#ue4-general
1 messages ยท Page 297 of 1
Is anyone here familiar at all with fortnite .replay files?
somewhat, why whats up
Basically I'm trying to find the exact name of a player I killed in one of my games. His name contained special character(s) so, I couldnt simply visually look at it and then input it into a fortnite profile viewing website. I found that if I open the .replay file in notepad++, I can find various names of other players in the game that have normal characters. I see where his name would normally be, but it doesn't display properly in notepad++. I'm wondering if there's a way to extract his exact name from the .replay file to be copy/pasteable or something.
Here's a screenshot of his name so you can kinda see what I mean: https://i.gyazo.com/f2d80e4493855895a5865e57fe07bcf7.jpg
That's what my friends and I immediately figured upon first looking at it. However when going to several different fortnite profile lookup sites, entering that name does not return a player profile
hmm ive never tried too display it vsually, lemme see if i can get it
*figure it out
Would it help if I gave you the replay file?
it should be fine, ima send that screengrab too a few friends that always use special characters in their names and see if they have used it before
its unlikely, but theres always a possiblilty that he/she has changed their name since
was this on console or pc
This was on PC, though technically console players can play against PC players. I play on PC, however
I started searching for his name/profile within minutes after the game ended
I dont know much of anything about UE4 or game dev, but I feel like it could be possible to somehow extract the exact name from the replay file. Perhaps by opening it somehow in UE4 instead of fortnite? idk
gotcha gotcha, yeah i dont know why it wouldnt return the name, thats definitely a pipe lol but lets move this too #lounge so we dont get in trouble lol
where can I download the default guy for unreal so I can copy and paste his bone strucure into my monster?
you can export him out from any project that has him
yeah just start a new project (third person or first person) and retarget your guy with the mannequin
@tawdry raptor
does it matter if my guy has different bones then the monster im using
i mean does it matter if my monster uses different bones structure
do I need another third party program to erase and name the bones?
no they just have too be in the closest pose too one another as possible
import your monster, and let unreal create his skeletal mesh (youll probably get the missing bones blah blah blah) then put both the mannequin and your monster in a Tpose, and set them both too the humanoid rig
and retarget
retargeting always makes me mad af
then after that is done, go too your mannequin in the mannequin folder, and select your character
I have a timer that executes a function that saves several kb into disk. That happens every 5s, its an autosave. Should i fire the save event with more time delay? is the hdd suffering?
something is always slightly off lmao
dont u think saving every 5 seconds
is massive overkill
idk nothing about hdd's xD
@i would do it like every 2 minutes or so
I honestly would not advise it
yeah if youre going too do it at all
Save every X mins and save on important events
yeah I make entie copies of my projects everytime i do something
after 300 hours I realize I corrupted something in one of my projects
@tawdry raptor if you still need help , message me and i can show you da way
and since im new i totally got lost and hand to start all over
ok I will hit u up in a little bit
this will be a huge thing to get the monster to be able to use the marketplace insmations
ive started over multiple time, but on purpose, so that i can learn everything i need too know quicker, by repeatedly doing them
i started on tutorials, and just finished them, and restarted the tutorial, or went too a different tutorial too see how too do something differently
and iight, lemme know
What's the best way to portably access and make changes to my project? Like say I go to a different country, is there a cloud option? Or does it have to be physical?
@sudden flax I use a git server
but always have an offline copy so you dont have to download all the project
Does it matter if I don't have an offline version?
Because I'm not taking a spare hard drive with me on a plane that will look dodgy asf
Do you mean you want to download your project when you arrive at your destination?
Be careful with that, usually hotel connections and traveling internet connections are pretty poor and you'll need a lot of time to download the project. (Assuming you pay a server or you can setup your own server)
No you can't run a cloud UE4
then np
It has to be on your powerful physical computer
And your project too
You can use Git or Perforce to sync up between machines
Yes... I have a GTX 1080 in both of my devices, pc and laptop
But you'll need the full UE4 + project on both
Well why can't I source control that?
Well, source control the project, obviously
That should be the first step after creating it no matter what
I recommend having an offline clone, just in case
Source control is offline
Should I just update it to my mega
Everything is stored locally
And then dl it over there
@cloud cobalt what do you mean? the ue4 source control or just having an external git repo?
i have the ue4 thing disabled
Source control in general is not "cloud" - you have your data on your machine, and source control allows syncing it up
I know.
That's all I'm saying
ah, k
You need the full engine + project locally
Source control is just a tool to sync up changes
We know that... That's not what I'm asking
should i keep all my assets at the same poly count, or will the render even them out?
the engine has a launcher and can be easily downloaded
I was asking is there any convenient way to store my project in the cloud and pickup where I left off on different devices
i would imagine you could just take the whole folder and drag it in
oh yeah nevermind
@cloud cobalt so source control is the cloud project save so to speak?
all your projects are stored on the launcher , so all you would need at that point are the assets and what not
Source control is every device having a copy of the project, talkking to eachother
And so if I enable it on my pc how do I retrieve it on my laptop
You install the source control software, download all the changes, run the engine
Nothing for a small project on Gitlab (except learning Git)
Hmm
$$ for a Perforce server that performs better on large binary data
Might just use mega
hypothetically, wouldnt you be able too just drag all the files into a google drive and download from there?
Just use source control
That's what I'm now considering
Really
Its a very bad idea
no im just asking, because i may need too do it also in the future
but ill look into source control
You are going to upload and download dozens of GB's every time you make a change?
wasn't for you xD
x)
Gitlab* free
What's the difference
Github is free but very limited and no free private projects
1GB
My project is 18 gb
You'll need paid hosting then
Prices?
