#ue4-general

1 messages ยท Page 282 of 1

cloud cobalt
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Well I was going to say that an i9 79xx is the best you can get, though I'm not sure it's really worth it compared to a 5 times cheaper 8700

left ridge
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much easier to do minimum spec than maximum specs....I think maximum specs will change every month....probably Quadro GV100 is top specs

cloud cobalt
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Or not, because Quadro stuff isn't generally gaming optimized

steel shuttle
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Yeah

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Agreed

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Currently i got two 1080ti strix

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Wanna build for gaming and render game

left ridge
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Perhaps you should google Quadro GV100

steel shuttle
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So which one is better i7 extreme or i9?

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but i9 keep crashing the unreal engine when rendering

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๐Ÿ’†

left ridge
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Are you sure that the problem with the crashing is the i9.....many factors can be at play here

steel shuttle
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Yeah

obsidian nimbus
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i ran unreal stuff on my passive 3d tv

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SBS 3d works just fine for tvs

left ridge
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@obsidian nimbus please tell me more

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how did you get it to play it in 3D

obsidian nimbus
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do the emulate stereo command, its in there by default

left ridge
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I did that but then I get SBS displayed on my screen....I'm not sure how to tell the screen to use it as SBS 3D

frank escarp
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@steel shuttle AMD stuff is also a choice

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your choices kind of are Ryzen, I7, Threadripper, i9

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in general, go with intel if you want more power per-core

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go with amd if you want moar cores, but slower ones

obsidian nimbus
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should be a button on ur remote

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just like normal movies

frank escarp
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compiling and lightbaking scales well with cores, so moar cores > faster cores

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but on gaming, faster cores win

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becouse engines dont multithread that well

left ridge
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we have unity stuff playing in 3D on the shutter glasses projectors

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but I don't know how to get Unreal stuff to do it

frank escarp
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also, why 2 GPUs if SLI is broken as hell on basically everything

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second gpu is there doing nothing on 99% of games

obsidian nimbus
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should be the same

left ridge
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I wish it was, but it's not...I don't know unity at all so I don't really have a clue what they did to get that working

steel shuttle
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Omg

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I really confuse which one to choose ๐Ÿ˜‚

frank escarp
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what are you doing to use it for

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exactly

obsidian nimbus
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mayB it needs to be fullscreen or something

frank escarp
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i looked a lot at ryzen vs intel. Eventually chose ryzen

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couse i spend most of my cpu time compiling

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and compiling on ryzen is faster

obsidian nimbus
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play as standalone or something

frank escarp
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if you have "fuck you" level money for the rig, as the dual gpus show, then your best bet could be a 32 core threadripper when it launches in a month or 2

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that would be the absolute fastest perf at lightbaking and compiling and building

left ridge
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I packaged it...is playing standalone

steel shuttle
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So the amd is good for lightbaking and compiling

frank escarp
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if you havent bought the gpus yet, do NOT buy them. New gen coming in like a month

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and 2 gpus is pointless

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second gpu will do nothing other than waste energy

obsidian nimbus
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and fullscreen?

frank escarp
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the only way you can use 2 gpus properly is for GPU rendering (CUDA and similar stuff)

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like Cycles or Redshift

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barely any games support SLI this days

left ridge
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jip, tried fullscreen

obsidian nimbus
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can u play other stuff on it in 3d?

steel shuttle
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Main purpose to build this rig is for compiling. Second purpose is gaming

left ridge
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"if you havent bought the gpus yet, do NOT buy them. New gen coming in like a month
and 2 gpus is pointless" ....like I said, max spec will change every month

frank escarp
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a threadripper would perform like a Ryzen at gaming

left ridge
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project built in unity works 100%

frank escarp
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well yeah, of course it changes every time

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but they are about to drop

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like 1-2 months

steel shuttle
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So threadripper > i9 basically for compiling

frank escarp
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yes

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as long as you arent bottlenecking on the hard disc

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so make sure to get a NVM ultra fast SSD

obsidian nimbus
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pretty sure i tossed the project i had it workin on sry

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but was something with enable stereo

steel shuttle
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Nvme ssd 1tb is enough i think

frank escarp
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yeah

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btw, one important detail

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you can keep your current pc as a dedicated build machine

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continuous integration, perforce server, that kind of stuff

steel shuttle
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What is the max ram right now?

whole quarry
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16kb

steel shuttle
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๐Ÿ˜‚

frank escarp
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@steel shuttle dont go past 32 gb yet

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get fast 32 gb, with a good motherboard

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running past 32 gb is super hard

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unless you get threadripper

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that one needs 4 ram slots

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to run at full strenght

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so you would probably run 64 gb (4 x 16 gb each), or 32 (4 x 8 gb each)

steel shuttle
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I think i'm gonna go for threadripper

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128gb not okay?

cloud cobalt
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Purely useless

steel shuttle
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Can you explain it?

cloud cobalt
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Sure - memory is like disk space, if you're not putting anything in it, it's useless

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16GB is realistically enough for mostly anything you'll do with UE4 - 32GB might be okay if you don't care about money

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More than that is simply never going to be used ever

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Kind of like that second GPU that will only work in upcoming SLI games, which aren't going to be a huge lot

whole quarry
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I never exceeded 8gb in UE4

steel shuttle
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Does the game depends on the ram?

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I mean while playing game

cloud cobalt
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@steel shuttle Your game uses some memory

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Once you have enough, more is useless

frank escarp
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@whole quarry you go past 8 gb in ue4 super easy

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try to open 2 ue4 + some 3d program + browser + visual studio and you are out

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16 is the good option now

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32 is for a bit better future proofing

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i dont really go past 20 gb of ram

plush yew
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is there a node for AI "if sound, go there"

whole quarry
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why would I open 2x UE4?

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and when I open Blender, Browser, some music program etc, its not UE4 that use more RAM ๐Ÿ˜›

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In total, ye, I exceed 8gb easily

plush yew
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chrome uses ram ๐Ÿ˜ƒ

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a lot

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more than UE

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!!

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a fucking browser with nothting but text...

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no renderings.. no thing...

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stil 2gb ram for chrome

cloud cobalt
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Browsers actually basically render full 3D scenes with OpenGL

whole quarry
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chrome is obsessive with spamming processes

cloud cobalt
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Plus an entire programming language

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And web developers don't care about performance much

frank escarp
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@cloud cobalt they dont

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its software rendering

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full 3d scenes is what Servo is experimenting with (GPU render, written in rust, mozilla experimental division)

cloud cobalt
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Oh, thought they already did.

wary wave
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I've exceeded 8GB just playing UE4 games

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I've also exceeded 24GB whilst testing gameplay

cloud cobalt
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Though chrome://gpu/ does give me plenty of GPU stuff.

wary wave
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in both of those cases I'm talking about a single instance of the game / the editor

frank escarp
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13 gb usage

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barely nothing more than unreal, oculus (becouse im doing vr dev),VS, and chrome

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if i start opening Ps4 debug tools, i go to 20 gb easy

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and having 2-3 instances of VS open is very common

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it also shoots up 1-2 gb when im doing a build

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so you can see how its at the limit for 16 gb

high wolf
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Hey guys

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How can I make a Laser Sight for my gun? I tryed creating one with a Spotlight but the laser keeps going through the objects

naive otter
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@high wolf if you check the shooter game example, there is a VFX for making bullet trails you should be able to use that as a base.

high wolf
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how can I get this Shooter game?

naive otter
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learning tab on the launcher

high wolf
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oh

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ok

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thanks

harsh tiger
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Does anyone know why this build failed? I attached the output log. My project isn't massive, I just wanted to test a build to see if it worked but after 8 minutes of building I got a error message at the end.

cloud cobalt
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Game/Motorcycles/Off-Road/Blueprints/Off-Road_Backup.Off-Road_Backup has errors

