#ue4-general

1 messages ยท Page 293 of 1

earnest pawn
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hey

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where is the best place to assign default values to your member variables in your class?

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like should it be done when declaring the class in the header so like Float somethingsomething = 1.0f

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or in the constructor afterward like somethingsomething = 1.0f

storm venture
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from what I understand @earnest pawn, you should set those in the constructor, in the .cpp

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so like MyActor::MyActor() { somethingsomething = 1.0f; }

earnest pawn
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i noticed that sometimes when i set them in the constructor, when i compile, the values in blueprints get reset to the defaults

weary basalt
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If you initialise in the Header, you need to keep in mind that if you want to modify the default value it may cause you to have to recompile alot more code than with initialisation in teh constructor.

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Header is compile time, constructor is runtime.

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Something to also keep in mind.

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I typically always Init in the Constructor.

earnest pawn
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ok thanks

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can someone explain to me why you need a UParticleSystem* to spawn an emitter

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and why do you do this
ConstructorHelpers::FObjectFinder<UParticleSystem> ArbitraryParticleName(TEXT("ParticleSystem'/Game/Path/To/ParticleSystem/PS.PS'")); if (ArbitraryParticleName.Succeeded()) { MyParticleSystem->Template = ArbitraryParticleName.Object;

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why do you need to use .Object when setting the template?

pseudo solstice
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ok this might be a bit silly because im on mac, but - VR preview is greyed out for me. i'm not actually trying to use vr but trying to set up the magic leap simulator - so again, aware its pretty alpha, but im just wondering if maybe the limitation is just that VR preview will never be enabled on mac UE4, is that true?

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the sdk plugin is supposed to use vr preview mode to simulate the magic leap in an emulator living room...

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i have set up on windows just fine but would prefer to use on my laptop for mobility which is mac

dire storm
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My favorite part of Unreal and game dev in general. Buying a plug in that does almost exactly what you want so you can open it up and figure it out. Then realizing you its beyond your current ability to understand and you need to invest a ton of time and/or get help figuring it out ๐Ÿ˜ƒ

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thats what I'm working on. Trying too see the how everything interconnects with hex grid generation. There's so many moving plates its hard for me to figure out where to start following the flow

dire storm
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Hmmm I just ran into an interesting question. I've seen a few tutorials where devs scale down all their assets (units, buildings ect) by 50% for strategy type games. I'm assuming because its not required that they have the same level of detail in an isometric or somewhat top down view. Is there anyone familiar of the pros/cons of keeping everything standard sizes over shrinking assets?

polar hawk
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imo size is always arbitrary and there is zero reason to shrink down assets

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infact I believe its better to purposefully not shrink or enlarge assets

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because there are hardcoded values in certain systems that are meant for certain scales

plucky reef
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so I got question, I got my character and I want to add 2 more bones, can I export it in unreal and import it to maya or blender along with its bone and weight painted ?

vivid girder
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@plucky reef yes, just right click on the asset and export

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Anybody know what the best way to add an animated material to a pause menu would be?

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I'm guessing an image on a Canvas panel?

oblique sorrel
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An entire portal of official Unreal tutorials, all in one place, all for free

sturdy star
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@vivid girder just add an image object in UMG and assign a material, do some warping in the material

unborn mantle
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can anyone recommend some analytics plugins for PC? found Google Analytics and GameAnalytics, maybe there are some more to compare with?

dire storm
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hmm I'm looking at gametextures.com website on their huge awesome library of materials just for funsies. It has a clause that says only if you make less than 250k you can use their normal license (for like indies and whatnot). So what happens if you accidently make a huge indie success. Are they gonna send lawyers after you and go for more monies? I can't find anything on their site about what happens if you make more than 250k on their site and I'm so intrigued

tall pendant
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@dire storm I'd say in such a case you'll work with your/an Account Manager to talk about license upgrade options. (Similar to how it works with other Vendors like Allegorithmic or so).

dire storm
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Just seemed odd to me because I've seen alot of "if youre AAA, you pay this much" kinda jargon on other sites which is fine. Weird that they don't outright say what happens if you suddenly have a revenue of 250k. I mean for me thats a hypothetical situation but I like details ๐Ÿ˜ƒ

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This all started because I was chasing the stylized material rabbit.

cloud cobalt
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Depends on the full license text I guess

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You're fine if you're done working and you make 250k

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I would expect that after the year you've made 250k, you can't keep using the license anymore / have to buy the enterprisey version

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Unless it's explicitly royalty, working on a product as a poor company / single person, getting huge sales, shouldn't put you into trouble

south ridge
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I would expect a penalty to be defined

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Or something like that

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If it was a contract and not a license on the website, it'd say what would happen in the case above

cloud cobalt
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Usually the requirements as a company are pretty clear and based on finances

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Like if you made revenue above X last year, then it's this license

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So you make the game, you become a millionaire, and the day after the exercise closes, you pony up for the license

tall pendant
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A good company won't outright penalize you, when you contact them as soon as you hit the rev limit and ask to work on a solution with them.

dire storm
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I agree on that! On another note I was looking at speedtree and around the web looking for stylized goofy looking "Medium Poly" type trees ๐Ÿ˜ƒ

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Pretty much the fortnite trees... I have been looking around at trees for a while and once I actually looked at fortnite I was like YEEEASSS I love those digital trees

dire storm
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I'm reading about PRB materials. I've seen the brown colored materials in the editor that says PBR. Whats the difference between that and a Normal material with base color, roughness, metallic and spec?

ancient sandal
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Does the engine autosave when I compile in BP? Or should I hit save as well

cloud cobalt
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You should save

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@dire storm PBR isn't an attribute of the material

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PBR is how the internal rendering works in the engine

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We talk about "PBR materials" for materials defined with albedo, roughness, metal

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But the PBR part is in UE4, really

dire storm
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ohhh... Do you know what I'm talking about when I say the brown nodes. I can't find one at the moment but its like physicals material maybe? I think thats what it is.

cloud cobalt
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Physical materials are unrelated to PBR, they're used to derive sounds or special effects when hitting surfaces

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Nothing to do with rendering

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(They also define friction etc)

dire storm
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ahhh okay so I don't really need to stress about shopping for materials and making sure they are tagged with "PBR" on the marketplace?

cloud cobalt
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The UE4 marketplace ? All materials there will be "PBR" - if they work with UE4, they work with PBR, since UE4 only does that

dire storm
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TY for that feedback.

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Thats exactly what I wanted to know. I was just making sure.

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every time I learn something theres 10 more questions from it and then I forget what I learned yesterday lol ๐Ÿ˜ƒ Its gonna take me 4 years to learn the basics

cloud cobalt
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PBR is a catch-all marketing term for basically many things in one

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For materials, usually, it means it's albedo + roughness + metal (or albedo + glossy + metal) + normal

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That actually has nothing to do with PBR, really, but marketing

dire storm
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now I gotta google albedo again ๐Ÿ˜ƒ TY for helpin me stranger

cloud cobalt
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== base color

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Let's keep it simple : UE4 has a PBR renderer, and expects albedo + roughness + metal ๐Ÿ˜ƒ

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By the way, don't use specular until you know what you're doing.

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Since you mentioned spec

dire storm
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okay. So google says albedo is kinda like reflective surface properties?

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It determines what gets reflected and what doesnt kinda?

cloud cobalt
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Scientifically, albedo is basically a measure of how much materials reflect light

dire storm
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so whats the difference between that and metallic. More research for me is def needed ๐Ÿ˜ƒ

cloud cobalt
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Albedo in a PBR material is color + amount of light reflected - basically how "dark" it is

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Usually an albedo map is very bright, because most materials reflect quite a lot

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Albedo is right, here

dire storm
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awesome. What kind of stuff do you work on as far as projects. Any work you can show? You're always helping me so I would love to see your work.

cloud cobalt
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Metalness is typically a value of 0 or 1 and defines if the material works as a conductor, or a dieletric, scientific word for isolating - plastic, skin, etc

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Conductors and metals color the reflected light differently

dire storm
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Nice. I've looked at normal maps and bunch of others but I don't think I've actually paid attention to the albedo before.

cloud cobalt
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PBR is a very technical approach but it's not that hard, it's actually easier once you understand

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By the way I work on a game called Helium Rain, it's on Steam ๐Ÿ˜›

dire storm
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okay cool. I put it in my queue for studying. My goal is to eventually be programming but I really want to get a feel for how everything connects so thats what I'm doing with all my free time in the next year. Building up the base knowledge and vocabulary of how everything intertwines.

