#ue4-general

1 messages ยท Page 297 of 1

hidden berry
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we dont have net neutrality anymore lol

polar osprey
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Is anyone here familiar at all with fortnite .replay files?

hidden berry
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somewhat, why whats up

polar osprey
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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.

hidden berry
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that looks like a pipe with "ight" after it

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so

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|ight

polar osprey
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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

hidden berry
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hmm ive never tried too display it vsually, lemme see if i can get it

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*figure it out

polar osprey
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Would it help if I gave you the replay file?

hidden berry
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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

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its unlikely, but theres always a possiblilty that he/she has changed their name since

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was this on console or pc

polar osprey
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This was on PC, though technically console players can play against PC players. I play on PC, however

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I started searching for his name/profile within minutes after the game ended

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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

hidden berry
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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

tawdry raptor
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where can I download the default guy for unreal so I can copy and paste his bone strucure into my monster?

grim ore
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you can export him out from any project that has him

hidden berry
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yeah just start a new project (third person or first person) and retarget your guy with the mannequin

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@tawdry raptor

tawdry raptor
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does it matter if my guy has different bones then the monster im using

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i mean does it matter if my monster uses different bones structure

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do I need another third party program to erase and name the bones?

hidden berry
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no they just have too be in the closest pose too one another as possible

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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

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and retarget

pallid compass
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retargeting always makes me mad af

hidden berry
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then after that is done, go too your mannequin in the mannequin folder, and select your character

south abyss
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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?

pallid compass
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something is always slightly off lmao

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dont u think saving every 5 seconds

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is massive overkill

south abyss
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idk nothing about hdd's xD

hidden berry
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@i would do it like every 2 minutes or so

pallid compass
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I honestly would not advise it

hidden berry
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yeah if youre going too do it at all

pallid compass
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Save every X mins and save on important events

tawdry raptor
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yeah I make entie copies of my projects everytime i do something

worn granite
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....

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im out

tawdry raptor
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after 300 hours I realize I corrupted something in one of my projects

hidden berry
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@tawdry raptor if you still need help , message me and i can show you da way

tawdry raptor
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and since im new i totally got lost and hand to start all over

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ok I will hit u up in a little bit

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this will be a huge thing to get the monster to be able to use the marketplace insmations

hidden berry
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ive started over multiple time, but on purpose, so that i can learn everything i need too know quicker, by repeatedly doing them

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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

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and iight, lemme know

pallid compass
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Best way to learn

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is to redo stuff over and over

sudden flax
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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?

south abyss
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@sudden flax I use a git server

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but always have an offline copy so you dont have to download all the project

sudden flax
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Does it matter if I don't have an offline version?

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Because I'm not taking a spare hard drive with me on a plane that will look dodgy asf

south abyss
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Do you mean you want to download your project when you arrive at your destination?

sudden flax
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Yes

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I want to be able to access it from anywhere a pick up where I left off

south abyss
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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)

sudden flax
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It's not a hotel

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It's a house I own lol

cloud cobalt
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No you can't run a cloud UE4

south abyss
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then np

cloud cobalt
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It has to be on your powerful physical computer

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And your project too

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You can use Git or Perforce to sync up between machines

sudden flax
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Yes... I have a GTX 1080 in both of my devices, pc and laptop

cloud cobalt
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But you'll need the full UE4 + project on both

sudden flax
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Well why can't I source control that?

cloud cobalt
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Well, source control the project, obviously

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That should be the first step after creating it no matter what

south abyss
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I recommend having an offline clone, just in case

cloud cobalt
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Source control is offline

sudden flax
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Should I just update it to my mega

cloud cobalt
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Everything is stored locally

sudden flax
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And then dl it over there

south abyss
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@cloud cobalt what do you mean? the ue4 source control or just having an external git repo?

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i have the ue4 thing disabled

cloud cobalt
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Source control in general is not "cloud" - you have your data on your machine, and source control allows syncing it up

south abyss
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I know.

cloud cobalt
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That's all I'm saying

south abyss
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ah, k

cloud cobalt
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You need the full engine + project locally

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Source control is just a tool to sync up changes

sudden flax
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We know that... That's not what I'm asking

hidden berry
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should i keep all my assets at the same poly count, or will the render even them out?

south abyss
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the engine has a launcher and can be easily downloaded

sudden flax
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I was asking is there any convenient way to store my project in the cloud and pickup where I left off on different devices

cloud cobalt
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Yes

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Install engine on all devices, use source control to sync the project

hidden berry
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i would imagine you could just take the whole folder and drag it in

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oh yeah nevermind

sudden flax
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@cloud cobalt so source control is the cloud project save so to speak?

hidden berry
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all your projects are stored on the launcher , so all you would need at that point are the assets and what not

cloud cobalt
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Source control is every device having a copy of the project, talkking to eachother

sudden flax
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And so if I enable it on my pc how do I retrieve it on my laptop

cloud cobalt
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You install the source control software, download all the changes, run the engine

sudden flax
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How much does source control cost?

