#ue4-general
1 messages ยท Page 301 of 1
Define lag
like
What are you GPU, CPU, RAM?
like integrated graphics?
yeah was thinking the same @plush yew
intel
Yeah that might be why you are having issues.
until you get a better computer, then i'll suggest Unity or Gamemaker
i'm thinking you might just need an oky Gaming PC to make games
Ok
What are the steps like in optimizing something?
I heard Godot was decent too for 2D games
I'm also talking with him on Voice ๐
i just wanna try things out
Try something simple like gamemaker
oh
I used game maker before
3 monitors dang
I youtube and only have 1
so game maker should be better
wow thats alot
whats better unity or game maker
Unity has less letters so it will run faster than Game Maker
^
lol
It depends on your priorities and what you want to accomplish
@grim ore i think thats why many like to refer to unreal as ue4 so it feels faster by default
So i should get both
yeah try everything
What do you want to accomplish?
trying new things man
testing out my options
pick the one you like not the one people say is best for them
Test both of them out
Ok willl do
Use the one that best suits you
I hope ai is good in game maker
i never worked with them before
i have but to just make them move in different directions
Just make the Ai from scratch
maybe do a small project that you can do fast with both. i.e pong
@dark depot when he has a better computer, then yeah, but as things are right now, using Gamemaker, Unity or something that his computer can handle for now
@dark depot +1
not sure what your responding to misc
@dark depot but about the rest you mentioned, I agree with you totally
UE4 is a really great game engine, free to use.
But it does require a good CPU, a good GPU and a decent amount of RAM (24Gb+)
I'm still using a 3 years old GPU and I think the latestGPU that came out are finally at the point where those are decent GPUs to run UE4 games with PBR, reflections, etc.
Can someone please have a look at this?
https://youtu.be/TGEyB7y9Ou8
It looks oddly smooth to me
Not crisp like I'm used to
Is it just me or is that too smooth?
what am I looking at? UE4 game inspired by half-life?
It's actually "half-life 3"
Legitimately HL3 by Valve or is that a mod team?
They are making a game based on Marc's Epsitle 3
It's not really a mod team, but yeah.
Project Borealis is now a 70+ person team with developers dedicated to revisiting the Half-Life series with a fresh new episode for fans of the series, old and new, to enjoy.
Project Borealis is being created on Unreal Engine 4 to give it the updated look that Half-Life has deserved after all these years. A dedicated team to bring you all brand new assets and updated looks, since the fan base deserves no less than perfection!```
๐
@strange sapphire are you using Firstperson or do you have thirdperson included?
Uh, it's not mine
It's made by a team I'm not involved with
I'm just interested in why it looks so off
Does it look normal to you or is it a little too smooth
As in washed smooth
Sorry for the confusion ^-^
hmmm UE4 works fine on my machine and I don't have 24 gigs of ram
Yeah, it works well with 32 gigs of ram too
So it's completely normal and I'm just very paranoid?
If you are making games and are wearing multiple hats, you need like more than 16Gb ram to use Substance Painter
Okay, I'm going crazy
oh I get it... windows is a decent OS but does require a Good CPU, a good GPU and a decent amount of memory (24 gig+)
ummmmmmm, my viewport camera is moving on its own! I have no controlleres connected
and then it crashes
LoginId:0ff4037545a3c0d12d4288a73e81328f
EpicAccountId:8b7339b9e58441d5a6fe68e208bb9b10
You do not have any debugging symbols required to display the callstack for this crash.
hi everyone! How i can to set this event into create event?
do you want to execute GoUpDown?
the signature does not match so you would not be able to do that
yes, i rebinding the keys to movement
you can just call GoUpDown
i doing it by event dispatcher
Bind
just want to move down when Space Bar pressed and moveup when CTRL+ Space Bar pressed
Your control pressed has no variables as part of the signature, hence the () part. You aren't passing anything when you call it. Your GoUpDown event in that blueprint is expecting a float so it's signature would be (float) so they don't match.
you would need to change one of the 2 so they match
it working, thanks
why you need itunes in unreal
export to ios?
apple is a weird walled garden, for sure.
Hello, does anybody know how to work with gradients in Photoshop or Gimp? (preferably Gimp) I'm trying to make a linear gradient that follows the spiral shape of a vortex. Like this example image, though mine is more stylized. I want it to be white at the start and neatly blend a gradient to black at the end of the spiral in the middle. (I want to use it as a progress bar so I need to make a good gradient mask) I can't just use a preset like "radial gradient" because my shape is too un-even and stylized for that to work. Any advice?