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What did you do in the game? Art/environments?

cloud cobalt
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All of the art, UI, and large parts of the code, it's bene a huge multi-year project

dire storm
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Nice work! ๐Ÿ˜ƒ

tiny pier
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How do I customize my install to make it smaller? A while back I was able to uncheck localization and a bunch of astuff I didn't need in order to drastically reduce my download. But now I can't find that button. Anybody know?

dire storm
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I know its really early but I cannot wait until the holiday sales. Being a college student after having a career is tough times lol. There's so much I want to buy and tear apart to learn from.

plush yew
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@tiny pier you mean lessen packaged size?

tiny pier
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Yes, exactly.

plush yew
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two things i do, create compressed pak, manually go in and lower texture res.

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for things like secondary textures.

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finally you should look at your audio, wavs are large files.

tiny pier
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Oh wait, you mean something else to what I mean I think. What I mean is about actually installing the Ue4 enging from launcher.

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A while back I unchecked all the language packs, which meant I didn't have to install them.

plush yew
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im talking about packaging the game to binary.

tiny pier
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And some sample projects and stuff.

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Yeah, that's not what I mean.

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I'm talking about the actual ue4 download in the epic launcher.

plush yew
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those are standard sizes, you'll just need to check what you're doing for your library cache. delete unused library assets if you don't need them from vaultcache. otherwise, consider installing engine versions from launcher to a different drive. i install engine versions to my archive drive actually from launcher, but i use source building so it's a different story for me.

tiny pier
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In the engine versions panel there was a drop down, with an options/settings/preferences, I don't remember the word, but there was a drop down with that.

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I don't think that's true.

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At least it wasn't 3 months ago.

cloud cobalt
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It's still there

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It's how you get debug symbols etc

tiny pier
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Where is it?

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I have a drop down on the engine version, but it doesn't have anything that looks like a preferences option.

cloud cobalt
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Well I don't have UE4 here but I guess it's still where it was ? On the engine "button" marked 4.19 4.20 etc ?

plush yew
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you talkin bout this?

tiny pier
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Yes, @plush yew

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What did you click to get that?

plush yew
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click down triangle thingy next to Launch

tiny pier
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Weird, I just don't have that option in that menu.

plush yew
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select options

cloud cobalt
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Are you on Mac or something ?

plush yew
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when you are installing a new version, there should be an options button to the right so you dont have to download the stuff in the first place

tiny pier
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That's what mine looks like.

plush yew
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thats because its actively bveing downloaded

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or still in progress

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you need to finish dl

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and then set

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or set before you start.

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thats why you have a "Resume" button there blobhappysmile

tiny pier
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Waiting for download would defeat the point, but how do I do it before download?

plush yew
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my previous pic

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click install on the engine version

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click options

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ill actually make a vid for you hold on. im bored lol

tiny pier
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I see the pic, I just don't see how to get that dialog up. When I click install it just starts installing.

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lol, nah, don't got to all that trouble, I'm sure I can find it.

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There it is, got it.

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I was using the plus button to install, but when you use the big button on the left, it works.

plush yew
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gotta love screen2gif

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that video is 370 KB! wow

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EasyName

tiny pier
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Yup, got it. Thanks man.

plush yew
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one more piece of advice

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if you ever want to record a screen capture - ScreenToGif

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๐Ÿ˜ƒ

tiny pier
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Ah, cool, thanks.

plush yew
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Guys does anyone know how can I make not-in-landscape road (but rather as object/actor) ? i want the road to connect buildings, which are objects

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and their position on landscape will not always be the same as they will be dynamically generated depending on player position

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@plush yew that sounds liek a good thing for spline component roads look for unreal spline path road on google and click the youtube link from Unreal Tefel. good one

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thx !

dire storm
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Its so hard to not push the buy now button on the LowlyPoly MegaPack. I think those textures/materials would be so good for my hex map project.

plush yew
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@dire storm you're doing a game now? already started?

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i remember you were asking about reference material earlier.

dire storm
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I mean I'm tinkering and playing with stuff. I wouldn't call it a game yet ๐Ÿ˜ƒ

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not gonna learn anything just reading the instructions. Gotta slap some legos together once in a while ๐Ÿ˜‰

plush yew
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im lucky, i ran onto the MP during the summer sale and bought $500 worth of material

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well yeah the only way to do a cool thing is through experiment

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you will be wrong, but your goal is to be less wrong over time

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iteration is the only way

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my beta version of game will have noob graphcis and if people play it i will upgrade graphics

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plus you just feel like you're not bored when you iterate on stuff. i always feel mentally sated

dire storm
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I'm still making slow progress on the hex grid stuff. I did alot of time researching it this week and reading over and over and watching vidoes. So I kinda have an understanding of how its supposed to work. Just gotta implement it. I bought a hex plug in so I could try to see how he does the C++ part. He has some loops in the blueprints but all the math and stuff is in the code. which is fine since I want to be a programmer I gotta learn how to decipher and read other people's code and not just tutorial along blindly.

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If anything I always just feel overwhelmed. I cannot go 2 minutes without running into 'wtf do I do now' or "how does this work"

plush yew
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that hex stuff scares me lol

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i have floating pawns in my game that fly around and shoot things ๐Ÿ˜ƒ

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and i didn't even write the code for ship impulse.. i use a code plugin from the MP for that.

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and happens to everyone by the way

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in response to feeling overwhelmed

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gotta go through the iteration until it's solved. basically.

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only thing that separates you from those less fortunate

dire storm
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Like I opened up his plug in at first and had no idea what I was looking at. Watched his rundown a few times and read through the code like 5 times and I have a slightly better understanding... it took him 2 years to make it from our discussion so I can't be pissed I can't figure out wtf it does exactly in 2 days

plush yew
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i think i know what plugin ur talkin about btw

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i saw it briefly on the mp

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looked coo

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lol it took him 2 years? wow

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i also want to implement grid in my game

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not hex

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in terms of raw isometric movement my fav was diablo 1. what a great game right? ๐Ÿ˜ƒ

dire storm
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well not everybody just sits on their computer all day on UE4 and VS like me.... Its really important to me that I learn this. I've even considered uninstalling discord because I spend to much time in here asking questions instead of googling and trying to figure it out myself.

plush yew
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lol i do that

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all day

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but i leave on fridays

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to see my "friends" lol

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how are you liking UE so far? good?

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im glad you're looking into VS. that's good too.

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hopefully you have 2017 installed..

dire storm
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I left a well paying job and moved out of state to be near family. I'm completely restarting my life and I feel like its taking me forever to learn anything now.

plush yew
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as well as visual assist to help you do your code

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i almost bought it but decided not to since i dont heavily code in CPP yet. i will soon probably.

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gothic

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how old r u

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well money doesn't make you happy. and you should know the entire system of money itself will be abolished once we have automation. so you aren't missing much. trust me. broken system.

