#ue4-general

1 messages · Page 286 of 1

plush yew
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mathew w did that one

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here is a csv i was doing - its for notes in a synth

steady hinge
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The widget reads that from the data table every time it populates a text option. So that takes care of all the stats.

The npc blueprint just needs to tell the widget which row from the data table to load into which slot. The npc blueprint doesn't have to worry about any of the stats or colors or anything.

open lotus
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Yo, I have to apply decals on my character, but I have no idea on how to attach the decal to bones. Is there any way to add sockets in real time? Or maybe there's another way to do this. Thanks :3

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Or is there a way to texture paint in real time at a specific location? :3

whole quarry
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AttachToComponent

open lotus
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Yea, but I don't whant to create 15432 sockets

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I whant to create one when it's needed then, delet it

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In real time I mean

whole quarry
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you'll have to make the sockets, else you cant do it

open lotus
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I have to find another way to do this, I'll keep looking for it

steady hinge
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Things are getting messy.

plush yew
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@open lotus cant you texture an entire texture with decals and update the texes realtime?

open lotus
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That's what I whant to do, but I don't have much experience with textures :/

plush yew
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i have an idea

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ok have the texture base be your pawn material right

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use a image with alpha transparency, and make sure hte UVS are properly aligned

open lotus
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By texes, you mean that I'll be able to select a specific location, where I whant to blend with the other texture ?

plush yew
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yes

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you have to use UV layout to set the exact point

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for each decal

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as an example if you had different circles for insignia like corporal and general etc. you would just set each one as a separate image

steady hinge
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Vertex color?

plush yew
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havent used that

dim arch
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hey, if I am packaging/shipping a build and I need to include a directory which does not get cooked, does anyone have a link for how to do that

steady hinge
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I'm just brainstorming, I have no idea if that would work or not...

open lotus
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I used vertex color for landscape painting

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But IDK if I can do this IRT :3

steady hinge
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I use it a lot of environment pieces, never a character...

open lotus
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Same

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It should work, I was working on it

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But Idk if I can paint in real time

steady hinge
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I was able to update snowfall on a bench in real time...

open lotus
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So I'll maybe explore gothicserpent way :3

steady hinge
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But the bench wasn't a skeletal mesh that was moving around...

open lotus
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But can you select the exact point where you whant to update the texture

steady hinge
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I also never tried baking it...

open lotus
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I'll check this out

steady hinge
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The only thing I tried was through building up a float variable over time.

plush yew
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@dim arch yes - not like a full doc but it's a crucial step.

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i exclude tons of DIRs to save space in my steal build

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if you want to include an external DIR, the best is to import the files IMO

dim arch
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does this work on mobile?

plush yew
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the pic i sent @dim arch? you are referring to?

dim arch
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yep

plush yew
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i havent yet tested on android - but i believe it should.

dim arch
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ok thanks

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ugh

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the directory must be inside /content/

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which it isnt

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it's in the project root

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and the plugin references it from there :/

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actually it references it from ../UI/

plush yew
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i exclude my savegames folder from cooking @dim arch

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if you do /Game/../../ it should go to parent dirs

dim arch
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ah I can go up a directory in the file reference

plush yew
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yea

dim arch
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it automatically points to projectdir/UI/

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but if Ispecify ../content/UI/ it works

plush yew
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ah ok

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cool

dim arch
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I am making a html overlay which parses a site and fires events when buttons are clicked

plush yew
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oic

dim arch
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wtf

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it broke the plug -_-

plush yew
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?

dim arch
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idk ill try working on it

plush yew
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wait i will tell you one thing about exclusion

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if you exclude any dirs that any asset actively references

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it will make an error

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so you gotta move over any referenced uassets

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that should help

dim arch
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ok cheers

open lotus
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I think I've found da way 😉

plush yew
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@open lotus how did u do it?

open lotus
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Haven't done it yes, but I'll use render target

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To update it in real time

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Then update my material thanks to this

plush yew
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ah ok

steady plank
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who can help me make a launchpad in the first person thing

open lotus
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You should use the add impulse node

steady plank
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i have it sorted

misty falcon
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just imported an animation but only the first frame of it came through? has anyone experienced this before? and if so, how did you fix it so you got the entire animation?

cedar snow
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when exporting a win64 with development configuration, i should have a console when pressing ~ right?

cloud cobalt
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Or whatever console key you set, yeah

plush yew
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[/Script/Engine.InputSettings]
ConsoleKeys=Tilde

And a version i've compiled as development build has about the same input file and it works over there.```
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you gotta set it in the DefaultInput.ini file i think

cloud cobalt
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Uh

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YEah I have that myself[/Script/Engine.InputSettings] +ConsoleKeys=Tilde

cedar snow
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lemme check

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was missing in my config file (created by twinstick template)

plush yew
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ah haha

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it wont work in shipping as u know

cedar snow
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read my original question 😛

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development configuration

plush yew
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ik just clarifying that doesnt work in shipping in case you tried it for that

cedar snow
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i checked the ue4 docs wrt that

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was also my first thought that it might only work in debug config

plush yew
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yea

cedar snow
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ProjectName\Saved\Config\WindowsNoEditor

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this is where they should reside in case of build, right?

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because: not there or empty

plush yew
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did you set it in ProjectName\Config?

cloud cobalt
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No

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Should be in Config/DefaultInput.ini

cedar snow
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yes, that's my location

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[/Script/Engine.InputSettings]
+ConsoleKeys=Tilde
+AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
bUseMouseForTouch=False
+AxisMappings=(AxisName="MoveForward",Key=W,Scale=1.000000)
+AxisMappings=(AxisName="MoveForward",Key=S,Scale=-1.000000)
+AxisMappings=(AxisName="MoveForward",Key=Gamepad_LeftY,Scale=1.000000)
+AxisMappings=(AxisName="MoveRight",Key=D,Scale=1.000000)
+AxisMappings=(AxisName="MoveRight",Key=A,Scale=-1.000000)
+AxisMappings=(AxisName="MoveRight",Key=Gamepad_LeftX,Scale=1.000000)
+AxisMappings=(AxisName="FireForward",Key=Gamepad_RightY,Scale=-1.000000)
+AxisMappings=(AxisName="FireForward",Key=Up,Scale=1.000000)
+AxisMappings=(AxisName="FireForward",Key=Down,Scale=-1.000000)
+AxisMappings=(AxisName="FireRight",Key=Gamepad_RightX,Scale=1.000000)
+AxisMappings=(AxisName="FireRight",Key=Right,Scale=1.000000)
+AxisMappings=(AxisName="FireRight",Key=Left,Scale=-1.000000)
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sry for wall of text

cloud cobalt
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Then if you export it should work

cedar snow
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while the project is exporting: the original reason to see the console is jerky movement when playing exported build

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doesn't matter if fullscreen, windowed or fullscreen windowed

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runs buttersmooth in editor (PIE)

cloud cobalt
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Check framerate

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But yeah, console

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You can also just launch with a right click on your project

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Doesn't need to export

cedar snow
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that's jerky as well

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and console doesn't show up when pressing tilde

cloud cobalt
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Cool, check the framerate with stat unit, you'll know a bit more

cedar snow
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in editor it's 120fps stable

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trying to get console to work now

cloud cobalt
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Console should work in editor too

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BTW, "Tilde" might be language specific, if you're not on QWERTY

cedar snow
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i'am on qwerty

hearty sinew
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Anyone know where to get started if I wanted to eventually start making combat/fight scenes in UE?

cedar snow
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i have to use shift+tilde key and space to show it

cloud cobalt
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You can also set the console key directly from project settings to ensure it works

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Engine / Input / Console

cedar snow
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show it == so that the tilde char shows up

cloud cobalt
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You should just need to click inside the PIE viewport, hit tilde, and have the console

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Once it works there, it will work everywhere in development

cedar snow
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i bound it to f12 and it crashed the editor on press

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fml 😄

plush yew
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hopefully you saved it.. heh

cedar snow
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so, console works when playing "standalone"

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shows 62 fps

cloud cobalt
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Cool, is it still jerky ?

cedar snow
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yes

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i didn't do anything with vsync and even if vsync would be on, it should be at 59.999 right?