Could always just do the gradient in the material itself.
Don't have it all worked out, but that should be a decent start if you wanted to do it this way.
@teal glen There should be a whole bunch of UE4 Tutorials on UDEMY.
The UE4 official documentation is great also
What do you plan to learn?
Do you want to learn how to make games or are you looking for a specific career path?
- Game designer
- Level designer
- Artist (prop artist, hard surface artist, character artist, vehicle artist, lighting artist, etc.)
- Technical artist
- Rigger
- 3D Animator
- Programmer (Gameplay, AI, Network, Physics, Graphics, etc.)
- Sound designer
- Music producer
- QA tester (Functionality, compliance, localization, compatibility, etc.)
@plush yew udemy
what
you need to pay for that don't you
i want to just make games
basically learn the basics
i want to learn shortcuts meanwhile too
shortcuts save a ton of time
lemo
learn blueprints
its the main key
u can check youtube tutorials
they are not that hard but theres tons of them and will take u long time
i can't find good tutorials
xaxa
In this free Unreal Engine 4 for beginners tutorial video you will learn all of the basics of creating an environment in UE4. This includes setting UE4 up pr...
@teal glen
There are multiple ways to learn. Some methods are faster than others. Some methods require you to invest money. Some others require you to find mentors. Some people go back to school.
You say you want to learn how to make games, then how is that important to you and how is that worth it?
Personally, I've been in this industry since 2008, graduated in (1) Game/Level Design, (2) 3D modeling for games and (3) am about to graduate as Programmer Analyst.
And you are afraid of having to pay $20 for a series of video courses on Udemy? ๐
yeah i am lol
๐
you could somehow find the same level of tutorials on youtube
and save a ton of money
lol nice edit
xd
i mean, it is important to me
i already wrote a big storyline for nothing yet
supposed to be for a big game
I understand you don't want to invest money on some random tutorials or feel like your time is valuable. We all do.
But you can ask around and you'll find some tutorials that are worth your time.
And sometimes your money.
Sometimes...
i'm currently watching the one i just found
I'd say UE4 is really easy to learn.
i do think that
Just by following the official documentation.
but i see it really hard to find the place to learn
also the documentation is a clusterfuck imo lmao
followed one
outdated as fuck lmao
oh god
Man you should have seen Unreal Engine 3 a deacade ago, there was barely any information whatsoever online
official doccumentation is pain
xd
go for youtube
yep
and google things that u need
i don't even like reading
UE4 and Untiy have tons and tons and tons of tutorials online
if u need inventory, write on yt "ue4 inventory"
etc
It has never been easier to learn how to make games ever
i kinda hate unity for the fact that it needs programming knowledge
i still have seen nothing about blueprints
In heaven
@plush yew
do you use code or bps
Both
i am learning c++ but i think i will not need it
and that demotivates me hard
cuz bps do all the job
thats what i think too lmao
not fucked
they have less shit
they help u
they can
how?
I was using blueprints back then in 2014, I think they got better since then. I'll have to get back into it soon enough.
you might wanna make something custom that doesn't exist in the blueprints
then you can't
ya
but a lot of stuff
exists
basically anything you need
unless u do something special
@plush yew this might be funny but
i played a lot of littlebigplanet
there's something called logic in it
I can code in C++, but am still fairly new to game programming itself and the UE4 API. I'll use blueprint to speed up the learning
it's kinda like basic coding
but can get very advanced
it's all connect-and-edit shit
kinda like the idea of blueprints
yeah
I've worked as a technical game designer for 4 years and what i was using was very similar to blueprint.
So, blueprints aren't anything new to me. I'm just glad it's so popular now
Nodal-Scripting
visual
you can pretty much work at a aaa company that uses unreal engine
and you'd be the only one that uses blueprint
but they'd be fine with it
as long as you're good
nah they require u to know code
cause they popular
Many studios have their own engines and Blueprint equivalent
if you are smart but can't bother with code for some reason
you might be really good with blueprints
bps dont require you to be that smart imo
You can get away with making most of your game in Blueprint.
Not ideal, but that's much better than not doing anything
A lot of people think that programming is very complicated.