@sudden flax a software detects what you had on the last change (commit) and what you have now and only saves the difference, so instead of 2 copies of the same project, it only uses some disk space, this way you can upload changes of a very big project (dozens of GBs) to your git server in seconds
a paid server isn't cheap.
you can build your own server in your home, also if you do the first commit in lan you can upload to disk speeds (seconds instead of minutes/hours)
I have mine in a rpi with a huge disk, power consumption is way cheaper than any server
then you can build a server and save its data there
Theres also SourceTree nad Bitbucket
I recommend you https://github.com/gogs/gogs Its pretty similar to github (intended), its really easy to install/use and its on of the more resource efficient
they have a demo site: https://try.gogs.io/
I might host it from my College FTP
Faster download/upload speed
Because they have like 1gb down and 500mb up
nice
When we download fortnite there it's our hard drives bottle necking lol
?
how do i import mesh separately? seems combine mesh checkbox is not visible in import settings
Are you importing a FBX?
I have a folder with a lot of different assets in it that I want to move to another project. If I just copy and paste the folders it works but none of the materials keep their textures and im sure other settings are reset as well. Is there a way I can package them up to import into another project?
or is there a plugin in the market place? i cant seem to find one which has client side prediction built in like the default character movement component
@stoic dew you can migrate assets in engine.
@earnest pawn prone in the movement? Meaning having it stay in one position?
thank you crazyL
@inland seal i want to be able to crawl along the floor, i tried adding a capsule thats laid out horizontally and playing the prone animation
but in the movement it only checks the original capsule thats inherited from ACharacter
@cursive walrus hmm odd that you are getting no option to uncheck combine mesh.
@earnest pawn this is outside of my realm, but are you checking the capsule you added? Or changing the capsule thats inheirted?
just found this now /** * The component we move and update. * If this is null at startup and bAutoRegisterUpdatedComponent is true, the owning Actor's root component will automatically be set as our UpdatedComponent at startup. * @see bAutoRegisterUpdatedComponent, SetUpdatedComponent(), UpdatedPrimitive */ UPROPERTY(BlueprintReadOnly, Transient, DuplicateTransient, Category=MovementComponent) USceneComponent* UpdatedComponent;
@inland seal is there other method for uncombined mesh?
@cursive walrus Are your meshes separate in your modeling program? As another way would be to import separately.
why does my engine keep crashing when i try too import this file ๐ฉ
@cursive walrus what kind of model is it? i always get the option to either combine or not combine
@inland seal yes they are separated. i tried that, although i have problem on sync animations between gun and the character. when reloading. especially when i tried to do a test my repeatingly pressing the reload button. they lose sync when i do that
@hidden berry oh its just a model from unreal. the first person asset and the gun. transfer it to thirdperson.
oh so just the character and a weapon?
yes
i just wanna do pretty cool animations with the gun and the character. with perfect sync
also what version are you using?
go to cgtrader.com or turbosquid.com , and you can find better characters and rigged/animated weapons , most of the time for free. Plus when you sign up for cgtrader you get 20 bucks too spend for free (i have nothing too do with either of those sites, they just are very helpful for my projects)
im using 4.19.2
i was able too get almost everything i needed on both of those sites, without spending a dime
im also using 4.19. how is it different XD
@hidden berry How do you know for certain you can use any of the models? Legit licenses, non pirated models etc
Have the websites a policy page telling you they will take any blame for pirated models etc? If not you are in deep water using free models
because it states in the description what the license for the fbx is, some do say "may need further permissions for commercial use"
plus all of the assets are vetted and have a green check mark for approval
I can upload a pirated model with a license saying you can use it commercially. Doesn't mean I own any rights to do so.
guess if that does come up even after all that, its the sites fault for not vetting even harsher lol
It's not
You have to own the rights to a model to be able to transfer those rights
I once paid $90 for a trailer soundtrack
Sold by a website, which bought it from a composer
both mentioned sites do have a bad reputation in developer circles due to ripped/pirated assets.
Composer used unlicensd music, my trailer was gone
I'd stay away from them.
๐คท
you just ruined my day lol
Or saved you, however you wanna take it
i thought i hit the jackpot for helpful assets
what i dont get though is
what if i make a model
Anything free is risky business. Unless it's the free assets on the marketplace released BY epic themself
and i give it away for free voluntarily , legit and all, would that still be able too be used in projects for other people?
Sure
But people should make sure you give them that right
In a way that's clear-cut and not just a vague agreement
well, let me ask, is there any websites that have legit models? i dont care if its free or not, im just still trying too learn ue4 fully, and i dont want too get into learning modeling ontop of that
yeah but isnt it against unity and unreal policy too cross use assets
Yes
nah , i read unitys policies because i knew unreal was strict about that, and it also states it in unity
"unless private and given permission by user"
the only reason i thought the other sites were legit is because i saw multiple people recommending them, and i thought they were primarily aimed too 3DPrinting, and not specifically for games
The general point is - in today's legal environment of crazy people sueing eachother, and legal rights rampaging up for centuries after you're dead, be very very sure that you are in the right
Mostly, if it's free, beware
The standard license in the Unity Store actually allows you to use assets in any engine. The UE4 one doesn't.
You need however to download them with a Unity intall.
yeah i dont care about paying i just need too find assets that are better than what i could make lol
then you should prolly go the best way
hire a freelancer
then you have assets that only belong to you
@tall pendant im not sure then, cause i bought an rpg HUD asset pack on unity, and was told that i couldnt use it in any other engine than unity, and too "read the terms of agreement" because i wanted too make sure
The engine marketplace is a great place to start
yeah ive scoured the epic marketplace for hours, and didnt really find much. I will say, the unity marketplace is way more vast on assets
Well yeah. Unity does allow for custom stipulations. Perhaps that's the case with said asset pack.