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62 is just strange

cloud cobalt
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In standalone, type "setres 1920x1080f", including f

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To be in full screen

cedar snow
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did disable bloom and auto exposure but AO is at default setting of on

cloud cobalt
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And I think it's R.vsync 1 ? Not sure

plush yew
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r.setres 1920x1080f

cloud cobalt
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No, just set res

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Without the r.

cedar snow
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it keeps the 62 fps

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and introduces tearing

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so vsync is prolly off

cloud cobalt
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Yeah, you need to enable vsync now

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r.vsync 1

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Don't go disabling stuff or changing anything before you know what you're doing, like, AO or bloom is probably the last of your trouble, and if you hit 60fps, it's not a performance issue, but a problem with how you implemented your game. You should post a video or something so that we can see what's really off

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Jerky movement can be many things, if it's in multiplayer it's likely to be why (bad implementation of character movement)

cedar snow
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when enabling vsync it's buttersmooth again

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fps hovers around 60 as expected with my display

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it's single player, literally just the twinstick shooter template to prototype some mechanics

cloud cobalt
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How were you getting 120fps in editor ? Did you disable the framerate smoothing limit orsomething ?

cedar snow
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that's the default fps for me since using ue4 the first time

cloud cobalt
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The 62fps thing is old, like UE3 old - default high setting for framerate smoothing

cedar snow
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i didn't copy over ini files or anything

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i've been meaning to reduce the 120 fps in editor for a while now, but never got to do it

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(it keeps the gpu spinning)

cloud cobalt
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To be fair I've no idea how to have a non-jerky output without usinc vsync

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Some gamers disable it to have less input lag, but that's just crazyness for me 🤷

cedar snow
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i thought in the worst case you'd have banding

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but not fullscreen jerky movement

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because if i'am not imagining things the jerky movement is full frames

cloud cobalt
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Well if you don't have vsync, you're bound to have some video frames longer than some others, creating jerkyness

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Motion blur can somewhat offset that

cedar snow
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which is enabled by default

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🤔

cloud cobalt
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Vsync + stable performance is pretty much the only way to have constant frame time

cedar snow
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also TAA probably doesn't help either

cloud cobalt
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(Which is why consoles don't even have the option to remove vsync)

cedar snow
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i guess that's also because of tv heritage

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nah nvm they had half frames

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one last question: do you have vsync in editor enabled?

cloud cobalt
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Nah

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Well, doubtful, in any case

cedar snow
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thinking whether it's coincidence that my editor runs at 2 the vsync fps or not

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also thanks for helping 😃

vale silo
tall pendant
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you could ask on stream tho? hehe

vale silo
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I can't - at work right now

tall pendant
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aye. that's a fair point.

vale silo
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They used to check forums for questions up until they got rich with Fortnite BR 😉

tall pendant
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hehe

amber dune
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Hey

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Trace/Collision channels are still confusing me somewhat. Im doing a line trace on ECC_GameTraceChannel1 ('ProjectileTrace'). I have blueprint with a sphere collision set to block 'ProjectileTrace' and ignore everything else but the trace isnt hitting the sphere

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Maybe wrong channel!

wary wave
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channel's fine - what you're describing sounds like it should work though

grim ore
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I was going to suggest showing pictures but it sounds like your using C++?

amber dune
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@grim ore yeah i am

grim ore
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still might post some of the basic code in here and someone might spot an issue but yeah it sounds right assuming you have physics turned on for the collision checks

amber dune
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cpp``` void UVAnomProjectileManager::FireProjectile(const UObject* WorldContextObject, TArray<TEnumAsByte<EObjectTypeQuery>> Objects, TArray<AActor*> &ActorsToIgnore, const FName ProjectileID, const FVector &StartPosition, const FVector &Direction)
{
const TMap<FName, FVAnomProjectileData> *ProjectileData = &GetDefault<UVAnomProjectileSettings>()->Projectiles;

if (!ProjectileData) return;

const FVAnomProjectileData *Data = ProjectileData->Find(ProjectileID);

if (!ProjectileData->Contains(ProjectileID)) return;

if (!Data) return;

float Velocity = Data->Velocity;

if (Velocity <= 0.f) return;

UE_LOG(LogTemp, Warning, TEXT("Firing projectile `%s`"), *ProjectileID.ToString());

FPredictProjectilePathResult PredictResult;
FPredictProjectilePathParams PredictParams;

PredictParams.StartLocation = StartPosition;
PredictParams.LaunchVelocity = Direction * Velocity;
PredictParams.ActorsToIgnore = ActorsToIgnore;
PredictParams.MaxSimTime = 1.f;
PredictParams.SimFrequency = 20;
PredictParams.ObjectTypes = Objects;
PredictParams.DrawDebugType = EDrawDebugTrace::ForDuration;
PredictParams.DrawDebugTime = 1.f;
PredictParams.bTraceWithChannel = true;
PredictParams.TraceChannel = ECC_GameTraceChannel1;

UGameplayStatics::PredictProjectilePath(WorldContextObject, PredictParams, PredictResult);

}```

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ActorsToIgnore is just an array with the character in it

grim ore
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have you tried to basics to eliminate the trace channel as the issue? setting it to trace against all and seeing it if can hit other items just to verify the code is not at fault

amber dune
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yes

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i had it set to trace by object earlier using the passed Objects array

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and it was hitting everything

gloomy acorn
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Hey guys, does anyone here used the Perception Neuron Motion Capture Suit? Having trouble trying to export the animations with root motion from the Axis Neuron program to blender and then to Unreal Engine. UE4 reads the root motion from the root bone, while the suit exports the root motion into the hip bone. Was wondering if someone was able to import the animations somehow with root motion to UE4

grim ore
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@amber dune when it was set to that was it hitting your BP with that sphere collision?

amber dune
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Yeah

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it was hitting everything

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im just setting the channel to visibility now to double check

grim ore
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yeah definitely sounds like its the channel then 😦 I wish I knew more about C++ but it looks good assuming thats the channel

amber dune
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Love your youtube videos btw:)

grim ore
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I mean the only thing I can think of is your using the arc based projectile check but that really shouldnt matter if its what you want

amber dune
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hmm wait, now its not hitting on the visibility channel

grim ore
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uh oh lol

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"it was working and now it's not" is basically how my day starts and ends lol

amber dune
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oh yeah, this happens to me all the time:(

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i opened a project the other day and most of the blueprints were missing

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worked fine when i last closed it

grim ore
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oy 😦

vale halo
ashen vessel
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HELLO HELLO! Is there some1 who could help me out with a Swarm Coordinator ?

wraith raptor
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Hey guys, does any one know if there's a way to set the Screen Size for every LOD in the LODGroup section in the engine.ini files? Is there anyway to define them there instead of using the "Auto Compute LOD Distances" and auto apply for every mesh into that group?

unreal spoke
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When the character is on top of a moving actor it stutters(the movement of the character is not fluid...) . Is there a way to prevent that? The game is a FPS so attaching it to the actor is not an option (and don't know if that would solve the problem)

soft tree
oblique sorrel
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Packaging my project for the first time after a year of development, wish me luck lol

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Well shit

wild glacier
oblique sorrel
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👌

austere hinge
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I have two microphones.. I need to set second one as default microphone inside unreal engine.. How to do it

pallid compass
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include what you use

rain adder
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Has like the forums been having problems today or something? I posted an update on a WIP thread of a project I'm working on but it hasn't been moved to the top of the thread list for some reason. :S

open lotus
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Yo, can someone help me PLS.
I'm trying to do thins kind of effet, I can now paint on my mesh at runtime but only by painting on the plane. I don't know how I could link a world position on the mannequin, with the correct location on the plane, in order to paint at this spot. Thanks....
https://www.youtube.com/watch?v=Jz050a2OMXE&feature=youtu.be

All blueprint and material based. Using a render target to accumulate damage from line traces (no 'get UV from hit' here) using an unwrapped position texture...