It's complicated, but not THAT complicated.
lol it's just me
well
programming is complicated that's why
most people don't want to bother thinking
i literally was stuck on a lbp level i was creating
some are so easy to follow that you could give it to ur 10 year old son
my brain hurts
precisely. Programming sucks because it's poorly taught
i always have a trouble of chosing language to learn and in the end i learn foundations of most languages
I'm finishing a formation to become programmer analyst and man... the number of books I had to read for things that could have been explained in a sentence, one paragraph or one page is insane
that'd be so easy
i'm talking about actual programming
not scratch or minecraft or that shit
lol
just fyi
analyse the code?
yes that's what i'm talking about
solving problems
it's complicated af
i wouldn't bother tbh
omg lemo
Desktop windows apps and Web apps for businesses to help them automate processes, save money and reduce human errors
C# + WPF + SQL
Java, android
Php, Javascript, XAAMP, Html5, CSS3
Azure
That kind of stuff
azure is a cloud service..?
ohh so you make something like panels with data diagrams?
I make like windows apps lol
i thought you meant uwp for a second lmao
backend programming of web apps
Server -> Website interactions, handling SQL databases
Probably boring stuff for most people ๐
hahahaah
programming itself is kinda boring especially when you're trying to find bugs
But every city needs programmer analysts.
Game programmers are only needed in some very specific areas.
I left big game studios, because i wanted to work somewhere else and return to my hometown.
indie dev life
Not solo yet
oof
I've worked on over 20 games in studios.
the biggest one is..?
Tibia
what's that lmao
And Gta V
No im just joking
guys how map size eats memory cpu etc when playing?
can do incredibly high map or it will
lag players
What do you have against those beautiful Quake 1 levels? not enough open for your taste!? ๐ฎ ๐ฑ
joke <---
i mean every player will take some space on map, so everytime player registers it would be nice if map increased its size
need to look into it later
hi guys . may i ask you a question? if i want to make this area looks darker. what should i do?
roof
invisible roof?
so thered be shadow
Use negative lighting
Add mountains that cast shadows
Reduce the environment lighting, add lights to make the areas you want brighter
Be creative
Bigger trees can help make the forest darker
thanks to all the foliage
Or add one big tree of life that cast a big shadow on the forest.
omg pulverizer you illustrate everything nice
I'm like bumblebee, but image-based
๐ค
You could possibly add mushroom trees
https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcR553qT3evSX6kCVdPjPtHPpWz_QlRjWaRE5MIlWb9YEgd-Mc85
Or you can use giant rocks, temples, and other stuff. Think about how the Uncharted series to Tomb Raider did it.
@naive basin having actual lighting and shadows would help, but if you want to keep that style, just use different terrain material and paint the darker part
thank you guys
Truebones is now harrassing Alexander Paschall and some others
https://twitter.com/UnrealAlexander/status/1032606306841096193
Lmao, some dude has been harassing me and a bunch of other people I know because he got banned from TONS of marketplaces and forums.
I looked him up and found someone made an whole blogspot documenting how much he sucks.
What a time to be alive.
That dude is still around
Mr.Bones is still around?
yea, getting more insane every day apparently
now has videos of him in a mask talking about conspiracies
right
wow so many gamedevs have twitter
bleep @frank escarp got a bit of time?
yes
So... I've been checking out the robo recall pool approach
and yep it's cool and all of that, but... what if the approach would go like working with static arrays
with a static pool
not changing
because I feel like the array changes its size quiet often
even though you reserve at the begining, you are going to be adding and removing elements in and out
no becouse eventually it will settle
if you do "Remove At Swap" in a vector, removal of elements is O(1) (literally free)
and if you go "Add()" its also O(1) literally free
the arrays will eventually grow to a "max size"
and then they will stay there for the whole level
trust me it isnt an issue of any kind
What order of size are we talking of?
the only issue is if you dont disable your pooled actors properly
and they are still ticking or similar
I mean disabling tick and such other properties as it follows
you can still delete stuff from time to time
like if you see it doesnt go bellow 70% capacity, then you delte a bunch from the pool
probably not needed
robo recall has an interface which calls a recycle method each actor will have to implement
however I was thinking of more of an static approach of a max size wihout having to add more often
all the actors stay in the pool
however the pool has an index for reusability
and that idex iterates every time an actor gets used
obv these actors need to be the same type
for the index technique to be effective
so it's just direct access based on oldest element that entered in the pool
and if any of the pooled actors get destroyed you can add it back based on its index with just a [] operation
which is O(1)
thing with Add is the resizing of the array
which is something trivial for today's cpu, but still, with a lot of resizes would be better to consider an static solution
Lots = several millions?
let me make a quick calculus
up to 640 objects per second.
