#ue4-general

1 messages · Page 291 of 1

plush yew
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be back later

tawdry raptor
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My pawn keeps falling through the floor and I'm looking to make my level the static channel does anyone know how to make a level the static channel?

plush yew
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Come to the voice channel

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come to the light my friend

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@tawdry raptor

inner yacht
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Can someone give me any idea how to properly save and load on dedicated server? Do I have to replicate variables or events or should it be easier than that? I've been struggling to get my game to take off.

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I can save the player location successfully but my equipment array returns none frustrating

plush yew
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Why does it take so many people to create a simplish game like fortnite battle royale? Like it seems like you’d only need 2 programmers, 3 modelers, 3 animators, 1 character designer, 1/2 level designers, 1/2vcomposer/sfx designer, 1 producer, and a few other things i’m not thinking of rn. This is if you used a commercial engine like unity, cryengine, or unreal, and if you had a good 6 months. Why then do these games take 100s of ppl?

grim ore
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because you are wrong with your estimate if you expect it to be released polished within a reasonable timeframe.

plush yew
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how tho, the game mechanics are so simple @grim ore

grim ore
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then we all wait to see your prototype of this in 6 months.

plush yew
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um i’m one guy and plus i’m asking a question why r u being a dick

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i could easily perfect a jump out of a bus mechanic in one day as a programmer, and i would have 6 months worth of days left to complete other things so 2 programmers should be plenty

grim ore
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which of the positions on that team would you fit for the game dev aspect?

plush yew
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ofc there’s networking concerns for the other programmer

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gameplay programmer i suppose

grim ore
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You should make a battle royale project then and sell it on the marketplace. you wouldnt need the rest of the people and you should be able to make it fairly quickly. It would be good money

plush yew
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Well I’m not trying to do this. I’m just trying to understand why so many people are needed

grim ore
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because your concept of what is needed is missing experience

plush yew
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they come out with new skins and animations almost everyday so ik they are capable of creating assets quickly

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you’re right actually

grim ore
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break down exactly what would be needed to recreate fortnite:BR in a design document then assign rough estimates to what you think each part might take. then multiply that by 1.5. you would have to make sure you go into stupid insane amounts of detail for each part needed as well to make sure it's accurate. You might be surprised at the amount of work to get the basics done. Then double the time to get it polished to a decent state. then add another 100% of the base time to get it balanced.

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Sure a walk animation is fine but getting a walk animation that blends properly with every other possible animation and fits multiple skeletons and sizes and is unique to your art style might take more than an hour.

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and that's assuming you only have 1 gender, it would have to be changed to fit the other gender and this is just a walk cycle

plush yew
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Ahh that makes a lot of sense, so really it could be done but it would take over a year

grim ore
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time is semi relative to the amount of bodies working, that is why you have multiple people and teams working in parallel on different things. One team might be live ops working on game balance and bug fixes. Another might be animating the next seasons character emotes at the same time another part of that same team is designing the season after that emotes

plush yew
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damn

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well thanks for the insight bro

astral marsh
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hello i actually made a pickup and drop system where the player can pickup with a specific anim for that object to pickup but it is picking up but not performing that animation i've made some type of integer where the number of the value can assign the pickup anim but still it isnt working can anybody help me? please? i'll screenshare my bp.

dim arch
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@tawdry raptor you probably need to generate a collision mesh for your floor mesh, and enable collision in the SM properties

plush yew
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who interested in testing my game :/?

astral marsh
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me

plush yew
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do you have steam?

astral marsh
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yes

plush yew
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ok gonna send key in privet chat

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btw it a card game

astral marsh
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okay

astral marsh
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hello i actually made a pickup and drop system where the player can pickup with a specific anim for that object to pickup but it is picking up but not performing that animation i've made some type of integer where the number of the value can assign the pickup anim but still it isnt working can anybody help me? please? i'll screenshare my bp.

rose quartz
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I have a error in a blueprint that the Map e_primary_Stat enum To structure. But i cant see it to remove it how can i solve this

pallid compass
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Anyone know what "Automatic rule based on sequence player in state does? it seams to fix an issue but i cant understand wtf is going on

mint raptor
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General question that is starting to concern me. In my GameMode I have it check for all actors of a certain class on begin play. My concern is it won't get those references (or it will become some sort of race condition). if game mode is made first and all actors last

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Is this a legit concern? Or does the engine have some sort of counter measure? So far my runs have been good.

astral marsh
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hello i actually made a pickup and drop system where the player can pickup with a specific anim for that object to pickup but it is picking up but not performing that animation i've made some type of integer where the number of the value can assign the pickup anim but still it isnt working can anybody help me? please? i'll screenshare my bp.

fathom gale
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im no programmer but maybe u can have a variable

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at start is = to false

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but then when the player presses the button to pick up set it to true. And if it's true play the animation

astral marsh
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can you help me through screenshare

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please

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its urgent

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hello i actually made a pickup and drop system where the player can pickup with a specific anim for that object to pickup but it is picking up but not performing that animation i've made some type of integer where the number of the value can assign the pickup anim but still it isnt working can anybody help me? please? i'll screenshare my bp.

dim arch
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please dont spam

astral marsh
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im not getting any help man

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if you could help

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its really appreciated

dim arch
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@mint raptor ye you can sometimes have a bad reference because 2 beginplay events in seperate graphs referencing/creating thr actor happen at the same time

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you can fix it with delay node, so whichever bp uses getallactors and sets object refs happens first

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idk the answer to your Problem @astral marsh but spamming is not going to help

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@mint raptor IF the objects are spawned after beginplay then you should run it after. or use a branch/delay to run it

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the getallactors function

mint raptor
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@dim arch yea figured to use delay but it's working? I just don't know if there is room for failure lol

inner yacht
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Can anyone tell me if replication is needed to save and load on dedicated server?

thin hemlock
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@inner yacht what are you replicating exactly when saving/loading?

inner yacht
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Im just trying to get an array of what was in my equipment it returns none while the player location and name Is working

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Is weird bc i think i see how many items but they blank when i said print there display names

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I have replicated the load event to the client seems right

inner yacht
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Sry for scrambling just needed advice

rose quartz
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I have a Camera that i can rotate with Left mouse button. and when i release the camera goes back to the starting point. But when i press the mouse button again the Camera goes back to the last point When i did release the mouse button how can i solve this so when i press it always start @ the point that the camera is now

astral marsh
pallid compass
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It means its null

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empty

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Reference is blank

astral marsh
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but for walk its working with same reference

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why for Run?

pallid compass
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no idea

pallid compass
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wait what, when i grab a bunch of comp's i cant alter there rotation and stuff as 1

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i get a list of everything's transform's

versed spear
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dang arrays and for loops... I hate keeping track of..creating and deleting references all the time.

dire storm
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Is it possible to set up an NPC to travel back and forth from one level instance to another. Say if I have a hex grid thats a town and I want it to travel to another hex grid to gather resources or trade with another town. (each hex being its own level)

versed spear
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Just save what you need destroy actor and recreate it on load screen with whatever info it need.

wary wave
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you probably want to spawn a copy in the other level instance

dire storm
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okay. thank you. I completely forgot about that. So what I'm trying to achieve is an overall world view camera and then you can click a hex to zoom in on that level and stream in the info but when you zoom back out you can still see important NPCs traveling to other hexes. Even if its only for visual effect (simulated) and the actual game impact (resources collected) is independent of the animation

versed spear
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what happens when you zoom in during travel?

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I would use 2 actors one for the traveling and one for the zoom in view. When the traveling one gets to location or new zone. That is when the zoom out actor controls the other actors spawn.

dire storm
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There's an overall map view or world view which you can scroll through. You can mouse over hexes to get general info and then zoom into a section by clicking the tile. Thats what I'm trying to setup basically. I'm just writing down ideas of "how do you handle this" situations.

hollow thunder
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Hey guys. i am a guy who has documented a few games for himself to make but always gets stuck learning alone. learning alone has always made me hit wall early. i could use a person to learn with or help teach me. i have documents already written so that is a thing i have done if that what you need help with doing? my interests lie in BP and AI

dire storm
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@versed spear excellent idea. Thank you for the feedback 😃

thin hemlock
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anyone know why my AimOffset has an alpha value?