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/Game/BPS/CameraSwitcher.CameraSwitcher too

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/Game/BPS/CamChanger.CamChanger

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Look at these

harsh tiger
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i deleted the motor cycles stuff as i don't use it now more and i just opened the cam switcher bp and they was casting to a ball i had made in another project and that's where i took the bp from. just copy and pasted into this project and the ball doesn't exist in this so that's why it was failing. I never noticed it before haha and its been like this for over a month! thanks

tawdry raptor
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how come my object moves as 2 different objects how can I make them move as 1

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my radar screen gets disconnected

tawdry narwhal
raven kayak
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man, working an 8 -5 . I can't see how I'd be able to make a game in my spare time.

cloud cobalt
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Depends a lot on how long your commute, whether you have kids, and what you enjoy doing on your spare time

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It's very doable

raven kayak
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just gym, food prep, cats and dogs, and gf

cloud cobalt
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I'm typically at home at 6, so 3 hours of work in the evening is very possible. Not every day, but a few times a week. It adds up

tawdry narwhal
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it's doable if you start besides your job and later save up to cover a couple of months' worth of living expenses

raven kayak
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last time i touched maya was in 2008 at college. i'll need to relearn 3d modelling etc. and start to learn unreal aswell ๐Ÿ˜ฎ

cloud cobalt
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I've been working part-time on game projects for basically 6-7 years now, still have a day job that covers for everything

limpid sandal
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am i late for opengl chit chat xd

cloud cobalt
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Though I live in France where work time is generous too

limpid sandal
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Stranger is your main job CS-related?

cloud cobalt
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Yeah, programming on consoles.

limpid sandal
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OS stuff?

cloud cobalt
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Nah

limpid sandal
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It's ok, still cool to me :)

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I'm still at college, some folks that graduated opened a game development company and its right down the corner actually -- and they're doing pretty good for 5 man team

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I got invited to a 'We survived greek tax for a year' party

tawdry narwhal
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I saw this gdc video where a guy with wife & kids explains how he was able to get by for 10+ years as a solo indie game dev

limpid sandal
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That's intresting

tawdry narwhal
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so it's definitely possible

limpid sandal
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indie or contractor tho

tawdry narwhal
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he's / was both

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if you watch my video I actually get to the costs - comes out to around โ‚ฌ100 / month plus taxes

limpid sandal
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Contractor without a super background is super hard to find companies to work for afaik

tawdry narwhal
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(I've also included the link to the powerpoint I'd prepared & used in the video)

limpid sandal
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Depends on the area too; I dont think you can find many indie devs on lets say, bay area

tawdry narwhal
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well it just takes time, like everything else

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the more people see your name the more likely you'll get approached for contract roles

limpid sandal
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I was doing minecraft mods, then I launched a crappy game on Steam and now with univ im all over the place; android apps, react apps, some backend stuff, still not sure if I want to choose gamedev for a career :/

cloud cobalt
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Basically my life dream is to own a nice house in a small town, not depend on a day job, and work on personal projects. I'd rather put the brakes on personal projects now rather than quit the lucrative day job

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I figure that's kind of the safe way

languid shard
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sooo, retirement ?

cloud cobalt
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More like being a full time indie

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With no financial pressure

limpid sandal
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That's what everything would want to do imho

tawdry narwhal
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@cloud cobalt there's actually quite a few opportunities in france for funding / making games. It's one of the better countries out there in this regard.

cloud cobalt
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There is, though it's definitely geared toward companies that actually hire people. We set up ours as a side-job thing with no employees, and I think we weren't allowed to much of these

limpid sandal
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Reminds me of Notch, he wasnt allowed side projects while working in amazon

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side commercial ones at least

languid shard
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germany has quite the lot of indie funding aswell

cloud cobalt
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More to the point, we really didn't want to quit the day jobs, since we're lucky on that front - side projects allowed, really great pay, really great job.

limpid sandal
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Does it keep you up to date with technology and methodologies and engine updates etc?

cloud cobalt
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Yeah

limpid sandal
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then its amazng

vale osprey
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@raven kayak you can squeeze plenty of time if you set your priorities and can monitor for burn-outs

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a weekend can be used to get 10-12 hours of work per day

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if you optimize commute, optimize cooking process, get rid of GF and pets, you can get about 3-4 hours a day extra

tawdry narwhal
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w/ gf as well. you can even bounce ideas off of gf.

vale osprey
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so it becomes 35-44 hours a week

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@tawdry narwhal yeap ๐Ÿ˜„

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I'm calculating more of an extreme case, but just saying that if you really want to, you can find time

tall pendant
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@languid shard Not really. We mostly have prototype stage seed funding. In form of conditionally repayable loans which are capped at ~100k Euro for the biggest ones.

tawdry raptor
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how come I cant use the materials and textures that came with the gun?

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no matter what they come out white

languid shard
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eh

grim ore
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depending on how you brought them in they might just be placeholders until you set up the materials

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so pop open the materials and set them up. Seeing as how it's a diffuse and a normal it shouldn't be too much work.

tawdry raptor
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I did but it wont make it look like it should

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I can see the ammo counter its a jpeg texture but it turns red when I try to put it in the materials place

grim ore
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the material is your shader, or the thingy that determines how stuff looks on your model. You open up the material and you can assign textures to the different parts of the material. a texture in the diffuse slot, a normal map in the normal slot, etc.

cedar snow
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DataTable's can be populated from CSV or JSON (via context menu)

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DataAsset's can't

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so ... has anybody written a blutility for importing CSV or JSON into a DataAsset?

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๐Ÿ˜„

hot ledge
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does anyone know how i can spawn a wepon in both the first person arms and thirdperson body

grim ore
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I would assume spawn in 2 weapons and attach them to the 2 parts?

hot ledge
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when i spawn the first weapon in first person arms in spawns correctly but then it shows up on the thirdperson too but it levitates in the air because theres no socket on the thirdperson to attach to

grim ore
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You can set an item to show only to self, others, or both and you can also change thevisibility. IF your using 2 models (FP Arms and 3rd person mesh) then you would probably need 2 separate weapons to attach. You can create socket in the skeleton editor.

hot ledge
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its working but in the client no so good the weapon is already server role and replicated @grim ore

grim ore
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sounds like you just need to find the right settings for server and client so they each spawn and attach them to the correct things

raven kayak
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looking at 3d models, where does one decide what should be a bump map vs a seperate piece of model. on a character for example

worn granite
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You might try selecting the thing you wanna copy, copying it (via Ctrl C), then selecting its parent and pasting it.

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No clue if that works, just a suggestion

plush yew
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it works.. manually every item for its own. but not when is elect the group

trim trail
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does anyone have idea, why inside orthogonal projection camera, lights dissapear? because of range, or am i missing something?

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im trying to get isometric camera like in old 2d rpg games

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with cut walls and so on

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cine camera shows lighting properly, but it has no ortographic projection

high wolf
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hey again

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I have an issue

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I'm using raycast to shoot in my First Person project and the weapon is casting two line traces, one for the direction of the camera and another from the weapon , when the camera LineTrace hit an object, the weapon LineTrace ends in the Impact point

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but, here is the problem

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not always the Weapon LineTrace hits the target

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sometimes it go through the target, sometimes it hits

high wolf
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How can I fix that?

naive furnace
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I am still entirely new here, but the question crossing my mind is whether the entire linet trace is a damaging component, or just the point at the end of it?

high wolf
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the point

naive furnace
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So, is the point actually behind the target when it goes through it?

high wolf
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the point does not appear

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actually

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the point appears but sometimes it doesn't

naive furnace
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The usual problem I have with actors not spawning has to do with collision settings for that actor.