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33

dire storm
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yeah I gotta spend alot more time learning to code and actually coding. I do have a class in the spring for that so I was gonna put it off for now a little bit and focus on learning the ins and outs of the engine mostly but I gotta refresh my C++ because everything I studied before my summer semester has almost completely faded. It was all making so much sense before I crammed 4 classes in and erased my programming knowledge lul

plush yew
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@dire storm i got some advice to learn CPP if you like

ruby robin
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Hey guys. I start PIE with 4 clients. How do I close just one window?

dire storm
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I love advice ๐Ÿ˜ƒ

plush yew
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if you look at https://www.sfml-dev.org/ and try to make a game using the simple fast library, you can do a 2d game and go through all the prep work. should help with CPP

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hi to all here. I have a problem with compiling custom UE4 branch with nvidia gameworks (blast). I had VS Enterprise 2017 version 15.7, and when i tried to compile the source (i did setup.bat -> generateprojectfiles.bat -2017), i got 65 errors and very big amount of warnings. So i decided to reinstall VS, installed 2017 Community 15.8 (don't ask why not enterprise ^^), and after installing finished i got error that it can't install Microsoft.Net.CoreUWP package, of course UE4 compiling still getting errors, later i deleted this VS version. So i wasted 2 days of time and now looking for help with my problem...

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Cuz i really need Blast for my game

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Or i need to ask this in nvidia community?

dire storm
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not my style. I follow a few really good C++ tutorials on youtube (real C++ not unreal) and then I'm slowly working on learning unreal's style as well as randomly picking up my giant and incredibly boring C++ from the creator himself

plush yew
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@plush yew looks cool but the walls are completely skewed with textures, you can try to fix it if you like

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i didnt see option to unstretch

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@dire storm ah ok. just an idea. you can also look at the ben tristem's stuff on udemy if you want.

dire storm
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I have his course

plush yew
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who can help me with nvidia gameworks compiling?

dire storm
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Ive actually watched the whole damn thing but I'm very hesitant to start it as a project. Like I probably will do one video a day or something and in 10 months finish one of his projects ๐Ÿ˜ƒ

plucky reef
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@vivid girder when I export like that, it's just exporting the mesh not bones and not weight painted

vivid girder
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did you export the skeleton?

plush yew
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@plush yew the pipeline i usually use for textures and stuff, is rather than do them natively with BSPs or static meshes in unreal, i first UV map stuff in 3ds max or another tool. if you are importing from blender, first do your UVs there and then import. this will fix your texture skew and make the texture stick.

vivid girder
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I've encountered bugs trying to do this too

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@plush yew you use world position for your UVs?

plucky reef
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@vivid girder, I just want to add 2 bones and I don't wanna go to the painting weight process all over again, so is it possible to extract the character already weight painted because I deleted their file in blender

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the skeleton I used is the default unreal engine skeleton

plush yew
plucky reef
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if I export the mesh, then the mesh then it's just the mesh not painted and no skeleton at all

plush yew
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@vivid girder here's what i use - box mapping it's automated and saves me time - i will later go in and manually unwrap the stuff and do it that way later once i do a detail pass.

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that's for a level i did

vivid girder
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This is an automatic unwrap feature in Max?

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Guessing the colors are different materials?

plush yew
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@plush yew im using just ue4 actor editor

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not blender

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for instances where you extrude exact distances, and have relatively cubic structures, yes.

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i didnt do a manual paint at all

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EXCEPT the colors

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the colors happen to be mat ids

vivid girder
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Ah, so they are

plush yew
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Yeah, i followed that guide

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i colorized them to see the difference

vivid girder
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How's the texel density?

plush yew
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Visual studio when compiling getting errors like don't have permissions to access file, and so on

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And im running it as administrator

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@vivid girder i set the textures to be about 512 or 1024 in the material itself, and then apply it. it seems okay.

vivid girder
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you mean in max?

plush yew
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nope, UE

vivid girder
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how you setting textures size in ue?

plush yew
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thx bro

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i had the material, and then set the compression factor down to 512 or 1024 depending

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Yes, and with enterprise, and with community i've installed all sdks, c++ libraries/components and so on

vivid girder
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shitttt, you doing per-asset textures for these walls?

plush yew
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Enterprise installed/opened/compiled with errors

grim sinew
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You can set texture size in ue with that

plush yew
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Community didn't even installed properly

vivid girder
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he said in the material

plush yew
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yep thats the one i used as ZN said

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i use in that one

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i meant that lol

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not the actual mat itself

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sorry

vivid girder
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oh, gotcha

plush yew
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yeah

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i basically select a bunch of textures, and set the compression down in that same box to 512 or 1024

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saves my packaged game size a lot

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the version i tried to compile is 4.19.2 (with nvidia blast)

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@plush yew you might want to uninstall your VS versions again and do a fresh install following the guide exactly, unless you're sure you can't just go to the start menu and add back in the SDKs now

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Ok, ill remove all VS data from disk and registry

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and try again

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I'll install Enterprise with offline cache

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it didn't got UWP package error

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thanks a lot for helping btw ^^

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@vivid girder useful tip if you ever get into texture scaling - if you have a bunch of textures and want to scale them down just go into the bulk property matrix editor after right clicking on the textures. this is what i usually do for multiple textures.

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but you get how i did the pipeline in my level right? i just applied the MAT ids in max, had the materials ready in unreal, and basically plugged in to the material elements of the static mesh in UE. each of the materals is a square aspect ratio so it fits. the thing i was talking about with the texture scaling was only to take in some imported textures and lower total packaged size to make it more downloadable by people on steam.

vivid girder
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no joke just used the bulk edit matrix to fix half our game's assets a few hours ago that were imported incorrectly

plush yew
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is that your sourcetree? lol

vivid girder
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Had to write a python script to set the materials tho, can't do it in the matrix for some reason

plush yew
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my first commit took me soo long

vivid girder
plush yew
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ohh you use git lfs ?

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someone i know was asking about that

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Allar

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you should message him or DM him if he needs help, he's trying to set something up regarding that

polar hawk
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I'm not exactly looking for help

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I'm looking for sanity

plush yew
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ah

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heh

grim sinew
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While we're on the topic Joseph, do you get the problem too in sourcetree where if you're commiting files for a long time, the size of the git log starts to make sourcetree lag?

polar hawk
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Like

grim sinew
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Even a 5 minute commit seems to start breaking sourcetree's UI. It still commits at the same speed according to the task manager, just the UI breaks.

vivid girder
polar hawk
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How do you not want to kill yourself using Git+LFS

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Also, what are some best practices you've found for set up

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And more importantly, how did you figure it out, i.e. fucking with it or did someone write docu somewhere

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Basically

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I want to know both the implementation details and how life is for a Git+LFS + UE4 user

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ESPECIALLY if you're hosting a fucking engine source build

vivid girder
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I personally love it

polar hawk
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Any chance you're hosting an engine source build

plush yew
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looks like my previous BOSS

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in job

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that frog

vivid girder
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@grim sinew how big is your repo?

plush yew
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here's my version control guide if that helps.. @vivid girder if you look at this guide can you think of any way i can make it better? is the process of implementing LFS a complex one for you? i'll try to read your post earlier as well.

vivid girder
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Or project at least

grim sinew
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Repo size appears irrelvent. If I'm commiting only a single 6gb file to LFS on a new repo, which can take a few minutes, that alone starts breaking it

cinder iron
polar hawk
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Aye, zero lfs info

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@grim sinew do you host an engine source build any chance?

vivid girder
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you're committing 6gb files to the lfs repo

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that's your problem

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gotta respect each other

polar hawk
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Also, everyone be like 'ignore binaries' but like that won't work unless every person on the team is compiling <_<

grim sinew
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Substance painter files are big. Nothing I can do about that.

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I used to host engine source, on another repo, but that turned out to be a nightmare. I only host a zip of it now, like 200mb. Everyone unzips and compiles themselves.

cinder iron
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If you are an engine programmer working on a studio, you don't want to ignore binaries.

wary wave
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everyone compiled binaries at Bohemia, that's just how we did it

vivid girder
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^

polar hawk
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using Git?

wary wave
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Subversion

polar hawk
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ah

wary wave
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also Engine and Game were separated

polar hawk
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yeah SVN makes like

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300% more sense

cinder iron
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but what if you have ot modify the engine?