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Is the hosting free?

cloud cobalt
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Nothing for a small project on Gitlab (except learning Git)

sudden flax
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Hmm

cloud cobalt
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$$ for a Perforce server that performs better on large binary data

sudden flax
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Might just use mega

hidden berry
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hypothetically, wouldnt you be able too just drag all the files into a google drive and download from there?

cloud cobalt
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Just use source control

sudden flax
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That's what I'm now considering

cloud cobalt
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Really

south abyss
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Its a very bad idea

hidden berry
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no im just asking, because i may need too do it also in the future

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but ill look into source control

cloud cobalt
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The answer is source control, always

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It's required

south abyss
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You are going to upload and download dozens of GB's every time you make a change?

cloud cobalt
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no

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Just a diff of your changes

south abyss
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wasn't for you xD

cloud cobalt
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x)

sudden flax
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@south abyss well how does source control work?

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How much is github hosting

cloud cobalt
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Gitlab* free

sudden flax
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What's the difference

cloud cobalt
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Github is free but very limited and no free private projects

sudden flax
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What do you mean limited?

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Storage wise?

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Privacy wise?

cloud cobalt
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1GB

sudden flax
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My project is 18 gb

cloud cobalt
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You'll need paid hosting then

sudden flax
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Prices?

south abyss
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@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

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a paid server isn't cheap.

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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)

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I have mine in a rpi with a huge disk, power consumption is way cheaper than any server

sudden flax
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I have a NAS at home

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16 tb

south abyss
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then you can build a server and save its data there

inland seal
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Theres also SourceTree nad Bitbucket

south abyss
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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

sudden flax
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I might host it from my College FTP

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Faster download/upload speed

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Because they have like 1gb down and 500mb up

south abyss
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nice

sudden flax
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When we download fortnite there it's our hard drives bottle necking lol

south abyss
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?

cursive walrus
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how do i import mesh separately? seems combine mesh checkbox is not visible in import settings

inland seal
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@cursive walrus its in a drop down menu

cursive walrus
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i cant find it ๐Ÿ˜ฆ

inland seal
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Are you importing a FBX?

earnest pawn
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hey

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does anyone know how to implement prone in the movement component?

stoic dew
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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?

earnest pawn
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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

inland seal
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@stoic dew you can migrate assets in engine.

@earnest pawn prone in the movement? Meaning having it stay in one position?

stoic dew
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thank you crazyL

past mulch
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hey there

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do you know anybody that do tutoring session for UE4 ?

earnest pawn
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no

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being able to go prone and crawl along the floor

cursive walrus
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yes

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@inland seal yes i am importing fbx.

earnest pawn
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@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

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but in the movement it only checks the original capsule thats inherited from ACharacter

inland seal
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@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?

earnest pawn
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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;

cursive walrus
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@inland seal is there other method for uncombined mesh?

inland seal
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@cursive walrus Are your meshes separate in your modeling program? As another way would be to import separately.

hidden berry
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why does my engine keep crashing when i try too import this file ๐Ÿ˜ฉ

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@cursive walrus what kind of model is it? i always get the option to either combine or not combine

cursive walrus
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@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

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@hidden berry oh its just a model from unreal. the first person asset and the gun. transfer it to thirdperson.

hidden berry
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oh so just the character and a weapon?

cursive walrus
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yes

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i just wanna do pretty cool animations with the gun and the character. with perfect sync

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also what version are you using?

hidden berry
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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)

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im using 4.19.2

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i was able too get almost everything i needed on both of those sites, without spending a dime

cursive walrus
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im also using 4.19. how is it different XD

frosty bloom
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@hidden berry How do you know for certain you can use any of the models? Legit licenses, non pirated models etc

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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

hidden berry
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because it states in the description what the license for the fbx is, some do say "may need further permissions for commercial use"

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plus all of the assets are vetted and have a green check mark for approval

frosty bloom
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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.

hidden berry
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guess if that does come up even after all that, its the sites fault for not vetting even harsher lol

cloud cobalt
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It's not

frosty bloom
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You have to own the rights to a model to be able to transfer those rights

cloud cobalt
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I once paid $90 for a trailer soundtrack

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Sold by a website, which bought it from a composer

tall pendant
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both mentioned sites do have a bad reputation in developer circles due to ripped/pirated assets.

cloud cobalt
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Composer used unlicensd music, my trailer was gone

tall pendant
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I'd stay away from them.

cloud cobalt
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๐Ÿคท

hidden berry
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you just ruined my day lol

frosty bloom
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Or saved you, however you wanna take it

hidden berry
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i thought i hit the jackpot for helpful assets

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what i dont get though is

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what if i make a model

frosty bloom
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Anything free is risky business. Unless it's the free assets on the marketplace released BY epic themself

hidden berry
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and i give it away for free voluntarily , legit and all, would that still be able too be used in projects for other people?

cloud cobalt
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Sure

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But people should make sure you give them that right

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In a way that's clear-cut and not just a vague agreement

hidden berry
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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

static viper
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we have the marketplace

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and unity store gives fbx files

hidden berry
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yeah but isnt it against unity and unreal policy too cross use assets

cloud cobalt
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Yes

static viper
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wasnt that only one way...

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itsunreal to unity

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not unity to unreal

hidden berry
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nah , i read unitys policies because i knew unreal was strict about that, and it also states it in unity

static viper
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well

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bad luck

hidden berry
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"unless private and given permission by user"

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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

cloud cobalt
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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

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Mostly, if it's free, beware

tall pendant
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The standard license in the Unity Store actually allows you to use assets in any engine. The UE4 one doesn't.