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Maybe this is similar

high wolf
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the actors have the exact same collision settings

naive furnace
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Again, I am entirely new, but I wanted to throw my thoughts out there for you to ponder on as possible places to look.

high wolf
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Ok

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thanks

naive furnace
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My pleasure.

high wolf
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anyway, I'm looking for an "substitute" for this system

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spawning the actual bullet, I don't know

naive furnace
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Is it intended to be a ray type weapon, or a projectile type weapon?

high wolf
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projectile

naive furnace
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The first person blueprint example has a projectile situation in it. I build off that one.

high wolf
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yep, I know

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but it's not the same thing

naive furnace
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Ok, how so?

high wolf
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the gravity os the projectile is different

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I know I can change it later but

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that's not the actual ideal

naive furnace
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Are you wanting no grav?

high wolf
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I want an "Resident Evil 4" type weapon

naive furnace
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You'll have to enlighten me, I havent played the series

high wolf
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Oh

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ok, so

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when we shoot the weapon

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it doesn't have a projectile

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the bullet immediately hits the target

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even with a sniper rifle

naive furnace
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Ahh

high wolf
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aaaaannnnddd

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I just noticed that

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if I increase the bullet velocity, the collision get all weird

naive furnace
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It will do that.

high wolf
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the projectile pushes the box like an missile

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and even disapears

naive furnace
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I had that problem as well.

manic pawn
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https://i.imgur.com/T6w1S24.png you would need to make the second line trace longer, to go behind the hit point of the other, else float point inaccuracy might make it think it ended just before the object

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or just assume "nothing hit" as "the path is clear"

high wolf
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Ok

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I'll try

naive furnace
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This screams ye ol' rail gun to me.

high wolf
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It Wooooooooooooooooooorked!!!!!

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Thanks!!!

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Thank you so much!

tall basin
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hey guys, i'm trying to do a spawn sound attached to the player character, like a relative position near them and have it travel with them. but i'm not hearing it. what should I be doing?

paper kernel
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you need to also set it to play

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if you spawn a new sound component

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iirc they don't play automatically

steady hinge
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If I am going to be creating a large amount of dialogue, would it be most efficient for me to keep a separate blueprint for each individual conversation.

I have a handful of different widget menus that I will be using, and I am just trying to plan how to best set this up.

grim ore
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Is it just the dialogue that is changing or the entire layout and widgets used? if just the dialogue set it all up in a data table then pull it in as needed might be easier

faint cedar
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Hey, anyone here have experience with using graphics programs with the Ryzen 2XXX processors? What about Vega64 cards?

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I'm talking Substance Painter, Photoshop, Maya, Zbrush

steady hinge
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I am going to be having at least 4 different widgets that I use for dialogue, but 90% of the time it will just be the dialogue changing.

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Also, said widget is just going to be cosmetic vitiations of the original widget.

harsh tiger
flat marlin
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@grim ore Okay so i eventually got it working on a project but every time i try to come back to the one i want it has that error even though i have the right things installed. "right things installed"

candid cypress
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Is there a way to mass see all the light map sizes of individual objects?

grim ore
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like this @candid cypress ? https://i.imgur.com/gJXmBtg.png if so you can right click when you have some selected, go to asset actions -> bulk edit with property matrix. then you can pin any of the values on the right to show them in the grid

candid cypress
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yes, Thank you!

flat marlin
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any help?

grim ore
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No clue here. Delete the project and try it again now that you have other projects working? the project works but I don't have any more guesses on why it doesn't work for you.

flat marlin
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is there a certain way i have to unzip the project

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i unzip it then put it into unreal projects

grim ore
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nope just unzip it anywhere, right click the uproject to generate solution, open it up, hit ok for compiling out of date, profit.

flat marlin
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right... probably asked this before. having both sdk 10 and 8.1 doesnt cause any conflict does it? or am i still... missing something

grim ore
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nope. I have 2017, C++ desktop, sdk 8.1 and 10 and I can open that project in 4.20 and 4.19

flat marlin
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im supposed to make models run on this. im tempted to just let the author fix any compatibility issues and make my job easier because im not dealing with this

grim ore
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Don't see anything wrong. Its basically what I have with the exception of you having the C++ Game dev stuff which basically overlaps with the desktop stuff

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if the error is it still cant find the vs 2015 then something else is weird, maybe a remnant from an older VS install or something similar. It should be detecting 2017 is installed and using it

tall basin
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I've got a volume attached to my play blueprint that I want to stay locked to world XY rotation

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so when you rotate, this box stays relative to the world instead of rotating with you

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is this possible?

flat marlin
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maybe this 2015 Vs here? since i can assume it has nothing to do with 2017 in any way

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i didnt check after 2017 was uninstalled

frosty bloom
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@flat marlin Wouldn't GameDev WithC++-> Optional -> Unreal Engine Installer possibly affect your situation?

flat marlin
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im pretty sure thats just the installer for UE4

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why would there be an installer for UE4 in VS

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im gonna have to double check that now

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yeah that says its basically the installer

crude jasper
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hey guys

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got a problem

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I just changed from pawn sensing to ai perception

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its rly weird

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cause when the AI is facing different ways it rotates faster or slower

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._.

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any tip ?

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wait i think i know the problem

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im pretty sure that the natural position of the AI Perception is not aligned with the Head of the AI

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What can i do to change the position

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im using it in different positions tough ._.

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anyone ?

zenith charm
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I think that may be a question better for the blueprint chat

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or ai

crude jasper
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i've fixed it xd

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sry :p

plush yew
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can someone explain depth-first search to me like I'm 5?

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or any other method to "map" a network of interconnected buildings, determine many tiles apart they are, etc?

steady hinge
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Ok, I got my data table working.

plush yew
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is it normal for UE4 to take an ungodly amount of time to start on linux

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at least, the first time 'round

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and does it get better

grim sinew
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It's normal for UE4 to take an ungodly amount of time to start on any computer the first time

plush yew
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Didn't take this long on windows...

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like I started it 10 minutes ago and it's only at 45% init

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....THEN it jumps to 72%

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god damnit you meddling Epic Games developers

manic pawn
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45% is compiling global shaders

plush yew
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that explains a lot.

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shader compilation is REALLY slow for some reason

manic pawn
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the opengl stuff is just way crappier than directx on windows

plush yew
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how long do you think it'll take to compile 2607 shaders

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with compiz running

manic pawn
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no idea

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about 1 and a half minute on my cpu

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maybe less

plush yew
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well, you're on windows right?

manic pawn
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yeah

plush yew
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I'm on linux

manic pawn
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why

plush yew
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because linux can do something that windows cannot do.

manic pawn
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which is

plush yew
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something that I've always wanted for a multimonitor setup.

manic pawn
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so far I have only experienced linux not being able to do tons of things I can do on windows

plush yew
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and that is

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Per-monitor desktop zoom.

manic pawn
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? windows 10 can easily handle different dpi per monitor

plush yew
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not what I mean

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I mean, the Windows Magnifier

manic pawn
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magnifier?

plush yew
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That zooms you in as if all the monitors are one massive monitor

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Compiz Enhanced Zoom Desktop doesn't do that.

manic pawn
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I'm not really sure what you mean

plush yew
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well, I'm visually impaired right?