▶ Play video
graceful grove
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@open lotus You accidentally the youtube link, woops

open lotus
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Allready saw the second one and can't figure out how he managed to break the mesh textures

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Thanks a lot ❤ He's giving a code for a dilator! I know have to learn how to use it :/

zenith sable
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@open lotus Hello again

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Im importing different fbx's

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but none of them have the animation im so confused

dire storm
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any idea if there's gonna be a back to school sale of any type or should I just wait for black friday/cyber monday before I buy the entire marketplace?

frail beacon
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How good will an RX 580 8gb run ue4 with a lot of foliage?

dire storm
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try opening the kite demo and find out for yourself. Depends on type of foliage I guess..

frail beacon
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Well I'd have to buy the card first xD

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My current r9 270x can't handle it so I am looking to upgrade

dire storm
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hold on a sec I'll look into it for you

frail beacon
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Also, is the editor more or less demanding then my actual game will be?

grim ore
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More unless you are running in your packaged mode but even that depends as you might be running in a window in editor mode so possibly less due to resolution. so both?

frail beacon
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So if my game laggs in the editor I should be worried?

grim ore
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if you are running in a smaller window then probably

dire storm
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oh so yeah I was thinking the rx 580 was an old generation graphics. Any of the mid/higher range current graphics cards are going to run small projects just fine imo

grim ore
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assuming you are targetting like 1080 for the user and your running in a smaller window that is 1/2 the size in the editor

dire storm
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@grim ore You hear anything about a back to school sale?

grim ore
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There are always sales and rebates. Most of the time the back to sale stuff is on complete units

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none of my deals lately that I have seen have really been anything special except on laptops

dire storm
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I was talking about marketplace assets 😃

grim ore
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oh..

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man they don't tell anyone, not even the marketplace devs half the time lol

dire storm
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I'm holding until the end of the month for the computer upgrade. Nvidia gonna release the 1180 announcement with build in ray tracing

grim ore
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so it's built in, then engines/devs have to support it, then games have to support it... soooooooo 3 years till it's used?

tall pendant
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i doubt you can run any raytracing stuff with just one card tho

dire storm
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or so the rumor mill is saying. 1080s are dropping in price very quickly. Oversupply from the bitmining recession. There is talk of the 1180 being delayed just to unload all the 10x series cards first because they will be backlogged and sales are dropping sharply on the 10 series

tall pendant
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the demos epic showed ran on 4 tesla v100's at 24 fps

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😄

dire storm
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Basically I'm just waiting to see if the 11 series is actually announced so I can get 1080 for cheaper

hot drum
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how would you make it so that in matinee the character moves from It's current position to the position you want

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instead of 1 position to the next

steady hinge
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Wouldn't you do that in the Character controller?

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Or am I wrong for assuming we are talking about walking from one place to another...

hot drum
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nah

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I need an animated sequence

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one that I can play and reverse

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but instead of needing to be at a specific location for it to trigger

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It accepts any location from the character

steady hinge
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You need an animated sequence, but you also need a trigger to play said matinee...

I'm not really sure, I haven't done much matinee in the past 5 years. I would look into trying to trigger the matinee from an outside blueprint, but that might be totally wrong... I often am.

grim ore
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I know in 4.19 you can set up animations in sequencer to be relative to another point at runtime so you can run a premade sequence anywhere you want. There is an example of this in the action RPG project but i dont know if thisis what you want

high stone
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Saw their recent Twitch stream on RPG elements.

dire storm
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looks good

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now I just gotta wait 4 months to buy everything I want from the marketplace. My shopping cart is maxed at 50 items!

noble barn
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Hey guys, I don't know where else to put that question..

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Is anyone of you experienced with the legal terms of multi-tenancy?

high stone
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I know it's not possible. But a 24/7, Q/A unreal Twitch stream would be awesome.

dire storm
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holy hell.. it would have to be like a mini game jam

high stone
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I think it would help a ton of starting out developers. Also give a place for some of us vets to give advice.

noble barn
#

We have bought a multi-tenant IBM Watson STT license, do we need to route all users access to that service through our Servers, or can we hand out tokens to all users, that then connect directly to the service?

dire storm
#

ughh why are there so many gtx 1070 ti cards that are more expensive then the 1080 base models... its so confusing and I hate looking up performance charts vs every other card nonstop

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half of the 1070 ti cards are like 40/50 dollars more expensive then the 1080 models even though the 1080s have greater benchmarks from what I've found. Why you do this nvidia, why???

polar hawk
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So theres that

manic pawn
high stone
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Dual 1070's or an overclocked 1070 is more cost effective than a single 1080.

cyan merlin
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Never dual anything unless its for something specific

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SLI is pointless

ebon spade
#

Anyone know what the deal is with all the unsuccessful login attempts on my Epic account?

high stone
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I saw a lot of crypto mining back in 2017. Those were usually the reasons people got 1060's, 1070's vs the 1080's. The 1080s are good! But they cost a lot vs performance.

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Unreal had a break in attempt. I hope you changed your passwords recently. I got an email warning me to do so a few weeks ago.

ebon spade
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Well they aren't havning any luck so I may leave it for now, have the 2 factored authentication enabled. What would they even want with my account though, nothing really of value

high stone
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I had a developer run into the same issue last night on my twitter. Not sure if he got hacked, but he had trouble logging in. 2FA is not secure. If it runs through your cell phone, it's never secure.

plush yew
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@high stone i recently had to enable that because i was repeatedly getting login attempts to my unreal acct

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was bad haha

high stone
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There was a paper released on all the types of security logins. It's was very disconcerting. With that said, I do think we are getting a better idea of the direction it needs to go into. Biometrics being one of the worst, and one of the best is no back doors.

plush yew
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when you say developer you mean in a company you work with?

high stone
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No, another dev I know.

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He mentioned it on his twitter.

plush yew
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ah

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i am lucky that my sys has never been compromised 😃 dont know what i'd do

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i have so many years of stuff on here

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and its too big to cloud backup

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i just have one main drive and one backup raid drive

high stone
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We have all been hacked at some point. Equifax, EA, Sony. If you ever filled out a form it's been accessed by someone who shouldn't have access.

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Ugh, EA put my job app data into their consumer database. So hackers got my real name, address, thanks EA.

plush yew
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i remember in the old days i downloaded some image or attachment and some guy literally got into my pc and was typing messages to me lol

high stone
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BTW they still didn't delete my info after that!

plush yew
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that was a guy i knew though, and then i didn't have any real IP on my comp 😃

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so i just reformatted

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i was just mad about it for a day basically, and blocked the guy lol

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surprised to hear about EA db

high stone
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Really? This is EA we're talking about.

plush yew
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yeah

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i tend to go with more independent companies now since i am a solo dev

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i dont really like any of the bigger ones anymore i suppose

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since i appreciate how much time it takes

high stone
#

Sony was awesome. When my data got hacked I got Everquest 1-2 free for months, plus other bonuses.

plush yew
#

lol really

#

wow

#

thats nice

high stone
#

3 things I recommend you do. Never put in your SS#, never give out your middle name, if possible on any forms for (non government, employment) websites put in the wrong birth date. That stuff will shield you from hackers greatly.

plush yew
#

i usually use like a separate email address for sites that are third party

#

i rarely have to enter that stuff in though, except for like moving or something lol

#

or government stuff, like drivers license stuff

#

in the unreal launcher did you use your real info? 😛

#

mb on epic games main site, not launcher

#

i think thats' where you first enter it right? i forgot lol

high stone
#

Yeah, that's a good strategy. Most of the times I got hacked, it was from a database break in. I don't think my password was ever compromised.

#

I just drive to the DMV. I never fill out government forms online. Mostly because Firefox won't load the page lol.

plush yew
#

lol

high stone
#

I think security is getting better. The problem is people are becoming more complacent. Because a lot of stuff is insured.

velvet mango
#

Guys hey <3 im really sorry to interrupt you but i need some help with something can you guys check it and let me know what your thoughts are please?

plush yew
#

@velvet mango what is it?

velvet mango
#

Well okay so i was working on a project i wanted to make some changes so i copied it and pasted ut to work on the copy but accudentally deleted the first one then when i opened the second one alot of things were missing heres how it looked on the first one

plush yew
#

if you copied the project folder itself it should be the same (the one with teh .uproject file and your main folders for your game)

#

if you used the epic interface to create a copy for a new version, it may have changed something if the versions are too far apart

#

apart from that u can check ur recycle bin for the first folder maybe

plush yew
#

looks cool..

#

wait the second pic is the new one?

velvet mango
#

Yes xD

plush yew
#

so the dark lighting got removed?

#

the textures and stuff are still there?

#

i typed some stuff before you sent pics - that may help. keep in mind if you copy a project .uproject folder it always retains everything. so there shouldn't be any issue if you copied the entire root project directory.

velvet mango
#

Yes but the quality of the textures dropped alot

pallid compass
#

balancing UI for mobile & pc

#

is a nightmare

manic pawn
#

just make separate ui at that point lol

plush yew
#

New generation spam is here.