I know Quixel has their own license on the Unity Store.
yeah i use megascans quite often for photorealistic assets
UE4 MP is much clearer on that.
real quick while were talking, anyone know why a specific asset would crash my engine every single time? i know my other error was because i didnt have my laptop on the charger, and for some reason that crashes the engine , but im not sure about this one
Anyone knows if the Html5 integration got improved in the new update?
I dunno. A single asset crashing the engine sounds odd to me.
But you never know ๐
@static viper you have any good places for freelancers?
@tall pendant its whenever i try too import it, ill try too get it too crash again and get the crash report
but it says right in the crash report that it pertains too the import of "bus_station" asset
@frosty bloom would it matter if youre not selling the game for anything? if you were too run into a pirated asset, could they sue for making money from it, or for just having it in general?
ive been in music for 14 years, so im pretty knowledgeable of those types of things, but im not sure if it works the same for 3d assets
The assets are not in your hands by legal means, which means you are not allowed to distribute them to anyone, no matter the circumstances
cause in music, you can only sue if its for profit in most cases (since most samples used in beats are from other music also) and damn, that blows. I was up all night downloading assets, is there anyway too tell if theyre legit or not? or should i just scrap all of them
I would personally scrap them, it's all up to you though.
i dont have the money too get sued over free assets lol might as well just pay for them in the first place honestly
thanks for the heads up though, i honestly though those sites were legit, cause i hadnt heard different
thought*
@hidden berry Also, just by showcasing enough of your game (If it contains pirated assets) you can recieve a CaD, which would be a worst case scenario.
CaD?
Cease and Desist
damn
Meaning erase your game from existence
i have money for assets set aside, but i saw free assets and thought why not save that money for other things lol
The long story short version is if you aren't 100% sure you got the rights to distribute something, it's usually a good idea to don't do it
gotcha gotcha, i will heed that advise
C&D isn't the worst case scenario tbh
however you tend to be okay so long as you never release your project
bleh writing down stuff for vert slices and making sure nothing is left out is head-ache inducing
hehe
ill probably just hire someone too make assets honestly, i dont need that many.
when it comes too that though, how can i tell if someones just not taking assets from somewhere else and passing them off as theirs also
<_< been there
almost got me kicked out of the ue4 marketplace because of that even
i mean i could ask them too screen record while they do it, but 1, thats alittle much, and 2 maybe they dont want too show how they do their work
if i have two actors and their collisions set to BlockAll and also ticked BeginOverlap shouldn't i get overlap events?
well, i'd expect progress reports/gifs/images
what are you trying too do no7
i'am trying to apply damage and then destroy an actor if it hits another actor
@cedar snow do they have collisions around them with generate overlap?
@sudden flax do you have the intensity of the spotlights turned up
they both have static mesh as root component and sweep is set to true
is it close combat or projectile damage
does BeginOverlap only work with triggers where actors penetrate?
@hidden berry yes
just two cubes at the moment
it'll only work if the collision settings are correct
i.e the object can overlap, and they generate overlap events
@sudden flax hmmm, thats strange, i had my spotlight linked too a keypress for a character flashlight, and never had issues after building
@wary wave they both have the flag for generating overlap events set to true and all collision channels set to block
if they block they don't overlap
they generate hit events instead
what would you use for enemies that damage a player on hit?
yeah thats why i was confused when you said block all so i was trying too see exactly what you were trying too accomplish
non-blocking & generating overlap events, as they;re discrete (one-time events)?
it depends how they 'hit' a player
moving into them
i personally used a capsule around the character , and a collsion around the weapon of choice
or the player moves into them
if they're literally just bumping into the player (i.e collision capsule on collision capsule), the use the hit events
thanks i will check that out
why not just make the headlamps emissive?
Idk
cheaper and more control over them
Would that be a texture?
yea, or part of a texture or whatever
https://www.youtube.com/watch?v=mzairog7Elw in case headlights are part of the whole car material/texture
Small guide/Tutorial on how to optimize the use of masks/separate RGB channels even further. This can save you between a few up to a few hundred MB per proje...
im about too import a hightmap from the real world. Where would be a cool place for a futuristic survival game too take place?
height
hi all
apparently FMath has all manner of weird and wonderful functions
but is apparently missing Line-Circle intersections tests
whut
it also has totally useless functions, like 'GridSnap' xD
yeah, Line-Circle intersection is totally absent, but if you want barymetric coodinates for triangles, be my guest xD
I fixed my issue
i set the lights to movable
may slow down rendering
but who gives 2 cold shits
https://i.gyazo.com/7a144b5ea27e457359f87163b952b8ad.png
my poor writing skills
@fierce tulip and here I thought I was the only personal that still wrote in cursive.
hehe
What sorcery are you working on nowadays? Ive always enjoyed your work. Your mesh breakdowns are great.
mainly a mobile game for a client, besides that spending most time writing down things for a game i'd like to make, and doing more social things with friends
oh, and trying to find time to learn niagara
w.a.y.
