more thinking alone the line of second hand gossip etc. I understand that Epic just doesn't reapond publicly to all the problems, it's probably their policy, but I feel VERY concerned about the future. This version seems to be a failure right and left. I'm glad I did not update before I read all these bugs

safe solstice
glad quail
#

Does anyone have any idea why ADSOn is only getting called the first time? after the first call only ads off gets called when I press the button :/

it occasionally decides to work and call ADSOn but it's tempramental at best

subtle ibex
#

My god I have never seen a new version that was so buggy

glad quail
#

That unrealbuildtool bug is DIRE

#

how epic missed it I have no clue

#

Decided to give UE$ another chance after I switched to unity a couple years ago and I'm not getting a good welcome, it's so jank

subtle ibex
#

I have not updated to 4.19 because of the stuttering I read about, but this here is way worse

manic pawn
#

they probably missed it because noone at epic uses intellisense

#

it works completely fine with visual assist

subtle ibex
#

I mean all I really need in 4.19 is the asset encryption. If it weren't for that i would stick with 4.18

manic pawn
#

the stuttering is supposedly fixed in 4.20

subtle ibex
#

yea lol but nothing else works, no plugins no nothing

manic pawn
#

yeah

#

I'm measuring my niagara experiments in how many crashes it took to make them

subtle ibex
#

Well it's still about a year until our game is suppoed to be ready for testing or release even, so I'm not panicking just yet, all I'm saying is, this is ridiculous

vivid girder
tame bluff
#

LOL

#

I got "Timed out" from a UE4 facebook group because I agreed that posting a video of a VR Expansion Demo map with some premade assets from the marketplace wasn't exactly an impressive feat.

#

The UE4 facebook groups are terrible

#

Why do they all have to be terrible?

vivid girder
#

It's facebook

#

If I wanted to see baby pictures from all my acquaintances growing up, i never would have left my hometown

tame bluff
manic pawn
#

why are you even in an unreal facebook group

tame bluff
#

and that's the only other comment that was posted by me

#

Blue is me, I should add.

#

Not sure why I'm in this group

#

I like seeing some random stuff posted

#

some people are genuinely posting cool stuff

#

90% of it is someone posts a mediocre asset flip or simple shader and 400 people ask for a tutorial

manic pawn
#

sad

tame bluff
#

It's honestly pretty sad.

#

Are there any other good UE4 communities besides this one?

manic pawn
#

not aware of any

#

am very glad to have found this one though

#

so many experienced and helpful people here

tame bluff
#

I think it's moreso that this is the main UE4 hub because whenever i search online

#

you see this link

manic pawn
#

this seems to be where everyone went when they broke the forum

tame bluff
#

haha yeah

#

I assume there's probably a decent UE4 Slack

#

since this is UE4 slackers

#

idk

manic pawn
#

this is it

#

it went past the user limit on slack and had to move here

tame bluff
#

yeah but wouldn't the slack still exist

#

ah i see

hot ledge
#

I cant save any of my blueprints
even when i create a new one and try to save it

grim sinew
#

Make sure you don't have the project open twice

steady hinge
#

So If I am making a widget blueprint, and I have a button that changes colors when hovered over and pressed.

Then I also have a text box that is a child of said button.

How would I go about making the child inherit the color of the parent button when the player hovers over or presses the button?

I know I need to set a binding on the text color, but where do I pull that variable from?

subtle ibex
#

you can drag the widget from the variable list to your BP graph and then pull a get color node

grim ore
#

Rich Text Block... Worst.. Widget... Ever!

sonic pagoda
#

mathew how expensive is the rich text block on performance

#

๐Ÿ˜

grim ore
#

Good question. I don't think too bad as it doesnt seem to remake the text unless it has to (which caused half the problems figuring it out). You are using multiple fonts in some cases tho

steady hinge
#

The button is outputting a 'Linear Color Struct' but the text box binding wants a 'Slate Color Struct'...

#

Actually, I just found a 'Make Slate Color' node.

steady hinge
#

I decided to just set a color variable to call for all of them and forget about the inheriting part.

sonic pagoda
#

@grim ore that skeletal mesh dissolve is the ultimate way to desintegrate a downed enemy

#

in niagara, that thing is awesome, i havent really had time to dive into it but it seems so potent

#

i want to make a nebula with it, some1 will probably make one be4 me though

grim ore
#

yep there is someone who was using Niagara for posting ideas on reddit for the last month, there is some neato stuff you can do

grim ore
#

Soooo can anyone else confirm for me that this new feature in the 4.20 release notes "New: Media Track for Sequencer" was actually in 4.19?

steady hinge
#

Can I output an rgb value from my widget blueprint and reference that in a material instance?

grim ore
#

you could output that value into a material parameter collection and reference those values in the material

high stone
#

Glad I mark all my art by date. Couldn't find my office image otherwise.

austere hinge
#

Is there anything like vuforia for unreal?

tame bluff
#

what would cause me to not be able to click on meshes in the editor?