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will you have every single worker

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compiling it?

vivid girder
#

we're not building the engine

wary wave
#

Engine was installed via a batch file

#

pulled from a network drive

vivid girder
#

also, we rarely go above 100mb for any one file

grim sinew
#

This is the folder, currently. Including hidden folders so that .git folder and a ton of stuff it made got caught up in it.

wary wave
#

only people who need to compile the engine accessed it via SVN

polar hawk
#

Yeah thats bullshit lmao

cinder iron
#

what if there is a change on the engine on mid-development

polar hawk
#

not the compiling but that folder size

wary wave
#

then you push an update and those not using the engine SVN use the batch file to pull the engine

#

it's not rocket science, heh

grim sinew
#

There's a ton of stuff in there I have in .gitingore, like any obj files for high polys

polar hawk
#

@wary wave Aye, thats all doable if you got someone managing that shit

grim sinew
#

So it's not actually that big

cinder iron
#

but you need someone managing that shit

wary wave
#

it's not even that much to manage, tbh

polar hawk
#

I'm trying to get ahold of anyone using Git+LFS who actively maintains a Git+LFS UE4 Engine Source build, because I'm told non-stop that people are actively working in that environment because its better than Perforce

cinder iron
#

bash script pulling seems okay, however I would not recommend too much even using native Git with ue4

vivid girder
#

Git LFS has been great for us because we have <5 users that need access and the two main umap changers are in opposite timezones (Cali and melbourne)

polar hawk
#

Because I would definitely prefer an SVN-batch setup compared to it

cinder iron
#

If you are looking for a free solution, use svn

vivid girder
#

nah, if you're looking for a free solution read my post

polar hawk
#

That post has like

#

zero implementation details

#

:0

vivid girder
#

yea, it's only about choosing the right solution

#

definitely not engine hosting

plush yew
#

what i do for this stuff is i just like do local builds and prevent cloud costs. i don't use cloud repos at all and commit locally for everything. but once i have to collab with anybody i can understand the need.

#

then i just backup once a month

cinder iron
#

git lfs isn't the absolute right choice

#

the last Git update improved it a lot, but it still has its problems

vivid girder
#

we use 100gb of cloud storage and pay nothing for 5 users

polar hawk
#

I'm not looking for any convincing, because my mind has already been made up, I just want to see someone doing it

cinder iron
#

cloud storage is not the topic rn

polar hawk
#

Because even locally my Perforce repo is TBs big

#

I know if it was on Git it'd be

vivid girder
#

yea, it's had checkout features for a couple years, just zero recognition of it

polar hawk
#

just

#

ridiculous

sleek sky
#

guys, i need help with something

grim sinew
#

So is there an actual problem with storing 100+gb on LFS, regardless of hosting problems?

#

Like, if hosting wasn't an issue at all, is there something about Git itself that makes that a bad idea?

plush yew
#

@sleek sky what's up?

polar hawk
#

Most implementations I've seen that weren't custom are like

#

max individual file size is 100mb

#

and other dumb shit

vivid girder
#

Just depends on what files you're tracking in LFS really

#

And that the connections tend to timeout for large pulls/pushes

sleek sky
#

i wanted to ask that, when i downloaded fortnite then i wanted to play but it say unsupported OS, what does that mean?

polar hawk
#

And I've heard horror stories of UE4 not recognizing what files are under LFS and all kinds of diff/corruption/nonsense stemming from that

cinder iron
#

use whatever is comfortable for your team.

polar hawk
#

@sleek sky you're on an unsupported os

cinder iron
#

but my point still stands, svn or p4

polar hawk
#

And yall are actually comfortable under that setup?

#

Like

#

How many times do you have to resolve two people touching the same map file

sleek sky
#

is it because im on windows 7?

polar hawk
#

and shit like that

#

@sleek sky probably

sleek sky
#

shit

grim sinew
#

Well we -think- it's comfortable for the team, but at the same time we probably also don't know better if one day it'll just suddenly break on us. The main advantage is we're mooching off of VSTS's unlimited repo size, so I don't need to upload massive files from my home server every time someone wants to pull.

vivid girder
sleek sky
#

looks like i need to uninstall it

grim sinew
#

So far we aren't stepping on each other too often, only once in a while.

sleek sky
#

but i will get a new PC soon

#

then i can fucking destroy this god damn PC

polar hawk
#

so

sleek sky
#

i hated this one so much

#

hate*

cinder iron
#

where I work at we use Git, and we do have a bot to lock files. @polar hawk

polar hawk
#

aye, is more custom nonsense to add on top of it

cinder iron
#

basic commands, but again I am not on the Git's side

polar hawk
#

and that overwrite happening even once is still absurd to me

cinder iron
#

XD

vivid girder
#

overwrite?

polar hawk
#

two people touching the same un-diffable file

#

and having to basically undo ones changes for another

vivid girder
#

yea, that's because we choose not to use the checkout feature

cinder iron
#

so you have to be deterministic under conflicts, use theirs or use yours

polar hawk
#

but you have to opt-in to check out every time don't you

vivid girder
#

discarding changes is a very fast process

cinder iron
#

there is not a diff possibility

polar hawk
#

discarding is always fast

#

re-doing the discarded work isn't

#

can you enforce checkout required on a git, is that a thing?

vivid girder
#

I believe the ue-git implementation tries to check out the files automagically

polar hawk
#

but if that fails

cinder iron
#

don't get me wrong, I am super used to work using Git, and it is not so uncomfortable, the thing is, at least where I work at, the bot is a very important part of the version controlling and every co-worker should use it appropiatedly.

plush yew
#

UE-git auto stages files to my source tree.. i have to manually unstage them

vivid girder
#

Again, we rely more on people communicating than the software shielding us

polar hawk
#

That definitely doesn't scale up though

vivid girder
#

Like @cinder iron said, it's about what's comfortable for the team

polar hawk
#

at all

vivid girder
#

nah, it's not meant to

#

Can you diff binary changes in any other VCS?

polar hawk
#

No but you can enforce checkout required

cinder iron
#

our bot posts the redlighted files on discord, and updates the message every time a worker redlights/greenlights a file

grim sinew
#

This seems to be what kills Sourcetree, btw. When this messsage list in the full output goes on a long time, whether or not it's even being shown, Sourcetree will slow down to a crawl and eventually freeze entirely until the commit is finished.

polar hawk
#

yeah sourcetree went from being great to trash

vivid girder
#

@plush yew that's a sourcetree bug

plush yew
#

ah

cinder iron
#

not very keen to ST, I prffer using TortoiseGit or GitKraken... at least lately.

grim sinew
#

Is there anything better? I haven't had much luck with other git clients

cinder iron
#

I use more git bash

polar hawk
#

GitKraken is best I found

#

but iunno if it handles LFS

cinder iron
#

tortoise git has the charm of being integrated on the windows explorer

#

so you get these cool green and red ticks on the files

#

which is handful

polar hawk
#

tortoise* has a lot of randomly useful things actually

cinder iron
#

so I always install TG no matter what

vivid girder
#

@cinder iron we use discord for team chat so I wrote a webservice to post in the chat when a new version is commited

cinder iron
#

^ we do have that aswell

polar hawk
#

You don't even need a webservice though either

#

with discord webhooks

vivid girder
#

You use one on discord for VSTS?

cinder iron
vivid girder
#

Skyhook?

cinder iron
#

we have a bit of processing on the top of the commits

vivid girder
#

I know those colors

cinder iron
#

I have no idea, we have persons handling that and I never cared enough to ask them

#

๐Ÿคท

vivid girder
#

looks like bitbucket, right?

cinder iron
#

no

polar hawk
#

usually its done with a post commit hook that posts to a webhook

#

lets you do any integration into anything

#

whether git, perforce, jenkins, trello, etc

cinder iron
#

probably, but we do post process the messages for the public log, erasing url's and stuff

#

thats why the message looks so clean

vivid girder
#

Oh weird

#

took me forever to get the urls in there working correctly

cinder iron
#

that's all I know, don't ask me about this stuff, our devops and system engineer worked together on having everything pretty

#

cool guys

#

good people

vivid girder
#

I believe you

cinder iron
#

ofc I won't show here the internal git log, I shown something public I am able to show.