@wary wave Line->Circle is so easy to make you dont even need it
use Line vs Plane, and then compare distance to circle center
I wrote a function to do it
FMath is wonderful ๐ so many nice functions
I want to do it a lot, so I don't want the overheads of taking the scenic route to the answer, lol
@fierce tulip ow is Niagara? Is the learning curve steep?
its still likely you wont have a perf issue there
it's fine, I just wrote a native function to do the job ^^
@inland seal cant say yet, only recreated one effect so far
it just bemused me that they have a number of 2D orientated math functions, but something this simple was absent
PR it
maybe at some point, but that would require effort on my part xD
more likely I'll dump my utility functions class somewhere when I'm done with this little project, and if someone wanted to make a PR from that they can be my guest
I can never log into the forums or launcher, it says I try to log in with a new device and it would send me a code to my mail, but I never get any mail
have this issue for a few weeks now
anyone knows how to fix that?
@elfin jacinth might know
thanks!
which chat should I ask hlsl questions in?
thanks
@fierce tulip Fair enough
๐ค changing destructible mesh shadow casting in runtime seems to cause infinite loop crash
my unreal engine is hanging processing source file changes
im just trying to import animations
Occasionally UE4 takes its time when importing stuff (I had this on several animations). Usually you just need to wait it out.
One time it took ~2 hrs for me (granted that were tons of animations at once) So to me it's not that uncommon hehe
ok ill save that for over night
whats weird is I imported all of them on map desktop pc
and t hey just worked
can I retarget 3d model without bones to the unreal one with bones so the one without bones can use the unreal automation?
Asked in the BP channel but they're all busy in there - anyone know the correct way to get the mouse cursor screen coordinates?
sample image:
https://i.snag.gy/3D0Svc.jpg
red dot is approximately where the cursor is, end of the green line is where UE4 reports it to be
Build powerful visual scripts without code.
thanks - but that's not what I'm asking
also, I actually answered the problem in that thread....
Ha!
Ok it looks like you want to convert mouse location in screen space to the the 3d world space though?
no
I just want to get the screen coordinates
all of these give the same wrong result:
https://snag.gy/qvgSfz.jpg
so there's something else going on
Hmm did you try get player controller --> get mouse position?
Sure thing, it be getting the position of something else?
seems to be scaled, but according to what I have no idea
Interesting
amber
did u figure out drawing in the HUD ages ago
from 1 point to another
you know like some sort of prog tree?
i think it might of been you
this sort of thing
Make it so that UMG can auto link widgets with a visual
you know like talent tree, data tree, etc
im trying to
calc angel between two things
and then move and size it
lmfao
why is there no 2d look at rotation dam it
oh thats really nice ๐ฎ
with normalize axis
if something is ugh
200
does it clamp it to 20?
normalized vectors are in the range of 0-1 for length
0_o
Well i cant seam to figure it out rip
Does anyone know how you detect if a certain html button is clicked within a web browser ui widget?
is amazon Lumberyard an unreal killer ? It has visual scripting too
can someone help me out in the Graphics Channel! :/
When I looked at it, it was very cry. Cryengine has vis scripting.
Last I heard was that LY had a small userbase. If the only thing its got going for it is "not CE" and "visual scripting" I don't think its even close.
star citizen tho
its got a really good and thread safe ecs
Also, IIRC star citizen had a lot of custom edits to CE before moving to LY. They were able to port those, pretty quickly too.
Default LY probably doesn't have those edits.
Just because something is possible in LY doesn't mean its practical for just anyone to up and do.
default ly has everything you need to make a fully functional game
what about it?
its a terrible argument
LY is an unreal killer because a skilled team customized CE heavily and then ported their edits to LY
I haven't followed much of the development. but i can't possibly see what kind of custom stuff they needed to port to ly
So yeah. I mean. LY by definition provides a platform from which you can build a game. But you can't then credit LY for any heavy edits a game makes to it.
Ergo, terrible argument in favor of LY... well, really, in anything.
AWS ?
Yeah
I though its the most cost effective platform to host at
maybe at small scale
Not large
if you got 30 servers pumping bandwidth aws will get pretty expensive
In any case. Too niche, too restrictive, not distinct enough from cry. That's my take.
oh
multi thread safe ecs doesn't make it distinct from just about everything else?
Ok. You've brought this to my attention. 1 down, the entire development community to go.
im not a fan of it for other reasons but to say its not distinct enough from cryengine is false.
i dont know the backstory. Did cryengine devs get poached by amazon or something?
well no shit xd
They've had plenty of time to market the engine. I don't really think they care to
Amazon is aiming lumberyard at their clients, they aren't and do not care to really extend past that at this point. When I talked with the visual scripting guys at GDC they aren't even adding in features they want if they don't align with what their customers want directly. They devs are just working on features as requests from existing customers. I wouldn't ever expect to to "want" to expand to the general people
that might bite them in the arse later down the line
I mean, it might suit their existing customers, but it's not necessarily going to help with customer acquisition
but one hour of squadron tho
i really wish i knew why unreal took 2 hours to delete 256 files
i mean
WHATS IT DOING
going through each asset one by one and making sure references don't explode, I would imagine
what an awfully slow process
better than having your project explode :p
For LY isnt their biggest client at this point CIG/Star Citizen?
can unreal do any of this tho https://gaming.youtube.com/watch?v=a5Q-QFvFHxg
Check out this hour long demo gameplay of Star Citizen's single player campaign, Squadron 42! Subscribe to GameSpot! http://youtube.com/GameSpot?sub_confirm...