#

very annoying bug

#

probably because they're transparent?

#

Yup, seems to have fixed it.

maiden swift
#

I ran into a bizarre bug with the Epic launcher tonight. Normally when you clone a project, modifying the project name updates the path of the clone in real-time.

#

Now, instead of simply updating the path to match the name, it appends the current state of the name to the path.

#

Resulting in some hilariously long paths.

subtle ibex
#

Nothing surprises me with UE anymore

maiden swift
#

Shit. It got cut in the upload for some reason. Oh well, you can still see the effect.

subtle ibex
#

ye

#

man I wish they would fix some bugs instead of add new features

maiden swift
#

They fix a lot of bugs in every release.

#

It just depends on whether your priorities line up with Epic's. ๐Ÿ˜‰

subtle ibex
#

yea and introduce more ๐Ÿ˜ƒ

maiden swift
#

So goes the process of developing incredibly complex software.

subtle ibex
#

I have been holding back on updating since 4.18 and now this new version is even worse than 4.19

maiden swift
#

I'm in the process of updating to 4.20 (if there are no gamebreakers).

#

Really promising release.

#

Hopefully it likes our project.

subtle ibex
#

better make a copy lol

maiden swift
#

Always.

subtle ibex
#

did you read the post in the forum about the release, it seems there are bugs over bugs. They cant even compile most plugins it seems

maiden swift
#

I always tell people they should never, ever update projects in place. Especially for preview releases.

#

I facepalm every time someone breaks their project doing that.

#

I didn't. I don't keep up on the forums much.

subtle ibex
#

yea better go there and read it

#

saves you some disappointmnt later

#

I was anxiously waiting for 4.20 because I need the pak encrytpion, but 4.19 has this stutter sbug

#

and now 4.20 is basically unusable for many people

#

I'm going to watch a movie and then probably go to bed

#

have a good night and good luck with your update

maiden swift
#

OK, thanks for the heads up. Checking out the forum thread.

#

Thanks. ๐Ÿ‘

#

G'night! ๐Ÿ‘‹

subtle ibex
#

๐Ÿ’ค

maiden swift
#

Copied to 4.20 and launching now. Let's see if anything broke. ๐Ÿ˜„

tight sun
#

ok it finally started building. its so weird, it used to build so fast. The only thing I can think is I upped the resolution of the textures for two of my meshes..

maiden swift
#

A hitch like that could be due to a variety of things.

#

What lighting quality are you building with?

tight sun
#

I actually onlyjust learned that was even a thing when I was trying to find why it was stuck at zero. I haven't even found where to set that yet

maiden swift
#

Oh, then it's probably still set to Preview.

#

But just in case: click the little down arrow next to the Build button, then hover on Lighting Quality and tell me what's selected.

tight sun
#

its set to high actually

maiden swift
#

That would definitely increase build times.

#

Although if you haven't changed it recently, that may not be the cause. Maybe you're already used to High build times.

tight sun
#

it used to build in about a minute at most, not its chugging away been about 15 minutes and its only done 10%

#

once the lighting is build, in theory could you move a mesh through the environment using the sequencer, and it would all be dynamic light right?

maiden swift
#

Only if the mesh is set to Movable.

tight sun
#

O

#

I'm just moving the mesh in sequencer

maiden swift
#

If that's working then it's probably already set to Movable.

#

And if the light interacting with the mesh is dynamic, of course.

tight sun
#

it seems to be but yeah its just weird how the build times jumped, it has to be the higher res textures I made in substance painter

maiden swift
#

What resolution did you increase them to?

tight sun
#

i didnt build this map, i bought it

maiden swift
#

Ah, OK.

tight sun
#

for the drone, I made it from 1024 to 4k

#

and its maybe 6 diff meshes

#

Anyway I'm just glad its building thanks for ur help I'll mess with the lighting quality too

maiden swift
#

Of course. Sorry I couldn't shed more light on the situation.

tight sun
#

Im using a slower CPU too at home compared to at work so that probably slows it somewhat but still not such a huge difference. Anyway I'm sure its something I did lol

maiden swift
#

If I remember correctly, texture resolution does affect lighting builds, so increasing from 1024 to 4K would have a pretty significant effect. That's a 4x increase in resolution.

tight sun
#

yeah it was probably that. its probably overkill for what I'm doing, I might try change it back to 2k and see if it improves

maiden swift
#

4.20 update is looking good so far. Automation tests passed with zero fails, maps loading with no warnings/errors, lighting builds with no errors.

