#ue4-general

1 messages Β· Page 281 of 1

cloud cobalt
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Don't

hot drum
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It wont let me save

cloud cobalt
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@rose quartz Do yourself a service and get a 1070/1080

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Definitely not anything like a "pro" GPU

rose quartz
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oke because this was like 699 euro

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because i have now a gt960 oc

cloud cobalt
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699 for the GPU ?

rose quartz
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no complete system

cloud cobalt
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That's probably a bit low-cost, are you reusing parts from your current machine ?

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Case, power supply, hard drives, etc

rose quartz
quiet copper
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servers are up boiiiii

cloud cobalt
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That's not really UE4 hardware here

languid shard
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that quadro isn't really powerful

hot drum
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Ok I fixed my issue, I found out that I had two instances of the same project open

rose quartz
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Thats what theu told me :S and thats why im now here

languid shard
#

the xeon is decent

subtle ibex
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@hot drum common mistake

languid shard
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but that frequency is a bit low though

rose quartz
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I have now a fx6350 with 16gb 1800 ddr3 and 2 ssd drives and gforce 960oc

cloud cobalt
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What do you have right now ? Swap the CPU, motherboard, RAM & GPU - get a 1060 with a good i7, put it in your current case, you're good

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Keep the drives, power supply, etc

rose quartz
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with high l3 cache?

hot drum
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@subtle ibex Hah, good thing I caught that soon, otherwise I would've pulled my hair out over that for hours and hours

languid shard
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it just occured to me that the coffee lake i7 lineup only has two desktop CPUs ?

cloud cobalt
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@rose quartz an i7-7700K would be my pick for a new computer today

languid shard
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the 8700 and 8700k

cloud cobalt
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8700 is like 5% faster, 10% costlier

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A 7700, cheapest motherboard that supports it, 16GB RAM

languid shard
#

yeah that'll work

cloud cobalt
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1070 if you can afford it, else a 1060

rose quartz
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but its like only 8mb cache on it

languid shard
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I pushed my 8700k to 4.8ghz so far, so I guess its something like 7% faster than the 7700 ? πŸ˜‚

cloud cobalt
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I currently have a 3770, which is old, and it's still very capable

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CPUs get better really slowly these days

subtle ibex
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its the number of cores that makes the difference nowadays

rose quartz
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oke well i looking for a board that can do like 64gb

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also i thought the cache because the speed what it wil reduce

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or i mean like it can be quicker

cloud cobalt
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Don't bother looking at the specs

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Look up on the net which CPU performs better overall

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You want an i7 because light baking, shader compilation, etc will need as much CPU cores as you can get

languid shard
cloud cobalt
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You want a fast one because games

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And you still want something cheap because 700€ is kind of average

languid shard
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problem with UE4 is that you want both cores and hz

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πŸ˜„

cloud cobalt
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Hence the 7700 πŸ˜ƒ

languid shard
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its all about finding the right balance between these

rose quartz
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Yea

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i know

cloud cobalt
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I'd consider sticking with the 960 and replacing the CPU tbh

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Until you can afford a 1080

rose quartz
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πŸ˜›

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100 euro hahaha

languid shard
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4 cores ain't enough nowadays

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@cloud cobalt have you oc'd your 3770k ?

rose quartz
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6700k for like 60 euro and then the prices go like creazy up

plush yew
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hey im using that cpu

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since 2012

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lol

rose quartz
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@plush yew and how is it working for you?

winged crypt
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Not sure where to post this, not sure what's causing it - anyone seen this before?

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Complete crash

calm wadi
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Hi, when the docs say pass a variable on cmd line (e.g. Pass -ddc=noshared on the command line.) How is it recommended you set this up to run each time. Is it a PIE preferences thing?

spark cedar
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Hi, sorry this might be a straightforward question but how can I force the full screen on my packaged game? I tried several solutions found in the Unreal forums, with no luck so far. Can someone give me a solution? (I'm on 4.14)

cloud cobalt
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setres 1920x1080f

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Console command

wary wave
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should also be a config setting, I think?

stray shoal
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Guys, how to send personal message via Discord?

wary wave
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just click on the person's user name

odd steeple
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Hello, I am having trouble with FBX importation with collision. Here are my settings:

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There's only two cube's represented as the collision, the box that looks like it may be my MasterCube geo in Maya, and a floor collision that is phasing in and out of visibility. Also the imported collision looks like it has a beveled edge now.

plush yew
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Can anyone recompile the BTUtilityPlugin for 4.20 for me? I keep getting: failed to compile, please try rebuilding from source manually Newest version is 4.18

spark cedar
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@cloud cobalt thanks! Where should I put this?

cloud cobalt
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It's a console command

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It's up to you to see how to use it in your game

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Most games have a full screen option

spark cedar
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Alright, so I just enter this and my package should be full screen by default?

raven kayak
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is it fine to build objects in unreal ?

cloud cobalt
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@spark cedar No, it will just set the running game to FS

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You should put a button on your settings menu and call the console command when it's changed

spark cedar
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@cloud cobalt ah okay, what I'm looking for is a solution to put my the full screen by default on my packaged game

cloud cobalt
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DefaultGameUserSettings.ini, look for FullscreenMode ?

spark cedar
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I tried that yeah but didn't work... 😦

sullen wraith
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how do i add a variable to a player that is persistent even after death?

vale halo
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Your best bet is probably the player state

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Or player controller

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But it very much depends on how death works in your game I’d say

sullen wraith
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whats difference between the state and controller

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it's in multiplayer

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if that helps

opaque salmon
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Are the grants done in rounds instead of always being available to apply for?

cloud cobalt
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You can always apply to them, not that you should bother

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They're granted in rounds from time to time when Epic feels like doing some headlines

grim ore
safe rose
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damn @fierce tulip cartdge shutting down so fast for you 😦

sonic pagoda
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have you guys ever tried copying a widget such as graphics settings from 1 project o another different project

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im currently getting a crash, i removed all references to anything that might cause an error but still crashes right on trying to open the widget in the other project

manic pawn
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use the migrate content tool

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you can't just copy paste the files

sonic pagoda
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hehehehe... you are right.... the thing is... i copy paste all the time lol i know its wrong but it usually just works for a lot of things... but yea im going to do it the right way @manic pawn thanks

manic pawn
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uasset files are really not meant to be touched by something outside the editor ever

sonic pagoda
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dammit, i just copied like 3000 files

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lmao

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"migrated"

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holding myself not to make a trump joke right now

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especially since the situation is anot a joke

manic pawn
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🀦

sonic pagoda
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yea im just making it worse huh

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well good news

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the widget was migrated!

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now compiling shaders, 42,000 left... maybe i can make a cross-over game that is about a rat trying to escape from a 4 player local top down twin stick shooter

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Rats Will Rule The World

manic pawn
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how on earth did you reach 42000 shaders

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sounds like you need to reuse more or use more material instances

sonic pagoda
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well they arent all in use

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i have a lot of content packs

cloud cobalt
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You might want to remove that, since UE4 will put all of that in the final game, used or not.

sonic pagoda
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how many shaders does a game typically have

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are you sure? im pretty sure ue4 does not package unused or unreferenced assets? at least thats how i get 4gb builds from a 120gb folder

manic pawn
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huh, it does? do unused shaders not get removed in packaging like all the other unused content?

cloud cobalt
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No unused content is ever removed, unless I'm wildly mistaken and something changed drastically ?

manic pawn
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unreferenced assets aren't packaged

cloud cobalt
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I'm very sure they are

manic pawn
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unless they're in special always-package folders

sonic pagoda
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i pretty sure it works like this... the game scans for levels, and then scans those levels for assets

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at packaging

manic pawn
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I figured this out the hard way when stuff that was intended to load with asset manager was missing in game

cloud cobalt
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At the very least, I'm positive Data Assets that are not referenced anywhere in the game, will always be in the game no matter what

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That's 100% sure for all UE4 versions between 4.3 something, and 4.19

manic pawn
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why would those be special?

cloud cobalt
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I don't think they are

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I think UE4 never removes unused assets

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Like I said

manic pawn
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I'm 100% sure it does

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because I had to add folders to the always cook section in project settings to get it to package some things

sonic pagoda
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that would be impossible stranger, think about my case, 120gb of content, 4gb build... thats physically impossible if it did not removed unused assets

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digitally impossible

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physically too

cloud cobalt
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Then I guess data assets are special

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Or UE4 physically runs the game at packaging to prune content

sonic pagoda
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well you have to include the maps

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that are going to be packaged

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or else none are

cloud cobalt
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Because like I said - our assets are never referenced in any level or asset or code

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That includes like, 70% of the game content

manic pawn
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then what loads them?

cloud cobalt
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On startup, we look at all the "spacecraft data assets" or "asteroid data asset" or... and then we load that.