#

👌

#

Got an email for buying some premium ue4 engine xd

pallid compass
#

Iv pretty much got it down

#

its just annoying af

plush yew
#

Shouldnt post my email in chats anymore

#

Scammers everywhere 👀

#

Just incase someone got similar emails and is about to buy... guys ue4 is free and will stay free. I would trust Tim and the epic evangelist who make the best after parties in the world. 👀

#

yep long live tim sweeney 😃

#

I get emails from apple all the time, despite the fact i hate their product soo much

#

lol cant you unsub from each one?

#

No they keep offering these new $99 earpods

#

And bags and what not

#

Spam is just spam

#

😂

#

Sorry $200 here

#

Prices go up suddenly on a $0.5 product

#

lol

#

well all i can say is i just updated to 4.20.1 and it's free and im glad i did that 😛

#

more stable than 4.20

#

But they offer premium subscription for 300 comon man

#

also noticed a reduction in netlag so excited about that

#

LOL maybe next time 😛 lol

#

for $150? can you lower the price? lol

#

i am a good negotiator 😛

#

Probably u can negotiate down to a cent as you get notihing

#

lol

#

i loaned a friend $500 and she promised to pay me back and hasn't and i'm too nice to even ask for it

pallid compass
#

u may have got rekt sir

plush yew
#

so yea.

#

lol i give gifts to people sometimes

#

helps how i feel

#

but she kept saying she woudl pay me back

#

so i was like.. hmm.. lol

#

There was only one person who owe me $200 worth poker set hell didnt end well

#

lol

#

For him

#

Next day he was begging to give it back yay

#

And i was a kid xd

#

Anyways my friend is strugling with the ark modding took

#

He wants to build a plugin and he complains that its crashing

#

a code plugin thing?

#

Anyone can give an up to date tutorial on modding in ark?

#

Blueprint only

#

Thought code plugins are not allowed on the client side 🤐

#

Like getting a mod running in the game because its just crashing an empty mod

pallid compass
#

Ark dev kit or apple ark kit

silk torrent
#

SpatialOS is a platform to create distributed games. The Unreal GDK is a new plugin we've released for Unreal which allows you to integrate with SpatialOS in a native fashion (keep using replicated properties and RPCs). Thought some of you might find it interesting

safe rose
#

Hmm. Damn still Alpha.

#

Wait. Pre-alpha. Hm, GDK isn't SDK? Or just play in abbreviations?

silk torrent
#

GDK stands for Game Development Kit. We have an Unreal SDK which we wanted to distinguish it from

safe rose
#

Also. Costs... Where are the real-world examples?

silk torrent
#

Unfortunately it's still in pre-alpha since it's early days but much of the single server support is there

safe rose
#

So, SDK is basically deprecated

dark depot
#

so i know you guys already have some stuff for ue4 are you guys working on a way to move people from the older stuff to this

safe rose
#

According to that post

dark depot
#

^

safe rose
#

So everyone who was using the SDK in UE4 was/is screwed?

silk torrent
#

So at the moment, the GDK has all of our old SDK stuff in it as well. So you would be able to use them alongside each other

safe rose
#

How do we know that won't happen with this GDK now?

#

Hmmm. That's not what I just read.

silk torrent
#

No not everyone is screwed. You can still use the SDK but we are planning on slowly phasing it out.

safe rose
#

From your own post though.

#

So... Slowly phasing it out..means screwed to many developers...

#

Just an FYI

silk torrent
#

Yes it's a replacement as in, anyone who wants to develop with SpatialOS and Unreal should use the GDK

#

but if you are using the SDK currently, you can try to start migrating over.

safe rose
#

Again. What guarantees will there be that you don't have a XDK that trumps the SDK and GDK because it just didn't work?

#

Essentially deprecating and replacing the previous. And slowly...but surely screwing over anyone that jumps on this new platform.

#

And.. "try to start migrating over"????

#

Does that mean that there's no guarantee that it will work on GDK?

#

Is there a document or something to help out developers on SDK to convert to GDK?

#

And by costs...I mean...once you are using SpatialOS, how much will it cost for the developers to launch

#

Real world examples if possible would be great. The GDK is free. Great. But how much is it going to really costs devs to launch a SpatialOS game using some games that have already launched as examples.

mint sequoia
#

@silk torrent Ordinarily if we wanted to change from a game made in UE4 networking to SpatialOS it would have been a ton of work, basically reworking everything, with the GDK would you say it requires reworking or some minor or major adjustments? What if someone buys up SpatialOS and we don't like the outcome, how much work would be involved in moving back to UE4 networking?

silk torrent
#

Regarding the document to transition, at the moment no. The biggest issue with the SDK was that it made you throw out all of Unreal's native networking, which is one of the best parts of Unreal. This made the SDK not so attractive to most developers and therefore the userbase is not as big as we might have hoped. We are aware of users who currently have projects in progress and are helping them.

mint sequoia
#

That is why we opted to roll our own solution, but if we can use Spatial instead we will

silk torrent
mint sequoia
#

We have a game in progress that actually requires a spatial-like solution

silk torrent
#

@mint sequoia It's actually very very easy to move back to UE4 networking. The GDK allows you to use replicated properties and RPCs just like you would in normal Unreal

#

If you were to use the GDK right this second, there is a command line flag that can switch you between SpatialOS networking and Unreal networking, which is a super useful tool while porting a game.

safe rose
#

I mean. I was super interested before, awhile back, when the first SDK for UE4 was released. Then saw what you all did and backed off... Was a disaster.

#

Glad you were able to figure it out and rework it to incorporate more if UE4's networking logic.

#

To make it more accessible

mint sequoia
#

So long as our game isn't dependant on spatial OS, it's a viable option

safe rose
#

Still. The pricing...is and always WILL be the issue with you all

silk torrent
#

@safe rose I can understand the sentiment of backing off. We're hoping that developers see the GDK now are willing to give SpatialOS another go

safe rose
#

Almost impossible (pun) to get a good answer, or quote for any real world examples. Which is sort of scary for any development team.

mint sequoia
#

We'll try it, but if it costs too much we'll roll our own solution as we were already planning to

next badger
#

for every Indy the pricing will be an issue

silk torrent
#

@mint sequoia I suggest looking into the GDK starter project and trying it out. You'll get a sense of what's possible with the GDK right now. The workflow at the moment is a bit wonky due to being pre-alpha but we're working on rapidly improving it.

worn granite
#

Oh, that was SO CLOSE to being a good pun victor

#

Just slightly off

mint sequoia
#

Might wait until alpha (at least)

safe rose
#

@silk torrent seems you may be heading in the right direction but already see some issues... But without diving in, won't totally brush it off. Maybe good for a gamejam.

#

@worn granite damnit

worn granite
#

Its very improbable to nail puns everytime :P

silk torrent
#

Nice pun 😃

safe rose
#

I missed it. Oh that's good.

silk torrent
#

I can understand the issue with our pricing. I can definitely pass this feedback along, you guys aren't the only ones not happy about the process for it

mint sequoia
#

It's better to be upfront

silk torrent
#

@mint sequoia sounds good. I would still poke around the repo and see what it looks like

safe rose
#

@silk torrent please do. You won't get anyone to really bite unless you are upfront about your pricing.

#

There's thousands on here that can only dream about doing x/y type game and with SpatialOS it may be much easier to become a reality. But it's all about those costs.

mint sequoia
#

Well, we'd bite, but there are exceedingly few people with our requirements

safe rose
#

I know all that backer investment money needs to be made back.

#

Jeez...NetEase

#

More China money

#

It will be interesting to see what happens. If they can't get developers to make games on it...which brings them money. Shareholders/investors won't be happy.

#

Most AAA studios are going to be rolling their own solutions. They have the devpower

#

So SpatialOS should be targetting the Indie/III market.

safe rose
#

@silk torrent Crossplatform ezpz?