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And how to get rid of it?

pallid compass
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Can you make animation variables to drive animation poses in anim bp? so i can change my idle stance based on weapon for example

marble spire
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Guys, hello! How can i export a apk to install on my android?

fresh wren
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Hey I'm stuck on the rotate thing that you switch to how do I get back to the move tool?

frosty bloom
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@pallid compass make an enum with all weapon types, that works

pallid compass
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its too clunky for me

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however

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i found the holy grail for it

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and u cant access it by normal means

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drag any animation in

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activate pin for it

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clear the variable

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U cant get a blank one through searches tho? lmfao

frosty bloom
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Yeah I got that in a few places, switching out all animations used and blendspaces etc is a lot easier with an enum (Thats what i use) :]

pallid compass
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Well im using data assets with helpers built in too them

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so everything is plug and play flexi

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you just input a gameplayTag

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and u get the right anim out for w/e u need

scenic snow
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im new to unreal engine, where can I get a tutorial bc this is confusing

frosty bloom
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@pallid compass I got a DataAsset for all montages used, im using enum keys though

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I find it more design friendly

pallid compass
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pretty similar to tag use i guess?

worn granite
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Yeah, I'm actually just exporting my Unreal Engine 4 tutorail right this second. Its 3,000 hrs of content, so its gonna take a long time.

pallid compass
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I like tags a little more because there not static

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well, static in the sense of enum's lmao

worn granite
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Thing about it is, that's gonna slow-track your animgraph

frosty bloom
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@pallid compass ive never done tags so i wouldnt know. Saw you had an awesome wiki a while back about tags tho? :D

worn granite
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if you call a function.

pallid compass
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it never got finished because the locked the wiki up 😦

worn granite
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There's a "fast path"

pallid compass
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slowtrack? D:

worn granite
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Yuuuuuuup

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Don't call a func within the AnimGraph.

pallid compass
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I was just gonna use a data asset ptr, and when weapon change etc, update the data asset ptr, thats got a ptr too the anim

worn granite
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Call it within the EventGraph, and cache the data.

pallid compass
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oh yeah gotcha

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iv seen that before

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anim is a slowww boi

worn granite
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literally why the event graph is there.

meager bough
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anyone know a good way to do dialogs (like in an rpg) in ue4? anything that's actually been used a larg-ish, successful project?

pallid compass
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define dialog

meager bough
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just the stuff you typically see in rpgs when talking to npcs. with choices, etc

pallid compass
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So a text display box?

meager bough
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well, the whole functionality behind that. and tools for actually defining the dialogs

pallid compass
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Well you want a UMG widget that can display info you feed too it

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Then you want some sort of system or interface

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That can feed it info

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and receive info back

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for things like "text display" "next button clicked"

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etc

meager bough
pallid compass
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most people prob make there own system's

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its pretty simple

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its just data driven display

meager bough
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i dont think its simple at all, if you want to have a flexible system and an efficient way of actually defining the dialogs

pallid compass
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Define flexible

meager bough
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hm, i haven't thought it all through in advance. but in an rpg there's lots of things you might wanna do, like dynamically changing the dialog based on your reupation or if you have some specific item or whatever. also need to sort of show the dialog related to multiple quests at the same time, like when you have multiple quests that involve the same npc

plush yew
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Agh Unreal is bullying me haha

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But when I set it to unlit in the viewport it displays correctly somehow

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The asset is tileable and if you look very close in front you can still see that the shading is off

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Does anyone have an idea why this is happening? 😛

spare steeple
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why would my input axis bound to a controller stick only be 0 or 1 and no in between?

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more specifically, the top node returns the proper axis value but the bottom only returns 0 and 1

dire storm
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hiya team. I'm currently stumped following along a procedural generation tutorial. Its very basic. My BP looks EXACTLY like the tutorial but I'm getting flooded with errors while he gets a pretty map.

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Blueprint Runtime Error: "Accessed None trying to read property CallFunc_CreateInstance_ReturnValue". Blueprint: Procedural_Map Function: Execute Ubergraph Procedural Map Graph: EventGraph Node: Set LevelTransform

simple glacier
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how do i rotate the camera around the center origin (or just the placeholder character) instead of the camera's origin

pallid compass
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attach a camera too a camera spring

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then rotate that

simple glacier
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ok

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i'm gonna try to make a 2.5d platformer

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which is why the camera is on his side

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i attached the springarm to the capsule, and now rotating the springarm doesn't rotate the camera

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and now i tried putting the springarm back on the character, and now it still doesn't move the camera

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what the heck

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ok it seems to be working now

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i guess it was just finnicky

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how do i make camera stay on this side , even when the character turns to the left

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ok unchecking inherit yaw worked

dire storm
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I know this is really basic and I easy for alot of you but I cannot express how happy I am to get this to work

simple glacier
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what is it

dire storm
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very small and basic proc generated tile map. My starting point for hex grid generation

tawdry raptor
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if a pawn says bad size what does that mean

weary basalt
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The Blueprint may have failed to compile correctly or one of your components is no longer an valid class. There are alot of reasons why

sinful umbra
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@weary basalt i think you're thinking of "bad blueprint"

weary basalt
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Perhaps.

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Its been a while since ive seen it to be honest 😃

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@tawdry raptor Screenshot?

sinful umbra
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bad size has to do with the actor placement in the world

weary basalt
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PlayerStarts may do that, but i dont think Pawns will

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Need more info @tawdry raptor

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Unless he typoed and meant to say "spawn" lol

mint raptor
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How do you decide how much to charge your game or if you should just make it free?

weary basalt
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Look at what other games of similar quality and genre are doing.

short dirge
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Ive made a top quality auto material

faint leaf
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How to create a widget in c++

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Use to change the material via buttons

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Please help me

dire storm
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whelp I was gonna go through my saved playlists for tutorials on UE4 and basic C++ programming and clean stuff up a little. Then I realized I have probably over 1000 good videos saved lol. Pretty sure I can hit the play all and it will still be playing this time next year lmao

lusty ravine
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JEsus H

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Well what I've learned with tutorials is after you learn the fundamentals you can start to look up more general tips or fairly specific tutorials isntead of viewing the basics again

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Like watching a top 20 tips and tricks for unreal isn't that valuable for a beginner, but when you've been using the engine for some time you might be like "oh crap that's cool that you can do that specific thing to speed up your workflow"

faint leaf
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Hmm if you suggest any video depends on the material change

brave lark
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not even sure where to ask this question, but basically I am playing with procedural grass in both the foliage tool and the grass tool in landscape material. So I have this dynamic reactive grass system that uses foliage blueprint or files ( not sure how to refer to them, they are green icons ) and I can hand paint terrain using the foliage tool to put these in place. However I have a massive landscape and that is a lot of work. I can use the landscape material grass tool to place the static meshes and they look great, but they won't be reactive because it's just the mesh and not the foliage blueprint file. Does the grass tool not accept foliage components? That seems rather odd to me that it wouldn't. Would the best approach be to override the tool to accept the foliage components or is there an approach that is similar using the landscape material layers? I have painted where the grass should go and I just want my foliage components to be place procedurally there. Advice?

plucky reef
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if anyone got idea regarding facial rigging and facial animation please drop me a messages thanks! btw using windows 10

ancient sandal
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Hey, I am a problem with the engine, I am new and going through this tutorial:
https://docs.unrealengine.com/en-us/Programming/Tutorials/FirstPersonShooter/1/3
And when I try to type "GEngine" I get an error that it is undefined..
I saw that there is a known bug in the current version where it didn't include the project files, and I fixed it (included it manually) but it didn't solve the problem..
Any one have any idea what can cause it?

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Also, I have an error at "GENERATED_BODY()" that reads:
"Browsing operations around this macro may fail. Consider adding it to a hint file"

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nothing more which is odd

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I am guessing that it is intellisense but I want to get the autocomplete features so I can look around and test a few functions

whole turtle
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hey there! anyone here had problems with login to the unreal engine account?

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from times to times the launcher stops login in automatically

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and doesn't recognise my password

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and now I just reset the password (again) and the 2-facto code it's sending me to the e-mail is incorrect

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acutally it has sent me the same code for about 4 times already, a code already expire

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can't find Epic Games support email anywhere on their website

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anyone had this happening before?

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can't login at all, I keep getting the same exact two-factor code

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can't even reset the password now, it says "Sorry, the item you were trying to edit was changed before your edit could be completed. Please retry your edit."

plush yew
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@whole turtle it could be a serverside issue in which case you would need to try again, or if you tried to enter the password too many times, there may be a timeout in which case you might need to wait until the timeout elapses for password entry.

whole turtle
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I will try again later

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at least it's still possible to open projects

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through the file explorer

plush yew
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yeah, that's true

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i only use launcher for marketplace stuff i buy mostly, that and engine installs if i need to test something quickly

whole turtle
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but for instance how can you create a new project and configure its creation settings without the launcher?

plush yew
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although i will say i did use the Launcher -> Learn - > Content examples to browse through the incredible niagara stuff in 4.20. if you havent looked at that it's amazing.