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No hard link anywhere

manic pawn
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how are you doing that? with the asset manager / primary assets?

cloud cobalt
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Here's a simple example

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It's the asset registry, not the asset manager.

manic pawn
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huh

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I had no idea the asset registry was available at runtime

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🀦

cloud cobalt
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To be honest i'm not sure what the asset manager is, I think it's a recent addition to make it easier ?

manic pawn
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it basically lets you do this same thing but async

cloud cobalt
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Okay, cool.

manic pawn
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searching for references to data assets doesn't show anything that would indicate them getting special handling in packaging

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I'm confused

cloud cobalt
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Now if the data assets are special, then it makes sense

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My DAs link to all the other content

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Because none of the other content is referred to directly either

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I've seen this discussed plenty of times here, I thought everyone agreed that UE4 doesn't prune anything

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Might be wrong, but it's curious

manic pawn
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let's make a test

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simple project with an unused mesh, and see if it ends up in the pak file

cloud cobalt
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πŸ‘

manic pawn
#

hm

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it did package the unused mesh

sonic pagoda
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so how am i getting 4gb from 120gb of files

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magic?

manic pawn
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we don't know yet

cloud cobalt
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Compression and removal of sources

sonic pagoda
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compression for 120gb to 4gb is currently impossible, afaik...

cloud cobalt
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Textures before cooking are source + compressed version for example

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So they're like 10x heavier

sonic pagoda
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ah

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i probably have a special noob version of ue4 that knows im a noob and just accounts for all of the complicated stuff that i would have messed up

cloud cobalt
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You might also not package all levels

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Lightmaps are heavy

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Or you might have taken the size of your entire project rather than content

sonic pagoda
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yes im talking about the folder size on the hdd

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and then the folder size after built as an .exe

manic pawn
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aha

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as soon as you start using this setting

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it will only package content that is referenced by these maps

sonic pagoda
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ahhh

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there we go

cloud cobalt
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@sonic pagoda Folder size of your entire project ?

sonic pagoda
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so all of us were right, actually.. thats something i always do , i always make that list

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yes stranger, the entire project

cloud cobalt
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Because that includes a shit ton of generated stuff that doesn't go into the client

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Backups, typically (auto save)

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Or your debugging symbols, or Visual Studio data, or crash dumps, or...

sonic pagoda
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ah

manic pawn
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so by default it packages everything until you set it up

cloud cobalt
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Great work here @manic pawn

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Have to go here, see you guys soon

sonic pagoda
#

πŸ–

muted jasper
#

I have been wondering what is the corolation between between fps in editor and a packaged game? Are they 1 to 1 or is there a difference?

manic pawn
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the editor has tons of overhead, packaged game is always faster

sonic pagoda
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HUGE

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difference

muted jasper
#

good to know

manic pawn
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ideally you'd package with the Test config to profile stuff

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never in the editor

sonic pagoda
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a quick way to get closer to your built project "Fps' would be to play in standalone mode, and minimize the editor, as per the ue4 official video livestream on that subject

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but yea, package is always best for the truest test

muted jasper
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@sonic pagoda I will have to check out that livestream, thanks.

sonic pagoda
muted jasper
#

Thank you both for your quick and helpful responses

sonic pagoda
#

πŸ‘

cedar snow
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@cloud cobalt out of curiosity, couldn't you have also used a DataAsset for the FlareQuestCatalog?

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or would that imply more work (in editor) as you'd need to configure the DataAsset with all the available quests?

charred dove
#

im on 4.20, i deleted the Saved and Intermediate folders, and the project wont load back up, is this a bug? as it has worked on every other project iv made?

grim ore
#

Yes?

sonic pagoda
#

Assertion failed: !PinRef->bWasTrashed [File:D:\Build++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Engine\Private\EdGraph\EdGraphPin.cpp] [Line: 1840]

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trying to open a widget migrated from another project

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i must have deleted some obscure reference somewhere

sonic pagoda
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fixed it

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was casting to bp's that didnt exist in the other proejct

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working again, "again"

abstract marsh
#

But if you guys happen to know a friend or some available artist I'd be happy to check them out

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This style is just way too pretty.

wispy plume
#

Hello everyone, i've been dabbling with AI and environments queries. Could anyone tell me why i cant use the query templates that show on the top right? I have a query available called FindHidingSpot. So i have no clue why it doesnt let me select one

steady hinge
#

When creating a 'button' inside of a widget blueprint, is there any way to create a 'collision area' that is something other than just a square?

I am trying to make buttons that are shaped like circles and triangles, so I am simply using an alpha to mask the image for the button, but then the area where you click on said button overlaps into the area where you click on a totally different button in my ui...

Is there a way to do this other than creating a lot of small squares? Is there a downside to using the many small squares method, other than taking a long time?

grim ore
#

as far as I know non square collision for UMG is not available right now 😦 You might be able to override the mouse down then somehow see if where you moused down has your button color or if its clear and then determine if the button should fire from that?

steady hinge
#

Time for me to do some more testing.

vale osprey
#

Is it a bug or UE4 really likes to consume all available CPU resource when installing ?

manic pawn
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why wouldn't it?

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install as fast as it can

vale osprey
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Interferes with my dinner plans

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Have to watch YouTube on a phone

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Can’t even open bloody resource manager

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Just trying to figure out if this is normal

manic pawn
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don't think it's ever blocked my pc completely

vale osprey
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Hmm, maybe it needs more space than I have on c partition

cursive dirge
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@vale osprey just installing the binary version?

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I haven't noticed that myself

vale osprey
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yeap

cursive dirge
#

when building from source, it pretty much halts the whole computer πŸ˜„

vale osprey
#

hmmm

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well, I'll keep in mind for feature

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to leave installing overnight

manic pawn
#

wym overnight it only takes a few minutes

cursive dirge
#

that depends on your connection

manic pawn
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download is the slowest part

cursive dirge
#

oh, I thought he was talking about download part

vale osprey
#

Nah, it downloaded in few minutes

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I think it’s an issue with free space

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Like it tries to unpack it on c and waits for swap file to shrink or something

limpid sandal
#

After running a behaviour tree, it is supposed to run again and again automatically right?

pure mesa
#

My world outline is not updated with spawned agents, even though the agent count is increased. Anyone else having this?

primal prairie
#

😩

limpid sandal
#

welp did you rename anything

primal prairie
#

nope

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but my pc didnt turn off properly earlier

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i really dont want this to have corrupted..

limpid sandal
#

oh well its corrupted

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try opening with another engine version

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save is your best friend

primal prairie
#

i guess thats that gone then

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fuck my pc recently

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microphone corrupted

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now my files

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does UE4 autosave backup?

limpid sandal
#

nop

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only vcs and ctrl-s

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its so simple man cmon

grim sinew
#

Yes it does. Check your saved folder in the project.

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Unreal keeps 5 incremental saves of every file and 5 autosaves.

vivid ore
#

I'm a coordinator, I'm looking for people to work on the project Paragon Battle royale, we need enthusiasts, write to me if you liked the idea, we are all happy

charred dove
#

after my character jumps out of the water, i set his movement mode back to walking, when he lands it automatically goes back to swimming? any idea's how to stop this?

grim sinew
primal prairie
#

ill have a look thank you @grim sinew

grim sinew
#

I meant to post in there, since that's what your post is

#

It's a channel dedicated to that

wild glacier
primal prairie
#

use shazam

#

@grim sinew how do i replace a file with thee autosave?

grim sinew
#

Copy and paste.

limpid sandal
#

I'm stuck in ue4 :(

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Been a while since I've left a year ago

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My behaviour tree ain't running

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It does, the first time

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Then no re-loop, heck not even the second sequence is ran

grim ore
#

do your nodes for your sequence have ends so it knows the node is finished and the next part can run?