#

Wouldn't see why not. But good to ask.

silk torrent
#

We've gotten the GDK running on a ps4 and xbox which were connected to the same deployment 😃 though we're still working on proper console support

safe rose
#

PS4/PC specifically

silk torrent
#

PC would fit right into that

safe rose
#

Ah okay. Hm

#

But running in on all platforms is not the same as cross-platform

#

Well maybe it does. But I mean, can we play with various platforms barring console restrictions

#

Basically. Sony hates everyone else but PC

silk torrent
#

That seems to be more of a PSN issue

#

Yeah so that isn't something we can effect

safe rose
#

But PC/PS4 is good. PC/Xbox/switch/mobile

worn granite
#

You guys thought about being more like, say, PCPartPicker in terms of pricing? I get you don't wanna pin down a monthly cost bracket for the generic user... but surely you know how much you'll charge per GB per HR for any given data center, and how that would flow with larger quantities. Can't you have that information displayed?

safe rose
#

@silk torrent right but can pc players play with Xbox/switch/mobile players like Fortnite

#

Since there's no restrictions there.

silk torrent
#

I don't want to comment too much about pricing since I'm just not the person that handles that but I can say if you try reaching out we can provide you with pricing examples

worn granite
#

So say I know what my budget is, but not sure what my specs are. I could play around looking at different datacenters and the configurations therein, see if I think its feasible. Just an idea.

silk torrent
#

I think that's a great idea

worn granite
#

I doubt I personally will be looking to use Spatial for anything soon.

viscid fern
#

^

worn granite
#

Mostly cause anything I'd make with it would require a team

silk torrent
#

@safe rose we haven't tested PC/Xbox/Switch/mobile yet but I see no reason it shouldn't be possible

next badger
#

hmm...afaik you could find VPS as low as $5 month

safe rose
#

@silk torrent well, that's a huge deal...

#

Hopefully someone can get on that. You would garner a crapton more interest if that's possible.

silk torrent
#

I agree it would be quite cool. We should definitely try tackling it in the future.

dire storm
#

ughh when you're supposed to be learning but you accidently clicked an image of a steampunk computer case and the next thing you know you spent over an hour looking at beautiful computer desks and cases.... Thanks pinterest.. thanks

#

Its okay though.... at least I didnt wander off on youtube... that place is dangerous. What? I lost 2 days?? 2 days of straight youtubing... wtf happened noooo

dire storm
#

So I currently live outside of Houston near NASA. I've been aimlessly shopping around for some kind of programmer internship or basically anything while I'm going to school to network with other game devs. Any pointers? Honestly I know I need a ton more time just putting my face to the screen and smashing the keyboard productively in the short term. I'm thinking about 2 years from now when I have quite a bit more experience in engine and as a programmer.

mint trail
#

is there a channel for crash reports..? i am completely locked out of ue4, ANY project

dire storm
#

RIP Hubert RIP

plush yew
#

@mint trail oh no, are you using the latest version?

mint trail
#

4.19

plush yew
#

try to download the latest version if you like

mint trail
#

i was saving like normally, but it was stuck on the save forever, so i had to kill it

#

no i need to stay on 4.19

plush yew
#

and then try re-opening the project and copying it to the newest version

#

well it sounds like it might be an engine issue possibly, might need to update to 4.19.2 or re-install the engine.

mint trail
#

i installed the SIXTEEN GIGS of debug symbols just now

#

so i finally ot a crash report that says something

#

holy fuckign shit what a ride

#

i tried opening a project after i had installed the debug symbol pack, all sixteen gigs of it

#

instead of giving me a crash report, it BSODed me

#

i booted back up, started ue4 again

#

this time, i had no projects in the list

#

luckily it worked by opening the file itself in explorer, and this time it gave me a proper crash report

#

a .bin file was causing the whole fuckup

#

removed that and now it works, although my entire UI has been reset to default :)))

plush yew
#

Can someone explain whats the point of the confidality notices in emails?

#

What happens if i just post the contens of such email publicly. To me it seems kinda pointless tbh

#

My guess is that some people justwant to looo more serius..

pallid compass
#

Wat

worn granite
#

I mean if its just a random email from an individual, prolly nothing.

If they're part of a company it might apply to them and its just their default email sig

dark depot
#

^

#

most times its to cover peoples butts

gritty matrix
#

It’s a precaution, but there are plenty of things which could cause problems if the contents of an email was published (HR matters, legal discussions, agreements between business which are not yet ready to be released, and early release can jeopardise a product).

I know I’ve received had a lot of emails which, if I published them, would lead to a loss of a job or worse. I often get emails incorrectly sent to me (intended to be sent to someone with a similar address) which contain sensitive data. Making that public would cause problems for someone.

worn granite
#

even if you can, iunno why you would share

neat cove
#

dat feel when unity

#

poor thing

maiden swift
#

@plush yew Legally-binding confidentiality agreements are almost always covered in contracts. The disclaimers you see in emails are used for a variety of precautionary reasons, but I think they are most commonly written for someone who receives the message in error, not the intended recipient.

#

As philmeup touched on, sending confidential information to the wrong person could be catastrophic.

oblique sorrel
#

So, I fixed my packaging problems! The PersistentLevel somehow contained a non-existent streaming level.

#

In other news, that somehow broke my AI navigation

#

And fixing it ain't gonna be easy, since I'm using the DoN 3D navigation

vast pine
#

gah whats the console command to rfeeze the mesh culling so you can turn aroudn and see whats not loaded anymore?

normal abyss
#

I'm super new to unreal engine and I wanna create a cool vr game based off a Idea I had. If anyone can help me with lesson on how to use unreal engine that would be great. I am young and ready to learn btw I have an htc vive.

dark depot
#

@normal abyss i would say start by reading the docs and looking at stuff under the learn tab. there is also a vr template. and of course start small and build up as you learn the engine

dim arch
#

hey, I want to use unreal studio in a built version of the editor, is it possible?

#

non launcher builds dont seem to have the unreal studio project template tab when launched\

plush yew
#

Hi guys. n ladies new here, and new to unreal also

#

Possible to get help if you ask for advice for unreal?

#

Asking for a friend of course...

grim juniper
#

@vast pine in case you haven't found it yet it's just "FreezeRendering"

marble spire
#

someone know maybe why all my models exported as FBX from blender, get all texture white?

vast pine
#

i found it but thanks 😃 wanted to show my buddy who's becom my level designer, its win win he's learning a lot about what i know about LOD's and junk and applying it which i neve rdid ;D

#

dev with friends,.. my kinda friends with benefits

steep token
#

Dude
I can't stand this anymore
we Are just coded interactions, between computers/devices
through operating systems and software
I can't stand living a lie anymore

#

If i could just program this girl, or predefine a quest to social engineer her to like me.

grim sinew
#

...not entirely sure that's appropriate for this channel

plush yew
#

Anyone running Unreal on an iMac Pro? I’m concerned that there’s no fans. Wouldn’t the GPU melt?

grim sinew
#

Probably. Generally a bad idea to run anything that pushes a system hard when you have no fans. Macs tend to have a lot of heat related damage from this, between video editing and other multimedia work.

glacial arch
#

have been an avid mac user for many years personally but got a taste for Windows as a system a few years ago and never looked back

#

what even are the benefits to using a Mac? Slicker UI?

#

I suppose security is another big thing

hot drum
#

How the heck do I make it so that in matinee It moves my character to the desired location

#

but from the player's current location

#

and the end one should be the end location

hot drum
#

Or should I even be using matinee?

plush yew
#

I love it when i start my project and something just randomly breaks

#

i fucking love that thanks epic

#

nice scavenger hunt to start off the day with

#

Blaster particle effects were working 6 hours ago when i closed the project

#

start it 30 minutes ago and now EVERY particle is broken

#

oh great particle works when placed in editor, but not when fired

#

some particles dont work at all

#

wtf unreal

hot drum
#

magic

plush yew
#

the cherry on top

long lantern
#

in persona editor inside the event graph i am not getting the default thing called : try get pawn owner plz help

plush yew
#

i shouldve used unity

whole quarry
#

go for it

plush yew
#

They only update UE4 to support their main title fortnite

#

ends up breaking everything else

#

UE4 was good in 4.6-4.12

#

now its just a mess

whole quarry
#

ok

cloud cobalt
#

lmao

#

I disagree, I think it was good only in pre-4.0 beta

plush yew
#

Nah im sick of launching the editor to something breaking

cloud cobalt
#

It just went downhill after that

plush yew
#

every update they come out with breaks more shit

#

I cant go throughout the day without the editor crashing for god knows what reason

whole quarry
#

install the debugging symbols. the crash reporter might tell you something useful then

plush yew
#

Itll probably spit out some random bullshit saying that the .exe is succed or some shit

#

something that i probably cant fix

whole quarry
#

assumption > facts

cloud cobalt
#

Do you care about fixing the issue, or are you just here to vent ?