So its not a matter of....you know what, hold my tea real quick
You debate him, then.
and that will never finish
guys my ue4 gets frozen when i add directional light and build its lighting
Hey, I recently started working on a Quest System and would like to publish it (blueprints only). Is there a way to make a plugin of blueprints or how should I do that?
having worked on Cryengine, I do have a lot of respect on CIG programmers
You have this
Powered by Unreal Engine and 3Lateralโs Meta Human Frameworkยฉ, Andy Serkis performs a monologue from Macbeth as 3Lateral's Osiris Black digital character, wh...
being able to make Star Citizen feats on that engine is like 10x harder than it would be on UE4
And the entirety of their YT page
Its not a matter of can it do it, its a matter of the people who can do it
but muh spoocer ships
And this....
Epic Games teamed with 3Lateral, Cubic Motion, Tencent and Vicon to take live captured digital humans to the next level using Unreal Engine. Meet โSiren,โ a ...
Hm, any link that can show me how to make a marketplace pack?
I mean I dont know what the point was trying to be proven, but if you have people who know what they are doing they can do things.
That said, I was looking forward to SQ42, but there is a level of management issues I have a problem with
I just take him as a LY fanboy
@atomic onyx post your question in the plugins channel
ยฏ_(ใ)_/ยฏ
can somebody rig and animate something for me?
what is it?
what anim
I'll do it for $50
@worn granite thats all fine and dandy but you gotta come with some weight in what youre trying to say
nah
k
I'm broke
What are you using to model?
blender
Ah, theres a few quickshot tutorials to get you started on YT
?
Otherwise, youd be hardpressed to find someone who'd do it free
Animating your model
what sort of assets
Oh, like just anything the person wants?
yeah
I'd have to do a think.
alright dm me if you want to
Tomorrow. GTX reveal. If it has a fraction of what RTX has for rendering. This will be great news for indie devs.
damn it a guy on cgtrader ripped me off he sold me a character with no color
its all grey when i imported it into unreal
he gave me no texture files either
what can I do>
?
well the bastard sold me a unity fbx
someone said it could be used
I just opened it in unity and saw the texutres
I dont know why my FXB doesnt show them
no it said fbx files and everyone here said fbx can be used in unreal
I avoid premade stuff as much as possible. The trade off is it takes a lot of time to make. But long term I have my own metal shaders, toon shader, etc.
its funny it wont show in blender
I import and nothign shows
but it does in unreal
I have my own custom trees. That took forever. Bar none it's best to buy trees.
how did you set up your collision on your trees did you use simple colliion as complex or did you manually put nav boxes on all of them?
Collision was pretty easy. Most trees cover just the base region. Unless you got a guy jumping around.
Found the tree file.
can somebody rig and animate something for me?
I'll pay in assets
Any type of asset they want
how can I export the 3d person character to my VR game so I can bring them into my vr game
I am trying to make the skelatons of the monster the same as the unreal one
never min i forgot one of the plugins I have had him there
normally i could see C++ Classes next to my content browser now i cant :/
is there an option to bring it back
bottom right, view options
ty
Is the 2FA broken? It's been 28 hours and no code
Is there a quick-and-dirty way to make my level unlit in game? Just like the Alt+3 view mode option, but actually in-game.
Does anyone know whether it's possible to force ue4 to import new files in the game's folder? I accidentally dismissed the import popup, and can't get it back.
so uh guys i understand that for multiplayer we would also need to purchase a server to store data and connect players together? But how about LAN? Does there need to be a dedicated server or is it a totally different framework?
No, there is no difference between LAN or Internet
you just need to use a different SubSystem
Hi, I am from unity! If you already got some experience programming in c# how hard is it to understand and learn the blueprint system?
@sullen bone not too hard, it's a great system. really improves accessibility to designers.
@plush yew ah thank you, is the logic very comparable to c#?
it's basically flow control nodes like foreach, and switch, connected by execution pins, all node based. starts with begin play node most of the time. then execution goes from there. that link in addition to the unreal engine youtube channel has some good playlists.
Question guys: I'm rotating the camera in the blue print and comple then start the game but the camera doesn't rotate in game why ?
just when i choose location it does change location but stil ldoesn't rotate
You'll need to show the Blueprint
Hi, does anyone know when will the Animation Starter Pack be updated to 4.20?
It's animations, just use them. Art is generally fine across versions.
Ok, thanks
is playerstate only valid if a character is possessed if / when trying to access the playerstate from within the character?
in my case, failing to cast to it on beginplay
@delicate sluice English, thanks
@weary basalt ^ this guy spammed this in many channels..
dont lie
you spammed it in nearly every general channel
<@&213101288538374145> Spammed it in a ton of channels
english @delicate sluice
Google translate says his message says he doesn't speak english
then dont join a english community ยฏ_(ใ)_/ยฏ
Unreal chat, career advice, game design, lounge.... are there any channels I missed where he just spammed that?
Trying to just count them
game jams
Everyone speaks English with google translate nowdays.
What was the point of all this? You have been fired and decided to retaliate by leaking a vid ? ๐
is he deleting his own messages now? ๐
don't forget #career-chat #events #design-chat #share-your-stream #game-jam-chat and #lounge
@grave nebula His retaliation is leaking 15 seconds of something? XD
@delicate sluice spammed russian E3 videos in the forementioned channels
see #game-jam-chat
he deleted them in the other ones (except #lounge )
oh, game-jams is the last one where they stand
๐ป
Anyone got an idea who I should contact if I want to re-create this multiplayer game:
https://en.wikipedia.org/wiki/Unreal_II:_The_Awakening#eXpanded_MultiPlayer
and publish it as free to play?
I don't want to mention Unreal 2 IP stuff in the game nor copy the art etc. I just want to recreate the core gameplay mechanics nearly 1:1 and maybe reference the original XMP in the game description.
I'm not even sure if the gameplay can be copy righted - or if it matters since the game is 15 years old and dead.