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You need however to download them with a Unity intall.

hidden berry
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yeah i dont care about paying i just need too find assets that are better than what i could make lol

static viper
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then you should prolly go the best way

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hire a freelancer

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then you have assets that only belong to you

hidden berry
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@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

cloud cobalt
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The engine marketplace is a great place to start

hidden berry
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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

tall pendant
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Well yeah. Unity does allow for custom stipulations. Perhaps that's the case with said asset pack.

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I know Quixel has their own license on the Unity Store.

hidden berry
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yeah i use megascans quite often for photorealistic assets

tall pendant
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UE4 MP is much clearer on that.

hidden berry
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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

tribal pebble
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Anyone knows if the Html5 integration got improved in the new update?

tall pendant
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I dunno. A single asset crashing the engine sounds odd to me.

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But you never know ๐Ÿ˜„

hidden berry
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@static viper you have any good places for freelancers?

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@tall pendant its whenever i try too import it, ill try too get it too crash again and get the crash report

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but it says right in the crash report that it pertains too the import of "bus_station" asset

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@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?

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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

frosty bloom
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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

hidden berry
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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

frosty bloom
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I would personally scrap them, it's all up to you though.

hidden berry
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i dont have the money too get sued over free assets lol might as well just pay for them in the first place honestly

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thanks for the heads up though, i honestly though those sites were legit, cause i hadnt heard different

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thought*

frosty bloom
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@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.

hidden berry
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CaD?

frosty bloom
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Cease and Desist

hidden berry
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damn

frosty bloom
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Meaning erase your game from existence

hidden berry
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i have money for assets set aside, but i saw free assets and thought why not save that money for other things lol

frosty bloom
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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

hidden berry
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gotcha gotcha, i will heed that advise

wary wave
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C&D isn't the worst case scenario tbh

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however you tend to be okay so long as you never release your project

fierce tulip
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bleh writing down stuff for vert slices and making sure nothing is left out is head-ache inducing

wary wave
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hehe

hidden berry
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ill probably just hire someone too make assets honestly, i dont need that many.

wary wave
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not a bad idea

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plus then your project is entirely yours to do with what you will!

hidden berry
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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

fierce tulip
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<_< been there

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almost got me kicked out of the ue4 marketplace because of that even

hidden berry
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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

cedar snow
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if i have two actors and their collisions set to BlockAll and also ticked BeginOverlap shouldn't i get overlap events?

fierce tulip
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well, i'd expect progress reports/gifs/images

hidden berry
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what are you trying too do no7

cedar snow
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i'am trying to apply damage and then destroy an actor if it hits another actor

sudden flax
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Why is this happening when ever i build my ligths

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The headlights just turn off

hidden berry
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@cedar snow do they have collisions around them with generate overlap?

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@sudden flax do you have the intensity of the spotlights turned up

cedar snow
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they both have static mesh as root component and sweep is set to true

hidden berry
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is it close combat or projectile damage

cedar snow
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does BeginOverlap only work with triggers where actors penetrate?

sudden flax
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@hidden berry yes

cedar snow
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just two cubes at the moment

wary wave
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it'll only work if the collision settings are correct

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i.e the object can overlap, and they generate overlap events

hidden berry
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@sudden flax hmmm, thats strange, i had my spotlight linked too a keypress for a character flashlight, and never had issues after building

cedar snow
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@wary wave they both have the flag for generating overlap events set to true and all collision channels set to block

wary wave
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if they block they don't overlap

cedar snow
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does that mean that they will not penetrate, thus not overlap?

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ah

wary wave
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they generate hit events instead

cedar snow
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what would you use for enemies that damage a player on hit?

hidden berry
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yeah thats why i was confused when you said block all so i was trying too see exactly what you were trying too accomplish

cedar snow
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non-blocking & generating overlap events, as they;re discrete (one-time events)?

wary wave
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it depends how they 'hit' a player

cedar snow
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moving into them

hidden berry
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i personally used a capsule around the character , and a collsion around the weapon of choice

cedar snow
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or the player moves into them

wary wave
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if they're literally just bumping into the player (i.e collision capsule on collision capsule), the use the hit events

cedar snow
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thanks i will check that out

sudden flax
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but whenever i build lighting

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it just turns them off

fierce tulip
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why not just make the headlamps emissive?

sudden flax
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Idk

fierce tulip
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cheaper and more control over them

sudden flax
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Would that be a texture?

fierce tulip
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yea, or part of a texture or whatever

hidden berry
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im about too import a hightmap from the real world. Where would be a cool place for a futuristic survival game too take place?