#

Pretty stoked. ๐Ÿ˜„

#

With that, I'm off. Goodnight folks!

#

๐Ÿ˜ด

grim sinew
#

Lightmass can only multithread multiple objects. Having something over 512x512 resolution on a lightmap is going to make lightmass start to cry.

#

So if you have a 4k lightmap, you're throwing a load at it that's 32x greater than it ever expected for a single object, and it's only effectively being processed on one core.

south ridge
#

Heh. I noticed that yeah

#

We have to have 2k lightmaps on a small set of objects to keep the resolution

plush yew
#

uh oh

#

someone seems to be raiding answerhub and posting random links to pirated movies there

#

obviously fake but still

coarse wigeon
#

Dont click on them

#

Report them

plush yew
#

has this happened before ๐Ÿ˜…

coarse wigeon
#

yeah

plush yew
#

he's made like 10 questions already

coarse wigeon
#

Report it and move on

#

Do not reply or anything

plush yew
#

yea

raven kayak
#

I wanna make a ww2 fortnitey type game. but then i remembered there was kinda something like that. battlefield heroes :S. think I can still make something like that?

#

in terms of would ppl wanna play it , or will get backlash. obv try and make it , its own thing

grim sinew
#

Anyone who claims they can give you a definitive answer on whether or not people would play a particular game idea is lying. Any game could do well if they're made well.

#

And if they find a market

#

"fortnitey" implies 100 player multiplayer, which for an indie game is a death sentence unless you get a huge publisher behind you. That's just not a very likely thing to have happen without a huge community.

#

Indie games should never be reliant on multiplayer to function, since for all you know you might get 50 sales and that's it.

wary wave
#

I could imagine people playing a Fortnite styled WW2 game for sure, but your biggest problem as always is going to be execution and getting people to actually play it

#

to be able to support a battle royale player count, you need thousands of concurrent players, which usually translates to needing hundreds of thousands of sales

#

which isn't very realistic for most indie games

raven kayak
#

mmm , how would i be able to accomplish this on a smaller scale. I like the art style. but it doesn't have to be battle royale i guess. though multiplayer would be nice. I'm thinking something that would translate well on a switch.

#

how far can one make a game in blueprints, before you switch gameplay elements over to work for multiplayer? If in start im just working on making the character move and shoot and do things

wary wave
#

if it must be multiplayer, think small

#

like a 4 player FFA, or at most, 3v3 team play

#

if it can be played locally with friends, that's also beneficial

raven kayak
#

OKay then it would have to be my other game idea, which is more arena style

#

Does the amount of players affect how the game is coded on the foundation?

languid shard
#

for the switch, in terms of MP think of something like splatoon

#

small teams vs

grim sinew
#

Sometimes does. If you have super complex expensive replicating objects, that's gonna bog down 100 players. For 3-8 players though... you're probably fine no matter what really.

raven kayak
#

okay awesome, but I rate a ww2 themed game wouldnt work well for such small numbers

languid shard
#

why not ?

#

could be about coverops

#

spy agencies

raven kayak
#

id more like a vs type game than a story driven co-op game

#

minimal story, just work on gameplay and fun

#

but yea, starting small sounds great really. if its actually worth smething. i can think big in v2. with investment and staff

#

thanks for the advise

cloud cobalt
#

@raven kayak Competitive multiplayer is overall not a good idea as an indie

#

Reasons include : can't have many online players, can't fight piracy, can't afford plenty of hosting, etc

rose quartz
#

Hello im trying to create my own Pc for Game design and can somebody help me with the right specs for it because my pc is getting old and its to slow for some stuff

plush yew
#

hey is someone here a bit familiar with vxgi ue4?

#

i have a noob question

subtle ibex
#

@rose quartz the best you can afford with lots of Ram, 32MB minimum

rose quartz
#

oke well i did see a xeon e5 with startubg 8gb but it can be max to 512 gb

hot drum
rose quartz
#

and with a Quattro card in it