dire storm
#

What time does the game jam kick off? I can't wait to follow along and see how everyone's doing

polar hawk
#

9 hours i believe

#

or 8

#

not sure

plush yew
dire storm
#

well when you fall asleep binging on C++ videos its time to lay down. 16 hours was enough for 1 go

#

Good luck on the jam people

unreal spoke
#

I know that fornite is not mesh-merging the pieces that compose the characters, but do they use LODs for those pieces?

grim sinew
#

Probably.

plush yew
#

@grim sinew you are using LFS with your git right?

grim sinew
#

Yes

plush yew
#

i am trying to look into this. not sure i fi want to enable. will try to report details if i enable later.

grim sinew
#

I know nothing about git other than not using LFS on massive files is a terrible idea.

honest vale
#

gitkraken is bad

#

It can't handle UE 4 repo for example without freezing and crashing

polar hawk
#

I've never used GitKraken with ue4

#

so thats probably true :p

plush yew
#

in multiplayer games where people usually put player stats? in level blueprint or character blueprint?

polar hawk
#

player state

#

ยฏ_(ใƒ„)_/ยฏ

plush yew
#

@honest vale you mean ue engine source build or ue game build?

#

i want to be able to roll back if needed

grim sinew
#

I keep forgetting level blueprints exist.

honest vale
#

ue 4

#

game modules are small

plush yew
#

yeah i mean a game build. that work okay for diffing and stuff?

#

it seems to work okay for resetting master to commit and reverting.. at least for plaintext files

forest steppe
#

For multiplayer game with multiple maps, where do you put the persistent data of the game?

plush yew
#

just tested a text file

forest steppe
#

multiple maps with multiple game modes

plush yew
#

i set variables to public to use them in other blueprint but i forgot how to to be honest. what to do now?

#

my memory is so bad

#

i wonder if someone knows

#

thats an example of replicated arrays i use for kill counts etc. in my multiplayer game. and i have multiple maps with mult game modes, one game mode for my main menu, and one game mode for my games, called GamePlayGM while in levels

plush yew
#

it prints 0s only

#

instead of incrementing it and printing 1,2,3,4,5

frosty bloom
plush yew
#

ok thanks

flat trail
#

help

forest steppe
#

@plush yew thank you, doesn't the game mode and game state gets recreated when you change the map?

forest steppe
#

oh, seamless travel

#

it always carry the game mode with it, including the game state and player states it contained

flat trail
#

game state can be included without the seamless travel i guess?

#

and player state

#

AND game mode

#

but stored variables or information no

forest steppe
#
By default, these actors will persist automatically:

    The GameMode actor (server only)

        Any actors further added via AGameModeBase::GetSeamlessTravelActorList

    All Controllers that have a valid PlayerState (server only)

    All PlayerControllers (server only)

    All local PlayerControllers (server and client)

        Any actors further added via APlayerController::GetSeamlessTravelActorList called on local PlayerControllers
#

GameState is owned by GameMode, and Player States are owned by GameState

flat trail
#

ahh multiplayer

#

its accualty smart to keep this logic even tough its not multiplayer haha

forest steppe
#

hmm... I think it is not necessarily for multiplayer only

#

even for single player game like skyrim, you can specify some npc, like Lydia, to travel with you to the dungeon

#

while the others are serialized to disk

#

maybe, I don't know, but I am eager to test it

#

the others as in the wolves that are chasing you all the way to the entrance of the dungeon ๐Ÿ˜ƒ

#

as far as I know, even if we are making a single player game, ue4 will always use this client-server architecture, even though the player and the server is in the same computer (the same game instance)

tawdry raptor
#

I finally fixed my project after 2 weeks

#

I think unreal has bugs

#

because if its not one thing its the other

cloud cobalt
#

All software has bugs ๐Ÿ˜ƒ

tawdry raptor
#

can we make blueprint chacators moveable

#

I have made an item a blueprint character

#

can this be moved around and held like an item?

cloud cobalt
#

Do you really need to move a character around ?

tawdry raptor
#

I mean im just trying to make an object

#

and place a radar inside

#

bui when I hit play it just floats in the air

cloud cobalt
#

Which Blueprint class is it based on ?

forest steppe
#

floats in the air... then turn on the physics for that actor

tawdry raptor
#

do I do it on the blueprint side

#

or inside the blueprint because its greyed out for the blueprint

cloud cobalt
#

Which Blueprint class is it based on ?

#

If it's a static mesh actor, you can just enable physics on the root mesh component

tawdry raptor
cloud cobalt
#

If it's just an object, you don't want to use the character class

#

Which is for characters

tawdry raptor
#

oh ok

#

so its just an object maybe thats why

#

let me try a actor ?

#

blueprint actor?

cloud cobalt
#

static mesh actor

#

Create a Blueprint and pick static mesh as a class

broken shadow
#

Does anyone happen to know how many vertices the capsule component has?

honest vale
#

none?

#

it's a capsule shape, not a polygonal shape

tawdry raptor
#

why when I stimulate physics on my static mesh does it go flying in the air

#

its never done this before

#

as soon as I hit play

#

it took me 2 weeks to get my issue fix and then another one pops up

#

does it need a capsule componet

#

?

#

it still goes flying in the air

#

why does my mesh go flying away?

#

when I enable physics?

forest steppe
#

setup the physics properly

#

gravity and all that kinda stuff

tawdry raptor
#

isnt there a universal setting on my other objects I created everything was perfect

forest steppe
#

if you don't know anything about physics in unreal, then you may want to know at least the basic knowledge of it in the documentation

tawdry raptor
#

I know about this stuff

plush yew
#

if anyone needs some tiny utility functions, I've added them to my github

tawdry raptor
#

cant you understand

plush yew
cloud cobalt
#

Object is probably too light, or was placed inside collision.

tawdry raptor
#

is this what happens everytime I create a static mesh actor

forest steppe
#

yup, collision usually causes physics body to fly when it is spawned abruptly inside another physics body

#

if you spawn like, 10 item actors to the world, then put some delay between them, or spawn them slightly away from each other

tawdry raptor
#

all I have is a box

#

in a plain work

#

world

cloud cobalt
#

Is it lying down or spawning in the air ?

broken shadow
#

@honest vale The odd question is because I was told this:

"one thing to keep in mind is that collision is actually very expensive.
collision checks involved bounds checking of everything against everything (It does get optimized a bit by the engine limiting an area of relevance for collision though I believe). the more complex the collision (more verticies) the more expensive every check is, exponentially"

Reading around suggests I'm maybe misunderstanding the performance cost associated with calculating collision

cloud cobalt
#

@broken shadow Capsule collision is basically free

#

Collision in general doesn't have a huge perf cost either, at least for UE4 games, but capsule in particular is the cheapest

broken shadow
#

Ah

tawdry raptor
#

yeah what ever I do it goes flying around

broken shadow
#

From what I've gathered capsule and sphere are basically the cheapest things around

#

Because there's only 2 dimensions for the engine to calculate

#

1, for a sphere

cloud cobalt
#

@tawdry raptor If you put a physics object against static world geometry, then it is going to fly away - that's pretty much expected

forest steppe
#

the cheapest would be sphere vs sphere test

cloud cobalt
#

Put it up in the air and it won't - spawn it clear from geometry

forest steppe
#

flying or jumps to the air?

broken shadow
#

So from what you guys are saying I'm over-worrying about the performance cost of collision

So long as I'm not like, trying to use the entire mesh of a character as actual collision

forest steppe
#

if it's flying slowly then it's probably the gravity is reversed

#

if it jumps to the air, then it might be the result from two physics body colliding with each other

cloud cobalt
#

@broken shadow Here's my take on everything optimization-related : gameplay first, visual quality second, optimization once you've nailed these.