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height

plush yew
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hi all

wary wave
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apparently FMath has all manner of weird and wonderful functions

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but is apparently missing Line-Circle intersections tests

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whut

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it also has totally useless functions, like 'GridSnap' xD

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yeah, Line-Circle intersection is totally absent, but if you want barymetric coodinates for triangles, be my guest xD

sudden flax
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I fixed my issue

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i set the lights to movable

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may slow down rendering

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but who gives 2 cold shits

fierce tulip
inland seal
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@fierce tulip and here I thought I was the only personal that still wrote in cursive.

fierce tulip
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hehe

inland seal
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What sorcery are you working on nowadays? Ive always enjoyed your work. Your mesh breakdowns are great.

fierce tulip
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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

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oh, and trying to find time to learn niagara

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w.a.y.

frank escarp
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@wary wave Line->Circle is so easy to make you dont even need it

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use Line vs Plane, and then compare distance to circle center

sudden flax
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Now I j8st need a bit more terrain detail

wary wave
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I wrote a function to do it

frank escarp
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FMath is wonderful ๐Ÿ˜ƒ so many nice functions

wary wave
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I want to do it a lot, so I don't want the overheads of taking the scenic route to the answer, lol

frank escarp
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you could save the square root by squaring the radius

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maybe that helps ?

inland seal
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@fierce tulip ow is Niagara? Is the learning curve steep?

frank escarp
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its still likely you wont have a perf issue there

wary wave
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it's fine, I just wrote a native function to do the job ^^

frank escarp
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i still havent had ever a "instruction/math" type performance issue in ue4

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ahh

fierce tulip
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@inland seal cant say yet, only recreated one effect so far

wary wave
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it just bemused me that they have a number of 2D orientated math functions, but something this simple was absent

frank escarp
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PR it

wary wave
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maybe at some point, but that would require effort on my part xD

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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

fiery harbor
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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

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have this issue for a few weeks now

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anyone knows how to fix that?

fierce tulip
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@elfin jacinth might know

elfin jacinth
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I might!

#

DM me your email address John

fiery harbor
#

thanks!

silver mirage
#

which chat should I ask hlsl questions in?

fierce tulip
silver mirage
#

thanks

inland seal
#

@fierce tulip Fair enough

paper kernel
#

๐Ÿค” changing destructible mesh shadow casting in runtime seems to cause infinite loop crash

tawdry raptor
#

my unreal engine is hanging processing source file changes

#

im just trying to import animations

tall pendant
#

Occasionally UE4 takes its time when importing stuff (I had this on several animations). Usually you just need to wait it out.

tawdry raptor
#

its been over an hour

#

is that normal?

tall pendant
#

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

tawdry raptor
#

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?

pallid compass
#

no

#

thats not how skels work

wary wave
#

Asked in the BP channel but they're all busy in there - anyone know the correct way to get the mouse cursor screen coordinates?

#

red dot is approximately where the cursor is, end of the green line is where UE4 reports it to be

inland seal
wary wave
#

thanks - but that's not what I'm asking

also, I actually answered the problem in that thread....

inland seal
#

Ha!

Ok it looks like you want to convert mouse location in screen space to the the 3d world space though?

wary wave
#

no

#

I just want to get the screen coordinates

#

so there's something else going on

inland seal
#

Hmm did you try get player controller --> get mouse position?

wary wave
#

aha, bingo!

#

thanks

#

why on earth all the others are wrong, I have no idea

inland seal
#

Sure thing, it be getting the position of something else?

wary wave
#

seems to be scaled, but according to what I have no idea

inland seal
#

Interesting

pallid compass
#

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

wary wave
#

that wasn't me, no

#

but what are you trying to do?

pallid compass
#

Make it so that UMG can auto link widgets with a visual

#

you know like talent tree, data tree, etc

wary wave
#

ah right, yeah I did do something like that

#

but it was not a simple solution, haha

pallid compass
#

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

wary wave
#

my lines were all horizontal or vertical, hehe

#

and the widgets aligned to a grid

pallid compass
#

oh thats really nice ๐Ÿ˜ฎ

#

with normalize axis

#

if something is ugh

#

200

#

does it clamp it to 20?

wary wave
#

normalized vectors are in the range of 0-1 for length

pallid compass
#

tooltip just says it clamps to -180 to 180

#

god dam

#

thhis is pain in the ass

wary wave
#

0_o

pallid compass
#

Well i cant seam to figure it out rip

stoic dew
#

Does anyone know how you detect if a certain html button is clicked within a web browser ui widget?

plush yew
#

is amazon Lumberyard an unreal killer ? It has visual scripting too

tropic pilot
#

can someone help me out in the Graphics Channel! :/

worn granite
#

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.

plush yew
#

star citizen tho

stoic dew
#

its got a really good and thread safe ecs

worn granite
#

I mean.

#

Yeah?

#

That's something, then, I suppose.

stoic dew
#

Lacks documentation though tbh

#

Like the entire engine

worn granite
#

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.

stoic dew
#

default ly has everything you need to make a fully functional game

worn granite
#

Yeah.

#

My coment there was at star citizen tho

stoic dew
#

what about it?

worn granite
#

its a terrible argument

#

LY is an unreal killer because a skilled team customized CE heavily and then ported their edits to LY

stoic dew
#

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

worn granite
#

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.

plush yew
#

AWS ?

stoic dew
#

Yeah

plush yew
#

I though its the most cost effective platform to host at

stoic dew
#

maybe at small scale

#

Not large

#

if you got 30 servers pumping bandwidth aws will get pretty expensive

worn granite
#

In any case. Too niche, too restrictive, not distinct enough from cry. That's my take.

plush yew
#

oh

stoic dew
#

multi thread safe ecs doesn't make it distinct from just about everything else?

worn granite
#

Ok. You've brought this to my attention. 1 down, the entire development community to go.

stoic dew
#

im not a fan of it for other reasons but to say its not distinct enough from cryengine is false.

plush yew
#

i dont know the backstory. Did cryengine devs get poached by amazon or something?

worn granite
#

Ok, I'll concede it is distinct.