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assuming your using custom nodes

limpid sandal
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@grim ore One sequence on the root that runs : 2 sequences and a 1s wait. These 2 child sequences have some conditional decorators. The first is a move to actor - attack and the other one is move to (spawn) location

Only custom task is the attack and I call finish task. It neither loops nor runs more than 1 task node, without it having effect

grim ore
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yeah the finish node was my only thought 😦

limpid sandal
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@grim ore that's what I thought , I even added a loop decorator on the root sequence

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Still won't work and I'm stuck

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Runs only once on a test task that prints 'haha' and then kinda stays there

grim ore
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super weird

limpid sandal
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The embarrassing thing is that I was teaching a guy and then it didn't work

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@grim ore Is it proper practise to change billboard values from my aicontroller? I guess so

grim ore
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blackboard values? yeah

limpid sandal
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Then everything's cool, last thing I have to check to work through it would be to add some notify s :/

charred dove
#

iv been struggling with this problem for hours, i have gone though all of my code disabling each of it to the find the error, but it keeps happening.
after i set my pawn to swimming, every time i set it back, it goes back to swimming???

grim ore
#

so every one of your nodes that sets the movement to swimming is disabled and it still does it?

charred dove
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yep

grim ore
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well this is what you call but where do you call it?

charred dove
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1 place in my water

grim ore
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and if you disable that the issue is gone right?

charred dove
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when he overlaps with the water basicly

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no

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well i cant reproduce the issue if i cant swim in the first place

twin grotto
#

Hi

grim ore
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true but you can verify that is causing the issue if you do that

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have you put a breakpoint on the set movement mode so you can catch it when it triggers and see what caused it?

charred dove
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its not printing that its making the character swim, so it cant be causing the issue?

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yes, nothing triggers

grim ore
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well it has to trigger atleast once right?

charred dove
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yes, the first time i go in the water

grim ore
#

and where do you set the movement mode back to normal?

charred dove
#

i have changed that all up now, im checking and setting it on a loop (super inefficient) because it works that way, instead of when he stops overlapping the water

grim ore
#

any reason to not set it when he leaves the water?

charred dove
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thats whats causing the problem

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i tried, but when he lands, he goes back to swimming for no reason

grim ore
#

ok so the setting it back to walking you debugged that to make sure it's firing?

charred dove
#

il have another do to see what happens after the walking

grim ore
#

well just setting a breakpoint on any of your set nodes should help figure out the order

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alternately are you sure you only have 2 nodes doing set movement mode? have you tried doing the find in blueprints to verify

charred dove
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yep

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iv gone though and disabled each start node in both blueprints

limpid sandal
#

@grim ore just a recap to see if I'm wrong; you know my behaviour tree. I'm having the ai controller do the blackboard setup, and then run the tree. On some event on my blueprint inside the controlled pawn, I update some billboard values through the controller. Any suspicious thing here?

grim ore
#

None that I can see, updating the blackboard is pretty common especially if stuff changes like the player dies or new target or i dunno ran out of ammo and such

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what do you update in the billboard and how is it used? even if it was a bad value the node should just fail and move on I would assume

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or give you a ton of errors when you hit stop

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yeah I just dug out an old AI example which still works. I did a delay of 2 seconds in my AI Controller that sets my player key blackboard value to NONE instead of the player and it worked fine, set the value to None, and then when the sequence I was running couldnt find the None target anymore if failed back up to the beginning node and just sat there doing nothing

limpid sandal
#

@grim ore just some boolean flags. Thanks for the help. Ill call it a day for now

grim ore
#

yeah should be no issues. I tested it completely and this is a project from like 4.15 and no problems. I did have a "problem" where my service was only firing once but that was because I had it hooked up to activate and not tick lol

worthy jungle
#

hey gang, newb here

#

i have a problem, got the dreaded "Myproject could not be compiled try rebuilding from source manually" when trying to open my .uproject

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i've tried deleting Binaries, Build, Intermediate, Saved no love

grim ore
#

I know it's weird but did you try to recomplile the project in VS?

worthy jungle
#

not yet, not a programmer so didnt take that step yet

sonic pagoda
#

@worthy jungle what version are you on? and when did your project last work, what has changed from it working to now not being compiled?

#

did you try to switch engine version and then maybe forgot to install aplugin that was on the last engine version

wraith bloom
#

Has anyone imported their own footage into a Composure project? I'm struggling to figure out how to add my own....

worthy jungle
#

@sonic pagoda nope. I did try adding a C++ class but it failed when i did it...

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(last time i had project open)

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i'm on 4.18

sonic pagoda
#

you will need to compile your projects files now that you've added 1 c++ file its become a code project

worthy jungle
#

ok, figured thats where this was headed. I'm going down that path ....thanks

sonic pagoda
#

yeah its scary in the beginning i know

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ive been there

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but it gets easier, and less daunting

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once you get into a healthy habit of opening up VS

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but pretty much just right click on your .uproject

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generate vs files

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and then open that and right click on your projects name and where it says build or rebuild just click that

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theres probably a better explanation out there on the internets

grim ore
#

You can always remove that C++ file and change back the .uproject if you really did not need it

worthy jungle
#

@grim ore any idea where it might live? i didnt add anything in particular, just did a menu pulldown (as a test)

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@sonic pagoda tjamls. o

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@sonic pagoda thanks, i'll try that once update VS

grim ore
#

The Source folder holds all the C++ code, you can delete that. Then edit the .uproject with like notepad and remove the modules section similar to this one "Modules": [ { "Name": "FP419", "Type": "Runtime", "LoadingPhase": "Default" } ]

#

I just tested it, added a c++ file and didn't compile. shut it down, tried to open and it complained about needing to recompile. Deleted the Source folder, updated the .uproject, project is back to being BP only

worthy jungle
#

@grim ore ok, tried that...didnt work here is my .uproject

#

{
"FileVersion": 3,
"EngineAssociation": "4.18",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "MyProject",
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine"
]
}
],
"Plugins": [
{
"Name": "ApexDestruction",
"Enabled": true
}
]
}

#

(after removing "Modules" of coures)

#

oops sorry wrong paste

#

{
"FileVersion": 3,
"EngineAssociation": "4.18",
"Category": "",
"Description": "",

"Plugins": [
    {
        "Name": "ApexDestruction",
        "Enabled": true
    }
]

}

#

(that was the before, this is after)

grim ore
#

well remove the space between description and plugins and it looks ok here

#

maybe the apex plugin is an issue but I doubt it, it's an engine plugin

worthy jungle
#

holycrap

#

that worked! You guys rock!

#

thanks so much!

grim ore
#

Yay so far

plush yew
#

@worthy jungle you haven't gotten into adding cpp to ur project yet?

#

it's good to do that because i use some code plugins from the marketplace in my game that are really vital to the functionality. even if you don't use a single line of CPP. my game is BP based.

#

look at allar adding cpp to unreal on google for the itemized steps (first result)

lost seal
#

I'm just getting started with UE4. I created a starter third person project, I downloaded an animation from maximo called Strike Forward Jog, choose the option without skin. When I import the fbx to UE4 and choose the UE_Mannequin_Skeleton it gives an error : Mesh contains root bone as root but animation doesn't contain the root track. How can I solve this issue and then bind my new animation to a keyboard key
Thank you very much for your help!

tawdry raptor
#

If I make a 3rd person or 1st person game in unreal can I make it a vr game by the push of a button or do I need to start from scratch?

grim ore
#

@lost seal It's a known issue, there are a few fixes but they mainly consists of making a new skeleton you can use and getting it from mixamo or fixing that issue in your DCC program like maya or blender

#

@tawdry raptor you can import the VR Feature pack which will give you all the basic VR setup for the player and you can then use those instead of your existing player. Alternately you can make your VR pawn from scratch, all of those tools are in the engine. The template just sets up the defaults and gives you a hand with some things like the player

viral herald
#

hey guys, im working on a game and was wondering if someone has already completed a game and ahs expereince is programming to give me some pointers on how things should progress and what to focus on

#

if someone has that kind of experience, could you please contact me so i can ask some questions?

#

would really appreicate it

pallid compass
#

that is such a broad question

#

sort of like

#

"whats the right way to make a rocket?"

grim ore
lost seal
#

@grim ore thanks a lot for the answer! I liked the style of the default character mannequin, how should I proceed please ? πŸ˜ƒ

grim ore
#

@lost seal I don't know what software you have available to you to fix the issue but google that error and start researching I would guess. There are multiple ways of fixing it and if you are using 4.20 I think it even has a new error 😦

lost seal
#

@grim ore I'm using 4.20. I tried searching google and that's why I came hjere :/

viral herald
#

@pallid compass , basically, i got decent progress, just want to know what would be the ebst approach form here

glacial arch
#

Hey guys, anybody got experience with compute shaders in UE4?