#

Because that's not what this channel is for

#

Get editor symbols for debugging, wait next crash, look at the updated report

plush yew
#

Shouldnt have to fix the issue myself, Epic should have QA on this engine. Fix your engine epic

whole quarry
#

sigh

plush yew
#

Im here to make games, not deal with an engine that constantly breaks

cloud cobalt
#

It's probably an issue with something you did, FYI

plush yew
#

Im using stock ue4.20.1

#

so, i didnt fuck with the engine

cloud cobalt
#

Still probably an issue with something you did

plush yew
#

im in a blank world with my character

#

and it crashes

cloud cobalt
#

Still probably an issue with something you did

plush yew
#

when the game is compiled it works perfectly fine

cloud cobalt
#

Here's the thing

#

Get the editor symbols

#

Paste the call stack here next time

#
  • output log
#

Until then you don't know if it's an engine issue

#

UE4 is a C++ engine with a C++ gameplay layer with C++ user code and Blueprints on top that call C++ and can be compiled as C++

#

Spoiler : C++ crashes at the first mistake

subtle ibex
#

Actually UE is an engine written in their own superset to C++ with their own metacompiler on top of it all which complicates things even more

cloud cobalt
#

Just like any C++ program ever written

manic pecan
#

Anybody here planning on getting an Epic Games tattoo on their upper arm?...........anybody?

subtle ibex
#

I have one

#

on my buttcheeck

manic pecan
#

Nice lol

subtle ibex
#

😛

manic pecan
#

Trampstanp is another way to go

subtle ibex
#

yea I'm notinto tatoos

#

alwasy avoided chicks with tatoos like the plague

cloud cobalt
#

The UE-specific C++ concepts in the engine are actually quite straightforward imho. Introspection for Blueprint interface, and garbage collection. The lower levels of the engine don't even use these.

manic pecan
#

Yeah me neither

whole quarry
#

I'll get you a free copy of my next game if you tattoo Epic Games on your left or right cheek

subtle ibex
#

I rather 100 bucks for your next game

#

but lets face it, UE is pretty big and bound to have bugs

#

the thing is, they should spend some time fixing it instead of adding new esoteric features

#

I'd rather have 6 months without any new update and they fix the bugs instead, but that wont make them any money

#

so they churn out stuff to compete with the other engines just so that their feature list grows

cloud cobalt
#

Sure, but that's kind of beside the point here until we know we're talking about engine bugs

subtle ibex
#

heres the thing

#

when the editor crashes its an engine bug

cloud cobalt
#

No

subtle ibex
#

even if you do something that leads to the bug the engine should capture it and warn you

cloud cobalt
#

No, it can't

subtle ibex
#

yes it can

whole quarry
#

Epic games are doing a great job, every update has many bug fixes too. With such a large product, problems are bound to be there, always.

subtle ibex
#

because on the editor level we're not dealing with raw pointers anymore so there is no reason that anything should crash

cloud cobalt
#

Of course you are

#

Your code is running

#

And everything is in C++

subtle ibex
#

ok if you have a C++ project

#

but if yuo're dealing with BP only there is no reason the editor should crash and if it crashes it's Epics fault

cloud cobalt
#

It's not that clear cut

subtle ibex
#

sure it is

cloud cobalt
#

It's not, because you're still working with C++ underneath, and there is only so much you can do to prevent crashes.

subtle ibex
#

or would you assume that it's your fault that your car accelerates instead of break when you hit the break pedal in an unusual way?

#

LOL yea thats why I think they should have made the whole engine in Ada in the first place 😛

cloud cobalt
#

Yeah, if they never wanted to have any supported platform 😉

subtle ibex
#

C++ is the real problem with Unreal, I think we can all agree on that

cloud cobalt
#

It's why I use it

#

Well, part of why

subtle ibex
#

why?

cloud cobalt
#

Because it's kind of the most robust language out there, for all its flaws

#

I definitely do not want another Unrealscript and I don't know any Unrealscript user who does

subtle ibex
#

C++ is an extension of C which, if you look into the literature of the 70s you will find was slandered by it's contemporaries as a "PDP 8 Macro Assembler"

cloud cobalt
#

Extension of C, lmao

subtle ibex
#

Is it not?

#

last time I looked int *i = 0; *i = 5; still compiled

cloud cobalt
#

Well, C sure represents about 5% of C++

#

If you want to call that an extension

subtle ibex
#

yewa I do

#

because the crap that is C still exists and works

#

and causes crashes

cloud cobalt
#

C is anything but crap

subtle ibex
#

lol

cloud cobalt
#

And the reason you can crash in either language is the same reason you can get performance

#

Or perfect portability

subtle ibex
#

if you can access memory in a raw way and cause crashes, that's a crap language. This is the 21st century and we can spend some time on safe references instead of pointers

#

Let me put it this way

cloud cobalt
#

if you can access memory in a raw way and cause crashes, that's a low-level language that you can use for maximum performance

#

Fixed that for you

subtle ibex
#

I spend a year on an Ada project. Had to read Barne's book, learn the language and write the program. I had a bunch of logical errors in the beginning but I didnt have one crash

cloud cobalt
#

Now you want safe references - C++ has them

whole quarry
#

is this discussion really about that a crash is always the fault of Epic? 😕

cloud cobalt
#

You want smart pointers - C++ has them

#

You want garbage collection - UE4 implements it

subtle ibex
#

yea but if a 3rd party product like UE doesn't use them, then booom

#

it's like having gun lying around in a household with a 3 year old. Just don't touch it, little bobby!

cloud cobalt
#

Of course UE uses them - just not 100% of the time because it's not the best course of action

subtle ibex
#

yea it's all moot anyway, UE is written in C++ and nothing will change that, and from what others say who dove into the depth of the engine, it's a mess under the hood

#

so the remedy is for Epic to spend resources on fixing the bugs instead of introducing new ones

#

but that aint gonna happen bc they must make money with fortnite

cloud cobalt
#

lmao

#

Okay, I'm done here

subtle ibex
#

Damn its the same everywhere I go. people just cant take the truth and hate me for it. I have been expelled from over 109 chatrooms in my life

cloud cobalt
#

Sure looks like people can't handle the truth, rather like you're a dumbass

subtle ibex
cloud cobalt
#

Btw yeah @whole quarry this is that discussion

whole quarry
#

dumb discussion. crashes and errors are always user error 😛

cloud cobalt
#

The new variant these days is how Fortnite being successful means less resources on UE4

vivid girder
#

I find that so strange

#

Literally something that benefits all UE4 users, allowing Epic to fund more grants and give back more to marketplace creators

#

Hire more staff to build engine features

subtle ibex
#

Here is my advice for anybody who actually uses UE for a project instead of just dabbling with it: Stick with the version that works, then wait until they release the last hotpatch and start working on the new version, then check the forum for people still having problem with the last hotfix. If not, then try to update, otehrwise stick with the old. I'm still on 4.18 and I'm quite happy

whole quarry
#

that is kinda the buggest 'duh', Hubert..

cloud cobalt
#

Yup

subtle ibex
#

It's "SirHubert" for you

cloud cobalt
#

@vivid girder They do hire more staff

vivid girder
#

That's what i said

cloud cobalt
#

Yeah, wasn't sure 😂

vivid girder
#

missed a comma, my bust

#

Always thought they were oddly understaffed in the AI realm tho

#

It's just Miezko out there in Poland or w/e

mint sequoia
#

Excuse me I was just wondering if I might have my brain cells back after scrolling up a tad

whole quarry
#

once lost, they're gone forever

mint sequoia
#

So basically retardism is contagious after all

whole quarry
#

only if you allow it to be

cloud cobalt
#

Basically just the classic knee-jerk reaction of "it doesn't work"

#

And yeah, it often doesn't work, really

#

I just wish people would try to actually understand the problem first, and decide it's the engine fault later

mint sequoia
#

Engine does plenty wrong and plenty right and still the best out there 🤷

whole quarry
#

that takes the impossible self-reflection that one might made an error themselves rather than that the system is a "f-ing mess'

mint sequoia
#

PEBKAC is real

whole quarry
#

yup

#

I once told a user that the problem was caused by a ID-10T handeling, a day later he figured out what I ment and called back mad 😄

mint sequoia
#

Classy

whole quarry
#

classic jokes are always fun

grim juniper
#

creating level LODs needs a feature to prevent this. Should be possible with the new geo editing tools

#

It just needs to basically extrude the edges of the static mesh downward

mint vine
#

Hi, can anynbody help me how to use .mat material file with unreal engine ?

grim sinew
#

You don't, next question

#

Nah seriously though, you need to do it from scratch when importing textures for Unreal. There is no way to directly import materials often times since it has a different shader than whatever you're using

#

Just like how you can't use a mental ray material in vray

mint vine
#

Thanks there is no hack for this to work

cloud cobalt
#

Materials are not portable across engines

#

At least not automatically

grim sinew
#

Whatever that .mat material is expecting, I can almost promise you metal/rough isn't it.