#

Still wont be an Unreal Killerโ„ข

stoic dew
#

well no shit xd

#

They've had plenty of time to market the engine. I don't really think they care to

grim ore
#

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

wary wave
#

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

plush yew
#

but one hour of squadron tho

crisp fable
#

i really wish i knew why unreal took 2 hours to delete 256 files

#

i mean

#

WHATS IT DOING

wary wave
#

going through each asset one by one and making sure references don't explode, I would imagine

crisp fable
#

what an awfully slow process

wary wave
#

better than having your project explode :p

inland seal
#

For LY isnt their biggest client at this point CIG/Star Citizen?

plush yew
worn granite
#

ayy gotem

#

LY killed UE4. Pack it in bois

cursive dirge
#

"killed"

#

there's one game ever made with it ๐Ÿ˜„

inland seal
#

So its not a matter of....you know what, hold my tea real quick

worn granite
#

You debate him, then.

cursive dirge
#

and that will never finish

astral marsh
#

guys my ue4 gets frozen when i add directional light and build its lighting

atomic onyx
#

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?

worn granite
#

You'd do a normal #fab pack.

cursive dirge
#

having worked on Cryengine, I do have a lot of respect on CIG programmers

inland seal
cursive dirge
#

being able to make Star Citizen feats on that engine is like 10x harder than it would be on UE4

inland seal
#

Its not a matter of can it do it, its a matter of the people who can do it

worn granite
#

but muh spoocer ships

inland seal
atomic onyx
#

Hm, any link that can show me how to make a marketplace pack?

inland seal
#

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

worn granite
#

I just take him as a LY fanboy

inland seal
#

@atomic onyx post your question in the plugins channel

worn granite
#

ยฏ_(ใƒ„)_/ยฏ

plush yew
#

can somebody rig and animate something for me?

worn granite
#

what is it?

plush yew
worn granite
#

what anim

plush yew
#

run and idle

#

walk too

worn granite
#

I'll do it for $50

inland seal
#

@worn granite thats all fine and dandy but you gotta come with some weight in what youre trying to say

plush yew
#

nah

worn granite
#

k

plush yew
#

I'm broke

inland seal
#

What are you using to model?

plush yew
#

blender

inland seal
#

Ah, theres a few quickshot tutorials to get you started on YT

plush yew
#

?

inland seal
#

Otherwise, youd be hardpressed to find someone who'd do it free

#

Animating your model

plush yew
#

ok

#

I can give the some assets in return

#

but...

worn granite
#

what sort of assets

plush yew
#

idk what you want

#

I'll make it

#

what type of assets would you want

worn granite
#

Oh, like just anything the person wants?

plush yew
#

yeah

worn granite
#

I'd have to do a think.

plush yew
#

alright dm me if you want to

high stone
#

Tomorrow. GTX reveal. If it has a fraction of what RTX has for rendering. This will be great news for indie devs.

tawdry raptor
#

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>

#

?

high stone
#

Report to Unreal if it was advertised to have textures.

#

Oops whomever runs CGTrader.

tawdry raptor
#

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

high stone
#

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.

tawdry raptor
#

its funny it wont show in blender

#

I import and nothign shows

#

but it does in unreal

high stone
#

I have my own custom trees. That took forever. Bar none it's best to buy trees.

tawdry raptor
#

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?

high stone
#

Collision was pretty easy. Most trees cover just the base region. Unless you got a guy jumping around.

#

Found the tree file.

timid swift
#

Is the unreal wiki busted for anyone else too?

#

the formatting anyways

plush yew
#

can somebody rig and animate something for me?

#

I'll pay in assets

#

Any type of asset they want

tawdry raptor
#

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

bitter iris
#

normally i could see C++ Classes next to my content browser now i cant :/

#

is there an option to bring it back

wary wave
#

bottom right, view options

bitter iris
#

ty

wet bough
#

Is the 2FA broken? It's been 28 hours and no code

keen dew
#

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.

indigo iris
#

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.

warm mountain
#

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?

sudden agate
#

No, there is no difference between LAN or Internet

#

you just need to use a different SubSystem

warm mountain
#

alrighty

#

i'll check it out

sullen bone
#

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?

plush yew
#

@sullen bone not too hard, it's a great system. really improves accessibility to designers.

sullen bone
#

@plush yew ah thank you, is the logic very comparable to c#?

plush yew
#

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.

spring sleet
#

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

cloud cobalt
#

You'll need to show the Blueprint

tough talon
#

Hi, does anyone know when will the Animation Starter Pack be updated to 4.20?

grim sinew
#

It's animations, just use them. Art is generally fine across versions.

tough talon
#

Ok, thanks

winged crypt
#

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

whole quarry
#

@delicate sluice English, thanks

#

@weary basalt ^ this guy spammed this in many channels..

#

dont lie

#

you spammed it in nearly every general channel

grim sinew
#

<@&213101288538374145> Spammed it in a ton of channels

whole quarry
#

english @delicate sluice

grim sinew
#

Google translate says his message says he doesn't speak english

whole quarry
#

then dont join a english community ยฏ_(ใƒ„)_/ยฏ

grim sinew
#

Unreal chat, career advice, game design, lounge.... are there any channels I missed where he just spammed that?