#

Trying to offload my mesh generation onto the GPU

grim ore
#

I found word of WARNING for mixamo rigs... UE 4.20 now appears to import the 'mixamorig' prefix for mixamo skeleton, so existing rigs and animations will no longer match with pre-4.20 rigs... either reimport your rigs with the new rigs, or change any new anims to the old rigs (no prefix)… do it now or pay for it later :-) in the 4.20 release thread, might be causing some of the issue

#

it seems like making sure you use the mixamo skeleton is important when importing them, not trying to import them against the ue4 skeleton

#

then you can retarget once they are in the engine

lost seal
#

Yeah that's what I understood too but that's a lot of things to do for such a 'simple task as to add an animation' and I'm a complete beginner. I think i'll just wait for the issue to be fixed

grim ore
#

It wont be fixed, mixamo is not really supported anymore

lost seal
#

Thanks a lot for your help though!!

#

arf

grim ore
#

its more of a workflow for getting an unsupported product into the engine

lost seal
#

where should I look then if I want a free animation of my skeleton kicking a ball

glacial arch
#

inside yourself young student

#

for real though animation aint that hard

#

i learned it to a passable degree in a few months

grim ore
#

If you want free Mixamo can work but it's work. If you want no work, you will probably have to pay

lost seal
#

Ok, I'll go for the retarget route then, ty

odd steeple
#

@grim ore Thanks for the link! I tried some suggestions there but still can't get my collision to work. I appreciate the info though.

ocean flare
#

I'm brand new to Unreal, just trying to play with some lighting, texturing, and general map design

#

So I'm trying to use point lights to illuminate a room, but the lights barely have any power behind the,

#

them

remote roost
#

Raise intensity

#

lol

ocean flare
#

That's not the issue

#

sec

#

At first, I had the light inside a glass dome attached to a stick, so I thought maybe some shit was blocking it weird, like it was clipped inside of something

#

So I added a new one, same thing.

#

If I rotate it 180 degrees, nothing changes, so it has to be related to something else.

#

@remote roost

grim ore
#

well that light is set to stationary so you have to build lighting to see the actual results

#

and then the light quality is going to be affected by your mesh UV's and it's light settings

#

do you have the issue with it on movable?

sullen wraith
#

i want ot have flying cards flying around the background of my city, what is the best way to get this done?

#

cars*

grim ore
#

check out the Infiltrator Demo on the learn tab in the launcher, it has that in the 2nd part of it

sullen wraith
#

will do πŸ˜ƒ thanks legend πŸ˜ƒ

#

games coming along slowly, each little thing I accomplish is like a sudden burst of happyness, cause i spend hours trying to learn each aspect πŸ˜‚

grim ore
#

I would assume they are just meshes with the appropriate textures based on distance

sullen wraith
#

I finally got my skins randomizing on spawn πŸ˜ƒ

#

not sure if its the most efficient way

#

random integer > branch, if value == value then use branch to set skeletal mesh

#

if false, moves down to next line

#

if value == different value etc

#

where is the learn tab?

grim ore
#

If you are doing something based on an int like that, look at the Select Node instead of branching branches

#

on the launcher on the left, should be the 2nd tab down

sullen wraith
#

you have to speak dumb to me, I'm from LUA, all this stuff is new to me πŸ˜‚

ocean flare
#

@grim ore I built the whole project before posting here

#

I also set them to moveable and rebuilt lighting. Exact same thing

sullen wraith
#

where is the learn tab? cant fnd it

ocean flare
#

All the wall meshes are exactly the same, and so are the ceiling and floor, so there should be 0 issues with the meshes or anything being different

grim ore
#

well movable doesnt need to rebuild, it should just light up stuff. Are the lights themselves the issue or is in that level or your project? Im assuming you dropped a light into a new level and it worked fine?

#

@sullen wraith on the launcher, not in the engine itself but the launcher that launcher the engine.

ocean flare
#

I'll start a new level and test. This is my first time playing with unreal

#

Just trying to build a house lol

grim ore
#

it does kinda seem off but dropping a light into a new level with just the default floor might help figure out what is going wrong. It should be fairly round for the light, yours looks kinda off on one side

#

Maybe its the fact you scaled it? I never scaled a light lol

ocean flare
#

Default light does the same thing

#

and rotating keeps the light going in the same direction

grim ore
#

well rotating wont matter on a point light, its a round light from the center

ocean flare
#

Yeah, but it's not round

#

haha

grim ore
#

so dropping a light into a new default level gets that weird cut off issue? if so uh... video drivers lol?

#

or hell restart the engine

ocean flare
#

I did

#

Video drivers up to date

safe rose
#

Anyone else having issues uploading their builds up to Steam? I think the update may have broken a few things.

ocean flare
#

Im starting a blank room

grim ore
ocean flare
#

Same for me

#

that's what I did

#

so I still can't figure out why it doesn't work on my first level

grim ore
#

well you get the same result i pasted above? no issues

ocean flare
#

yes

#

full circle

grim ore
#

ok so it's something in the level then. a setting or your meshes. Are they default meshes or you brought something in?

ocean flare
#

default

grim ore
#

do you have an IES profile set up on it?

sullen wraith
#

mathew, you're the biggest helper on here, always on helping out, are you from epic? game dev or what

grim ore
#

I am a game dev and a teachery type person and I have done some learning stuff for Epic before

#

That and I have no real work to speak of so I get to do whatever I want all day including hang out in here lol

inner yacht
#

how can i replicate set actor loc and rot? Ive done it before I believe run as server in the player controller.Can someone verify this is the correct way or not thanks

remote roost
#

thinking of switching over to unity tbh

mint sequoia
#

So with epic constantly backlogging pretty much every PR.. do they have a plan to go through them at some point? And how are they going to catch up? Presumably they're ignoring the engine to focus on Fortnite

safe rose
#

Fortnite or Bust

#

No marketplace asset creator is crying about that now

#

They do need to work on VR again

#

because this shit is broke in 4.19

#

on Rift

#

(hope 4.20 is better, fixed)

sullen wraith
#

any good multiplayer tps kits? currently got one but it doesn't allow weapons unequipted

#

want to be able to implement it in an inventory system, if nothing equipted standard run anims

sullen wraith
#

are all sounds assets in the learn demos free to use?

limpid sandal
#

C# much better to wrestle with tbh

#

buuuuuuuuuut not ue

worthy jungle
#

hey gang, i have a Blueprint problem (newb) hoping someone can help

#

or at least point in right direction

#

i'm just trying to spawn an emitter; run it through WhileLoop until MaxDuration is hit, then kill it

#

its not dying; nor is the emitter (a beam) inheritng the source/target geometry, its just short @ 0,0,0 (not reading in the 'beam_begin' and 'beam_end' actors referenced inside the beam emitter type).

#

also, Delay not working anywhere here and it just RIPS through my loop count

grim ore
#

Well your delay is not hooked up to anything

#

And delays won't work in loops generally

#

Any node that has an execute input, the white arrows at the top, have to be hooked up to an execute wire or it will not execute.

worthy jungle
#

ah ok

#

i did try delay in every position i could think of, this has it removed

#

any suggestions how i might slow this thing down?

grim ore
#

What are you trying to do?

worthy jungle
#

fire emitter once, check the MaxDuration value....fire again...etc. then kill when value hit

grim ore
#

Let the emitter kill itself is the easiest way

worthy jungle
#

well, here's the thing...the duration is coming from outside the engine...it's going to be a variable comiing from an external datafile

raven kayak
#

man, RIME has been sitting on my ps4 for months now. never bothered to open. but it does look beautiful. I'm loving this art style

grim ore
#

Otherwise you can spawn the emitter, save the output in a variable, then delay the duration, then destroy the emitter based on your saved variable

worthy jungle
#

hmm...k i'll try building that (kinda reverse of what i have)

grim ore
#

Well it's literally what you want right? Spawn, wait, destroy.

worthy jungle
#

right, thanks @grim ore

#

also, since beam, i dont think it will 'kill itself' like a regular particle emitter

#

also, its the beam is not picking up it's start/end points, but i dont expect u to know how do to THAT πŸ˜ƒ

grim ore
#

So your not really setting the duration on the emitter your just spawning an infinite particle and then destroying it later.

worthy jungle
#

yeah, thats the hack

grim ore
#

Then yeah spawn it and save the output variable for later so you can destroy it when done.

worthy jungle
#

by output variable, what do you mean exactlyu?

#

the while loop, increment stuff?

grim ore
#

The blue output pin, that is a reference to the spawned emitter.

worthy jungle
#

ah, right ok

grim ore
#

The return value

worthy jungle
#

should i be using Destroy Actor?