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I need software to let me zoom in to my desktop, pan around etc

manic pawn
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oh

plush yew
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Windows Magnifier does exactly that

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but it doesn't support multiple monitors very well

manic pawn
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never heard of such a thing, sounds interesting

plush yew
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whereas Compiz handles it extremely well

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basically what I can do is, on one monitor I could have an Unreal Engine 4 tutorial video playing in fullscreen

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not zoomed in because it's a video

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then on the other monitor I can follow along in my own UE4

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and I can zoom into it, pan around, etc

#

without affecting the monitor that's got the tutorial playing

#

you can't do that on Windows

manic pawn
#

I mean that kinda sounds like how you'd expect a software doing that to work

#

there's really nothing that can handle this for windows?

plush yew
#

well on Windows, instead of doing the zoom per-monitor like I described

#

it sorta treats the monitors as if they're one big massive desktop

manic pawn
#

sounds fail

plush yew
#

plus I can compile and install UE4 with one command

#

(well, after adding an SSH key to my system to access my github account so I can get on the private ue4 repo)

#

yay -S unreal-engine

manic pawn
#

yet you can't install vs and there is nothing even remotely comparable on linux

plush yew
#

yes there is

#

Qt Creator

#

for C++ at least

#

C# and .NET, yeah...stay over on Windows

manic pawn
#

I used it recently for some uni homework

#

I guess it's usable but not great

plush yew
#

my friend swears by it

#

he also built the distro of Arch that I used to install normal Arch on my system

manic pawn
#

working with unreal without visual assist for autocomplete and navigation would be very slow

plush yew
#

How does Cryengine 5 hold up to UE4?

leaden garnet
#

wdym? overall?

#

Overall UE4 wins by a mile

#

in terms of the realtime rendering thats special in CryEngine for vegetation and hyper realistic water, Cry wins. @plush yew

plush yew
#

@leaden garnet And AI wise?

leaden garnet
#

That I cannot comment on. When it comes to AI, I'm not that good.

plush yew
#

I want to learn level design, but I can't find many free assets for it...

#

Anyone got recommendations for free assets?

leaden garnet
#

Level design? In the Epic Games Launcher under "Marketplace" (under Unreal Engine) find Soul: City and Soul: Cave. Those are free assets. Hell, Paragon Assets under "Epic Showcase" also has a few level assets. @plush yew

plush yew
#

And open world assets as well I suppose....

#

Although they're not updated yet... ๐Ÿ™

leaden garnet
#

Will take a while for em to update. In the meantime, see if the Infinity Blade assets have been updated.

#

Never mind that, infinity blade isn't updated either

plush yew
#

I'll try and see if I can update them myself.....

#

@leaden garnet Are there any good level design tutorials?

leaden garnet
#

Hmmm

#

Out of curiosity, is there any specific type of game that you want to do level design? FPP games? TPP Games? @plush yew

plush yew
#

I tend to play FPP games more, but TPP game generally have more story, so I'm not sure..... ๐Ÿค”

#

at the moment I'm testing the waters on all aspects really

leaden garnet
#

If it's something general, here's how you typically do level design:

  1. Prototype Prototype Prototype. Never build a full level, unless you know what to do.
  2. What experience are you trying to deliver? What are the themes of the game? Is this the level where the story is combat dependent?
  3. What are some objects/meshes that give clues to the player? Utilize at best.
#

Testing waters on all aspects? Cool. What FPP games do you tend to play?

#

I know the whole 1,2,3 points are more for someone working on a commercial project but, I went in another direction there, lol

plush yew
#

Escape From Tarkov, Arma 3, Insurgency, etc

#

I like realistic gameplay! ๐Ÿ˜ƒ

#

But I have been eyeing The Last of Us for a while now

leaden garnet
#

Realistic Gameplay? Sounds fun, but keep in mind, developers never know what the final version of anything looks like.

plush yew
#

@leaden garnet Yeah! ๐Ÿ˜‚

#

I mean the AI in The Last of Us was completely reworked 5 months before release! ๐Ÿ˜‚

leaden garnet
#

Exactly....

#

Either way

#

Gimme a sec to post some stuff related to level design

#

Free Assets from Epic Games:

Under Learn Tab:

Find:

  1. Reflections
  2. Sun Temple
  3. Blueprints (HIGHLY SUGGEST)
  4. Shooter Game
  5. Vehicle Game

Under Marketplace:

Click the "Free" Tab on the top next to the search bar.

  1. Paragon: Agora and Monolith Asset Pack.
  2. Soul: City
  3. Soul: Cave
  4. Infinity Blade levels (there are 3 maps in total)
  5. Scifi Hallway

Tutorials:
Intro to Level Design: https://www.youtube.com/watch?v=XDsJOFyxMnw

REFERENCE PLAYLIST FOR ALL TUTORIALS: https://www.youtube.com/playlist?list=PLZlv_N0_O1ga0aV9jVqJgog0VWz1cLL5f

@plush yew

In this video, senior designer Jim Brown demonstrates how the new UE4 toolset simplifies the level design process at Epic Games. A link to the wiki for furth...

โ–ถ Play video
plush yew
#

@leaden garnet Thanks man! ๐Ÿ™‚

leaden garnet
#

Your welcome

plush yew
#

@leaden garnet What kind of games do you develop or what do you do the most in UE4?

leaden garnet
#

Mostly First Person Shooters, but I usually play around RPG Games. Right now just gonna chill a bit.

#

@plush yew

plush yew
#

I'm mainly working on AI at the moment (level design is a side project). Might be able to give you an AI to use in your shooter someday! :3

plush yew
#

@leaden garnet

leaden garnet
#

Oof thanks @plush yew

plush yew
#

I mean, the AI once nearing completion will need testing, and I don't know of all the issues that can arise since I'm relatively new to UE4

austere hinge
#

Event touch begin is only firing when I touch in some parts of the mesh.. Why??

#

Iam trying to change mesh when I tap..

I have sofa

When I touch on top of the sofa. Mesh is changing..

When I touch on bottom of sofa mesh is not changing

#

Using 4.20

whole quarry
cloud cobalt
#

?

velvet ravine
#

Hey Everyone, Quick one here, I was messing with Unreal other day and found a option to turn of in editor UI to take a screen shot. Now i cannot find it for anything can someone jog my memory plz ๐Ÿ˜‰

#

found it lol

plush yew
#

lol

velvet ravine
#

always the way as soon as i ask lol

plush yew
#

fastest ever correction haha

velvet ravine
#

as soon as i pressed entere remembered it was under settings Tab lol

#

Hide Viewport UI

fierce nacelle
#

Does anyone have any experience with Unreal 1 and is also willing to lend a hand?

wary wave
#

that's pretty old school

#

Unreal or Unreal Tournament?

fierce nacelle
#

The actual Engine itself.

cloud cobalt
#

Not sure there really was a specific engine at that time

#

There was the Unreal code, the Unreal Tournament code

wary wave
#

they licensed it to about ten other people

#

but even so, I don't think you can get an 'Unreal Engine 1' from anywhere

leaden garnet
#

why not ue4? is there something really special with the first iteration?

cedar snow
#

is there a way to walk a nested StaticMeshComponent hierarchy?

#

GetComponentsByClass on Actor returns them as flat list

fierce nacelle
#

@leaden garnet because I'm working with a game made in that era

wary wave
#

that's kinda why I asked which, because they're all based on different versions of the engine

#

Unreal and UT are the obvious ones

#

I guess Deus Ex is another

tall pendant
#

theres also Wheel of Time and Klingon Honor Guard.

fierce nacelle
#

(note: I've never worked with UE before so I apologize if I'm unclear)

cloud cobalt
#

The gist of it is that UE1 was kind of sold as a huge batch of source code and buyers would customize it into their own game, so there wasn't like one unified engine like there is now.

#

Probably less than 1000 people across the world worked on it too

fierce nacelle
#

That explains why I'm having such a hard time. haha

wary wave
#

that and it's more or less 'pre-Internet-age'

#

broadband wasn't widely proliferated in the 90s, and most websites that might have contained information have long since disappeared

#

best bet would be finding dedicated modding communities for the specific game, if they exist

fierce nacelle
#

I'm pretty sure they dont

cloud cobalt
#

Then you're probably just in for reverse engineering the thing

#

Some people have experience with UE3 on some level, it's closer to UE4 and plenty of the tools in early UE4 were literally from UE3

#

Anything older than UT3/Gears, you won't find much

fierce nacelle
#

I'm realizing that now

cloud cobalt
#

Which game are you trying to mod ?

fierce nacelle
#

Me and a couple of other guys are trying to optimize a speedrun for XCOM: Enforcer (dont ask why, im not sure either)

#

we're trying to reverse engineer an event dispatcher and ended up hitting a wall

plush yew
#

I want a better computer
i cant continue my projects anymore :(

karmic thistle
#

hey! Where Can I change language on V. 4.20 ?