#

Trying to just count them

whole quarry
#

game jams

grim sinew
#

Oh so you do speak English

grave nebula
#

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 ? ๐Ÿ˜ƒ

whole quarry
#

is he deleting his own messages now? ๐Ÿ˜„

grim sinew
#

@grave nebula His retaliation is leaking 15 seconds of something? XD

weary basalt
#

Sorry whats up?

#

Didnt get the notification

whole quarry
#

@delicate sluice spammed russian E3 videos in the forementioned channels

#

he deleted them in the other ones (except #lounge )

#

oh, game-jams is the last one where they stand

weary basalt
#

Cheers

#

Hes gone

#

๐Ÿ‘

whole quarry
#

๐Ÿป

static viper
#

This dwy has come...

#

People spam e3 stuff...

kind dune
#

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.

Unreal II: The Awakening is a first-person shooter video game, part of the Unreal series. The game was developed by the now-defunct Legend Entertainment, published by Infogrames, and released for Microsoft Windows. It was later ported to Microsoft's Xbox being ported by Tanta...

grim sinew
#

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.

static viper
#

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

kind dune
#

Yeah I would like to get out of that grey area though. I guess I'll have to contact Epic eventually.

static viper
#

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

dim arch
#

is there any way to create light shafts which show without looking at the light source

tall pendant
#

they even put their own Unreal based MP game on hold (or even canned it?) i doubt they would allow a fan project tbh.

dim arch
#

for example a light shaft casting through fog

tall pendant
#

they need to protect their IP

dim arch
#

(besides using a mesh)

grim sinew
#

Volumetric fog and a mesh.

#

There are your two options, knock yourself out ๐Ÿ˜›

#

Only two options in existence

kind dune
#

What do you mean with "unless fan project" @static viper ?

dim arch
#

cant use volumetric fog as the fog does not appear close enough to the camera

#

๐Ÿ˜ฆ

grim sinew
#

Well, then use a mesh like the rest of game devs the last 30 years.

#

๐Ÿ˜›

dim arch
#

yeah

kind dune
#

I don't plan to make any profit with the project.

dim arch
#

I figured as much

tall pendant
#

You would still use their IP tho

static viper
#

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

kind dune
#

Alright. Thank you ๐Ÿ‘

lament kraken
#

I need help with creating ocean in ue4. Any good tutorial? I couldn t find good one

cloud cobalt
#

Not tutorial level

#

Look up Gerstner waves

sudden agate
#

Moving vertices up and down will do the trick alex

static viper
#

dont we already...

#

mh

#

nvm

ashen brook
#

@kind dune oh man, I loved U2 XMP

#

good luck ๐Ÿ˜ƒ

tall pendant
static viper
#

Until he finds out that unreal has a gerstner function

crude jasper
#

Can anyone explain me

#

why isnt this working ?

#

when i break point the Emote1

#

it works

#

when i do that on the event

#

doesnt

whole quarry
crude jasper
#

i got it to work

#

it was a bad connection xD

whole quarry
#

Still that is the channel for mp questions

crude jasper
#

kay thx ๐Ÿ˜ƒ

unborn mantle
#

is built-in crash reporting possible to use with google analytics?

cloud cobalt
#

No

#

Built-in crash reporter talks to a very specific server backend

#

Not even sure it's available

shut shore
#

how far can i get here while avoiding code like kryptonite?

grim sinew
#

Depends on whether or not you define blueprints and materials as code.

#

And if you just want to make pretty pictures or a game.

fierce tulip
#

or at least, depending on the complexity of the game

shut shore
#

im making something similar to sumotori dreams but it looks nicer

fierce tulip
#

can probably be done in blueprints alone

#

which is visual/node based coding

shut shore
#

is there a place i can find an explaination for what all the nodes do?

grim sinew
#

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

shut shore
#

can you link me? thanks for all the help btw

grim sinew
fossil ore
#

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

bitter iris
#

@twin tulip Can you DM me

grim ore
#

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

fossil ore
#

@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.

grim ore
#

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?

fossil ore
#

It's shutting itself when I'm out of range... when I select LOOPING... It will start looping from zero

grim ore
#

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?

tawdry raptor
#

my re-target animation is not working! I have retargted my animation but it doesnt show up when I go to re target why?

grim ore
#

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

stoic dew
#

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

fossil ore
#

@wraith bridge It used to work very easily in 4.18 but in 4.19/4.20 it doesnt work

unreal spoke
#

Simplest way to get an screenshot from the editor? I'm planning to do items thumbnails

wary wave
#

print screen

#

ยฏ_(ใƒ„)_/ยฏ

stoic dew
#

snipping tool

#

works well if you have two monitors

unreal spoke
#

I mean internal so the size is consistent and so

wary wave
#

there's a console command to take a screenshot from the current viewport

#

you can specify resolution there

unreal spoke
#

@wary wave that's what I'm looking for. Do you know the command?

wary wave
#

if I knew what it was offhand, I would have said it

unreal spoke
#

probably ๐Ÿ˜ƒ

wary wave
#

hehe

static viper
#

execute console command 400x400

#

youre welcome

atomic forge
#

Hey, what is better? Target point NPC movement or Spline based movement?

wary wave
#

depends on context

stoic dew
#

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.

plush yew
#

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.

drowsy lichen
#

how do i get ue3

#

because i cant run ue4

worn granite
#

have you checked it in a packaged game @plush yew ?

plush yew
#

@worn granite nope, I'm just playing in editor

#

trying to design my game's prologue mission

stoic dew
#

You're prolly better off using something else ahmed

worn granite
#

I'd try that first, it might be an editor-only quirk

drowsy lichen
#

@stoic dew ?