#

i couldnt figure out how tto get that node to point to the EXACT single actor i want

#

i tried "Get All Actors of Class' but i know thats not right

#

and it didnt nuke all Emitters either

grim ore
#

Destroy actor should be fine.

worthy jungle
#

hmm..ok

grim ore
#

The get all actors would be fine except it's not hooked up

#

And it's slower and not needed since you should be saving the variable when you spawn it if you plan on using it later.

worthy jungle
#

how so? I have the Out Actors pin going into Target for DestroyActor

#

right, i need to switch that around; got it

grim ore
#

If it's the picture above it's not hooked up. The execute wires never run

worthy jungle
#

hmmm...okay i'll futz around thanks

#

hate to keep bothering; here's what i have ; it spawns but doesn't kill....what exactly do i have to do?

#

u mentioned 'save the variable' but not sure how

grim ore
#

Pull off the return value from the spawn and promote to variable.

#

You should watch or read the intro to bp series videos and docs as they can help cover the basics of how they should be used.

warm mountain
#

when i move the lights towards them they look normal till i build it

#

i got an error about wrapping UVs although i don't think thats the problem? Because some of my meshes with them have no issues

grim sinew
#

Are any of your lightmap UVs overlapping?

warm mountain
#

Not that i know

#

if they are they belong to a different material

#

or they are another mesh combined

#

i need to keep it big like this to keep texture density in check

#

yea doesn't seem to be it even when i seperate the overlapping one of the material

#

the weird this is that

#

the other mesh which has the exact same UV's except for a deleted wall

#

is totally fime

#

fine*

sudden agate
#

@warm mountain you need two UV CHannels. One for the texture, one for the lightmap.

#

Lightmaps are usually on UV1

#

in UV1, the UVs should not overlap and should all be within 0-1

#

something like above (out of the 0-1 range) is not allowed and UE will throw an error/warning when you build lighting

languid shard
#

aren't @warm mountain 's uvs like completely out of bound ?

sudden agate
#

Texture UVs however do not have this limitation

warm mountain
#

Rail so that means i need to create a seperate UV channel for the lightmap in UE4?

#

Life if I keep it in the box

#

I can't preserve texture density

#

@sudden agate @languid shard

languid shard
#

thats why you have to use a second UV

#

texture UV0 can overlap

#

lightmap UV1 cant @warm mountain

#

see this tutorial

warm mountain
#

i guess i'll have to develop the lightmap in the 3d software and not unreal?

#

never knew there were 2 UV maps i always thought the lightmap was automade in UE haha

sudden agate
#

unreal can generate it automatically, if your UV0 is unwrapped properly

warm mountain
#

i see

grim sinew
#

Lightmap UVs also need to be entirely in 0-1 space

#

UE tries to make lightmaps automatically, but it's not 100% reliable and it's the first thing to check if things look weird

warm mountain
#

ah

#

that makes sense

#

some of them turned out quite okay tbh

#

mainly the more simpler ones

languid shard
#

there's a plugin to batch auto UV models in max, but I've got no clue for maya

warm mountain
#

but a number of the platform meshes are screwed

#

Alrighty i'm going to test it out

#

light map UV is UV1 so I'll just

#

create a new one in the set editor

buoyant mesa
#

hi I have odd problem with unreal import into level feature. Every mesh imported this way turns out to be extremely tiny but the blueprint that it makes of them are correct size, also the pieces imported separate via normal import option works without problems.

#

So my question is why the separate meshes are not correct scale, if the blueprint combination of them are just right?

tepid bronze
#

Did anyone else have Fortnite install silently just by having the engine installed?

cloud cobalt
#

no

tepid bronze
#

I never once downloaded the game myself, installed 4.20 yesterday aaaaaand now I suddenly have Fortnite.

cloud cobalt
#

I also downloaded 4.20, but I do not have Fortnite

tepid bronze
#

Can you do me a sanity check and at check your desktop for the icon?

#

Maybe it just gave me the icon to install it and didn't actually install it. Dunno

cloud cobalt
#

Lol no I don't

warm mountain
tepid bronze
#

WTF

warm mountain
#

I feel victorious today LOL

#

i got the lightmap workin

cloud cobalt
#

I really really really doubt that Epic would push a game on your machine

tepid bronze
#

I wouldn't have thought so either, still not sure that they did. I just know for a fact that I didn't download it. I never could get into it, so I already wrote it off. o.O

#

Huh. It is just a web launcher.

#

Never mind. But still, fuck off with that icon. πŸ˜›

#

FUCKING NOPE!

#

Checked the Fortnite tab in the Epic Games Launcher and noticed the uninstall option. Regained fucking 30GB.

#

Now I know for a fact that I didn't accidentally install it. I NEVER install games to the particular drive it was on.

#

/rant

plucky reef
#

you accidentally clicked it.

cloud cobalt
#

I mean, maybe it's a bug, but a bug that triggers a 30GB download that takes hours on some connections, set the taskbar icon to a green progress bar for all that time, etc... should be widely reported

plucky reef
#

I don't know, loooooool you're the first person to encounter that bug

#

oh guys I know this is out of topic but anyone here using ryzen series? what motherboard should I buy? k7 gaming mobo , k5 gaming mobo or ultimate (yes I'm a fan of aorus since I wanna make my pc aorus build). thanks!

plush yew
#

import into level - why does every mesh has it's pivot point it its local 0,0,0 but when i import via content browser a fbx file with a finidhed room the pivot point is in world 0,0,0

hot drum
#

A n d h o w t o f ix it

#

nvm I deleted it

grim sinew
#

A little late but my guess was you just scaled it nonuniformly a ton

whole quarry
#

looks funky

plush yew
#

Hey, if I wanted to create a TV animation for my Ue4 game, can I just import a gif, or does it have to use a flipbook?

visual hollow
#

Is it possible to extraxt content from .pak file?

#

I want a muaic file.

azure dirge
#

Hello

#

What is Unreal energie? xD

whole quarry
#

Fake energie

#

@visual hollow sounds like ripping stuff. We dont support that

plush yew
#

anyone know?

tall pendant
#

one way to do an tv animation stuff could be using image media source asset to play back an image sequence in-engine

whole quarry
trim trail
#

anyone knows if datasmith plugin works for sketchup make? or is it only for pro version?

whole quarry
#

you should ask the makers of the plugin

trim trail
#

who are they?

whole quarry
#

i dont know.. where did you get the plugin from? it should also say who made it

#

and where to get support

grim sinew
#

Sketchup Make is a google product they don't support anymore

#

Looks like they took it down in 2017

#

There is a Sketchup integration for datasmith looks like, but no idea beyond that

trim trail
#

i downloaded plugin from unreal website

#

and in installation it selected my version (didnt say if its make or pro version)

#

i assumed it worked, but no export option in sketchup

wary wave
#

Datasmith plugin is Epic

#

however I would expect the additional stuff only works with the pro version

languid shard
#

datasmith only works with pro so far afaik

trim trail
#

bummer, thanks for answers

#

seems theres no plugin for blender, is it in plans?

#

ive checked skethcup website, seems they did major changes

#

going in direction of free version being only web version

flat marlin
#

Hey guys i was looking for help on unreal since im new to it. and in the project we are doing someone sent me a unreal project but i cant open it

trim trail
#

i dont like it 😦

whole quarry
#

@trim trail From what I find: https://www.blender3darchitect.com/unreal-engine/datasmith-will-speed-up-archiviz-using-the-unreal-engine/


A few points to consider:

At this moment there is no support for Cycles, but an existing API will enable anyone to code a possible integration;
Datasmith won't be free. The beta is free to enroll, but Epic Games already stated that once released, you will have to pay a fee to use Datasmith.
You have to set materials and environment correctly at the source to Datasmith to work. The purpose is to work on the model just once.```
Was from 2017, august
flat marlin
grim sinew
#

Do people even read error messages?