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just go to the install folder where you installed the engine from the launcher last, open the UE4editor binary, create / load projects.

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defaults to c:\program files\epic games

whole turtle
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hah nice! will create shortcuts for all of those

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and if it wasn't for plugins and updates I would uninstall th damned launcher..I'm a bit tired of these login issues -.-

plush yew
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C:\Program Files\Epic Games\UE_4.20\Engine\Binaries\Win64\UE4Editor.exe is the exact path for 4.20 installed to C (might want to double check the UE_4.20 part but should be the same)

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i've grown used to the launcher by now. sort of like an addon or something in gradius (the old space 2d scroller game) lol. it is around you and you just have it there for good measure 😃

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dude i loved gradius. i should remake that lol

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😛

whole turtle
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I mean, I do think the launcher is a great solution specially, for the updates, the store, news pages, etc..

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but damn having login issues every other day is quite anoying xD

plush yew
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did u ever play this game? awesome stuff

whole turtle
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thanks for the tips 😄

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not at all never seen the thing xD

plush yew
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i loved the boss fights in that game

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lol its cool

crystal lotus
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Hello guys what do you recommend for a good character modelling tutorial?
I have 3ds Max, Maya and Blender.

plush yew
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@crystal lotus do the chars have to be realistic? like modelled in a 3d app then imported into those tools? or low poly?

whole turtle
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@crystal lotus What do you need exactly? do you want to get into 3D character art for real, or just need some characters for a project?

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if it's the first, I'd advise getting into live drawing, anatomy etc while getting into zbrush and digital sculpture

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if it the other option

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I'd advise getting into blender and installing this addon:

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it's a really neat character generator

plush yew
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yeah, and make sure if going first route - retopologize your meshes in a retopo program (Zbrush can do it but takes a lot of time, so u can use 3dcoat as well) and then skin your stuff in 3ds max. you can then rig it for anim.

whole turtle
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for both more realistic or stylized options and rigged

plush yew
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also, if you want to buy meshes you can get them from turbosquid too. or google sketchup warehouse.

whole turtle
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yeah I didn't refer to retopo, uv etc, bc that's easy, it's only a matter of learning to use the tools, the design, anatomy, etc and craft itself is way more important

plush yew
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George Maestri did a wonderful tut on charcter rigging in lynda by the way. so that's useful. as far as other tuts, check outQuick Start to Modeling in 3ds Max by Kinney on pluralsight @crystal lotus

whole turtle
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uv and retopo will end up being automatic either way xD

plush yew
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yeah i hate retopoing stuff. lol. havent done it in ages. like it was fun the first time i tried in 3dcoat as a test but it got a little tedious fast

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none of meshes in my game are characers, so thankfully i have no anim data or any skinning / rigging to worry about. they are space ships haha. 😃

whole turtle
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hehe

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well I'm an environment artist, so yeah, only a few props need animations from times to times so yeah

plush yew
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ah

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i was doing env stuff for a little while

crystal lotus
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It doesn't have to be realistic this is for a RPG I'm making

whole turtle
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then checkout the blender addon I've linked above

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generate a character, tweak the settings to what you need

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and use that as a basis

tall pendant
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Cubebrush

*9/12/2016 Update - Added Bonus Chapter - 36min - Importing the model into Marmoset and taking great screenshots for your portfolio

Hi everyone!

Here's...

pallid compass
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quick question, whats an optimal way to attach a Skel mesh weapon, say from a socket in the back too the left hand?

tropic pilot
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anyone of you guys have problem opening the KiteDemo map (Overview) in 4.20.1 ? mine just crash EVERY time....

pallid compass
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well yeah dont use latest ver of the engine

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its always janky af

tropic pilot
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what's the stabel version?

tall pendant
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The Kite stuff is pretty demanding tho

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it might be the content

pallid compass
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4.19.2

tropic pilot
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my computer :
CPU: Intel Core i7-8700K Coffee Lake
GPU: MSI GeForce GTX 1070 Gaming X
RAM: HyperX FURY DDR4 2133MHz 16GB
MBD: MSI Z370 Gaming M5

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so i should be ok 😃

tall pendant
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might be the ram. IIRC the Kite demo takes ~24GB of RAM

heavy falcon
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I had 32GB ram 4 years ago, who still has 16 😛

broken shadow
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[Cries low memory tears]

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[In 30 fps]

tropic pilot
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16Gb is enough for gaming 😃 but apparently not for the KiteDemo 😃

heavy falcon
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Yeah, I for one am working with a lot of tools simultaniously, not only gaming

pallid compass
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16gb is enough for the kite demo

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iv loaded it on 16gb system before

tropic pilot
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i feel that 32Gb is very overkill

pallid compass
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problem is ram is expensive

tall pendant
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yeah if you load ~3/4 of the thing 16 gb is enough

pallid compass
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£250 for 16gb of 3000mhz ddr4

tall pendant
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the whole thing takes ~24gb

heavy falcon
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Lol

sinful pier
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I've managed to run out of ram on big UE4 projects with 32gigs

pallid compass
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i am yet to get there

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aggressive bounds & soft ptr's

heavy falcon
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@pallid compass HyperX DDR4 3200 16Gig is only 178€, what

sinful pier
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only

heavy falcon
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o_O yall got 500+ graphics cards and too cheap to spend 200+ on ram?

sinful pier
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my graphics card was $300

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I've got the ram for like $200 on 32 gigs

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but its DDR3

heavy falcon
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Yeah budgeds are probably different

sinful pier
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ram pricings really got expensive during the last years

heavy falcon
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I can't really remember what I payed 4 years ago, I just remember I needed two different sets -red and black- to match the slots's colors.... yup, important

tropic pilot
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well

tropic pilot
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im trying to load the KiteDemo on 4.19... still crashes :/ well that sucks

heavy falcon
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Meanwhile SSD is dropping hardly

tropic pilot
pallid compass
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welcome to uk prices

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10/10

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ooo actually

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theres some on offer for around £190

manic pawn
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you don't have enough ram to load it

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get 32gb

heavy falcon
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Jeez, tell me next time, I send you some from germany lol

tropic pilot
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well good news is that it hasn't crashed on me and is still loading xD

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how big is this map....

manic pawn
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very big

shy silo
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So I have basic knowledge of maya, and was wondering how similar is blender to maya? I took a class that happened to teach a bit of maya, and wanted to try blender.

heavy falcon
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I never used maya but from my experience blender is similar to nothing, and it's annoying

#

Good tool though

shy silo
#

Ok. I’ve heard you can go from blender to maya and was wondering if the other direction reAlly worked at all.

heavy falcon
#

It might take a couple of hours to adapt to blender, but sure, I think you can learn any tool. I encourage you to just try it out, can't hurt since it's free 😃

tall pendant
#

Blender and Maya are quite different tools. I had to check out Blender for a Job application (being a maya user since Maya v6). I'm glad i didn't took the job in the end 😄

#

Blender is a good tool. But i'm just to used to Maya.

celest creek
#

Hey all, so I'm getting this weird thing - I start my game with levelA, my levelB that's a test map only and never loaded, for some reason gets its Begin Play called when I start my game. Is there anything in the level class that for some reason can make it get called upon game launch?

tropic pilot
#

uhm.... the KiteDemo map is small @manic pawn

#

i thought the map was WAY bigger xD

pallid compass
#

Its not the actual full kite demo map

#

its a small sample of it

versed spear
#

@celest creek Try to change world settings for levelA. I was having my player spawning on the main menu last night. I changed the game mode and it is not loading the second level stuff on the main menu anymore.

grim ore
#

are you talking about the open world demo collection or the actual kite demo?

tawdry raptor
#

I have imported a mesh and need to make it not moveable but I dont see the option why is this

#

its a corridor

#

it doesnt have the static mesh options of moveable, static and stationary

pallid ruin
#

is there any way to use a dance pad has a d-pad? tried using different inputs but nothing works. the dance pad works since i can use it in stepmania.

balmy cypress
#

There certainly is, but how to do it depends on how the dance bad sends in the input + any adapters that alter that input on the way to the computer

pallid ruin
#

its a usb input. Any way i can check how it sends?

balmy cypress
#

If it's usb I would assume it would be identified as a gamepad, what OS are you currently on

pallid ruin
#

windows 10

shell kettle
#

Should level build data be excluded from source control?