#

why

stoic dew
#

Because its obsolete

drowsy lichen
#

i still want it tho

static viper
#

you cant get it

drowsy lichen
#

welp back to unity...

plush yew
#

Can you even get UE3 nowadays?

static viper
#

you cant run ue4 but unity??

drowsy lichen
#

yes

static viper
#

that is not true

#

at all

#

they have similiar performances

leaden garnet
#

Might just be a graphics card control panel power management thing

plush yew
#

@drowsy lichen what type of game are you making

drowsy lichen
#

first person game where you can slow time

static viper
#

go unreal XD

plush yew
#

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

worn granite
#

I actually think you can get UDK some.... where..

#

google for it

static viper
#

you can but its not supported at all anymore

fierce tulip
#

there is a download list on the udk section of the forums

#

its even pinned

static viper
#

epic tells people to not use it

worn granite
#

Oooh neat.

stoic dew
#

unitys editor performs better than unreal. I couldn't use unreal on my old pc. but used unity regularly.

worn granite
#

I'll immediately never go download it

plush yew
#

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

drowsy lichen
#

i wanted to switch to unreal because of the blueprints

static viper
#

well then what are you going on to ue3?

fierce tulip
#

sounds like 32 bit

drowsy lichen
#

ue3 doesnt have them

stoic dew
#

nope

#

they have unreal script

drowsy lichen
#

oh

fierce tulip
#

and crappy kismet

stoic dew
#

if you really can't get unreal to run

static viper
#

and you will only get udk

stoic dew
#

there are plenty of visual scripting assets for unity

plush yew
#

Anyone want some UE4 output log spam?

#

I just tried to package my game for win32, it failed.

fierce tulip
#

pastebin

plush yew
#

it didn't even copy ugh. I hate windows.

#

i'ma try win64

static viper
#

luos

#

do you know a way to create true red in ue4?

#

with emissive and bloom it always becomes orange

fierce tulip
#

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

static viper
#

mh

#

i feared so

#

so there is no way my tonemapper is broken

#

its all right...

fierce tulip
#

tonemapper is still meh imho

static viper
#

i see

#

well i will adjust white balance then

plush yew
#

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

worn granite
#

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?

plush yew
#

well, let me send it

#

I'm looking right at it though

#

all it has is the same ubt error but with a stacktrace

worn granite
#

is it literally just the stacktrace?

plush yew
#

nahh, it has some non-error logs as well

worn granite
#

Ah

#

yeah UE4 doesn't play nice with exceptions.

#

I think you can enable them for that module?

plush yew
#

docopt?

worn granite
#

yeah

plush yew
#

is that what it's complaining about?

worn granite
#

mhmm

plush yew
#

[baffled]

worn granite
#

: error C4577: 'noexcept' used with no exception handling mode specified; termination on exception is not guaranteed. Specify /EHsc

plush yew
#

it works fine in the editor XD

worn granite
#

Ah, yes.

queen arch
#

for some strange reason when I press "CTRL + W" while selecting a blueprint node, it just deselects the node, instead of making a duplicate

worn granite
#

Welcome to the disparity between MSVC as ran by VS and MSVC as ran by UBT

#

video related

fierce tulip
#

@queen arch ctrl+w is just ctrl c, ctrl v under the hood

plush yew
#

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

queen arch
#

I know, but still, it doesn't work

#

What went wrong?

fierce tulip
#

iunno :/

worn granite
#

@plush yew unsure on that one.

inland seal
#

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

hot thistle
#

Whats the best way to start a project? I've gotten down the basic character movements and some mechanics

plush yew
#

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

queen arch
plush yew
#

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.

queen arch
#

any ideas on how to make this less spaghetti..-y?

drowsy lichen
#

how big is ue4

leaden garnet
#

What do you mean? Filesize of the engine?

drowsy lichen
#

download size and file size

leaden garnet
#

Download size really depends, around 20gigs give or take

plush yew
#

hmmmm @worn granite I'm not sure how to get UBT to Specify /EHsc but MSVC seems to really want UBT to Specify /EHsc

worn granite
#

Yeah. Iunno.