Even just the description from the snippet of wikipedia Discord grabbed, that sounds like a licensing nightmare between at minimum 4 companies
Probably can't legally happen
Game mechanics however, cannot be copyrighted. So do with that what you will.
But... it's a grey area since it's doing it almost 1:1, afaik.
since its a blizinski game
you should be able to get license holder via epic
because its a brand
and epic is still using it
but the chances are... more then mini
recreating the core mechanics tho
Is a story for its own
you are not the only one and unreal was after quake
So as long as you dont 1:1, do 2:1
Yeah I would like to get out of that grey area though. I guess I'll have to contact Epic eventually.
yee but its likely that they wont deny you
you need to protect yourself from plagarism
so dont tell them that you do 1:1...
thats just weird
unless fan project
is there any way to create light shafts which show without looking at the light source
they even put their own Unreal based MP game on hold (or even canned it?) i doubt they would allow a fan project tbh.
for example a light shaft casting through fog
they need to protect their IP
(besides using a mesh)
Volumetric fog and a mesh.
There are your two options, knock yourself out ๐
Only two options in existence
What do you mean with "unless fan project" @static viper ?
yeah
I don't plan to make any profit with the project.
I figured as much
You would still use their IP tho
a fan project is unbound from restriction in the way of destribution
you would be free to just re create everything
but still
they have the last say
So yes. speak to them
Alright. Thank you ๐
I need help with creating ocean in ue4. Any good tutorial? I couldn t find good one
Moving vertices up and down will do the trick 
@lament kraken https://www.youtube.com/watch?v=_y7Z0MbGOMw
Until he finds out that unreal has a gerstner function
Can anyone explain me
why isnt this working ?
when i break point the Emote1
it works
when i do that on the event
doesnt
@crude jasper #multiplayer
Still that is the channel for mp questions
kay thx ๐
is built-in crash reporting possible to use with google analytics?
No
Built-in crash reporter talks to a very specific server backend
Not even sure it's available
how far can i get here while avoiding code like kryptonite?
Depends on whether or not you define blueprints and materials as code.
And if you just want to make pretty pictures or a game.
or at least, depending on the complexity of the game
im making something similar to sumotori dreams but it looks nicer
is there a place i can find an explaination for what all the nodes do?
The UE4 docs has all of them, but they're not on one page on account of there being... a lot of nodes.
Thankfully there's a handful, maybe a dozen or two that you need to learn before you can get started at least
can you link me? thanks for all the help btw
https://api.unrealengine.com/INT/BlueprintAPI/ This has them listed by category. So if you click on "AI" for example you'll see all the AI nodes.
Unreal Engine Blueprint API Reference
Does anyone know how to create AudioCue that, when I re-enter the radius the audio will continue to play
Sounds simple but I never got it right
@twin tulip Can you DM me
how are you triggering the audio cue? and do you mean just having the audio looping? if so set the wav to loop and then trigger the cue when you enter a trigger volume
@grim ore I don't really want to trigger audio cue... I want the audio cue to continously playing It's audio regardless If I'm in radius or not.
Think of a Radio.
so you just want the audio to only be heard from a certain distance? if so it should do that automatically based on your settings when it's in the world
or is it shutting itself off when you are out of range?
It's shutting itself when I'm out of range... when I select LOOPING... It will start looping from zero
yeah that makes sense hmm.. Maybe use a collision setup anyways and have it store the current play time when you exit and start it back to that when you get near?
my re-target animation is not working! I have retargted my animation but it doesnt show up when I go to re target why?
darn even that might not work well since you are faking passage of time so you dont want the same time stamp. might need to do some fancy stuff then. you could technically make it an always on always playing sound and just mute it when you get farther away but that feels weird.
maybe do the whole blueprint thing and capture the timestamp of the audio and the game time then restart it based on elapsed time
I am attemtping to build the engine from source code. When I get to the point I need to run GenerateProjectFiles.bat it it complains that I don't have nuget package manager installed and tells me to install it before continuing. I already have nuget installed does anyone know how to fix this? Things I have tried - reinstalling nuget from visual studio, updating visual studio, updating msbuild tools reinstalling visual studio, reinstalling ms build tools. Nothing seems to make the generate project files batch file recognize that nuget is already installed
@wraith bridge It used to work very easily in 4.18 but in 4.19/4.20 it doesnt work
Simplest way to get an screenshot from the editor? I'm planning to do items thumbnails
I mean internal so the size is consistent and so
there's a console command to take a screenshot from the current viewport
you can specify resolution there
@wary wave that's what I'm looking for. Do you know the command?
if I knew what it was offhand, I would have said it
probably ๐
hehe
Hey, what is better? Target point NPC movement or Spline based movement?
depends on context
Could someone thats able to get the engine built from source take a screenshot of their visual studio launcher for me? I am missing something and I don't know what it is. It is telling me to install nuget even tho it already is.
okay I have a very weird issue...
so I have a string table in my game with the namespace "KernelSpam"
containing 100 lines of Linux kernel messages
and, I don't want to localize that table, just use it as a way to store the messages
and this works fine by using a function sort of like this:
(goes through all registered string table IDs, looks up their namespaces, finds one whose namespace matches the one supplied in the input parameter, then looks up all source strings in that namespace and returns an array of what it finds)
EXCEPT
the string table is not "registered" until I open it in the string table editor.
so the function returns an empty array.
have you checked it in a packaged game @plush yew ?
@worn granite nope, I'm just playing in editor
trying to design my game's prologue mission
You're prolly better off using something else ahmed
I'd try that first, it might be an editor-only quirk
Because its obsolete
i still want it tho
you cant get it
welp back to unity...