#

Solved โค

winged crypt
#

4.19.1 crashes every time I try to delete a landscape component

#

is this a known bug?

plush yew
#

How can I view the value of blueprint nodes while in PIE? (Without breakpoints)

#

Nevermind, I figured it out

whole quarry
#

๐Ÿ‘

austere hinge
#

Iam using complex Collison for my mesh.. It's awesome and iam planning to use it for every mesh..
Does it have any effect on my project like fps, etc

plush yew
#

guys why its looks like that

#

why its looks white

#

guyss

#

i fixed

whole quarry
#

@austere hinge Those kind of collisions are expensive in usage.

austere hinge
#

How much fps will it decrease? @whole quarry

#

Just tell me estimation @whole quarry

obsidian nimbus
#

profile cpu

#

one does not simply estimate collion cost ๐Ÿ˜›

whole quarry
#

^ what he said

#

results may vary depending on machine

austere hinge
#

@obsidian nimbus๐Ÿ˜‚ ๐Ÿ˜‚ ๐Ÿ˜‚ ๐Ÿ˜‚

cloud cobalt
#

Also, it's definitely not a great idea at all to use this collision type.

#

You're going to have players blocked in it

whole quarry
#

I think for environmental stuff, Blocking Volumes are in many cases cheaper to use

#

im not a level designer tho ๐Ÿ˜›

cloud cobalt
#

I actually got UE4 to crash in PhysX this week because of per-poly collision like that

#

It's a tool in the box but it shouldn't be the default

whole quarry
#

As I see it, any frame lost is a frame lost too many ๐Ÿ˜„

obsidian nimbus
#

yea but he might have super cheap mechanics and cpu is not the bottle ๐Ÿ˜›

#

than it wont cost fps ๐Ÿ˜›

cloud cobalt
#

You're not going to lose a whole frame for that either just by using that

whole quarry
#

Isnt it taking more calculations per 'collision face', thus reducing render time?

#

or am i seeing it wrong?

sudden agate
#

speaking of collisions, is there a fast way to create a blocking volume to cover gaps?

cloud cobalt
#

It takes more calculation, but it's not that high either

#

IMHO the real issue is how this usually leads to tiny objects blocking the player, or objects getting stuck, etc

obsidian nimbus
#

i thought collisions were cpu mostly

austere hinge
#

I used this collision - - - >collision - complex collision

cloud cobalt
#

Yeah, we figured ๐Ÿ˜›

#

It's just not a good idea to use it everywhere

#

Only use it when you really can't work around it

#

In your case, modular design is what you need

#

Unless this is just a decorative mesh you showed

#

If you intend to walk there, don't make it a single mesh, don't use complex collision

austere hinge
#

What about making making collisions in maya and importing them

cloud cobalt
#

Works too.

whole quarry
#

thats the normal work flow too ๐Ÿ˜›

austere hinge
#

Hahaha

whole quarry
austere hinge
#

Iam planning like this

I have mesh in maya I'll combine it..
I'll duplicate the mesh and use UCX name and make collision out it it... It's not cpu heavy right

tall pendant
#

better use more simple geo for collision

cloud cobalt
#

My take on this is, if your mesh needs anything more than box collision, it's not a good mesh.

#

Kind of an exaggeration but not that much

whole quarry
#

@austere hinge There are also some 'rules' for collision, you cant just copy-paste its mesh

tall pendant
#

yup. you can get away with much much lesser detailed geo for collision

karmic thistle
#

Guys, I was working on a EndlessRunning Game with UE4 V.4.16.3, but now I`m working on the 4.20, but my Character Stopped rotating when pressing A or D, Where shouuld I take a look?

austere hinge
#

Tq guys for ur answers..

And in 4.20 iam not able to see edit mesh option in static mesh editor

karmic thistle
#

I think we should start using 4.20 Version ๐Ÿ˜‚ @austere hinge

#

Shouldnt*

whole quarry
#

the 4.XX.0 are usually having some baby deceases, thats why I always wait for the 4.XX.1 as minimum ๐Ÿ˜›

elfin jacinth
karmic thistle
#

yeah I`m updating right now

whole quarry
#

thats quick

plush yew
karmic thistle
#

I hope it fixs my problem ๐Ÿ™ ๐Ÿ™ ๐Ÿ™

warm mountain
#

is it possible for us to set blocking volumes as subtractive/negatives?

#

so say there is collision on a static mesh but i would like to use a blocking volume to subtract the middle of the mesh's collision

teal tulip
#

No

karmic thistle
#

nope, V. 4.20.1 didnt fixed my problem, I had to go to 4.16.3 again, don`t know why 4.20.0/4.20.1 doesnt allow me to Rotate my character with A or D

#

๐Ÿค” ๐Ÿค” ๐Ÿค” ๐Ÿค”

warm mountain
#

rip

gentle crypt
#

whats updated in 4.20.1?

latent terrace
#

hey, probably a noob question, I got a sequence in the sequencer, how to I view it? ๐Ÿ˜„

gentle crypt
#

double click?

latent terrace
#

yeah but then I click play and I hear the sounds but I'd like to see stuff too!

gentle crypt
#

try clicking in the camera icon

#

have u set up your camera shots btw?

latent terrace
#

no idea

#

I haven't created the sequence

gentle crypt
#

could u do a scereenshot? I cant tell whats going on

latent terrace
gentle crypt
#

you are using Cinecameraactor2 but in the camera cut it shows CinecameraActor.

#

you need to put cinecameraactor2 in camera cuts

latent terrace
#

ok I'll try ๐Ÿ˜› thanks

plush yew
#

ugh ue4 on linux is getting on my nerves rn

#
[riolu@michael-tower ~]$ /opt/unreal-engine/Engine/Binaries/Linux/UE4Editor 
/opt/unreal-engine/Engine/Binaries/Linux/UE4Editor: symbol lookup error: /opt/unreal-engine/Engine/Binaries/Linux/libUE4Editor-Kismet.so: undefined symbol: _ZN26FGraphEditorDragDropAction9ConstructEv
[riolu@michael-tower ~]$ 
#

my install keeps breaking

#

when I load my 4.19 project and try to convert it to 4.20, let it compile my C++ code, etc, it crashes

#

then that happens.

#

yet when I create a new project, it's fine

manic pawn
#

๐Ÿคท

#

all dev on linux is annoying like that

plush yew
#

well, I REALLY don't want to use Windows.

manic pawn
#

maybe you could use a larger monitor instead of this magnifier tool?

plush yew
#

I really don't like large monitors

#

plus my desk can barely fit my 3 monitors as it is

#

and I have a 22 inch BenQ GW2270, a 26 inch TV, and a 16 inch TV

#

there are way more reasons I'm sick of Windows anyway.

cedar snow
#

16 inch TV?

plush yew
#

yeah it's old

#

all the unused tech in my house, instead of going in the trash, if it still works, goes into my development environment

#

I always find a use for things

#

anyway...

#

is there somewhere I can go to get quick support with fixing up my ue4 on arch linux

#

google is... not very conclusive

#

I still have my local UE4.20 arch package so I can run pacman -U on it to reinstall but...