#

You can't link up to inputs that don't exist, using a different shader language

mint vine
#

Thanks for your help. I am still beginner to unreal and would you also help me in this. I am getting a log error upon each saving
" Asset '../../../../../Tutorials/The Souls Project/TheSolusProjectLevelIntro/ProjectToUse/SolusLevelIntro/Content/Levels/Level_1_BuiltData.uasset' cannot be saved as it has only been partially loaded
"

#

?

grim sinew
dim arch
#

is there a voxel system which works on mobile?

whole quarry
#

google

dim arch
#

?

whole quarry
#

search on google

dim arch
#

I have, hence why I asked

#

:p

whole quarry
#

if you cant find any, then probably not

dim arch
#

hmm ok

frank escarp
#

i tend to run on the latest engine version

#

but i often look at the code and tweak stuff

#

when im on the final stages of a project, i stick to that version

#

DWVR came from deathwave, and went from 4.6 to 4.16

#

i stayed on 16 to pass the sony QAs

#

but in my case its PS4 and VR, so i have 2 reasons for sticking to the latest version

misty falcon
#

sorry to interupt - but I have a rather urgent thing to ask here, does anyone here have a clue on how we put 3d spatialised audio in a sequencer?

#

I'm on a deadline and only have a few hours left 😬

undone coral
#

how to stop button click on "space bar pressed" ? and can I bind any other keyboard button (may be "Z" or any one) on click ?

fair violet
#

@misty falcon I would imagine you just drag the audio into the world at the location you want it to play from and add it to sequencer- it should play relative to the camera position

misty falcon
#

I've tried that, but I don't see an option to activate the audio in the sequencer @fair violet

glad quail
#

Unreal Engine Tip #1: This will convert all FOV values to vertical FOV so that people using ultrawide monitors and multi monitors can enjoy your game. Please, for the love of god use it! :')

(DefaultEngine.ini)
[/Script/Engine.LocalPlayer]
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV

wary wave
#

is that not on by default?

glad quail
#

nope

wary wave
#

(in my case I have separate settings for vert / horiz FoV anyway)

#

damn

glad quail
#

by default as the window gets wider it crops the top and bottom

#

Unity is hor+ by default

#

UE4 is ver- by default

#

I much prefer unity's settings for that

#

I mean even Epic changed it for fortnite

#

PUBG didnt and is ass on ultrawide as a result

cloud cobalt
#

Yes, UE4 uses vertical aspect ratio

glad quail
#

Anyone know what epic's reasoning for that it? just backwards compat?

wary wave
#

possibly a hangover from older versions of the engine

#

default never got changed to avoid breaking existing projects, perhaps

cursive dirge
#

adding extra option for it wouldn't break it backwards tho

#

oh right, there is an option

#

I didn't read too much back 😄

glad quail
#

yeah, I might create a PR that adds this in the project settings

cursive dirge
#

yeah, it would be nice if it were on the settings

#

considering all the other crap that is there 😄

glacial arch
#

@mint sequoia Did I already annoy you with my compute shader problem or not yet?

mint sequoia
#

You'd be annoying the wrong person, not my field

glacial arch
#

fair enough

#

YOOOOOOO

#

yessss

plush yew
#

is it fine to delete stuff in nativized assets folder under source?

#

ive got packaging issues so i wanted to try and get ride of all nativization stuff

leaden dust
#

my unreal keeps crashing when I click on apply on any shader

pallid compass
#

what version you on

dim arch
#

IF its 4.20.1 and you have incredibuild installed its probably that

#

yoy need to change a flag in projectsettings to disable incredibuild shader compiler, or fix the license

whole quarry
#

read the log files, it tells why it crashes

plush yew
#

Where do i ask questions for help in UE4. game-design?

dim arch
#

depends on the system in quesion

pallid compass
unreal spoke
#

how to make an actor to spin/rotate? "Add torque" doesn't seem to work.

grim ore
#

if you want to just rotate it without using physics you would Add Rotation or Set Rotation

frail sun
#

Is there any way to see the ui real time without pie?

#

Like the umg widgets you're designing

unreal spoke
#

@grim ore but that would do a single rotation, right? The actor would keep rotating, I think

grim ore
#

that would be setting it once correct, are you trying to get it to rotate over time? you can use something like a timeline or a tick to do that. Alternately there is a rotating movement component if you just need something to rotate all the time. Other than that if you want it to work with physics then yeah you need to use physics

#

@frail sun there is no real time preview of UMG with the exception of the editor itself. You can take advantage of the Pre Construct node if you need data to be shown at design time and feed in data that way.

plush yew
#

my 3d camera is sometimes click and drag sometimes free moving anyone know how i might straighten that out

unreal spoke
#

@grim ore Thanks

short dirge
#

I'm having issues with my landscape material. None of my layers are showing

steady plank
#

if i made a game called element royal with loads of weapons/elements would fortnite sue?

#

and the elements were like classes with their own powers

heavy falcon
#

@steady plank Not really

grim ore
#

well Fortnite can't sue, it's a game.

heavy falcon
#

Lol

steady plank
#

ok

#

ok

unreal spoke
#

Is possible to change the gravity center of an actor?

grim ore
#

I beleive if it has physics you can change the center of mass

unreal spoke
#

great

heavy falcon
#

What's this

paper kernel
#

Is there a context for these pictures or?

wary wave
#

<@&213101288538374145> - probably want to delete this / have a word I guess

regal mulch
#

You mean ban him cause that's all he ever posted.

heavy falcon
#

thanks, that's why I reached out to @wary wave in the first place

paper kernel
#

I mean, in context of history discussion it would probably be fine, but as mentioned if that's all you post then ban-away

regal mulch
#

It's all he posted in general. Despite once saying "no" to someone asking if there is help.

#

Soooo, bye.

heavy falcon
#

Where do I ask how to realize a very long hose/tube level to fly through?

worn granite
#

make a really long thing

#

then make a thing that flies through it

heavy falcon
#

Do I have to take care of level streaming triggers (or how they're called) or simmilar?

worn granite
#

if its super long, it may be a better idea to have the environment move instead of the player - or else occasionally teleport things

#

But, yeah, if you go large enough you have to have something to stream stuff in

heavy falcon
#

I was thinking about a shoot em up game in 3d flying "in depth", with levels each around a couple minutes

#

(at high(er) speed)

#

Aiming for mobile/switch

#

Should I just try to build the level(s) and just try to optimize later?

paper kernel
#

do a graybox first so you see how much performance you got to spare

heavy falcon
#

Graybox is just using simple geometry without any extras to build basic structure right?

heavy falcon
#

Assuming yes

worn granite
#

Ye

austere hinge
#

How to play microphone input through speaker

heavy falcon
#

No idea but are you trying to play the input right out of the output or what?

austere hinge
#

Yes

#

I speak with my microphone.. Unreal should say what ever I say through speaker

heavy falcon
#

Like live or are you trying to record it and play it back later?

high stone
#

Evo2k is happening. I think Unreal is responsible for every game there?

austere hinge
#

Live

heavy falcon
#

That's kind of irritating, isn't it?

austere hinge
#

@heavy falcon??

heavy falcon
#

If the game is repeating back to you what you're saying milliseconds after you say it it's kind of irritating? "Hi Unreal Engi. [Hi Unreal Engi,... uh [...uh]

austere hinge
#

Iam making a character which speaks and do lipsync at a time.. Lipsync part I did and struck now with playing audio

heavy falcon
#

what hae you tried so far?