#

What if I'm working with a team?

grim ore
#

@tawdry raptor what options do you have available to you in the details panel?

balmy cypress
#

Try going into your windows device settings and look at the details for the dance pad, if it is a gamepad it will have a configuration menu and you can figure out which pad button is mapped to which gamepad input, if thats the case then all you do is have to map your input in UE4 settings

pallid ruin
#

Well i went to the pad properties and i tap down and the input shows down. but in UE4 doesn't work.

balmy cypress
#

Did you map any input to gamepad down"?

pallid ruin
#

should work with the default ThirdPersonCharacter, right?

balmy cypress
#

it will work with whatever you map it to

pallid ruin
#

yeah i put the Gamepad D-Pad in the input settings

#

like it's not recognizing the pad

trim night
#

How do I create an enum asset?

#

I am unable to find it anywhere

balmy cypress
#

right click > Blueprint > enum

#

in your content browser

trim night
#

I cannot see it

balmy cypress
#

2nd from the bottum, full name is "enumeration"

trim night
balmy cypress
#

you went to misc

#

not blueprints

trim night
#

damn

#

sorry about it. Thanks

balmy cypress
#

np, it happens to us all

#

second pair of eyes is always helpful

trim night
#

😃

#

Does the editor got an updated theme in the years?

#

In some tutorials I have seen it looks different to mine

tranquil bone
#

Anyone know how to get good handpainted textures if i cant make them my self like any websites or anything like that

balmy cypress
#

I have used ue4 for the past 5 years, while there are certainly new options the overall look is almost identical, but since the source is open people can customize it in crazy ways if they want

pallid compass
#

People mode custom skins for it

#

its a really really bad idea

#

too fuck about with the engine theme though

#

You are changing a fuck ton of core stuff

balmy cypress
#

also, the UI is rather modular so you can drag panes all over the place

trim night
#

Thank you for the information

balmy cypress
#

anytime

shell kettle
#

Hi there. I was wondering if anyone could give me the bare minimum directory paths that I need to include in my source control to prevent data loss. From Google searches, I was able to find that /Saved, /Intermediate, and /Binaries can safely be excluded. Is there anything else I can add to the ignore list?

pallid compass
#

Derived data cache i think

shell kettle
#

Alright sounds good. Anything else?

#

BuildData?

#

I'm reading that I should not include DLLs and debug files generated from the project itself

trim night
#

Where can I find the file when I save it with the bp function SaveGameToSlot?

balmy cypress
#

C:\Users\YourUserNameHere\AppData\Local\YourGameNameHere

#

assuming your drive is C:

#

and you're using windows

trim night
#

I am using Windows, but ue is installed on D

balmy cypress
#

its where your OS defines the appdata directory which by default is the drive with the windows installation

trim night
#

Aight

#

Then my saving function doesnt work ^^

balmy cypress
#

There aren't many nodes needed to get save to work, create the game save object and then saving it to a slot, however the save game has a boolean return you can check to see if it is indeed failing or not

dire storm
#

Norton anti virus is so damn annoying. I haven't used them in 10 years but thought I would give them another go on the new PC since I got a free year or whatever. Its so damn intrusive with all the stupid pop ups and trying to get you on their website. How does anyone tolerate this crap

manic pawn
#

there's no need for any crappy antivirus software other than the default windows defender

heavy falcon
#

Supposedly true, Windows Defender does not have randsomware protection though. Also I still don't trust it

dire storm
#

what prevents people from spamming epic with ransomware submissions for the marketplace? I can picture poor marketplace team having to comb through everything submitted with a lab coat and safety goggles lol

balmy cypress
#

it certainly is possible, but it would only work a few times before someone reported it. Also since these would most likely affect development systems a lot of them will have source control so formatting the system and just pulling the source would be a solution for the most part

dire storm
#

So I found an interesting site a while back that was basically a BP depot where people dump BP setups. Anyone actually go through other people's BPs on sites like that?

tranquil bone
#

Anyone know why my unreal now takes so long to complete compiling shaders

#

Just upgraded my engine cos I was on old version and it takes so long now

harsh tiger
#

i'm new to c++ an i cant understand why i have an error for "OurCamera" on the top one but the rest are fine? I'm watching a tutorial an he hasn't got the same problem, any ideas?

heavy falcon
#

UCameraComponent seems to be recognized as a type and not a variable

#

Do you have a variable named UCameraComponent?

#

Should it be OurCamera? Since you use that variable lines later?

harsh tiger
#

it is OurCamera isn't it?

#

i just dont understand why 2 work and the top one doesnt

heavy falcon
#

I think UCameraComponent at the beginning of the fourth line within the method should be OurCamera but not 100% sure

harsh tiger
celest creek
#

@versed spear Thanks, you mean just change the game mode to anything else? Tried that, no luck. Thanks though.

I also tried creating a 3rd empty level, all I did was put a print statement at the new level's Begin Play function, and both of my 2 maps that are never called in-game now have their level BP's run when the game starts.

Weird no?

heavy falcon
#

@harsh tiger what variables are defined in the class?

#

is there even a OurCamera or UCameraComponent variable?

harsh tiger
#

dont think so

#

i literally followed the tutorial

neat trellis
harsh tiger
heavy falcon
#

Maybe you should invest more time in learning to code

harsh tiger
#

i've done c# in unity for about 2 years. i understand the basics. i just dont see why 2 of them work but the other one doesnt when they are the exact same...

celest creek
#

@versed spear Oh... looks like World composition was on for some reason, and that its behaviour is to add all levels in the same folder where the current one lives..(?). Disabling it seems to have fixed the problem.

heavy falcon
#

@harsh tiger Are you possibly missing a UCameraComponent component in editor on MyPawn that's now not in the MyPawn.generated.h? I've never written C++ for UE4, just a guess

balmy cypress
#

hey guys i'm having trouble with my blueprint, can someone take a look at let me know what they think

versed spear
#

haha

spare kernel
#

@balmy cypress yeah, your missing a purple wire linux

#

linx*

heavy falcon
#

@balmy cypress looks fine to me

balmy cypress
#

woops

#

@spare kernel thanks that was it

harsh tiger
#

@heavy falcon he never done that in the tutorial like

heavy falcon
#

I'm assuming you have the same includes in the cpp?

harsh tiger
#

its okay

#

the tutorial had a mistake that he fixed towards the end

heavy falcon
#

Oh yeah just seeing it, same code as in the link i've posted

tribal totem
#

Anyone know how to make a main menu background that is moving/dynamic?

#

Similar to: fortnite, realm royale, and PUBG. <- games made with ue4

#

The chimney in the background is active, and is 'throwing smoke'

cloud cobalt
#

It's a level

tribal totem
#

and the chicken that moves

#

that's just an idle animation?

balmy cypress
#

yes

#

its just a level, just like a game, except you dont have a pawn really, you just interact with the hud

#

then when you do start the actual gameplay you load your specific level and spawn the pawns for the player and give it control

tribal totem
#

okay, thanks

tawdry raptor
#

My mesh for some reason, is one big block and my guy cant go in or out how do I make unreal understand that I can enter this corridor

grim sinew
#

Make better collision manually.

dire storm
#

I put this in graphics but it might be more of a general question: Hey guys I have a question on game dev business ethics. Say I want to hire an asset creator or any other artist because their style is what I'm looking for. Is it appropriate to show them concept art/assets made by other artists that I have found that have the content I'm looking for to express what I want made? Not an exact replica obviously but say if I want a farmhouse or a bunch of wilderness props made. Is it wrong to send them to say like my pinterest page so they can see exactly what I'm talking about or do I have to hire a concept artist first?

grim ore
#

so your asking can I ask an artist to do art in a style of X without showing them X?

#

no wait I misunderstood. You already like the style of X but you want it to look like something else design wise that someone else did. Doesn't seem like an issue as most of the time when you do a mockup you just use other existing things or describe it in some way. like "I want an RTS that has 3 sides like warcraft 3" or "the guns should be all mechanical looking like in borderlands". If you mean more of "That exact building in that exact game I want you to duplicate" you might have an issue. if you mean "That exact building in that exact game is something I like, can you do something like it in your style" is probably fine.

#

another way to think of it is you can only make a toaster so many ways, your gonna have to draw inspiration for it from some basic place and then put your spin on it

plush yew
#

lol yeah, internally there's no derivative use or copyright law unless it spills into the final and happens to be extremely derivative 😃

#

you can probably go from reference images -> concept sketches -> rough base meshes -> refined meshes with textures / retopo / final product if you're doing a 3d asset with detail. i was very familiar with this pipeline when i did my mocap stuff from concept to rigging.