#

that only gets it booting again. Once I load my game's project, it's fucked.

next badger
#

Is it possible to find install logs somewhere?

silk torrent
#

Is there a way I can add extra options to the play dropdown menu?

bitter iris
#

you making takeshis castle in a game lol?

carmine wind
#

does someone know how can i have a clock that shows the time of were you live in game

tawdry raptor
#

Everything looks like textures show up but why is he liked this

grim sinew
#

Have you tried importing your normal map first off, also your face's normals are flipped

tawdry raptor
#

What do you mean normal map? I'm using the vr controller map

#

That came with the engine

grim sinew
#

Not what I meant.

tawdry raptor
#

I just want him to look normal but I don't understand why he don't the texture are connected to the materials

#

I fixed my gun by connecting the texture to the materials

#

@grim sinew do you know what I'm doing wrong?

#

It's driving me mad

digital anchor
#

dont use the word normal, it has different meanings :p

#

start by studying what vertex/face normals and normal maps are

#

you may fix most of the problems when u understand

#

then check out the UVs, (if you dont know what those are, google it too)

#

lastly check if the correct materials are on the correct slots

latent moth
#

all, how can i get minX, maxY, minY and maxX of a landscape?

steady hinge
#

Does anyone know what this 'Dialogue Context' thing is good for?

high wolf
#

Hey Guys

#

I have another problem

#

I created a gun that shoots with line traces

#

but

#

The front and the right sides of any object receive the hits but, the back and the left sides do not

#

the collisions of the walls are exactly the same

manic pawn
high wolf
#

I asked something about this gun with line traces

#

and the gyu who helped me told me to do that

manic pawn
#

this will offset the end point diagonally by 10 units, always in the same direction

#

I don't think that's what you're trying to do

high wolf
#

because the target wasn't receiving the hit

#

and he told me that I need to make the line has to be a bit longer than the impact point of the first line trace

abstract marsh
#

Hey, is the unreal market page working for anyone?

manic pawn
#

nop

abstract marsh
#

I thought it was just me lol

#

After watching Black Mirror I got scared xD

#

Okay, that's good.

#

I found a really cool system on there too...

high wolf
#

if I remove the "Plus 10" node

digital anchor
#

wait why are you doing 2 traces

high wolf
#

the objects doesn't receive any hit

#

@digital anchor the shot must hit the target immediately

#

like Resident Evil 4

digital anchor
#

for that 1 trace is enough

#

i mean why 2

high wolf
#

oh

digital anchor
#

you trace then you trace again

high wolf
#

the first trace is coming from the center of the camera

#

and in the impact point of this first trace decides the direction of the trace from where the crosshair is aiming

digital anchor
#

well, +10 is not doing what you think, +10 is not 10cm longer, but 10 in each axis, which will make it go diagonally

#

thats why it only works at some places

high wolf
#

ok, what axis do I have to add 10 units?

digital anchor
#

the axis of the direction

#

Normalize(HitLocation - StartLocation) will give the direction, multiply by 10 and add to the EndLocation

high wolf
#

you mean the Impact point - Trace Start?

digital anchor
#

ye

high wolf
#

ok

#

I'll try

#

ok, I used Print String to tell the result

#

butttt

#

you mean the Gun Trace or the Camera Trace?

digital anchor
#

right there

#

all the math i said, replace that node

high wolf
#

ok, I'll try

#

It's everything crazy here

digital anchor
#

lul probably not

#

show me the nodes

high wolf
#

the blue one is the camera

#

and the red one is the gun trace

hot drum
#

as seen here

high wolf
#

the nodes

hot drum
#

But I can still go through it

digital anchor
#

you are missing some stuff

high wolf
#

me or @hot drum ?

digital anchor
#

Normalize(HitLocation - StartLocation) will give the direction, multiply by 10 and add to the EndLocation

#

u

#

after HitLocation - StartLocation, you need to put a node called NORMALIZE

high wolf
#

oh

digital anchor
#

then Multiply by 10

#

then ADD to HitLocation

#

then plug on EndLocation of the next trace

#

show me the nodes once u finish

#

then i will explain again what it does, not enough to just put them there gotta learn

high wolf
digital anchor
#

no

#

its +

#

and its multiply by 10 not +10

high wolf
digital anchor
#

yes, but you gotta add the hit location

#

impact point* i keep mistaking sorry

#

so it needs to be a Vector + vector, you have a vector + float there

high wolf
digital anchor
#

exactly

#

if my math is correct ๐Ÿ˜‚

high wolf
#

sorry, I'm brazilian I don't understand english veeeeeeeeery well

digital anchor
#

lmao

high wolf
#

olha sรณ

digital anchor
#

=p

#

call in DM if u wanna talk

high wolf
#

Ok, let's continue in english so anyone can understand us

digital anchor
#

๐Ÿ‘

manic pawn
digital anchor
#

oh yeah, the start of the second trace is from the gun

high wolf
#

anyway

#

it kinda works your math

digital anchor
#

gotta do what zeblote said, else wont work

high wolf
#

both works

#

Thank you guys

digital anchor
#

๐Ÿ‘

#

did u understand the math there? you first find the distance (HitLocation - TraceStart), then the direction (normalize), scale 10 centimeters in that direction (multiply by 10), then you sum that to the location

trim trail
#

has anyone idea why switching camera to orthogonal projection disables lights?

digital anchor
#

there is a couple known bugs with orthogonal

#

but seems as not many people use it, its not a priority

trim trail
#

oh damn

#

i wanted to make a isometric 2d old rpg view

#

cinema camera doesnt have ortho mode

#

neither viewport

digital anchor
#

ive seem people doing it with a 5 fov camera, but no idea if its a good choice

#

vote, ive heard that if we reach the thousand they will fix :p

trim trail
#

haha

plush yew
#

Any ppl here that used to rig up some characters for ut3??

#

Or have any experience in it

#

Need some help

harsh tiger
#

does anyone know why in my game my zombies spawn and come out of the ground fine. but when i make a build the zombies are spawning under the map

harsh tiger
#

they spawn underground in the exe build but above ground when playing in the editor... any idea why? if so @ me so i see your message!

grim ore
#

are they supposed to spawn in the ground and move up or above the ground? If above the ground have you tried being really silly and putting them up another 20 or so to see if they fall into the world and work? If so maybe your actual spawning is not in a safe spot

#

I mean it's weird but maybe your level is spawning in the characters then the level is finishing loading on the build version and in the editor version it is reversed.

sterile narwhal
#

I'm trying to run the Turn Based Strategy sample project from the Learn section, but when I run it, it's really dark. Is there a more recent version of it?

grim ore
#

well the latest version would be on the launcher and it would be for the version you chose when you installed it. Now is it up to date is a good question lol. Maybe the lights got messed up when they changed the defaults

#

What engine version are you testing it in?

sterile narwhal
#

4.20.1

#

The video is from Jan 2015.

grim ore
#

I just tried it in 4.20 and it seems fine in terms of light/dark

sterile narwhal
grim ore
#

oh yeah wow I do not get that, did you load up the default map? in the maps folder

sterile narwhal
#

No. But, now that I did it's the same. ๐Ÿ˜

grim ore
#

hmm.. I installed it right from the learn tab targetting 4.20, Im using 4.20.1, loaded up the defaultMap and it worked first try in terms of lighting .

#

IF you go forwards towards what looks like a light do you have some lighting?

#

ooh

#

ok so if i disable the post process volume that happens for me as well

#

maybe check to see that yours is enabled and unbound

sterile narwhal
#

Oh, yeah I think I went through a tutorial that told me to do that. Thanks.

#

(Although that was in 4.19)

grim ore
#

yeah ok its the fact there is no light in the level at all and the post process volume is using an ambient cubemap to fake lighting. Without the post process volume that will happen

grim ore
#

IF you add a directional light or change the one that is there you can work around the issue but then you end up with the eye adaption being a pain and its probably easier to just fix the volume lol

sterile narwhal
#

I don't know how to turn it back on. The hotkey says P, but it doesn't seem to do anything. Is there a way to restore default settings?

plush yew
#

Suddenly I have no sound in editor viewport but I do after compiling the game. Windows sound settings seem okay. Anyone have a suggestion?