#

"WARNING: Exception while generating include data for UE4Editor: No 32-bit compiler toolchain found in C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\cl.exe " seems pretty clear cut

#

It says that like 5 times

whole quarry
#

I think that (newbie) people can't see the trees trough the forest

#

a lot of text and no idea where they need to look

#

and also, ye, many simply dont read

flat marlin
#

uh actually ive had to do alot of things following several error messages before

inner yacht
#

Can someone verify run on server set actor location in the player controller will work for dedicated server? Thought is how I did it last time

flat marlin
#

i looked up these errors on the internet and still no help

#

so your just gonna piss on me for not knowing

grim sinew
#

I'm not pissing on you, I just find it hard to believe.

bitter iris
#

Do mp4 files have to be rendered a specific way to work on ue4 or something?

flat marlin
#

download C++ packages that says

#

which ive done

#

Cpp link leads to 404

digital anchor
#

open your visual studio installer and check if everything needed is checked on

bitter iris
#

can someone help me in #umg

young meadow
#

Do anybody know how I can create gta5 mechanics

cloud cobalt
#

Which mechanics in particular ? GTA5 is a huge game

languid shard
#

hi can someone make me skyrim please thxbai

whole quarry
#

Always great when someone asks something like that and doesn't respond after it

grim sinew
#

It's because they didn't want a specific mechanic, they just wanted the whole game

cloud cobalt
#

Unless no one answers, then it's spamming time

flat marlin
#

yeah there's over 12 different C++ tools. and ive ticked the main ones but still nothing

cloud cobalt
#

@flat marlin Do you have Visual Studio installed ?

flat marlin
#

yes and im looking through the components now to see what i need

cloud cobalt
#

In the instller tool for 2017 you need the "desktop development for C++" thing

#

VS defaults to not supporting C++, for some reason

manic pawn
#

maybe the majority of users only gets it for c#

cloud cobalt
#

Maybe

flat marlin
#

so which of these do i need because ive already put on compiler and libraries and i still get the same error

wary wave
#

"VS defaults to not supporting C++, for some reason"

what

#

that's just weird

manic pawn
#

don't go to individual components

#

check game dev with c++ workflow on the main page

grim sinew
#

Further down do you have Visual Studio C++ core features ticked on? Or Windows 8.1 SDK?

#

And Windows 10 SDK?

flat marlin
#

uh ive only just went to individual components after the mains did nothing

grim sinew
#

Do you have the workload for C++ game development on?

flat marlin
#

also which ones theres like a few of them

grim ore
#

If you have the C++ dev on the main page checked & Windows 10 SDK on the individual checked (and installed) you should be good to go, this is assuming 2017 of course. If using 2015 you want Windows 8.1 SDK.

flat marlin
#

yup still nothing

limpid sandal
#

open the new installer and reinstall it

#

worked for me (tick the thing tho)

sullen wraith
#

if an item on the marketplace says it isn't network replicated, does that mean it wont work in multiplayer

cloud cobalt
#

@sullen wraith Yeah

sullen wraith
#

dam it, only good TPS kit is not replicated

cloud cobalt
#

Not much stuff will be drop-in multiplayer, realistically - that's not the kind of thing that can "just work"

#

Though a TPS kit could

visual belfry
#

What's a good way to compose rooms? Say I have a Room blueprint that I want to coordinate access to features of a room such as seating and light switches. Would it be easier to have seating/lightswitches as child actor components or have the room query relevant actors in its bounds on beginplay? I'm leaning heavily towards the second option, but would be interested in hearing alternatives

limpid sandal
#

So when the decorator conditional changes on the blackboard, any child task below stops executing?

visual belfry
#

only if you set Abort Self

#

default is abort None, which lets the current subtree keep executing

limpid sandal
#

@visual belfry abort self only aborts every child of the node if the condition goes false

#

?

visual belfry
#

correct

limpid sandal
#

good.

#

I've been trying to figure out how to rotate my character with a camera boom to face an enemy, but turn the camera boom as well so that the camera is on the player's back

#

touch template with joysticksk btw

visual belfry
#

Not everything from C++ is exposed to blueprints, but I'd estimate they can get you 99% of the way there

flat marlin
#

okay so i tried re installing visual studio with sdk and C++ but i still get the same error message

sullen wraith
#

my game will have a persistent currency across all servers, how can I store player data on external server/ie website to be accessed while ingame

autumn elbow
#

Hello Everyone!

#

Anyone play with Ik in unreal?

tawdry raptor
#

I have imported a 3d object that I bought online and it imported as a fbx scene and I can't copy and paste the code from a cube to make it grabable because it's a fbx scene

#

Can anyone help

autumn elbow
#

Is it a fbx Object Digi lord?

#

Can you import it as a object and not a scene?

tawdry raptor
#

It's a scene

#

It says it's an fbx scene but I removed the camera and light so now it's just 2 files which is a hand held radad

#

Radar

autumn elbow
#

It's a 3d object

tawdry raptor
#

Yes but why can't I grab it

gloomy glen
#

@flat marlin uninstall vs completely, then in unreal create a new c++ script. It'll tell you there's no compiler found. Click install visual studio button. Then it should work after that

autumn elbow
#

Make sure physic is turned on

gloomy glen
#

Just went through that problem

tawdry raptor
#

It is

autumn elbow
#

For your radar... import it as a object. Make sure it has a Collision. Turn physics on

tawdry raptor
#

Is there anyway to test grabbing it in vr with out vr? I'm away from my pc right now and using TeamViewer to edit

autumn elbow
#

Hmmm...don't think so because the AttachTo is on the Motion Controller.

whole quarry
#

Uff deving over TV. Many bad experiences

tawdry raptor
#

Well I'm learning

autumn elbow
#

πŸ‘Œ

loud oasis
#

i got windows 8, permament version.

#

oof

#

so uh...cant play anything :T

torpid sierra
#

o_O

plush yew
#

#lounge is more suitable 4 shitposting

flat marlin
#

Funny because all i want to do is open this file someone made because they are trying to promote making this game on unreal

#

the error message says Visual studio 2015

#

is there that much incompatibility between each new release?

grim ore
#

that looks like you are trying to create a new project in C++, not open an existing one. Did you double click on the .uproject that they sent you or is it not a project but some assets or something else?

flat marlin
#

It's a Uproject file yes.. in the end all i could do was take some of the files from that project and convert them over to other softwares but most of it remains inaccessible. if you look up in the chat you'll find ive been trying to open a file but i get the same error message over and over even though i have C++ installed in VS as well as SDK 10 and 8.1

#

tried un installing completly and re installing both unreal and VS

grim ore
#

do you have 2015 installed btw?

flat marlin
#

VS 2015

grim ore
#

and 2017?

flat marlin
#

just 2017

#

is it reliant on 2015 not 2017

grim ore
#

well a 4.20 project will want 2017 and sdk10, a 4.19ish project will want 2015 and sdk 8.1

#

you can make a 4.19 project work with 2017 and 8.1

#

but if you are using 4.20, a fresh install of 2017 with the c++ option and sdk10 installed, it should just work. I tested this the other day

flat marlin
#

the project in question was made on 4.19

grim ore
#

have you tried changing the version number in the uproject or right clicking it and changing the version to 4.20? alternately installing 4.19 only and opening it in that

autumn elbow
#

@grim ore Love your vids

grim ore
#

the fact that you can't actually make a new blank c++ project makes me think the project itself really is not an issue its your VS/SDK install itself

teal tulip
#

@flat marlin Basically you have VS 2015 wrong installed, at install you have to check the c++ option

#

4.20 works with VS2015 from what I know too

grim ore
#

If all this doesnt work I guess the next thing is to try the basics. Move the project to your C: drive in a lower folder closer to root, make sure VS is installed on the C drive.

flat marlin
#

Its VS2017 so trying to use VS2017 with a 4.19 project doesn't work?

#

thats the hint im getting

grim ore
#

it does. 2017 and 8.1sdk will work fine with 4.19

ivory prism
#

Hello I need help because Unreal keeps crashing for random reasons

flat marlin
grim ore
#

seems like it should be fine, here is what I have. I have .net stuff installed as I do desktop work but that shouldnt matter. All I did was choose the Desktop for C++ and the Windows 10 SDK individual component and this works fine for me in 4.20 https://i.imgur.com/OvqRYGO.png

flat marlin
#

heres the project file

#

im gonna try it with vs2015 probably be a waste of time

amber sedge
#

I have been having this issue for several days now, where I cannot make a proper weapon swapping mechanism solely because the Destroy Actor node puts the actor being killed in a queue or something, and then kills it? I get errors saying "It is pending kill", those I know how to fix, but the Actor never actually gets killed.

Also, when I called detach/attach to actor after the gun has already been attached to the player, it attempts to kill the gun. Same thing, it gives the pending kill errors, the actor is not moved. I've tried so many methods of destroying/moving the actor, nothing works properly. Set location doesn't work either for some reason.