#

so it's basically kinda like how lawyers and their clients have special priviledge. you can say whatever you want to your peeps, but the final should still abide by copyright law.

grim ore
#

yep and since you are asking about the need for a concept artist is sounds like you already have concept art to draw from 😛

dire storm
#

Thanks guys. There's so much amazing artwork and assets already out there it seems silly to try to recreate the wheel. It just kinda weirds me out asking someone to make something similiar to someone else's work without giving them credit if you get what I'm saying. Like I don't want this guy's low poly tree but I want something similiar to it with X many triangles or whatever.

heavy falcon
#

Sound like excuses xD

dire storm
#

@plush yew Thats the way I thought it worked I was just varifying. I see alot of studio GDC videos where they use reference material from all over the place including movies and other games so I assumed it a natural part of the process.

plush yew
#

where Can i ask a question about collision

#

W channel

#

*which

pallid compass
#

blueprint prob

plush yew
#

asked on physic

high stone
#

Siggraph is tomorrow. Some Unreal tech demos will be there too.

manic pawn
#

has anyone found if/where those will be streamed or available for download?

finite vault
#

Finally got over 2GB game packaged into a 30MB game Progress

real bolt
#

How do you make the engine auto generate collision on import?

grim sinew
#

By checking the checkbox in the import options dialogue that comes up every single time you import a mesh.

real bolt
#

What if u're using a live link ? 😄

grim sinew
#

Then you don't.

real bolt
#

damn

grim sinew
#

It would be dependent on the live link plugin to set that part up, since it's bypassing the usual rules.

trim night
#

Is it possible to cast an integer to enum?

#

I want to set the fullscreen mode, but I have to pass an enum.

weary basalt
#

Cast the int to an byte first.

#

Enums are represented as bytes

#

@trim night

dire fjord
#

Per the instructions here: https://answers.unrealengine.com/questions/572865/how-to-stop-epic-launcher-auto-starting-steamvr.html?sort=oldest I edited the plugin file to change true to false (last suggestion) this seemed to work until I next used Steam. I hadn't used steam for a couple days and it was fine, however, after playing a game on there and opening the engine up again, steamVR was popping up again. I just went back to check the plugin file and it had been changed from False to True again.

trim night
#

@weary basalt Thats working fine 😃

dim arch
#

emm

#

anyone know how to watcha blueprint

#

using the new watch window

#

also. every time I makea new BP the debug filter is set to null, it doesnt select the event graph

vivid girder
#

Anyone know what the geometry tools 2.0 are/were?

dim arch
#

how can I add a line break to a string?

#

my webUI is returning a string value which has 3 lines and I need to compare against it

#

so I need a string var which also has 3 lines

#

well, the string type can store data with a linebreak but apparently you cant input one which is lame

worn granite
#

Shift+Enter? \n?

dim arch
#

neither of those work for inputting

#

I also tried copying and pasting text with linebreaks from a text editor, but it reformats it

#

you can add linebreaks to append and format text nodes in the editor

#

but not in the variable default

worn granite
#

did you declare it from C++ ?

dim arch
#

nope

#

well kinda

#

its a HTML/JSON plugin

worn granite
#

So.... the plugin declared it in C++?

dim arch
#

yep

#

man

#

the fucking

worn granite
#

yup

dim arch
#

format text node

#

uses { } to declare types

#

except that is the fucking

#

string I want to parse

#

-___-

worn granite
#

ok, there's a metadata tag which they didn't use called multiline.

#

so just use \n and if that doesn't cause a line break during runtime, then you can whine at the plugin author.

dim arch
#

I dont think\n creates a newline in a string variable

worn blade
#

Would anyone know of a decent tutorial for rigging a model for ue4 ?

worn granite
#

\n is the literal encoding for a newline in C++ string literals.

#

If you've tried it, that's fair. But go on and give it a shot if you've not tried it.

dim arch
#

I am trying to compare the json string

#

the only way I've found to create a new line is by using append to build a string

worn granite
#

ok cool

dim arch
#

but even then it returns false on IsEqual

#

there is probably a different whitepsace character being used

#

to create the new line

#

but I have nfi what it is

#

unless I use a hex editor or some shit and even then idk how to get it into ue4

worn granite
#

yeah it might be that the other platform uses a literal \n but you use \r\n. Or vice versa.

#

Good ol CRLF

worn blade
#

Thanks tho

worn granite
#

best parse the json

dim arch
#

yeah

#

probably the only way to do it now

#

the plugin actually has a Json to bool node

#

except

#

the Json is returning

#

{
"name":"value"
}

#

I think it needs to return {
"name":value
}

#

so some bug in the plug I think

worn granite
#

eh

#

when I say parse the json

#

I mean, like, you know the structure you're working with

#

SO like

#

pull the values out.

#

Compare for equality.

dim arch
#

yeah

#

do you know any guides for building a parser in bp?

tawdry wyvern
#

Im looking for developers I have over $300 $$$ worth of assets in my project

worn granite
#

wowee hi roller

plush yew
tawdry wyvern
#

okay

dim arch
#

@worn granite I have to split the string and look for keywords right

#

to parse the string data

tawdry wyvern
#

how wont let me type

dim arch
worn granite
#

did you check the pins?

dim arch
#

I think I can use this because it removes the json formatting

worn granite
#

@tawdry wyvern

dim arch
#

is there any better way though?

tawdry wyvern
#

ya

worn granite
#

Hang on.

#

Hang on.

#

Wait.

#

You purchased a plugin to handle JSON

#

And it provides NOTHING to you, in terms of parsing JSON?

#

There's such little benefit, you've got to resort to string functions?

dim arch
#

it says it does, but it doesnt work basically

worn granite
#

....

#

jfc

#

that's amazing

dim arch
#

it has a bunch of json to type nodes

#

but its returning nothing

worn granite
#

show me an example of one of these nodes

dim arch
#

id show you the plugins code but I think its against the tos ;x

worn granite
#

in such a way as you'd use it

dim arch
#

sure

worn granite
#

@worn blade its the same as rigging to any other skeleton.

#

I'm sure somebody somewhere has a specific tutorial. But no. I don't know of it.

dim arch
worn blade
#

I want it to be rigged to epic skeleton

dim arch
#

it does slightly more than just json parsing but yeah

worn granite
#

ok, that's a cool story bro.

#

I can just tell you're getting frustrated with no responses

#

...

#

Get...

#

GetBoolean?

#

....

#

no inputs?

dim arch
#

the input is the json value

#

it parses it and returns an unreal bool value

#

except it just returns false 100% of the time

worn granite
#

This plugin isn't very noob friendly.

dim arch
#

because the json formatting is fucked

worn granite
#

Ok so what you've got - most likely - is a JSON object.

#

You can't directly get a boolean from that.

dim arch
#

nope

worn granite
#

What you need to do is find a field in the JSON object

dim arch
#

I have tried the object ref and the data inside it

plush yew
#

@tawdry wyvern you have to direct message Unrealbot for posting, the guide is in the channel pin.

worn granite
#

JSON fields can be arrays, objects, or primitive types (bool, float, int, etc)

#

This plugin expects you to grab a field from some JSON ... thing .... and then call GetBoolean on it.

dim arch
#

im not sure man, I did some debugging via printstring

worn granite
#

If its not a boolean field, it'll be false.

dim arch
#

I can get the object reference (as a string) or the value (as a string)

plush yew
#

Toku, you get source control up and running? 😃

dim arch
#

thing is the plugin passess

{
"name":"value"
}

#

for a boolean json string

#

the boolean value shouldnt have " "

#

yeah @plush yew its working great now, cheers

worn granite
#

what plugin is it

dim arch
#

well this is bs, the strings look identical now but they wont pass true on IsEqual

#

is there no way I can save the string data which the plugin pushes out into a variable for future use?

#

I mean, while constructing the graph not on runtime 😦

worn granite
#

nope, not really.

#

So have you tried setting up a JSON parser using the plugin?