#

@plush yew in the build.cs you can try UEBuildConfiguration.bForceEnableExceptions = true;

#

Not sure.

turbid tulip
#

Is it safe to 'Force Delete' something if it only has Memory References (No Asset References)?

plush yew
#

@worn granite nope, that doesn't work in 4.17 and above :P

stoic dew
#

isn' tthat kinda blueprints thing? @queen arch

plush yew
#

already tried that

worn granite
#

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

plush yew
#

I...really wish I could afford vax

#

almost need to start a gofundme just to get vax lol

fierce tulip
#

much ue4, much wow

leaden garnet
#

LUL

#

Looks more like the og gameboy advance for pokemon but with colored textures

fierce tulip
#

hehe yea, just for some testing though

leaden garnet
#

Either way, amazing work

fierce tulip
#

thanks, downloaded it all by myself XD

leaden garnet
#

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

fierce tulip
#

oh for sure

#

no use paying a pixel artist till im 100% sure its worth pursuiing

wet bough
#

Well, day 2 of 2FA still not working on Epic's site

inland seal
#

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

plush yew
#

hmmm I'm wondering if bEnableExceptions needs to be true in my game module as WELL as docopt

inland seal
#

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

plush yew
#

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?

fierce tulip
#

@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

shut shore
#

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

inland seal
#

@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?

fierce tulip
#

ive yet to play it, though I dont want that kind of 8-bit style. its really cool though

plush yew
#

why do I feel like packaging a project in UE4 would be better if it had a progress bar? lol

fierce tulip
#

8/16

plush yew
#

I've been sitting at that log for way too long imo

inland seal
#

@fierce tulip I appreciate the palette and vfx and lighting, but yeah I agree. I like the higher detail of sprites

fierce tulip
#

most of the vfx is actually quite easy to make and set up, but that doesnt matter much as it fits the scenes

inland seal
#

Indeed

#

What style would you be looking toward? Era of Sega Genesis? PS1?

I see you have a fondness for those rpgs ;p

fierce tulip
#

snes/genesis
phantasy star 4/breath of fire and the like

inland seal
#

Ahhh yeah those are solid. And good sprite work

fierce tulip
#

yea, well.. phantasy star 4 doesnt look at that good, but its battle scenes and comic-ish cuts make up for it

inland seal
#

Generally though- yeah you beat me too it lol

fierce tulip
#

still one of my fav games of all time

#

the vfx/macro/combining vfx still makes me smile

inland seal
#

Hehe yeah. Ah good stuff

#

Further down the line, I enjoyed the 2.5d of Valkyrie Profile

fierce tulip
#

never played those sadly, but I do love the art style

inland seal
#

Yeah I've caught you in there haha.

Loved the tribeam replication

fierce tulip
#

also did the crosscut (bit over the top)

#

kinda says enough about me being a fanboy

inland seal
#

May be over the top but that's what people like nowadays

fierce tulip
#

well, there is over the top, and there is too much :p

inland seal
#

Lol

fierce tulip
#

allright, off to the gym.

#

nice chat!

#

^5

inland seal
#

Always a pleasure! Get those gains!

fierce tulip
#

shakes belly

shut shore
digital anchor
#

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

plush yew
#

Excuse me?

#

(ignore inverted colors, I'm legally blind)

sonic pagoda
#

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

livid haven
#

Ctrl W?

sonic pagoda
#

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

digital anchor
#

sometimes it simply doent work? happens to me too

sonic pagoda
#

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

livid haven
#

Huh. Not familiar with that. Didn't know that shortcut - I rarely end up doing any blueprint logic these days.

sonic pagoda
#

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

manic pawn
#

isn't ctrl w also used for "exit" in some other programs ๐Ÿค”

sonic pagoda
#

Wexit?

livid haven
#

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.

sonic pagoda
#

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

livid haven
#

I getcha.

sonic pagoda
#

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

odd cosmos
#

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?

tropic pilot
#

besides mixamo and paragon, is there anywhere else i can get some free 3D character models?

frank escarp
#

!banned

#

oh i cant trigger the banhammer gif

fierce tulip
#

oh Sion is still here as well ๐Ÿ˜ƒ

livid haven
#

Huh? What's up?

fierce tulip
#

nothing, just havent seen you around (because I wasnt)

vivid plume
#

Hey, does anyone know a faster way to delete content then the normal

fierce tulip
#

throw out the drive its installed on :p

pallid compass
#

get faster drives

fierce tulip
#

throw the faster drive faster

vivid plume
#

Guys ๐Ÿ˜„

#

Anything else then this

fierce tulip
#

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

vivid plume
#

But then the engine ask after this content and put out errors

fierce tulip
#

only if its referenced, so yea, just wait it out

vivid plume
#

Ahhh okay

#

Okay, thanks

inland seal
#

Alway fix redirect or and make sure no duplicates

candid cypress
#

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.

manic pawn
#

looks like the thing that shows up when it thinks you're dropping a window on it

inland seal
#

I hate that box

#

@candid cypress try detaching and then reattaching the window

candid cypress
#

got it, had to move a different window

#

most annoying bug haha

hidden berry
#

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

fierce tulip
#

moves?

hidden berry
#

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

fierce tulip
#

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

hidden berry
#

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

fierce tulip
#

oneminus node

hidden berry
#

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?

dire storm
#

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?

queen arch
#

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.

dire storm
#

ty

strange sapphire
#

Would it be hard to make a physics based sound engine?

queen arch
#

Yes

swift spindle
#

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

vague ferry
#

Unreal Engine 4 Documentation down?

polar hawk
#

oh shit lmao

sleek forum
#

whats wrong with the documentation

patent shuttle
#

Yea, what happened to the documentation

hot thistle
#

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.

cobalt hedge
#

Yo guys

#

I don't rly want to come here just to shit talk