Can you even get UE3 nowadays?
you cant run ue4 but unity??
yes
Might just be a graphics card control panel power management thing
@drowsy lichen what type of game are you making
first person game where you can slow time
go unreal XD
Depending on the type of game you may be able to get away with setting Unreal's engine scalability settings lower if you're really having issues
you can but its not supported at all anymore
epic tells people to not use it
Oooh neat.
unitys editor performs better than unreal. I couldn't use unreal on my old pc. but used unity regularly.
I'll immediately never go download it
I tried to get UDK years ago, you can get the installer but it'll just sit in a loop trying to fetch the actual UDK
i wanted to switch to unreal because of the blueprints
well then what are you going on to ue3?
sounds like 32 bit
ue3 doesnt have them
oh
and crappy kismet
if you really can't get unreal to run
and you will only get udk
there are plenty of visual scripting assets for unity
Anyone want some UE4 output log spam?
I just tried to package my game for win32, it failed.
pastebin
luos
do you know a way to create true red in ue4?
with emissive and bloom it always becomes orange
depending on how much emissive, can try a negative desaturation, or just extreme numbers
in some cases I fake it by having a gradient sphere thats red, that fakes the emissiveness :p
tonemapper is still meh imho
package failed on win64 too ugh
what's annoying me is
I looked in that log file it keeps mentioning
it just has a .NET stacktrace for the error
no useful info about what caused the error
C:\Users\Riolu\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.20\Log.txt does this actually have anything else?
well, let me send it
I'm looking right at it though
all it has is the same ubt error but with a stacktrace
is it literally just the stacktrace?
Ah
yeah UE4 doesn't play nice with exceptions.
I think you can enable them for that module?
docopt?
yeah
is that what it's complaining about?
mhmm
[baffled]
: error C4577: 'noexcept' used with no exception handling mode specified; termination on exception is not guaranteed. Specify /EHsc
it works fine in the editor XD
Ah, yes.
for some strange reason when I press "CTRL + W" while selecting a blueprint node, it just deselects the node, instead of making a duplicate
Welcome to the disparity between MSVC as ran by VS and MSVC as ran by UBT
video related
Developers, Developers, Developers, Developers, Developers, Developers, Developers, Developers, Developers, Developers, Developers, Developers ...
@queen arch ctrl+w is just ctrl c, ctrl v under the hood
now how the hell do I enable exception handling for docopt
because docopt uses them as a way to signal to a client program (in this case, peacenet's command-line) that the user fucked up
iunno :/
@plush yew unsure on that one.
The simplest thing I learned on here was that you could move an objects pivot with alt+mmb.
That blew my mind for a moment haha
Whats the best way to start a project? I've gotten down the basic character movements and some mechanics
I placed bEnableExceptions = true; in docopt.build.cs
as per a post on the AnswerHub from like May this year
it's compiling the build.cs just fine but idk if that variable has any effect
yep, still getting UATHelper: Packaging (Windows (64-bit)): c:\users\riolu\documents\github\peacenet-ue\plugins\docopt\source\docopt\public\docopt_value.h(169): error C4577: 'noexcept' used with no exception handling mode specified; termination on exception is not guaranteed.
any ideas on how to make this less spaghetti..-y?
how big is ue4
What do you mean? Filesize of the engine?
download size and file size
Download size really depends, around 20gigs give or take
hmmmm @worn granite I'm not sure how to get UBT to Specify /EHsc but MSVC seems to really want UBT to Specify /EHsc
Yeah. Iunno.
@plush yew in the build.cs you can try UEBuildConfiguration.bForceEnableExceptions = true;
Not sure.
Is it safe to 'Force Delete' something if it only has Memory References (No Asset References)?
@worn granite nope, that doesn't work in 4.17 and above :P
isn' tthat kinda blueprints thing? @queen arch
already tried that
See if you can find the relevant toolchain file (vax is a big help here) and search in that file.
not currently working on a UE4 project
I...really wish I could afford vax
almost need to start a gofundme just to get vax lol
hehe yea, just for some testing though
Either way, amazing work
I still appreciate 2d stuff, always find it amazing when people make 2d stuff like 3d, buildings really pop out
I recognize that website
Has cool stuff on it
Well, day 2 of 2FA still not working on Epic's site
I think it's worth pursuing but I'm also a little bias about it. Lol
Pixel art and games are a completely valid manner of visual style
hmmm I'm wondering if bEnableExceptions needs to be true in my game module as WELL as docopt
I just think everyone pools it together falling to realize there are actual sub sections based on technical aspects IE. 8bjt VS 16bit VS 32bit etc
Hey, I was right
Logic saved me
if a plugin needs exception handling, your game will too.
otherwise, if that plugin kicks out an exception and doesn't handle it, how the fuck will the game handle it?
@inland seal well first I am going to do a bleepload of vert slices, once thats working the way I want, I'll probably set up the whole game with cheap/crappy placeholders so I can play the whole thing, and only then spend money on art assets
i opened a third person project but now i want it to be first person without a viewmodel
iidk how to do that
its a first person ragdoll thing
@fierce tulip that's a fair and legit approach.
Even with place holders you can get the lighting and what have you down.
Are you looking at the way Octopath Travel work?
ive yet to play it, though I dont want that kind of 8-bit style. its really cool though
why do I feel like packaging a project in UE4 would be better if it had a progress bar? lol
8/16
@fierce tulip I appreciate the palette and vfx and lighting, but yeah I agree. I like the higher detail of sprites
most of the vfx is actually quite easy to make and set up, but that doesnt matter much as it fits the scenes
Indeed
What style would you be looking toward? Era of Sega Genesis? PS1?