#

standalone game is no sound too

cursive dirge
#

@plush yew I fixed your image to use actual in game footage ๐Ÿ˜„

leaden garnet
#

LUL

tawdry raptor
#

I moved my project from my laptop to pc and get this message The following assets could not be successfully checked out from source control:
/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap

zenith flower
#

I assume you have this under github on the laptop?

tawdry raptor
#

never mind it was another project open

zenith flower
#

I get that message for project that crashed, and do NOT have source control

#

k

latent terrace
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Hey guys, I have a weird problem, moved my project some time ago from 4.17 to 4.19 and some of the blueprints are acting weird

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when I change something, I can't compile them

high stone
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Anyone know why Maya takes longer to render colors fading into black in Mental Ray?

tawdry raptor
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im following a tutorial right now and I downloaded the animation started pack, but the instructors files are fbx and mine are uasset

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so now im pulling my hair out because he said we only needed the starter pack animations

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what a nightmare

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whats a uasset file?

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why are his fbx?

small oar
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When I updated the engine my .uproject disappeared. Is there anyway to get it back like through command prompt or something I canโ€™t open my project at all

gentle ivy
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your uproject should never disappear. You will need to recreate a uproject file.

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also you can change the version of the project by right click on the uproject and going change UE4 version

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or just modifying the uproject directly with the new engine version and regenerating project files. Again by right clicking on the uproject (most of the time.)

plush yew
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have a .wavs set to play 2d on event begin play, suddenly while playing in editor the music doesn't play. it DOES play if i reload the level. it also does work on loading a new level, just not the first time starting from play in editor it seems. anyone know what's up? 4.20 happened suddenly was working fine

weary gale
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@latent terrace happened to me as well (4.19)

grim rock
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Anyway i can get access to the "Looking-for-talent" channel

grim ore
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yes, read the pinned message

plush yew
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when creating a BP should I click on create new BP or click on a SM and click add Blueprint/Add Script (Blue Big Button) ?

grim ore
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yes

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but the honest answer is whichever comes first lol. If you know you are creating the BP you might as well do it to start with, the other option is for when you go "hey this would be cool if it was a blueprint" and bam blueprint

plush yew
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hm ok Mathew thanks

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bcs. my room SM is now 2nd from the top and i can't change it's name

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cause its t he root ๐Ÿ˜„

grim ore
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You should be able to inside of the blueprint itself

plush yew
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grayed out

grim ore
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You have the name of the BP, that can be changed in the world outliner if it's in the scene. You have the name of the components, those can be changed inside the master BP in the content browser. Ah yeah that is due to it being inherited from another blueprint

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If you look in the top right the parent is a static mesh actor, not just a normal actor

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so due to that the Static Mesh Component is the default root and cannot be changed

plush yew
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wow

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so i have to createt a empty BP

grim ore
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technically you might be able to reparent it back to an Actor but I have no idea what that will do. Go to the class defaults tab and changed its parent type to Actor

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I've never gone backwards lol

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oh and it might be class settings not class defaults, I never get those right....

plush yew
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its ok

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new bp

grim ore
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so I was curious and the answer is it works but not what you would want. It replaces the static mesh component which is part of the old parent with a default scene root and blomp no more static mesh in the bp

plush yew
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eh i don't understand you

grim ore
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well the static mesh component, that 2nd item on the left, is part of the parent. When you change the parent from a static mesh actor, which requires a static mesh component as one of the children, to a normal actor it deletes the static mesh component and replaces it with just a scene root (which is nothing but a transform). It's what I expected but I had hoped it would keep anything existing when it happened.

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basically going from a blueprint that has stuff in it to another blueprint that doesn't have that stuff seems to remove that stuff ๐Ÿ˜ฆ

plush yew
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youre overcomplicating everything

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asa i said, create a new bp. easy

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i am not native english. i doN't understand what you write

chilly wind
grim ore
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Change the camera to the top view using the buttons on the top left of the viewport. Alternately navigate using WASD and the mouse buttons like in a FPS

chilly wind
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@grim ore

grim ore
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Change it from Wireframe at the top to lit

gusty trout
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I donโ€™t use unreal but this stuff looks cool

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And I do make games tho

rose quartz
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Im Trying to make a Custom event with a lerp timer attach to the Health bar only the strange part it with i use the Replication on 2 with dedicated and with 1 client it works how is that possible

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i have only set those 2 functions to Handle the Regeneration on the server and Lerp on Multi

harsh tiger
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@grim ore Your right, I spawn them under the ground and they raise up for about 3 seconds and then start chasing me. I also tried to put the target points higher above ground but they still spawn under the map in the built version. But not when I'm playing in the editor

grim ore
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oh

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your using target points?

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don';t quote me on this but I think target points are editor only and get stripped out on a real build

harsh tiger
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wow really haha, whats the purpose of them then?

grim ore
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well like I said don't quote me on that, I could be wrong. I could swear I ran into that issue when I used them a while ago. And they could be used just to indicate stuff in the world at design time, you can do that with other items as well.

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but from what I can see I think I am wrong, it might have been another node

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It's weird tho that your target points are above the map and they still spawn in below it

harsh tiger
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it looks like they are spawning at 0, 0

grim ore
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yeah which means the data being fed in might be bad

harsh tiger
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i'll just hard code the values an stripe the target points and see if it works

grim ore
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or if they arent being cooked they wouldnt even be hooked up which makes sense but the docs say otherwise lol

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yeah was going to suggest that next, just try hard coding a test and see if it fixes it. If it does then you atleast know whats causing it. Can always then just drop another actor in temporarily and use that to test as well, for a replacement target point.

harsh tiger
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ohhh so like an invisible cube instead of a target point for example?

grim ore
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well hell make it a normal cube just for testing so you can see where it spawns in the build version

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just set it's collision to no collision to be safe lol

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"arghh, now it spawns but it goes flying into the air for some reason"

harsh tiger
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it works!

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i just hard coded the values in

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i never knew about that with target points

grim ore
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well again don't quote me on it but....

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so far signs point to WTF is wrong with Target Points lol

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I want to say I had the same problem during a game jam which is why I remember

harsh tiger
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i think you might be onto something. thats what i had and it was like they was spawning at 0, 0, 0

grim ore
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for some reason I want to say that target points are hard coded to compile out in the code itself

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but I checked the docs and they don't mention it so I was confused on if it was me or them lol

plush yew
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hello guys]

harsh tiger
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i've been using ue4 for about a year now so i wouldn't have a clue haha i'm still a noob

plush yew
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I have the conan exciles kit dev but what to do with it?

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me too

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lol

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I wanted to see how they are make the systems like inventory crafting, building but I can't

grim ore
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You can make mods for the game, like uh new stuff to build or creatures or stuff. Or you can just play the basics of the game for free!

plush yew
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yes-I can't play the game basic because when I start the game I am on the level that aven't got anything-hmmm what to do?

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I will buy it when it will has discount

grim ore
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When I tested it I was able to try it out, I think you need to make sure you spawn in on the character creation level

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other than that some of the stuff is exposed to blueprints so you can see how they did it but core C++ code is not included ๐Ÿ˜ฆ

plush yew
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okay n probem for the C++ code I want to see how they are make the bulding systems, inventory systems and these things

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which level to load o start the game and play it?

grim ore
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I don't have it installed, I Couldn't check. Go thru them all and hope lol

plush yew
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omg

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is there a way to download free Conan Exciles??