#

Are you working with blueprints or cpp?

austere hinge
#

Blueprints maximum

heavy falcon
#

most posts i found suggested mic-input is not available in blueprints yet, but I don't know?

storm venture
#

is the unreal launcher insanely slow for anyone else too?
lately, whenever i change tabs in it, it just blanks out for a minute

plush yew
#

Its a shame :/

shut linden
#

Hi guys, is 16 gb ram is enough for a big opem world?

heavy falcon
#

I think so

high stone
#

Most games only use 2-3gb ram tops.

manic pawn
#

lots of new games use 8 or even 16gb if they can

#

and you'll need much more for the editor than for the packaged game

shut linden
#

I know

#

How many ı need for the editor?

manic pawn
#

depends on how much stuff you're planning to load at the same time

#

there are no fixed numbers

grim ore
#

open up the kite demo and see how it runs on your machine with that memory and go from there

high stone
#

I have never seen a game use 8gb ram

#

That's severe memory leakage.

manic pawn
#

memory leak is fine if you got more memory than it will fill during play :D

high stone
#

Lol true.

heavy falcon
#

Mama .... just killed a man .....

plush yew
#

@high stone yo

high stone
#

Hello.

plush yew
#

what are you up to i am doing singleplayer design rn

high stone
#

Logo design for an app. While I wait for final funding.

#

Also business talks, more waiting on there too.

plush yew
#

did epic get back yet?

high stone
#

Can't comment on business stuff.

plush yew
#

exciting stuff man, keep at it.

#

ah ok haha understandible

#

i spent like 30mins trying to figure out why my servertravel command wasnt working and realized i forgot to add the maps to be cooked in packaging settings lol

#

😛

high stone
#

I'm working on a camera follow for b-spline, curve. Plus glow effect, and Metal Ray always a pain with rendering transparency. Still rocking Maya 2008.

plush yew
#

oh i did camera follow on splines in 3ds max a few times

#

but i have 2017 lol

high stone
#

I'll figure it out. Just been a while since I used it.

#

Probably should have saved a file for reference.

plush yew
#

haha yea

high stone
#

I long for the days Maya goes out of it's rental system.

#

Because I'm not paying $3k a year to not own something. That's up there with a car loan.

plush yew
#

@high stone u cant migrate to blender?

high stone
#

Nah. I'll just hold my ground on 2008. Technically what Autodesk is doing is illegal. It has precedent in the legal system. But... the last time someone took them to court. We lost second sales of software. Wait for it to get sorted out.

#

You are supposed to offer a buyout option for products.

plush yew
#

i remember buying a maya license for several thousands a few years ago

#

but i switched to 3ds max, so i had to get that one too 😛 this was before the annual system

#

it was only my luck i had the capital to invest

#

ended up moving to game dev - but i still use 3ds for model creation / imports and some animation stuff maybe

high stone
#

I turn $3k into $30k. Then climb a tax bracket and cry.

plush yew
#

lol

high stone
#

Dude, those brackets hurt. Especially covering your own healthcare costs.

plush yew
#

im on healthnet, 😛 lol

#

im like an ox

high stone
#

Lucky. I mean it's nice having that kind of money.

plush yew
#

yeah

#

i am hyper careful about what i spend on though, and always shop carefully

#

i bought unreal MP assets for $500 on the summer sale. that's about it lol

#

glad i did, useful stuff that

high stone
#

My motto is I don't buy it if I'm not using it. Exceptions are backing up my old stuff. VHS to DVD. Stuff like that. So I barely spend my money.

#

Not having kids is the ultimate money saver.

plush yew
#

lol

#

red do u go on the marketplace at all to buy stuff?

#

hold on leme DM u

fossil ore
worn blade
#

Anyone know of cheap good perforce hosting solution ?

#

For collab

manic pawn
#

rent a vps and put the perforce server on it

frail sun
#

Is it possible to create a sizebox via blueprint?

manic pawn
#

yes

plush yew
#

@frail sun the way to do it is to create the sizebox in the UMG and then access it in blueprints to change a property

manic pawn
#

either put it in a widget blueprint or use construct object node

plush yew
#

same way material params work, etc. gotta use BPs to change the properties of your assets.

frail sun
#

I need to add multiple widgets through blueprints and wrap them in a sizebox

#

I guess I just wrap their entire canvaspanel in a sizebox eh

plush yew
#

yea i have wrapped large containers in sizeboxes and added children do it - did this for my server list for listen servers back when i had them

balmy cypress
#

my favorite thing about subscribing to unreal channel on youtube is when they release 12 videos at once completely engulfing my feed.

steady hinge
#

Yae videos!

#

I will someday watch through all of them... ok... probably not...

finite vault
#

Sorry for asking this in here, I am just curious, would I be able to make money by creating something in ue4 or even making assets then importing them into a blank project and selling it on the marketplace?

steady hinge
#

If you make assets yourself then you can sell them.

#

If everything in your game is yours or you have legal rights to use it, then you can sell your game.

#

Most indie game designers don't make a lot of money, but you can definitely try to make some money.

dusty cypress
#

@steady hinge Can we sell a game using Unreal Engine assets from the store?

#

As long as it is in that game engine?

#

Now I mean assets from Epic Games

#

e.g the animation starter pack or whatever.

grim sinew
#

Anything in the learn tab and marketplace is cleared for commercial use.

#

As long as it's in Unreal 4.

finite vault
#

@steady hinge thanks for the info

dusty cypress
#

Awesome.

worn blade
#

Any one know a good cheap vpn for perforce for unreal collab ?

#

Vps '

wild glacier
#

Get it free from Amazon @worn blade

worn blade
#

How much is it ?

short dirge
#

I'm having issues with my landscape material. None of my layers are showing

mint raptor
#

is there a way to see the COM in the viewport? I can change it but I have no idea where it resides after changing it.

flat cradle
#

I want to know that how can we store runtime data on our local system

#

i want to store the UE4 runtime data on a local or cloud system

steady plank
#

what place do i put transforming one thing into another like one character to another?

plush yew
leaden dust
#

I want to move a sphere ( physics object) at a specific velocity in one direction

#

how do I do that

#

plz answer quick

#

Its urgent

grim sinew
#

Launch.

#

That's the BP node you're looking for.

#

Or just... add velocity

leaden dust
#

@grim sinew I want constant velocity not one push

grim sinew
#

Okay. So google it and get a more precise answer. You didn't say that in your original question, and I'm not going to play 20 questions on an 'urgent' matter until I accidentally find what you want

leaden dust
#

@grim sinew you're just being rude, and I didn'r say I wanted one push

#

in my first question

grim sinew
#

It's being rude telling you to google it because you didn't ask a question specifically enough where I could figure out what you were asking?

#

Honestly, if it really is "urgent", you'll get faster responses on google for simple questions like that.

leaden dust
#

@grim sinew thank you for being so helpful I figured it out

grim sinew
#

@leaden dust

whole quarry
#

Lmao

unborn mantle
#

why is reflection from scene capture cube is always larger than the real world?

steep token
#

It can be something in the volume settings, of the reflection method your using

unborn mantle
#

it's just ReflectionVector node in the material

gleaming latch
#

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grim sinew
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That's so weird

sullen wraith
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anyone got a good idea on implementing respawn in multiplayer after deleting the character

grim sinew
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Delete the pawn, but run the respawn code on the player controller, triggered from the gamemode

sullen wraith
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is player contoller just the player blueprint?

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or seperate

manic pawn
sullen wraith
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trying to copy tutorial online, how can i repossess the player though

grim sinew
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On the player controller there's a specific possess command

sullen wraith
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i did this, while my player is removed before this command

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it doesn't reposses

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is it because im deleting the actor?

grim sinew
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The player can't run any code if the player doesn't exist

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That's why I've been specific about saying player controller every single time

sullen wraith
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so am i currently in the player controller? im confused as to how to implement what you're speaking about

grim sinew
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Unless you named your player controller the player character, no you are not

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They are not the same thing.

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The player controller owns the player character.

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You're likely not using a custom player controller yet, you're probably using the default one

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Make one, and put the respawn code on it

sullen wraith
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so ho wcan i get the character from the player controller?

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in player controller

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so how can I run the server_respawn event

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when the character dies?

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this one is in the character, it can't find the playercontroller event

grim sinew
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"Get controlled pawn" or something to get the character

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and you can just run an event on the controller when it dies and let that handle all the logic

sullen wraith
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so would I need to do a

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ontick

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get controlled pawn

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if health <= 0

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then destroy

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wait

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then respawn?

grim sinew
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No.