#

The most common real-world problem with collision is player stuck into bad collision shapes

#

That's your priority

#

You can worry about optimizing shapes once the game is working well

broken shadow
#

๐Ÿ‘

#

wanting to make an ellipse primitive with cube "legs"

tawdry raptor
#

im confused as to why on my other projects, and I have been following the same steps, never had flying items

#

after 2 weeks of fixing it, this one pops up

#

I guess i could open up the other project where my radar didnt fly away:?

#

and copy and paste that here?

#

or at least copy the settings and that should work

cloud cobalt
#

Look

#

Is your object placed, or spawned, nearby other objects ?

#

Which Blueprint class does it inherit from ?

#

It doesn't matter that it worked before if it doesn't now - chances are it's simply not the same situation

elfin jacinth
#

Good morning everyone!

#

How are we doing this fine day?

forest steppe
#

doing great

abstract marsh
#

Hey so I have one quick question: How do you get to this cool grid when you open a material

#

mine goes here

forest steppe
#

show engine content and search for world grid material

abstract marsh
#

show engine content?

#

Where's that button pls?

forest steppe
#

when you select the assets, there's an option to show engine content on the lower left of the popup

#

or was it on the upper right, well, there is an option to show engine content

broken shadow
#

Today I learned to not freak out about how expensive collision is. So my day is good.

abstract marsh
cloud cobalt
#

What grid are you talking about ? The one in the mat editor ? Or the default UE4 material ?

forest steppe
#

but, what I usually do is I just copy the engine content to my own folder in the game

abstract marsh
#

The mat editor,

forest steppe
#

and then turn off the show engine content for good

abstract marsh
#

where you get those boxes that you can connect to each other

#

the blueprint things

cloud cobalt
#

So just the grid background pattern ?

abstract marsh
#

No,

#

The boxes you can conenct to each other

cloud cobalt
#

Yes you're talking about the background pattern there ?

abstract marsh
#

O

#

I'm trying to get here

#

But it brings up a dif screen than the tutorial

forest steppe
#

oh, that's material parameters

abstract marsh
#

how do I get there?

forest steppe
#

if you create a material function you're going to get that

abstract marsh
#

basically I watched the first 15 seconds here and got lost

cloud cobalt
#

That's the material output

abstract marsh
#

In 15 seconds he double clicks the object and gets a dif screen than me.

#

We both clicked Element 0.

#

See what I mean?

#

me:

#

him:

#

sigh.

#

I know it's super simple so I'm a little annoyed here.

digital anchor
#

you are opening a instance

#

he is opening a material

#

they are different

abstract marsh
#

In the menus we are clicking the same button.

#

This is confusing.

#

So I should make a new material or..?

digital anchor
#

if you want to open the material the instance is child of, here:

abstract marsh
#

bleh!

#

Ok I'll try iot

#

Hey here it is!

#

thanks @digital anchor

#

This should help me.

#

The artists are on vacation or already overloaded with work so

#

I figured I'd try something like this out.

#

on my own*

digital anchor
#

a instance is a "copy" of a material, which let you edit the parameters more easily, without changing the parent

honest vale
#

or like: instance is a house and the parent material is the blueprint of the house

#

you can change the colours but not the shape

cloud cobalt
#

Technically, a material is a program that's compiled, and doesn't change during gameplay

#

A material instance is a set of parameters to that material (that can change during gameplay)

tawdry raptor
#

serious im starting to unreal has an AI mind of its own and is taunting me, 10 times I follwed a tut and each time something different didnt work. the first time it was I couldnt get the radar off the HUD, then it was that the object wouldnt move, then it was that it did move but it did not update the image, and now, I get everything working and lo and behold what holds me up? I cant get SET RANGE to show up in the event blueprint screen

#

I mean WTF

#

it was always there before

#

each and everytime I had to connect it to the radius

abstract marsh
#

This is what I did with the knowledge from earlier

#

I made the rain bp work, so the ground has splatters and such.

#

From the markerplace rain asset.

#

It's really good looking. I'll mess with it more later.

ancient sandal
#

Is it just me or checkNoEntry() crashes the engine? (4.20)

lilac cobalt
#

Certificate is valid but Mobile Provision is not valid ????

honest rune
#

@abstract marsh That postprocessing looks great! Very fun!

abstract marsh
#

Thanks @honest rune I have a few other folks to thank for that personally.

#

Want more screens? DM me!

plush yew
#

I'm getting these glitches with the collision of the object. The collision box is a number of UCX meshes. Sometimes the character also gets launched into the air when he stands on it. Sometimes it disappears or gets launched. Is this due to bad form of the collision boxes? Maybe empty space in between 2 shapes?

plush yew
#

Would money raised by a Patreon fall under the 5% royalty for UE4?

pallid compass
#

No because its not made by engine

#

Unless

#

They are paying to play on it

#

from patreon

#

it depends on the context

#

but tldr, go speak to a lawyer

tall pendant
#

if its in any way related to a product made with ue4 then yes

#

like getting the game or items

plush yew
#

So, like, as long as anything distributed through the patreon does not require the use of UE4 to use, I'm fine?

#

because I want my game to be free

#

patreon would just be a way for people to support the game.

#

so that I can keep the game free, and allow anyone to play it.

#

Is there a way I could maybe contact Epic themselves and get my questions and concerns answered for certain?

pallid compass
#

Not sure, id ask lawyer

#

yeah

#

u can email epic

plush yew
#

I also have a question about filling out that one legal form that lets you use Unreal trademarks in-game for a "powered by unreal engine" intro movie. Not sure what a "principle office" is.

#

I have a feeling I do not have one given I literally develop from my bedroom.

#

and I'm...not...really...old enough....to....have a full-fledged gamedev studio? xD

pallid compass
#

u need speak with a laywer

#

dont get legal advice off people in a discord

plush yew
#

I don't have a lawyer to speak to about this

pallid compass
#

Most people in here will tell you the same thing, u should really take legal advice off anyone that is not trained

#

Otherwise you can end up in a fuck ton of trouble

#

Best you can do is email epic

plush yew
#

Well, yeah, but, would contacting Epic by email be a better idea for me? I don't have any lawyers to talk to. I'm only in highschool.

pallid compass
#

as harsh as it sounds regardless of if your in high school or not, your still accountable to the law, so thats why i say be careful with what u do

plush yew
#

god I can't find the email for Epic's legal dept.

#

I was looking at it last night but I can't find that page

pallid compass
#

keep searchin

grim ore
#

@plush yew this is literally on the page for the branding stuff that you are filling out I assume, Please download, complete and return the Trademark License Agreement Form to legal@epicgames.com prior to implementation of the Unreal Engine logo.

plush yew
#

yeah I was looking for that page

#

I found it. Sent an email off to Epic already.

grim ore
#

come on game jam theme, be something I can work with. I have a complete project I can skin as needed to fit the them ๐Ÿ˜›

plush yew
#

hey there everyone, need help.
i'm making this WOT-style garage system, and i can't quite manage to make it possible to stop the right scrolling when there's nothing left to see. here's a screenshot.

stoic dew
#

Anyone have any suggested resources for new users? I've made games before with other engines I know how to code in c++. Just seems all the info I am finding for this engine is either outdated for the newer engine versions or only cover blueprints which I want to avoid in most cases

plush yew
sonic pagoda
#

@grim ore im snitching

#

jk, we have some premade assets which we will totally disclose

stoic dew
#

Oh thanks @plush yew Those will come in handy but I was mainly looking for learning resources my mistake ๐Ÿ˜ฎ

plush yew
#

oh well the documentation isn't that bad

stoic dew
#

Alright thank you. I wil see where that leads me.

plush yew
#

any suggestions on my problem?

#

anyone?

stoic dew
#

Ima take a shot in the dark here

#

maybe the >= node needs to be <= ?

grim ore
#

@sonic pagoda ๐Ÿ˜‰ I do wonder how many people actually do something like that tho

stoic dew
#

Its hard for me to follow the blueprints though so I could jsut be an idiot and have no clue what im taling about tho

plush yew
#

okay @stoic dew i'll try

#

lol

#

nope doesnt work

stoic dew
#

This is increasing the value of your currentTank by one, are you doing any checks after this node to make sure its nots greater than the max value that it can be?