#

I know you said its busted, but just curious to see what you've tried in terms of setting up a parsing solution

dim arch
#

yeah

#

I am passng a json object through the data channel

worn granite
#

cause you may as well try and get it working - writing a string parser in BP is pain.

dim arch
#

getting the value of the object, using a parser node

worn granite
#

s c r e e n s h o t ?

dim arch
#

sure one min

worn granite
#

you can still post it, but I think imma go actually.

dim arch
#

no sweat

#

same thing happens if I wire getstring directly into the json value/data pin from the event

ancient sandal
#

Hey guys, I am new to Unreal Engine and wanted to ask you guys how is it with teams? do you use git with it? how do you avoid conflicts in blueprints/scenes?

upper quartz
#

hi guys.

plush yew
#

@ancient sandal yes, you use source control and "check out" assets to prevent modification on other machines that are connected to the same cloud repo

upper quartz
#

how can i scroll the slider and clickable the button inside the slider

ancient sandal
#

@plush yew Thanks, what do you do if both of you need to edit the same asset? say, modifying a blueprint

plush yew
#

person a checks out the asset, modifies it, and checks in back in. then person b can access the same file if he wants to check it out in the same way. so check out downloads a copy to your machine so you can edit it, it locks it on the repo.

ancient sandal
#

Oh cool, thanks!

plush yew
#

yep if you check out #source-control there's some good stuff on there including .gitignore file examples if you want to get your repo started.

#

i really recommend experimenting with git / a visual UI first and starting a local repo so you can avoid cloud server costs unless you have your own server. then once you're either in a team or doing some kind of collab work, you can go cloud based repo

#

i actually just got into source control myself and it's really useful, didn't use it last year. and this year i had to roll back my edits once and it saved me a lot of time.

#

started only a few months ago and it's great.

#

@ancient sandal you want me to DM you a stepwise guide on my process for it?

ancient sandal
#

Yeah that would be great ! really appreciate it!

upper quartz
#

hey guys, i have a problem about button click event not working .

#

if scrollbox can be slide , the button will be not working ><

upper quartz
#

solved ,thx guys

dim arch
#

I have some static meshes

#

when their transform is modified in the sequencer they scale to 1/2 the size

#

even though the scale keys stay at 1 and they start scaled at 1

#

wtf?

dim arch
#

ok so answer was I had an empty actor parented to all the meshes whos scale was 2

#

so it was halving the scale on runtime

latent moth
#

however the created spline is messed up, points are not in order, there are various directions in the middle

#

any ideas?

latent moth
#

for anyone curious -> just clear points on the spline before doing so. When a spline component gets created it already has 1 point in it.

unreal spoke
#

Get/SetWorldRotation of a component works as expected(you set the value and the component gets tha rotation and stays static) but AddWorlRotation makes the component to spin...If that a bug or on purpose? If there another way to add a delta to the static rotation of a component?

paper kernel
#

as the name implies, it adds to current rotation

#

you can call it once to add delta rotation

#

but for smooth transitions you need to do the delta math and use SetRotation

unreal spoke
#

@paper kernel Thanks

plush yew
#

hello

#

what i have to install

#

of visual stufio 2017

#

thr pack of 7gb?

#

only for game developer (ue4, directx etc)

#

win8/win10 sdks

#

yes ty

thorn topaz
#

Isn't there a console command to pause rendering?

whole quarry
paper kernel
#

I can't figure out a system that would let me specify interaction logic

#

that is manageable in long run

wintry wigeon
#

hey, i have a slight problem. i made this "pause" input action. i managed to call it from the "TopDownCharacter" blueprint, but not from my "InGameUI" blueprint. any help?

#

did this and wanted to move it over, because in the end i don't want to depend on the character

whole quarry
#

enable input

wintry wigeon
#

care to explain?

whole quarry
#

widgets don't listen for key presses

#

so you'll need to enable input

wintry wigeon
#

yeah, i meant how do i do that ^^

whole quarry
#

enable input

wintry wigeon
#

hum

paper kernel
#

actually widgets can listen for inputs, but it's astronomical pia to do

wintry wigeon
#

yeah i don't get how to use that enable input thing

#

can't even find it

whole quarry
#

imo better to work out all inputs in the playerController and also build the 'ingame' Widgets in the PC

#

for easy and quick bp communications

wintry wigeon
#

the problem is i plan on not having a player by the end of this

#

think of it like a RTS game

whole quarry
#

still has a player

#

not in the traditional form of a character, but there is always a player

#

with somekind of pawn and always a playercontroller

wintry wigeon
#

uhhh, it's complicated to explain

#

but you NEED to have a player?

whole quarry
#

of course

#

Player Controller then a Actor/Pawn/Character BP

wintry wigeon
#

ok so, the best way to not really have a player then is to just make an invisible character, and have it stick around and perform these sort of commands for me?

whole quarry
#

yea, I would use a pawn with no meshes or other stuff

#

pawn has some basic player functionality anyways

#

you might want to be able to move the camera around in the world etc

wintry wigeon
#

yeah ok

#

thanks ^^

unreal spoke
#

Is there a way with blueprints to know if it's being executed as dev or production?

dim merlin
#

Hi, in the staticmesh window, how can i set camera speed (usually in viewport top-right) ?

grim ore
#

WoW expansion, Epic MegaJam, Kenny Jam... someone needs to talk to scheduling about all these conflicts this week lol

#

In "Theory" the new Action RPG template has a pause menu that you might be able to tear apart as well and see how they did it. I haven't investigated it yet but one would assume it has support for keyboard pause/unpause.... one would assume...

frank escarp
#

@grim ore Monster hunter Word on pc

#

and even betetr, monster hunter generations on the switch

grim ore
#

nooooo.......

#

I mean I know but.... noooooo

#

I already have too much to do lol 😛

#

I've got MHW on PS4 but I totally forgot about generations on switch

whole quarry
#

I wish the jams would be a few days longer now they're only per 3 months

pallid compass
#

how long are jams now?

whole quarry
#

thursday to monday morning european times

pallid compass
#

only 4 days jesus

whole quarry
#

same length as when alex did it every month

#

unlike then, i have to work now on the thursday and friday, weekend i'm busy with wife and kid, so in the end ~3 hours total time to jam? meh wont ever make it

bleak widget
#

hi everyone

whole quarry
#

hello

bleak widget
#

the engine are naughty

#

i was build my big landscape

#

and get crash

#

now it can't visible all tiles after restart

#

some random tiles visible

whole quarry
#

click on the closed eyes

bleak widget
#

😫

#

yes i clicked

#

its not working

tawdry raptor
#

I cant find set range in the blueprints

#

anyone know where it is?

safe rose
#

@tawdry raptor What are you asking for exactly?

dim merlin
#

anyone knows...
In the staticmesh window, how can i set camera speed (usually in viewport top-right) ?

dim merlin
#

i think i should request the feature if its not possible

#

its not in blueprint viewport to?

austere hinge
#

How to make real time hands mocap without leap motion in unreal.. Any other kits we can use?

broken shadow
#

Made a mockup for a visual representation of project AnimalComponent, trying to get a visual on what I'm actually doing. In between digesting the C++ definitions for capsule component, character, character movement, etc.
https://i.imgur.com/2rj2y5p.png

I'm not sure if this is useful or sound at any level but if so, it's helping identify variables I'll need to create and work with.

trim night
#

How do I compare int points? Do I have to split them into integers?

wary wave
#

"int point"?

grim ore
#

the stupid x/y struct that UE4 uses for some returns like resolution and i think mouse position

plush yew
#

in the he;l

trim night
#

nevermind I splitted them

grim ore
#

yeah I am pretty sure there are no convenience functions for int points so you would have to 😦

trim night
#

This is bullshit that they havnt implement that yet

heavy falcon
#

people have no patience

grim ore
#

int points themselves are relatively new

trim night
#

oh didnt knew that

grim ore
#

but easy enough if you use C++ to add some or if you use BP add in some global bp functions to handle it 😃

trim night
#

May I will do that.

grim ore
#

You could do some reaaaaally weird stuff using vector 2d's as those have convenience helpers already but man that would be weird. basically convert to v2d, do some stuff, then convert back lol

trim night
#

😄

astral marsh
#

how to make e key work{my input for some stuff} only when hes inside the box collision?

heavy falcon
dire storm
#

anyone find a siggraph stream anywhere?

grim sinew
#

Epic isn't streaming RTX stuff until Wendesday

dire storm
#

Darn I thought they did alot of live streams but I guess post streams are better because you can watch 2x speed 😃

grim sinew
#

Epic hasn't done any siggraph streams yet

#

It's happening on Wednesday.

dire storm
#

I realize that. I like watching all of it 😉

inner yacht
#

can someone tell me how to replicate attach to on dedicated server?

#

Im getting sets of 2 of my clothes item

abstract marsh
#

Can someone tell me which screen this is?

grim ore
#

@abstract marsh that seems like a super old version of the Physics Asset editor. you get to it by opening up any physics asset

abstract marsh
#

Thanks! I'll look up Physics Asset now 😃

native kite
#

how would I go about making something like this

#

I mean this display that shows which level the elevator is currently on

#

and the buttons for selecting of couse

grim ore
#

any display of numbers is probably a material, you can do that pretty easily.