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and does Conan Exciles have mutliplayer?

grim ore
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The Full game has Multiplayer but it's not free

plush yew
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okay

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the don't full the game from where to download it? if you know DM me and send me a link

grim ore
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I have no idea, I have it on the PS4 from the PSN store.

narrow crypt
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Hi
I wanted to know which is better make a project with elements common in all games like menus and clone it for games i make or just make it individually in every game?

grim ore
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making a starting template isn't a horrible idea especially since things such as an intro screen, title screen, menu with options and such can be re used and just the art changed out.

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you can even look into creating template or feature packs in the engine so you can just load them up

narrow crypt
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ok thanks for the help

grim ore
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if I was personally doing it and new to UE4 I would redo the stuff a few times, for learning and to get the muscle memory working, and improve it each time and maybe work on a "starter project" over time with all that learning and eventually you will have a kick ass starter project

plush yew
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I won't make mods for Conan Exciles-I donloaded the pack to have they how make different things

floral wind
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Hey guys, i'm trying to use parallax occlusion mapping in my project and already did sucessfully on a previous one, but this time when i plug the POM node, my material becomes invisible, has anyone experienced that before ? (i'm using 4.19 btw)

latent moth
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is there a way to get the next spline point given a distance on the spline?

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i mean, given a distance along spline, which is the next spline point

grim ore
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I would have to guess get the run a loop thru all of your points, get the distance along spline at spline point for that point, and then when you get a distance that is greater than your check distance that should be the next one

latent moth
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yep that's what i'm doing

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but i was hoping for something less cumbersome.. this run on every tick

grim ore
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well I would assume that is what it would just do in the background as well if it was a custom node. Making a custom node could work as well but it would possibly be something else to optimize like jumping in the middle then working forward or backwards as needed

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I wouldn't think this would be very heavy as well unless we are talking it having to sort thru a couple hundred points every tick. even then it's just math

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just walking a list and finding an answer ๐Ÿ˜ƒ

amber dune
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Ok, in all the time ive worked in UE4 I my projects keep breaking in some way. Today i opened a project and lots of my blueprints are gone

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what is going on?

warm mountain
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Anyone here having issues with destructible meshes?

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everytime i try to create it, my editor keeps crashing

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using UE 4.20

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tried with several meshes but it isn't working out

safe rose
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Thank you for being Beta Testers of 4.20

warm mountain
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gotcha

cursive dirge
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only if some weirdo would have ported nvidia blast into 4.20 *cough

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apex destruction was always pretty funky, I expect epic to replace it with blast in some near future

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apex destruction (what UE4 uses for destruction atm) is deprecated by nvidia already

flat marlin
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@grim ore never used VS2017 before. i managed to open that VS file for it.. don't know how.. i just hit rebuild on it right?

plush yew
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Will Unreal Tournament be released? ๐Ÿค”

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Epic Games, please

cursive dirge
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they actually planned to release it?

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I thought it was just a pet project to engage with the community

tall pendant
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Its on hold for months now...

plush yew
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@cursive dirge Haha, well, I really believe in this project than in Fortnite.

cursive dirge
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time for arena shooters pretty much went once quake got old

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they don't appeal to masses

plush yew
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Quake I don't like, but UT brings me pleasure.

frank escarp
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arena shooters as a genre are dead

tall pendant
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then again people said the same about adventure games

plush yew
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Now battleroyale is actual...

obsidian nimbus
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how is BR not an arena shooter?

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you have an arena and ppl shoot each other

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its all gameplay variations of arena shooters, even quake had CTF

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CS was a gameplay mod for halflife, also arena shooter

final swallow
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Okay so I'm free to write I guess

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So howdy guys

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@plush yew ahhhhh th egood guys

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@plush yew good ole days I mean

tawdry raptor
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im following a tutorial and the guy is using fbx files as animations but I have the started pack which has uasset for the file extension

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do these do the same thing?

obsidian nimbus
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once u import it it becomes uasset

tawdry raptor
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ohhh ok

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where are the options to assign the already imported uasset from the anmation started pack to a skelaton mesh?

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since I cant import them I dont see the option

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that it gives when the instructor drags and drp[s

obsidian nimbus
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rmouse

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on the anim

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prolly need to retarget em

abstract marsh
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Hey, how do people make special effects like smoke?

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Like these ^

tawdry raptor
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how do I change the skelaton of my animations they are all connected to a white plain skelaton I need them connected to my import

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I imported a character into unreal and I noticed it doesnt have all the parts of the skeleton like the regular white skeleton guy, does this mean I cant animated him?

lavish glacier
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Can anyone recommend key-binding system or kit? c++ or BP whichever. Something that works in 4.19.x

naive furnace
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I need help with .uproject right click not showing generate source files. UE4 4.20.1, Win 10. My old Win7 machine had the context menu options but on the new Win10 machine it does not. Any ideas?

next ivy
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what's the process of getting ue4 materials into maya?

grim sinew
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You don't, you need to redo them.

next ivy
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that's what I thought

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That's kind of a pain

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I guess when modeling you can just use textures

dire storm
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hi guys. So I had to be afk for a few months RL stuff. Now that I'm getting back into UE4 I've decided I wanted to look into making a master content folder for all of the assets I buy/play around with that way I can just snag stuff from there instead of having to migrate everything from project to project. I recall there being some concerns about doing this. Any pointers?

next ivy
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If youre just learning go ahead

dire storm
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If I just copy pasta content folder materials/ tutorial stuff it will break dependencies?

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so basically I gotta open every "content example" or project and migrate everything to the one project to rule them all I'm guessing

next ivy
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What I do is copy paste their folder into a new folder with the marketplace item's name. Then as I actually need the content I migrate the files I need into my own project folder as needed

dire storm
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I'm really sad I had to take so much time off. I forget what I'm doing so quickly. Feel like I lost all my progress

next ivy
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If you click drag-> move an item it should migrate the paths naturally

dire storm
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okay okay... so I CAN copy pasta the project content folder into a master folder without a ton of hickups?

next ivy
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As long as their assets dont use the same name as yours

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IE if you have two 'M_Stone' files

dire storm
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so I can do this without even opening the editor. Just making a copy of their file in my master library

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gotta burn all of these terabytes somehow

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Thanks for your assistance. I kept thinking something would break if I did it that way... I was good at breaking stuff before I took some time off

dire storm
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Now I should be all set for the back to school summer sale if UE4 does it again this year. Gonna empty the savings on that and a new laptop I guess. I would prefer a desktop but since I'm spending so much time at school laptop probably the more responsible choice. Not really a fan of laptops.

bitter iris
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Are there any tutorials on how player inventories work?

grim sinew
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Yep, plenty.

bitter iris
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Okay ill go have a look around ue4 docs

grim sinew
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It's not exactly a rare game mechanic, you can probably find a lot online about it.

bitter iris
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Yeah np

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Lol the amount of "Player inventory systems" there is, not what im lookin for

latent moth
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all, iโ€™ve just experienced something new to me. i just made a duplicate of a character and the animbp in the copy... doesnโ€™t work: the viewport shows the mesh as static. all settings are the same of the original, but in the latter the viewport properly shows the animation. both have realtime enabled. this is also true ingame: the original has the animation, the copy doesnโ€™t. have you ever seen this?

tawdry raptor
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if I have the stock skelaton and I have another character without a sekelton can I cooy and paste the stock skelelton and paste it in the character without a skeleton?

digital anchor
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yeah but you have to do it on another software then import the second character again

tawdry raptor
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what would you use and how would you do it

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I have blender

maiden swift
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Does anyone know why an actor would move to the world origin (0,0,0) in packaged builds, but not PIE, Standalone or Launch? This is driving me crazy and I have zero leads.

plush yew
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So Blender 2.8 official release near Christmas this year? That is what I heard ๐Ÿ˜ƒ

pallid compass
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Prob need someone too attach debugger to to track that pfist

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Sounds like a nightmare

maiden swift
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It is a nightmare. I've tried everything.

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It only does this in packaged builds. In PIE, Standalone and Launch configs, it's where it should be.