Any help? Maybe it's a setting or something? I just need to be able to destroy/move the gun.

grim ore
#

when you call destroy actor it might not happen the same frame, it might end up pending (which you can check for if needed) but it's normally very quick and not noticeable. If it doesn't actually get killed then something else might still be holding on to it (which is weird) unless it's something like a UMG Widget which might take up to 60 seconds before the GC kicks in.

amber sedge
#

There might be something holding on to it

storm venture
#

hey quick question, just turning the volume of an audio component to 0 turn it off?

amber sedge
#

I have the gun attached to actor, but I tried using detach as well, so really there shouldn't be anything holding on to it

#

The Actor is just a simple Blueprint Actor with a skeletal mesh to it

grim ore
#

IF you detach it then destroy it yeah it sounds like it should be fine. Does it physically still appear in the scene after you call destroy?

amber sedge
#

yea

#

like I can still see the gun

grim ore
#

@flat marlin I downloaded the project and tried to open it. Did not open as expected as I don't have sdk 8.1 installed, gave me the error about sdk 8.1 when I tried to generate solution files. I tried to convert it to 4.20 and open it but it threw some major error codes in VS. I nuked it and uncompressed it again, installed 8.1 SDK, and created the solution files. Opened it up, it asked to compile due to being out of date, and it compiled fine. This is with 2017 as I posted above with 8.1 and 10 SDK's. It opened up fine in 4.19.2

#

so it's definitely an install issue 😦

royal comet
#

Anyone know of an alternative source for all of the UE4 tutorial assets? They've been removed from the tutorials so I'm unable to complete them

grim ore
#

The Wiki might still have some of the assets on their tutorial pages

flat marlin
#

the error i kept getting was no 32 bit compiler

royal comet
#

@grim ore thanks a lot man, now i can continue where i left off

amber sedge
#

yea I just tested Detaching first, then destroying, doesn't work at all. This has been stopping me from moving on with the project for the past like 3 days

flat marlin
#

@grim ore you'll have to DM me if possible

grim ore
#

I don't have DM's turned on. It should work fine with the basics. It's weird but have you tried uninstalling it completely and trying to generate the solution to make sure UE4 complains about the correct thing( no VS) then go from there

flat marlin
#

I just model and animate i dont know anything about UE4

#

what did you mean about nuke and uncompressed it?

grim ore
#

@amber sedge ok it must be due to how you have it set up then. I just created a new BP Actor with a mesh in it, added a socket to the default third person character, in the third person blueprint on begin play I spawn in my gun actor, save a reference to it, and attach it to my mesh in that socket. I then hit the U key and all it does is destroy actor on that reference I saved earlier and no issue. The only real problem I had was collision was enabled on the gun and causing issues so I disabled it.

#

@flat marlin I basically mean start over. I deleted my files and unzipped the zip file so I had a fresh start on the project.

#

for some reason your Visual Studio is not installed correctly. Have you rebooted the PC atleast once after installing visual studio to eliminate a path issue where VS can't be found?

#

but literally installing VS 2017 with the Desktop development for C++ selected as well as the 8.1 and 10 SDK's from the individual components should let you compile any C++ project for UE4 on 4.19 or 4.20

autumn elbow
#

@grim ore got a minute to take a look at my issue? ..please πŸ˜ƒ

grim ore
#

yeah I'm not very well versed on the Art side of the engine 😦 Animation stuff is nothing I really mess with

autumn elbow
#

Its Blueprint and Tracing

grim ore
#

maybe try using the console command slomo 0.1 or 0.2 when recording so people can see it in slower motion?

#

might help debug it easier

autumn elbow
#

ok ill do that

#

when playing by pressing the different buttons, I get different results

vale osprey
autumn elbow
#

When I press play from the main viewport..all works. When I play from blueprint... numbers flicker

flat marlin
#

Yeah i did that but now im gonna do it for the third time -_-

#

the only reason im still bashing my head against this is because of the game in question

teal tulip
#

@vale osprey You're sending your project to Epic πŸ€–

lofty nest
#

if your project ever start moving on it own, before you spend 30 min frustrated

#

remember you might have an xbox controller plugged in

autumn elbow
#

LOL

astral glen
#

crazy

flat marlin
#

great the installer for VS is broke

fair violet
#

Wow I've been sleeping on the power of Sequencer..... I had been exporting low res proxy clips to edit with in Premiere when I could do the whole thing in Sequencer itself!

#

Kind of funny that Premeire chugs playing back the static 24fps video files and with Sequencer you can change any element in the scene and scrub in realtime... gamechanging!

silver compass
#

Noice

cobalt owl
#

is it possible to download all paragon assets without adding them to any project?

silver compass
#

Yes

#

Ithink so

paper kernel
#

that's why you have the "asset" project

plush yew
#

Has anyone else had issues with UE4.19.2 crashing randomly? I'm trying to figure out why it keeps on crashing for me but there's no pattern

#

@plush yew if you look at the crash log that pops up on crash or Engine/Saved/Crashes/CrashReport-ProjectName/ you'll have a general starting point for understanding; was able to find that by googling unreal logs. crashes can happen for any number of reasons, so make sure your engine is not corrupt, and you have installed the latest graphics drivers and have the proper system requirements to run UE.

#

It's saying
LogWindows: Failed to load 'aqProf.dll' (GetLastError=126) LogWindows: File 'aqProf.dll' does not exist LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126) LogWindows: File 'VtuneApi.dll' does not exist LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126) LogWindows: File 'VtuneApi32e.dll' does not exist

So I guess I get to spend today googling a fix for this

amber sedge
#

How would you go about reattaching an actor to a different socket?

What I have is a gun, and 2 sockets on the player. When I spawn the weapon, I attach it and it's fine. Then when I detach, attach, and set transform, it doesn't look like it's actually attached to the socket.

What I mean is, when the player switches, the gun in his hands has 1 rotation, it does not rotate with the players hands like it does when the player spawns/before he switches.

Any help would be appreciated

grim ore
#

the 2nd picture shows when I create the gun actor and attach it to my back socket. the 1st picture are just 3 keybinds doing the same thing and attaching to a new point. No idea if this is the best way but it works without any problem

#

Check to see if the gun is attached? -> If so detach itself from its parent -> Attach to the new socket.

plush yew
#

@plush yew you can try installing unreal 4.20 from source if you are using an launcher version. here's the steps:

amber sedge
#

@grim ore Thanks, I was trying to fix it before I read your message, and realized that Attach To Component was the one that worked, I was using Attach To Actor. I looked at yours and yours was Attach To Component too, thank you for your time. πŸ˜ƒ

grim ore
#

yep when you do it to the actor it's going to be the base so probably the capsule which doesnt really move

plush yew
#

lol thats cool

grim ore
#

Amaze yourself at the wonders of my 3d modeling prowess!

safe rose
#

@plush yew where's that source build checklist from?

plush yew
#

i wrote it from when i made my game @safe rose

#

and went through the process of creating a dedicated server. good stuff

#

@safe rose any comments or critiques on the pipeline i have? always trying to improve it.

#

I changed from SLI disabled to enabling SLI and I think that fixed my issue

#

are you using 4.20 Rhys?

#

4.19

#

thats crazy about SLI. did you source build your engien version?

#

No I didn't

#

lol i have never heard of such a thing. well glad it works.

#

I also need to have SLI disabled for VR to work so I guess I'll deal with that bridge when I come to it

#

if you need to disable SLI later just get into the source build pipeline

#

it iwll likely work with 4.20R

#

What's the difference between the source and the one installed through the epic games launcher?

#

@plush yew the source built engine can be modified later if you want customization. (basically Rhys it's just something to try if you can't get it to work with launcher version 4.20 and you are getting the dll errors still). also you can get the source built version from the github site slightly faster than epic puts the files into the launcher. so it's better if you want to be on the bleeding edge and get the latest platform sooner and just be cool. πŸ˜ƒ and it's a good practice to get into using it i often migrate the methodology of source building UE4 to my game itself, and it often helps greatly and keep in mind - i dont even use CPP in my game cuz i dont really write code (as of yet) i only use code plugins, advanced sessions, that kinda stuff The full source version from github allows you to debug into the engine code, as deep as you need to. The regular "Downloaded from the Unreal Launcher" does not, you can still create C++ projects with the regular version, but you only have the headers from the engine, meaning if you wanted to see what was happening say in the rendering core, you would not be able to unless you had the full source version. that's some info on the exact difference (being able to debug into the engine code here)

amber sedge
#

Is it possible to play a FABRIK conditionally? I need the player to hold the gun correctly, but also if I do any other animation like weapon swapping, or throwing something, it's messed up.

#

Maybe the Alpha has something to do with this situation?

#

Oh yea, Alpha was the solution. Solved.

plush yew
#

Can someone do me a quick favor?