#

since its using world space, probably line traces, you can just have physical items in the world representing the buttons and take action on them

gritty matrix
#

I don't think there is a channel for this so asking here for now: Does anyone have any recommendations for a Continuous Integration environment with Unreal (probably on a remote server). I've setup Jenkins and Bamboo before with Unity so I'm familiar with the process, just looking to see if anyone had a good, cost effective solution that they would recommend (currently thinking of hosting an TeamCity server on AWS which then spins up an Unreal Instance to build the game and copy output to S3).

native kite
#

nice to know that, thanks @grim ore

livid haven
#

@gritty matrix It's fine to ask here, but #source-control could also work. They're related technologies at least.

#

Whatever you use, you'll likely end up piping things into Unreal Automation Tool

#

UAT is the C# based automation system for UE4. Scripts tends to invoke UE4 and pass commandline args to get things done.

gritty matrix
#

@livid haven Thanks for the advice! I'll probably start by setting something up locally then and experiment with UAT.

livid haven
#

👍 UAT makes it easy to get a build made and cooked and even potentially run some tests.

#

You'll just want to use whatever CI/automation system to invoke UAT and run one of the existing set of C# scripts, like BuildCookRun, or even write your own.

gritty matrix
#

Having a quick read now and it does seem like a nice solution. Now to figure out where to actually make the builds. AWS instances are one solution but those things can rack up the cost pretty quickly. I might be better off setting up a machine internally.

livid haven
#

I'd definitely mess with a VM or something first before you start spending money.

robust shadow
#

IIRC console key binding (`) and console commands are stripped from game when packaged for shipping right?

worn granite
#

by default I think, yeah

robust shadow
#

so if I make my own console using UMG and add-in some custom commands speicific to my game, and parse them through the command executor, would this [unintentionally] provide access to dev console commands

#

are like once shipped are they truely stripped like those commands wont register or call anything anymore? o.o

#

basically wanting to add my own console commands to get/set game specific variables as well as spinning up a listen server from the ingame console

#

but without leaking access to all the dev commands

#

or is it really that bad to just include the ue4 console in shipped game? not sure what epic has all exposes via the console but when comparing to source engine they typically allow players to access the console

hazy lynx
#

hello people!

#

It seems my game won't save config files because it has a comand line argument -multiprocess.

#

Anyone know what that command does and how to make the game save again?

marble spire
#

Anyone know a good video about AI? To make something like the ActionRPG minions

high stone
#

Unreal, Nvidia presentation happens in 15 mins. Siggraph. Recommended viewing.

dire storm
high stone
#

It's Ustream tv Nvidia.

robust shadow
#
high stone
#

Wasn't sure if I could drop links.

robust shadow
#

i think this is the right link...

dire storm
#

Odd, you would think they would have the main siggraph youtube link with that 😃

#

thanks

#

So I'm trying to learn a little more nitty gritty about blueprints. I have some of the basics down. For some reason I'm forgetting exactly what the construction script can be used for in a standard blueprint. Is it just for "constructing" the object once its placed in the world?

#

I was reading through the official documentation and the page has like 3 lines on construction script in BPs. Basically "this is the construction script area" lul

robust shadow
#

@dire storm do you know much about object oriented programming? if so from my understanding, the construct node is just a way to access the class constructor from blueprints

dire storm
#

oh

#

why didn't they just say so

robust shadow
#

hell I may be completly wrong but i just always assumed it was the constructor

#

from my understanding, construct node gets called when the object is created, and BeginPlay event gets called when the object is loaded into your scene

dire storm
high stone
#

Nvidia stream is crashing. Why they decided to use Ustream is beyond me.

robust shadow
#

@high stone okay thought that was just me, kept cutting in and out so i closed it lol

high stone
#

Ustream can't handle 760k viewers all at once. I have zero ideas why they chose their platform.

dire storm
#

not using twitch or youtube lul

#

in 2018

robust shadow
#

🔥

dire storm
#

shhh its starting!!

#

popcorn ready

high stone
#

It's up!

robust shadow
#

i think it's workin now

dire storm
#

My body is ready

robust shadow
#

andddddd it's down

dire storm
#

and it crashed

robust shadow
#

LOL

dire storm
#

Nvidia pleaseeeeeeee. why you do dis

#

AMD uses youtube... thats why :0

robust shadow
#

lmao, i'll just watch the recording later lolol

high stone
#

OMG Ustream lag is real.

#

I'm getting 2008 flashbacks.

robust shadow
#

what is the topic of this nvidia presentation anyways? haha

high stone
#

I'm tweeting them a slow clap.

dire storm
#

776k views.... ustream servers actually on fire right now

robust shadow
#

maybe they'll all burn down and we'll never have to deal with ustream again lol

#

jk

dire storm
#

its on facebook live now

high stone
#

There's a guy on YT streaming it.

dire storm
#

somebody at ustream accidently picked up the phone and killed their dial up connection.

robust shadow
#

1month after i purchased my 1080ti, im callin they release a new gpu

dire storm
#

@robust shadow They aren't supposed to release the new gpus till the end of the month at the nvidia big event. But who knows.

#

there's a ton of leaked info on youtube.

robust shadow
#

ahh, either way. I heard they were suppose to release soon. found out right after my order was like shiiiiiiiit. haha

marble spire
#

here i am with a 1060 6gb

dire storm
#

honestly from what I've seen they're just trying to completely saturate every price range to further dumpster AMD competition.

marble spire
#

and they are already releasing a 1100

#

jesus

robust shadow
#

to be fair, i still got a 980

#

haven't even unboxed the 1080ti yet lollll, literally just been sitting there. maybe i can return it

#

and swap haha

high stone
#

This could be a big announcement!

robust shadow
#

IF the 1100 is a decent performance improvement

dire storm
#

I picked up a evga 1080 for 420ish on a massive sale few weeks ago after massive sale from bitcoin collapse I'm guessing. I read they way overmade that model I picked up. decent reviews so meh

#

oh snap... nvidia CPU???

high stone
#

Oooh. This could be giga voxels, point cloud data, and or fractals!

robust shadow
#

"leather jacket ti" -yt chat

#

i'm weak

dire storm
#

oh streamlining the whole process?

#

multibounce recursive raytracing

#

GDC replay ftw

grim ore
#

That stuff was sexy in person

dire storm
#

ewwwww blower fan

grim ore
#

lol the card has it's own ray tracing running on it lol

robust shadow
dire storm
#

they ran the whole thing on the new RTX..

robust shadow
#

why so serious haha

#

anyone else hate the gloss? lol

grim ore
#

yeah they are doing it as a gag

high stone
#

I was hoping for a consumer grade version...

grim ore
#

that guys loves his presentation gimmicks

high stone
#

No point in it if the average PC user doesn't have it for games.

dire storm
#

they will. Next xbox all using RTX cards!

high stone
#

This will never go into next gen consoles.

#

I'm hearing it'll cost $6k to $12k.

dire storm
#

for the low price of 2k. you can buy the new RayBox 😉

high stone
#

Lol 2k. No.

dire storm
#

everyone can afford a 10k gaming rig though right?

#

be so sweet playing mine sweeper and minecraft

high stone
#

I'll be sure that my game has it for minimum requirements. I'll be merciful and only require 2.

maiden swift
#

Quadro GPUs are for professionals, not consumers. They're not exactly designed to be affordable.

high stone
#

I know. Just frustrating that this isn't for the average consumer.

dire storm
#

gaming is a profession. Change my mind

grim ore
#

Still can't raid in WoW at 60fps 😛

dire storm
#

lmao!

maiden swift
#

@high stone I feel ya! Think of this as a tease of what consumers will have in a few years. That's how it usually goes. 🙂

high stone
#

I have a feeling this will be used by crypto miners.

dire storm
#

raytracing. Not faster and stronger for crypto mining!!!

#

*now

high stone
#

If it can be hacked it will be used.

dire storm
#

I'm watching this stupid video instead of trying to make hex grid maps....

high stone
#

Hey, this will lead to big things.

#

When that price drops.

dire storm
#

yeah in 2022 it will only cost 1k?

high stone
#

(:

dire storm
#

hopefully I can make a hex map by then

high stone
#

I appreciate that this helps Hollywood lower their budgets. But I'd like to see something for the gaming industry.

dire storm
#

wrap it up music LUL

high stone
#

Taking bets he walks off the stage with no other hardware announcements for 1100 series.

dire storm
#

They are rumored not to announce anything else until the Nvidia event in EU from what youtube tells me. All the big releases being leaked about it at on Aug 20th.