#

nvm thats what that other node was doing

grim ore
#

this is a good case of using debugging to fix the problem ๐Ÿ˜› F9 on the Branch and check the value of the current tank integer and the amount of items you have in your array

#

and see if anything obvious pops out

plush yew
#

k

stoic dew
#

Is there anything i will be forced to use this visual style of coding for in unreal? From what I understand I can do everything in c++ if I want yes?

grim ore
#

no

#

you can do most programming in C++, but there are parts of the engine that run in the visual language that you would be using.

#

now I could be wrong and you can probably force yourself to do it all in C++ but doing an anim graph in C++ seems weird

stoic dew
#

Ah yeah this makes sense for stuff like animation graphs. What about shaders?

grim ore
#

100% visual unless you use custom nodes and then do it in HLSL

stoic dew
#

alright thanks.

grim ore
#

if you are comfortable in c++ you will probably be fine, it's the other way around (trying to go from visual to C++) that tends to be the issue. most of your logic would be in c++ and you just expose stuff to the visual side of the engine for hooking up

stoic dew
#

Yeah i am sure I could make things work with the blueprints. I am just not too sure how maintaining something like that would be.

#

Code readability can be a big deal and the visual scripting stuff kinda shits on that

grim ore
#

it's not too bad if you treat it properly. Same issue with c++, you could maintain one c and h file for the entire app or split it out.

#

you have functions and events and classes so everything can be put in it's happy home. you have routing of wires to make them read easier. You have comments, etc..

worn granite
#

I think once you get to grips, you'll find yourself actually using BP for some stuff that really is just easier to do in it.

stoic dew
#

Yeah maybe so!

plush yew
#

whoa @grim ore thanks. i just saw that it was scrolling but not changing the mesh as it was only getting the 0 value in the array of meshes.

#

fixed it

grim ore
#

yay

stoic dew
#

Ok I have one other question though, when it comes to using third party libraries do I have to jump through any special hoops with unreal or can I just link a static lib to the c++ project and be good?

grim ore
#

good question, #cpp might be able to answer quicker if you get no answer in here

manic pawn
#

you can "just link it", sort of

#

the normal way is to put the binaries and includes for the library in a folder like Project/Source/ThirdParty/Lib/

#

then create a Build.cs file for it that registers it as an external module

#

and add this module as a dependency in modules where you want to use it

plush yew
#

hi

manic pawn
#

check out the Engine/Source/ThirdParty folder for tons of examples

stoic dew
#

@manic pawn alright thanks I will give it a look now.

warm slate
#

How important is creativity in game dev, or do you guys think most people never got the skills to bring an actual game to life.

manic pawn
#

the 3 main things you'll need to care about in that build.cs file are PublicIncludePaths, PublicAdditionalLibraries, Target.Platform

grim ore
#

Creativity is good if you need it. If you are a tool designer you might not need it for example, if you are designing reload animations then it might help ๐Ÿ˜ƒ

warm slate
#

What about for an indie game developer

grim ore
#

Don't see why it would change it, indie or AAA or A or B+ it's still doing work just at a different scale.

#

I guess you could say if you were holding all the hats on the project solo then yes creativity would help but that would be due to handling the creative stuff like art, music, design, etc.

small oar
buoyant compass
#

Is there a built in function for getting level bounds at runtime? I can always for loop through all my pieces, and grab the furthest ones and do a bit of math, but was just wondering if this is something that already exists

plush yew
#

@grim ore help? even if my SLOTS variable is at 0, it still uses the TRUE path and sets it to -1. tried the breakpoint thing, doesnt bring me anywhere

stoic dew
#

@manic pawn do you know a decent link that explains this stuff a little more in detail? I was able to make it work but i don't really understandwhat it was doing

manic pawn
#

I don't, you might be able to find one with google

plush yew
#

Guys I have black void instead of Sky in UE4

#

Did anyone deal with it before

#

hellooo? anyone?

#

@plush yew Hey, sorry if i'm annoying, but which versions of Windows 10 SDK i must install? (VS Enterprise 2017 15.7.6 version.)

grim ore
#

@plush yew that is weird if your garage slots is 0 and it does that. when your breakpoint hits you should be able to mouse over the garage slots and it shows 0 at runtime?

plush yew
#

give me a sec

grim ore
#

the latest windows 10 SDK from the VS installer should work fine

plush yew
#

huh. it says current value = 2

#

thats the default.

#

even though i have 2 tanks in the garage.

grim ore
#

where did you set it to 0 to test?

plush yew
#

oh

#

i see, gimme a sec

grim ore
#

Yep if ever in doubt, breakpoint and check

plush yew
#

fixed! thanks

#

lol i forgot about setting it to 0

dire storm
#

@grim ore Thanks again for all the videos. I was binging last night on them. They put out the game jam info yet? I just woke up

#

nevermind here it is!!!

grim ore
#

yay game jam ๐Ÿ˜ƒ

dire storm
#

I never got a straight answer if it was okay to observe a team for the game jam

grim ore
#

like stream it and watch?

#

or sit in a chair next to them and poke them when they fall asleep?

dire storm
#

both

grim ore
#

well streaming is fine, there are normally a few people who do it and I have done it before.

dire storm
#

I'm actually nightcrawler and I can teleport. Or just see whats going on discord/whatever ๐Ÿ˜ƒ

grim ore
#

don't see an issue with being a cheerleader as well unless you actually do work on it and don't get flagged as helping.

dire storm
#

me being helpful omegalul!

pallid compass
#

can anyone confirm is Play montage on notify begin is broken? 4.19.2

plush yew
#

Anyone knows how to set menu level as default game level? (so it launches first) i tried googling

queen arch
#

edit > project settings > search for default map

#

Can someone tell me how to do a press and hold key?

plush yew
#

Thanks m8 @queen arch

#

You saved me

queen arch
#

np

languid wyvern
#

Hey

plush yew
#

Whats up @languid wyvern

languid wyvern
#

nothin much

#

except i seriously haven't even installed unreal yet

#

its installing now

#

oof

#

i want to make a mobile hyper-casual game

plush yew
#

what hyper-casual means?

#

Well i hate all mobile games, they have no depth, no passion and no soul IMO

#

never played good one, but i heard theres good cash on ads from these games

#

@languid wyvern

languid wyvern
#

like

#

simple

#

ever played

#

uhhh

#

smash hit

#

phases

#

or games like that @plush yew

grim ore
#

@queen arch if you are using an input action when you press the key you are holding it until release. What are you trying to trigger? the easiest way might be to flip a boolean on or off based on press or release then on the tick do your action if you are trying to do something over time. alternately you can fire off a timeline and have it do something over time and cancel the timeline if you release

plush yew
#

@plush yew in response to your question, i was following the info from https://api.unrealengine.com/INT/Programming/Development/VisualStudioSetup/index.html - you would basically need to select the latest versions of win10 and win8.1 sdks. the info is found relatively low on the api website there. you might need to do sanity testing for this as i and most use the community version (and not enterprise like you do), but the principle should be the same.

Tips, tricks, and techniques for setting up Visual Studio for development with Unreal Engine 4.

#

Ok guys i hhave dumb question

#

I need to create new project using the template of third person, and I have my blueprints in one project already

#

How to migrate these blueprints to that new project im about to create?

grim ore
#

you select them all, -> right click -> asset action -> migrate or you can import the third person template into that project

plush yew
#

thx

smoky oracle
#

anyone can Help with scripting Python? I want to import an FBX and textures PLEASE

wary wave
#

probably only a handful of people in here, also import into what?

smoky oracle
#

there's not even a Python section yet hehehe

#

import into the editor

#

need to import a bunch of files and assign materials so I'm trying to script it

wary wave
#

try #cpp - it's not C++, but it is the defacto programming channel

smoky oracle
#

I've read that

languid wyvern
#

what program would I use to make my first game? I want to make a mobile hyper-casual game

#

language*

#

๐Ÿคฆ

#

C++? C#?