#

I'd like to know if I've got this git repo set up right - it hosts a UE 4.19.2 project

#

I'd like to know if:
a. I got my licenses right
b. all my content will load up just fine even on a fresh computer that's never seen my game before.
c. I don't have any unnecessary things on the repo

#

I'm about to switch to Linux so knowing this repo is good is especially important so I don't have to make a local backup

worn granite
#

define fresh?

#

if you mean Has Unreal ready to go and will use the uproject file to generate the files needed to build executables on the new computer, then yes.

#

Looks pretty neat, regarding c. Can't speak for licenses, though that looks like the right idea.

plush yew
#

what I mean by "Fresh" is

#

a computer that doesn't have the source assets used to generate the .uasset files in /Content

hot ledge
#

PAYABLE HELP - hey yall i have a somewhat simple problem i have a fist person mesh which is visible only to self and i have a thirdperson mesh not visible to self but visible to everyone else but when i spawn my weapon class it goes in the right socket and everything but it doesnt appear correctly on the third person character

amber sedge
#

@hot ledge have you called any methods that make the mesh invisible/visible?

hot ledge
#

im working with networking with client and server btw

#

server spawns the weapons correctly as i asked in code but client no

amber sedge
#

Quick question about animations, I am trying to get a aim down sights animation for when you jump mid air, but it doesn't transition successfully while I am in the air. My transition rule is (IsFalling AND Aiming). The engine shows the animation working, but the regular jump is overriding

hot ledge
#

i have the weapon class replicated and spawn weapon function i made sure i put if (role == role_authority

#

layered blend per bone is your answer

amber sedge
#

I have that too

hot ledge
#

get it in both jump and aim

amber sedge
#

that animation should only be called if they aim while in the air, and the engine shows that it's processing, but the character doesn't aim in the air :/

hot ledge
#

do you have layered blend per bone in the animation while they are in air

amber sedge
#

yea

#

Layered Blend per Bone, Base pose = Jump Anim, Blend pose = Aim Anim, Branch fliter = Spine2, Depth 1

hot ledge
#

idk bro make a video or something

amber sedge
#

did you get the vid @hot ledge

hot ledge
#

k holdup

#

the base pose is the state you want to have your character to be playing the most

#

like if your aiming while jumping you need your body to be jumping the most part so lower half and your top torso do aiming

#

in aiming jump state have base pose be jump and the other be your aim

amber sedge
#

I debugged and went in my regular jump animation, and made it aim and jump there, what my AimJumping is fine in my opinion

hot ledge
#

and setup the spine correctly you didnt show that in vid

amber sedge
#

so* not what

hot ledge
#

huh

amber sedge
#

so I have a layered blend per bone in my regular jump animations right

#

I made it blend the aim there

#

and it looked fine

#

it's just that's failing to transition or something

hot ledge
#

so your problem is it wont transition back to idle when you land or when your nolonger aiming

amber sedge
#

when I am in the air and I aim, it doesn't transition to the AimJump animation

#

it just continues playing the regular jump animatino

#

animation

hot ledge
#

k holdon

amber sedge
#

ok

hot ledge
#

go to AimJump state and maybe setup different bone or look at whatever is triggering is aiming to true you might have issues with that

#

idk what else to say bro

amber sedge
#

I tried different bones, didn't work (didn't think it would xd) I went to preset, turned falling and aiming on, didn't work. Idk it's just weird xd

#

Thanks for your time doe :p

high wolf
#

hey guys

#

I'm creating a First Person Shooter from a Third person and I noticed that the arms are going through the walls

#

I want to know

#

how can I see the character through the walls?

#

like Resident Evil 7 or any other FPS

fiery harbor
#

I'm wondering for a while now, what happened with the move and scale tool in 4.19?

#

why are they not really existing when selected?

zealous vale
#

This is really weird - I'm opening the ParagonSample map from Paragon: Agora and Monolith, and when I press Play all lights just disappear out of existence and the scene is pitch black

left ridge
#

Anybody know how to get a build playing on a 3D projector with shutter glasses?

hidden hornet
#

Hello everybody! so as a part of my education at futuregames in stockholm, we've created this game in Unreal engine. We where 10 students and had four weeks to tell a story through the environment, without using anywords. I would love to get some feedback, or share it with you guys. it is completely free and can be found here : https://lions-vultures.itch.io/echo

itch.io

Trapped in her own Subconscious, Mira wakes up to find herself in dark but strangely familiar place.

raven kayak
#

@hidden hornet , just four weeks for that? looking at the gif, looks amazing

whole quarry
#

that anchor seems to be very random placed πŸ˜›

#

funky mechanics, mirrored movement

latent moth
#

you can see the road is partially masked, and same happens with rivers

#

is there any way to make these appear better?

cloud cobalt
#

This is a z-buffer issue basically

#
  • probably the dynamic LOD for terrain
#

You can cheat around it, for example by displacing the road in material with distance - make it higher the farther it is

#

Or tweaking the terrain LOD

teal tulip
#

One of the cases where the old Terrain Landscape 4.18 and before could be better as didn't have vertical LOD

wary wave
#

it would still have z-fighting issues

latent moth
#

so what are my options?

#

displacing the road in material with distance

this?

cloud cobalt
#

Or tweaking the LOD to make it higher fidelity from a distance

#

Or hiding the issue

latent moth
#

which LOD

#

hiding the issue?

#

If i set LOD 0 in terrain it's a tad better

grim sinew
#

Have an LOD where it's higher up on the terrain. Or something.

cloud cobalt
#

The landscape LOD

#

It's either the LOD, or z-buffer precision, or both

latent moth
#

yeah i changed that from -1 to 1

cloud cobalt
#

"both" is a likely issue tbh

#

Simply put, you can't have a flat object like a road laying on terrain, visible from a high altitude, without issues

#

At least not without cheating

latent moth
cloud cobalt
#

Can you make the rivers deeper ?

latent moth
#

so roads are ok now (lanscape splines) but not the rivers (BP splines, see the right of the image)

#

i'm just trying to make a map of the area

plush yew
#

how do i make the texture spread over all of the faces not be individual on every face

whole quarry
#

@plush yew Depends on the UV map

plush yew
#

😦

whole quarry
#

if its badly UV mapped... no idea
if its properly UV mapped u can divide the texture coordinates

plush yew
#

ok thanks

whole quarry
plush yew
#

ok thanks i did it πŸ˜ƒ

whole quarry
#

np ^^

#

happy to help

warm mountain
#

Hey guys quick question is there a particular type of A-pose that is standard for rigging in UE4?

whole quarry
#

i always go for a T-Pose, but its just a default preview position when no animations are running

warm mountain
#

alrighty

left ridge
#

Can anybody help with getting an Unreal built project running on 3d projector with shutter glasses?

whole quarry
#

is there even support from the engine for 3D screen?

cloud cobalt
#

Not sure

#

There is side-by-side for VR rendering emulation

#

But I don't believe there is real stereoscopy support @left ridge

#

With 3D having fully fizzled out in consumer TV

hidden hornet
#

@raven kayak Yeah well alot of hard work!

#

@whole quarry Yes the mechanics have been appreciated, did you play it/enjoy it? En achor is underwater, it might not be very clear :)

left ridge
#

@cloud cobalt Try running a packaged demo with "-emulatestereo" active....there is support....I just need help getting it running on the projectors

cloud cobalt
#

Yes that is for VR.

left ridge
#

how is 3d projection different from VR?

cloud cobalt
#

VR outputs left + right eye at the same time on the screen

left ridge
#

Both need stereo rendering

cloud cobalt
#

3D TV does it by alterning frames with a shutter

steel shuttle
#

Guys. Did you know the highest and suitable PC specs to render the game? Currently i got two 1080ti strix

#

Other than gpu

cloud cobalt
#

@steel shuttle UE4 doesn't do SLI, so only one is required

steel shuttle
#

Its okay i build for gaming also

#

πŸ˜‚

#

I just need to know what specs is the best to render the game for unreal engine

#

Like cpu

cloud cobalt
#

Depends on what you'll do with it really

#

To play your own game, well, you need a decent i5 I guess

#

To work with the engine, a fast i7 is best

steel shuttle
#

Can suggest me the i7 core?

#

I7 extreme?

cloud cobalt
#

Are you looking to dump money into it, or the best performance/price ?

steel shuttle
#

Best performance

#

Regardless price

#

Currently my teammate using i9 and keep crash when render in unreal engine

#

πŸ˜‚