#

but they are pushing back release dates because all partners are overstocked on 1080s from bitmining collapse

#

and they don't wanna lower prices on the existing 1080s too much

high stone
#

Yeah. Which is why I'm betting he leaves people with nothing.

dire storm
#

as soon as anyone officially opens their mouth at nvidia about the new cards (despite tons of leaked info) the GTX sales are going to plummet in an already saturated market. Theres alot of people trying to offload used GTX series with nobody buying 2 year old tech at high market prices already.

#

My next game: Nothing but mannequins dancing to music running around in pretty environments to sick beats

high stone
#

They named a car 911...

maiden swift
#

Porsche has been making a 911 for over 50 years.

dire storm
#

yeah

#

was about to say that. been around since 1950s

high stone
#

@maiden swift I know. But they should be aware of what that number means to the average consumer.

#

It's tone deaf market research.

maiden swift
#

That's ridiculous. They're not going to change the name of their most iconic car because of one incident.

high stone
#

They might as well have named it the 69.

dire storm
#

people who buy porsche 911s are fans of.... porshe 911s.

high stone
#

Call it 911a or 910 or 912? Seriously.

maiden swift
#

You may as well ask the US to change its emergency number.

dire storm
#

thats there average consumer... people who already want one. Nobody gonna say "I was gonna buy this amazing porshe but because 911 happened I can't buy it because of its name"

grim ore
#

great so now I can't use 911 in the US anymore and I need to use 0118 999 881 999 119 725 3 ?

dire storm
#

I mean if it was named "The Porsche ISIS model" then you got an argument

high stone
#

That's the other problem. Naming a car after emergency services. For marketing you should aim products at what the average consumer thinks. You can aim for the risky stuff. But that has consequences attached. Like the Nova Car. Which in Spanish means no go.

tall pendant
#

Isis is an Egyptian goddess.

grim ore
#

mother fuckers had to have Archer change the name of their fictional tv show group because of ISIS =/

dire storm
#

@tall pendant Very true

high stone
#

I'm just saying. If you have a marketing team, and they green light something that causes people to steer away from the product. That marketing team has failed. (The CEO probably demanded it)

maiden swift
#

Well, until you discover market research that suggests Porsche is bleeding money because of that car's name...

dire storm
#

Red man the Porsche 911 is a very well established model number for Porsche. There is no way they are changing it.

maiden swift
#

I get your point: I just haven't seen evidence that supports your claim.

dire storm
#

if you start changing model numbers you are letting the terrorists win

grim ore
#

In 1968, the number was agreed upon. AT&T chose the number 9-1-1, which was simple, easy to remember

#

The 911 traces its roots to sketches drawn by Ferdinand "Butzi" Porsche in 1959.[8] The Porsche 911 was developed as a more powerful, larger and a more comfortable replacement for the Porsche 356, the company's first model. The new car made its public debut at the 1963[

high stone
#

I know. I'm just saying for products on the mass market. You probably don't want to name a car after Emergency services, 9/11. Sure you came before both of them. But good luck convincing the average consumer.

dire storm
#

Just be happy you weren't born on 9-11. Thats the real bummer

high stone
#

Be stubborn to the consumers at your own profit loss.

grim ore
#

did you even look up any history before you started spouting this crap?

high stone
#

I have lived through the Pinto. You can't ever, ever name another car that name.

worn granite
#

I don't recall a massive outcry to rename the car.

tall pendant
#

I doubt Porsche is loosing money because of the number "911" tho

dire storm
#

ugh PC culture man.

worn granite
#

The boat has sailed

maiden swift
#

Again, find evidence to support the claim. I suggest we move on regardless. 🙂

worn granite
#

they could have jumped on it right afterwards for a PR boost, eg car manufacturer renames car to honor tradgedy in US

dire storm
#

I missed one of the slides on the powerpoint. Thanks chat

worn granite
#

or w/e

#

pointless to do it so far afterwards.

dire storm
#

Or just keep the 911 but donate profits to 911 foundations for the next release of the model in honor of the tragedy. Either would have been a good PR move. Put a bunch of Murica stuff on it ya know

high stone
#

(I almost lost a classmate to 9/11 BTW. I know how badly some people in the USA still feel about that event.)

dire storm
#

like an angry eagle flying off with someone's child. Something fun

maiden swift
#

"We appreciate shiny dogs." - Jensen Huang

dire storm
#

I liked it but... the bloom through me way off... like wouldn't the whole dog super bright reflection if you have such a bloom coming off it from the shadow?

#

This just in. Star Citizen will require RTX Nvidia cards when game goes live in 2035

maiden swift
#

If I could count the number of times Jensen says "It turns out..." and "For the very first time"...

#

Well, that would be a waste of time. What a weird sentence.

#

lol

#

I just mean it makes me chuckle how often he says those things.

high stone
#

I could picture Star Citizen using this.

maiden swift
#

OK, back to work for me.

dire storm
#

yeah... I gotta get back to learning my hex math

high stone
#

$2,300 not bad.

dire storm
#

starting price on RTX 5000 is 2,300. I want 4 in SLI

high stone
#

OMG $10,000

dire storm
#

just 10k graphics card. No big deal

high stone
#

"The more you buy the more you save." /:

plush yew
#

my 5960x was $1000 but the new 32 core amd will be $1700 or so, must buy nicest stuff. X_X

#

i am gonna wait until 1-2 yrs before the new upgrade cycle i think

#

the 2990wx might come down in price

sonic pagoda
#

it gets stuck in that position

#

everything is at default settings for the cloth settings

#

and here is how i made it in blender, by subdividing a plane...

sonic pagoda
#

and when i say stuck i mean it will bend and simulate cloth but thats the final position it gets to

#

ive tried scaling it down in blender since its huge in ue4 but that didnt change anything

west pendant
#

Hi there. I also have cloth issues. 😄 And I'm not really sure where to ask this question.

#

When I put cloth onto my skeletal mesh in UE4.20 the cloth makes the character's Approx Size jump from 700x4,300x1,300 to the insane dimensions of 25,000x202,000x82,000 😬 Which doesn't seem right at all and is causing issues. Is there anything I can do about this?

#

Or is it a 4.20 bug? Maybe I'm searching wrong, but Google isn't bringing up anything for me.

winged crypt
#

Anyone know what this refers to?

sonic pagoda
#

@west pendant when you say you put cloth did you just simply attach cloth to a characters sk mesh?

#

@winged crypt are you using a minimap?

west pendant
#

@sonic pagoda To be more specific I first created clothing data from a section, then applied it. I tried scaling my model down a bit which seems to have helped, but I'm still getting a lot of extra dimensions added when clothing is active/applied.

winged crypt
#

@sonic pagoda No

west pendant
#

Also as for your issue @sonic pagoda maybe it is a constraints issue and you need to adjust those settings so it can go beyond whatever distance it's constrained to?

sonic pagoda
#

@winged crypt well it says its creating a texture, probably on every frame... which sounds like a minimap being drawn but it could also be some UI element

#

or even something that you are driving by code to be updated every frame thats material/texture related.. or im completely off

#

@west pendant i see now that my dimensions are way big maybe thats my issue...

#

ill try it out tommorow

west pendant
#

Best of luck, it seems pretty buggy 😬

dire storm
#

Are there any downsides to making a ton of streaming levels? Say if I wanted to make each hex on a giant hex map its own level for instance.

plush yew
#

can you make sound bounce of objects in ue4? Also, can you add speed of sound with that reflected sound?

winged crypt
#

@plush yew I don't think so but you could spawn objects that carry sound with them, which themselves can bounce off other objects. With the right attenuation settings, you could achieve what you're trying to do. The speed is in your control.

#

P.S. making these objects invisible would create the illusion of traveling / bouncing sound.

plush yew
#

That could be very processor heavy though... 🤔

winged crypt
#

Not really, it depends on what your end-goal is

#

What are you creating?

plush yew
#

@winged crypt

#

Note that Sandstorm was made with UE4

weary basalt
#

Didnt they change from Source to UE4?

plush yew
#

@weary basalt Yup

#

That audio system was made UE4, but I don't know how.....

winged crypt
#

Woah that's awesome

plush yew
#

@winged crypt any ideas? 😂

rustic barn
#

you know you've been up for too late when you try to file>save inside of discord lmao