I see you have a fondness for those rpgs ;p
snes/genesis
phantasy star 4/breath of fire and the like
Ahhh yeah those are solid. And good sprite work
yea, well.. phantasy star 4 doesnt look at that good, but its battle scenes and comic-ish cuts make up for it
Generally though- yeah you beat me too it lol
still one of my fav games of all time
the vfx/macro/combining vfx still makes me smile
Hehe yeah. Ah good stuff
Further down the line, I enjoyed the 2.5d of Valkyrie Profile
never played those sadly, but I do love the art style
Yeah I've caught you in there haha.
Loved the tribeam replication
also did the crosscut (bit over the top)
Welly send me an update to the mannequin animation and well.. I decided to go a tad over the top. Recreated an all time favorite effect of mine. Always had a...
kinda says enough about me being a fanboy
May be over the top but that's what people like nowadays
well, there is over the top, and there is too much :p
Lol
Always a pleasure! Get those gains!
shakes belly
can i get some help in #blueprint
eyy, doing some cloth modelling, just wondering if cloth with a rim filling will work fine with cloth simulation
before i finish and have to redo it all in case it doesnt work =d
can someone at Epic just fricking fix the ctrl-w already
or is it my logitech keyboard
can someone at logitech just fix the fricking ctrl-w already
Ctrl W?
yea CTRL W copies nodes
in blueprints
i know it works without fail on my mac, but on my pc using an external keyboard it only works sometimes
sometimes it simply doent work? happens to me too
yup
and its frustrating when its part of your workflow
and then you have to go and ctrl c ctrl v
or hella spam ctrl w
until it works
Huh. Not familiar with that. Didn't know that shortcut - I rarely end up doing any blueprint logic these days.
i can tell not a lot of the epic staff knows it when i see the live training streams
theres a bunch of keyboard shortcuts they dont use
isn't ctrl w also used for "exit" in some other programs ๐ค
Wexit?
There's a lot of Epic staff though. The people doing live training streams aren't necessarily indicative of everyone else.
In my case, I just don't do blueprint logic and eschew it as much as possible.
thats true Sion... but yea i magine the real pros using c++ and that would be the case as to why they dont know all the shortcuts
but when you're me, blueprints is life
I getcha.
ctrl-w is super useful tho when just need an extra node of the same type.. or even better when you need various of the same node
or various nodes you can select them all and ctrl w
Hey there. I saw AMD's presentation regarding SSS in the Forward Renderer but they were rather vague as to how it's actually achieved. Does anyone out there have a shader hack to simulate SSS in Unreal's Forward Renderer?
besides mixamo and paragon, is there anywhere else i can get some free 3D character models?
oh Sion is still here as well ๐
Huh? What's up?
nothing, just havent seen you around (because I wasnt)
Hey, does anyone know a faster way to delete content then the normal
throw out the drive its installed on :p
get faster drives
throw the faster drive faster
if you know for sure its not referenced, close project, delete the files in content folder/explorer
but i'd advice against it in 99.9% of cases
But then the engine ask after this content and put out errors
only if its referenced, so yea, just wait it out
Alway fix redirect or and make sure no duplicates
anyone know how to unlock viewport from this white box, can't show more due to work project. but it's not letting me move or do anything.
looks like the thing that shows up when it thinks you're dropping a window on it
anyone know why my street texture would be fine in preview, but when i apply it, its very dark, and moves alot with the camera too make it look fake
moves?
its hard too explain, it almost looks like a kaleidoscope when i move my pov
its very reflective and shifty
and its not like the street texture is anything complicated, just a normal map, base colo, ambient occlusion, and specular
ue4 uses roughness maps, not spec
hacky way is to invert spec and plug it into roughness
but its better to get an actual roughness
so just a scalar param would do and mess with the value, and do away with the specular?
oh
just saw the invert of the spec
is there a way too invert in ue4 or do i need too invert within normalmaponline
oneminus node
ahh that makes sense. Thanks ill try it out and letcha know how it works out
one minus didnt work. Someone else suggested using texcoords in all the UVs, suggesting that maybe the texture is stretching. Im not familiar with that though, what values would mess with?
Heya team. So I'm still learning some of the basics of C++ and I have a question regarding using short int vs int in unreal. its int32 for unreal right? Is there really a reason or is it preferred to use something like short int vs regular ints for stuff you know is always going to be small. Say health bars you know wont ever go to a billion (100 max health locked). I say this because I always see in the tutorials people just using regular int or floats for everything. Does it really even make a difference in performance and memory usage?
I used to obsess about that kind of things. No. Not at all. We are living in a world where variable sizes, unless we are talking about billions of them, are just a drop in the ocean.
You only need to optimize big stuff. Don't even bother with the small.
ty
Would it be hard to make a physics based sound engine?
Yes
evening all!
Was wondering if anyone had any clue on why I've got 2 items in content browser pointing to the same file on my hdd. Causing me real problems when trying to cook
oh shit lmao
whats wrong with the documentation
Yea, what happened to the documentation
I need some advice, visually.
I'm making a 2d side scroller where you can shoot and stuff, but you shoot towards the mouse cursor, ie free-shooting.
Now, how would this look? I can't make sprites for every tiny angle change to make sure the character aims toward the mouse.
I was considering having one arm and the weapon as different sprites which rotates according to the mouse, but I feel like thats going to look weird.
If someone has any advice or tips, I will gladly take 'em.