#

like what are good beginner required languages

wary wave
#

this is an Unreal Engine discord channel, so you're not likely to get a proper answer here

languid wyvern
#

Where would I go if I am looking to get that answer

grim ore
#

learn C because it's old so it has to be the best

languid wyvern
#

They can't answer what a good beginner programming language is for making mobile games in unreal?

smoky oracle
#

@languid wyvern use Unreal with Blueprints, no need for C++ or C#

languid wyvern
#

blueprints have limits as I am told

#

Plus I would prefer to actually code

smoky oracle
#

not for what you need

languid wyvern
#

It gets basic knowledge of coding and is more useful in the real world

#

but thats awhile away ._.

wary wave
#

you don't have a choice of languages in Unreal, so the question is moot

languid wyvern
#

oof

#

unreal is still installing

#

i dont even have it yet

#

so

#

._.

barren coyote
#

4.20.2 will be released in 3 minutes ๐Ÿ˜ƒ

languid wyvern
#

omfg

#

brb committing neck rope

#

..

plush yew
barren coyote
#

lol, I dont really know, but thats seems to be how it works

languid wyvern
#

oof

#

lol

plush yew
languid wyvern
#

mie doods i instal unreel beecuz i wan mak gaem lik forknut

#

i wan mak forknnut gaem

plush yew
#

i want to make a game like smash hit

languid wyvern
#

wat i wan maek forknut gaem

#

im addicted to smash hit

#

lmao

plush yew
#

so because of that i need nvidia blast

languid wyvern
#

ye both of us are going for hyper casual

plush yew
grim ore
#

a game like fortnite would be rough as a solo dev. It's too much work to maintain you would just go crazy. Aim for a smaller success

languid wyvern
#

i know lol i was talking nooby

#

"nooby"

#

is that a word?

#

๐Ÿค”

plush yew
languid wyvern
#

is publishing a game to the iOS app store free

#

๐Ÿค”

grim ore
#

no

languid wyvern
#

or do u need a publishing company

#

or something

#

REEEEEEEEEEEEEE

grim ore
#

All of the major stores require some form of money to set up the account or per title

plush yew
#

Android is better than iOS -shot

#

lol

languid wyvern
#

00f

#

so how much is it to publish a game

#

and what percentage of revenue do they take off your game if any

plush yew
#

even in google play you need to buy dev account as i know

#

idk tho

grim ore
#

all of these questions are for google

languid wyvern
#

00f

plush yew
#

Smash hit remake will be gud cuz it is easy to do and easy to do extremely beautiful graphics, 8k textures, and so on

grim ore
#

you can use bing or duck duck go if you don't like google.

plush yew
#

btw glass breaking is good anti-stress thing

languid wyvern
#

why wouldn't i like google

#

๐Ÿค”

polar hawk
plush yew
languid wyvern
#

k brb gonna break some glass

#

;3

plush yew
#

xd

#

bai

#

btw guys add me to friends plz ;3

languid wyvern
#

lul

#

why

#

my d00d

plush yew
#

cuz i liek to get new friends

#

๐Ÿ‘

#

btw maybe i can create my game using only UE, without nvidia plugins GWfroggyBlobThonk

wicked radish
#

Hey guys, I've just recently installed unreal and began learning it but it really really hates Xcode

#

Anybody have any solutions on working with unreal through mac

#

because auto complete and intellisense just do not work, random errors and it'll show me the GetOwner() method but none of its functions

wary wave
#

Visual Studio's intellisense etc struggles as well

#

in which case most people use the Visual Assist X plugin

#

but I don't know if there is an XCode equivalent

wicked radish
#

Ill look into that

#

thank you

plush yew
#

Btw guys who knows how to merge nvidia gameworks branches? Because in custom merged branches it is max. 4-5 plugins, not all-in-one.

pallid compass
#

whats the drawcall cost on UMG widget in screen space

#

its like 30 or something stupid right?

gleaming lotus
#

Any idea how I can stop the lighting coming through my landscape and onto my meshs? I've enabled double sided texure on my landscape.

smoky oracle
#

Anyone that can help importing FBX into the editor using Python thanks ๐Ÿ

queen arch
#

Help. For some reason a timeline of mine throws me an "infinite loop detected" crash, every time i try to "set new time" back to 0

dark depot
#

@queen archif your ssetting it to 0 just use Play from start

queen arch
#

That's what I did

#

But I am curious as to why it throws this error at me

wicked radish
#

I think im going to have to stop learning unreal development because of the complete lack of Xcode support ๐Ÿ˜ฆ

#

I bought a 12 dollar class on Udemy where the professor effortlessly receives autocomplete but Xcode is a disaster with it and I get terrible intellisense and lack of suggestions

#

I hope I find a solution soon

pallid compass
#

Yeah prob wouldnt dev on a mac if i was you

wary wave
#

tbh, Mac aren't really suited for game development and haven't been for years

#

Apple's insistance in using unsuitable graphics sets

plush yew
#

@wicked radish i have been using win10 for a fair amount of years now, and can report that the process is fairly stable and productive, especially in conjunction with a fairly good cost optimized CPU and GPU (some good ones now are the 1950x CPU and the 1060/1070 GPUs). you can get a lot done and also save on costs if you build the machine yourself, you might be able to sell your current system online or something of that sort.

however if you are used to your current setup, it's completely up to you what to choose.

wicked radish
#

Thanks for the responses, im a college student and unfortunately just dont have funds to buy or build a new pc

plush yew
#

when i boot into my win10 machine i dont experience delays or any significant problems of deterioration over time, despite the fact that mac is based on their optimized kernel.

#

oh, i see. just something to think about then.

#

what's your major? i did comp sci

wicked radish
#

Comp sci as well, in my second year

plush yew
#

cool

wicked radish
#

thanks for the advice I definitely appreciate it

wary wave
#

comp sci on a mac environment? that's unusual

wicked radish
#

Lol this is the first problem I've run into and it's outside of my formal education

#

But yeah, I know its a tad unconventional

plush yew
#

james if you are just experimenting with unreal you can also use BPs until you transition to another system if you like

pallid compass
#

Quick question, as iv only just started faffing about with skeletal mesh's, if i wanted any sort of VFX attached to it, would i have to wrap it in a Actor?

wary wave
#

yes, you'd want an actor

wicked radish
#

Unity had worked for me with intellisnse and auto completion when I was using visual studio community with c# which but I guess c++ is a new beast

#

Yeah I could gothic, but I was participating in a course that taught c++ in conjunction with unreal

wary wave
#

Unreal is very macro heavy and intellisense just collapses

#

I've been working without it for years though

#

ยฏ_(ใƒ„)_/ยฏ

wicked radish
#

haha I seriously aspire to be on your level! No doubt its a bad crutch to rely on it like I do, but it just makes the flow so much quicker

pallid compass
#

iv still got my intellsense on

#

itsn ot collapsed yet

wicked radish
#

I just need to practice reading the public api

pallid compass
#

thanks to very fast cpu & storage drives i think

wicked radish
#

Rei what system?

plush yew
#

@wicked radish you are aware you need to include what you use in the header files for the functions you call right?

#

because unreal changed recently to use the IWYU protocol

pallid compass
#

6800k at 4.5ghz, m.2 and u.2 drives

#

6 cores

#

fun fact, i nearly bought a 12 core cpu today

wicked radish
#

I believe I have been including the correct headers but I get false errors regardless. Everything will compile and build but the intellisense lies to me

wary wave
#

sounds about right

#

takes a minute or two to catch up usually

wicked radish
#

12 core cpu weeeewwwww

pallid compass
#

Yeah your rig's too slow then

#

i once tried intellsense on an old laptop

#

yeah

#

i had a bad time

#

lmao

wicked radish
#

the indexing and parsing completes but I get an error such as Cannot initialize object parameter of type 'const UActorComponent' with an expression of type 'const UOpenDoor'