said objects won't have to enter on a recycle state unless their lifespan expires
or they impact
640 add per second is ridiculously low
๐
just not only add projectiles
but other objects that could be in the pool
like impacts
so around a thousand
in worst conditions
Still very low
I mean I could reserve around that size
however if you think so it's... nothing
then I won't care to micro-optimise this
since I've worked indexing files on a big data environment every little single thing for me matters
so.... if you say so I'll take your word
Add (or push_back) is literally free
resizing on big environments isn't really free, however I am speaking about big data so who cares lmao
Especially for 8 bytes data
I mean I am storing objects there, they are actors, weakptr'd but they still are actors so
yes XD
oh look, didn't know that. Never did a sizeof of a weakptr
๐
But you shouldn't do early optimization like that, just do something as simple as possible with perf counters everywhere
๐
But I guess you already know that lol
yes I know, however I am always looking for static solutions
Define static
Hey folks, what does casting do in unreal?
I'm having trouble trying to find what it means
casting: in inheritation if you get an object that is part of an inheritation chain, however the reference you get points to the parent, you can cast to the child type
just by casting
for example
ACharacter* phyronazz(Cast<ACharacter*>(GetPawn()));
So basically it's inheriting?
it's basically resolving the type if succeds
it is related to inheritation
but it's not inheritation
let's suppose GetPawn() returns a Pawn class
as you know the Pawn class is the parent of the Character class
I will admit that I was confused at first, but your example clears things out for me.
Much appreciated!
np :)
to me it doesnt
i use character casting
to something that i noted what is it on my desktop
from thirdperson character
๐
https://en.akinator.com/ < basically this
think of any character you can think of, answer correctly
https://i.gyazo.com/aae7f5c3cf2250faf0bfd01e56d4e26c.jpg can tell many people try this one
was basically 6 questions
"Character Already Played 20472 Times"
did someone really just message me on Facebook asking to buy market place assets that he brought
said he could sell them to me cheaper than what they are on the market place,
you need to gather evidence of that
alot
play along a bit
and then send it right to epic games
^
try to get his epic launcher email acc. thats what I do
something along the line of "Hey I got access to all these packs, I am fine if you want to sell them as well"
make them an offer they cant refuse > get their launcher email
How can epic verify that though? Easy to create fake messages
if they have a name
they can look if the assets were bought
so
what coincidence that you know what that name bought
thats kinda a good start
Still, say I know which assets you bought and I report you to epic
Basically the same
yee ofc
he's just sending me screenshots from the Vault not the Launcher,
they still have to investigate
๐
Yes but that's just screenshots in the end
And that's like super easily to fake, inspect page and boom
(not saying you shouldn't report ofc)
mind u looking at the screen shots looks like really outdated assets
you need to do it
hmm if i offer to buy something of him i can get his PayPal email address, But that's still not 100% proff
told him to add me on epic launcher lease than we can get a user name lol
mind u be pointless f he's in this discord lol
๐
then he knows there is no where to run
we are like a pack of wolves
well find him.
are there any differences when compile in visual studio rather than in engine
Sorry dont understand the quistion
When you are writing C++ code, you can either build the code in VS or in unreal itself
I'm just asking if there are any differences between those two methods
ohh i get you know, Sorry had a moment, Im not sure on that one as im just Bps
@spiral anvil If you build with the editor open you will use HotReload. Which is really bad
So always close down the editor when doing greater changes to your code, or unexpected behavior will occur
May I ask why is hot reloading bad?
It causes unexpected and untrackable behavior. It can also remove all edited parameter values from a BP Subclass and so forth
There is a lot more to it, but if you try it out there will be no doubt in your mind that you shouldn't use it lol
Alright, thank you for the warning (and answer)! I usually like compiling in the engine more due to how simple the error log is
But seeing this, I might have to change the method in the future
Much appreciated as always!
Np, if you get more curious about HR simply use the Search bar in the top right corner of this discord server. There has been tons of discussions regarding it. ๐
Good afternoon everyone
i have a problem,
i made a custom player controller
wich i called playa controller
xD
anyway
what happens is
i want to create a list of the players connected so
i set in the project settings playa controller
so i wanted to know if theres a way for the event on post login to give out a playa controller instead of a player controller
or if i can access the player controller BP and i mean the one that comes when you create the project
Is there any way to pull on a part during animation, and have the rest of what's connected follow "naturally?"
Like pulling on a hand will automatically stretch out the forearm and upper arm?
dunno
have you tried to pull it ?
like the forearm and the hand
might work
dunno
yes, you'll get a rayman-like effect of the hand separating from the forearm
ยฏ_(ใ)_/ยฏ
Unity is now being installed
@stark shard why's that? compare and contrast?
XD
living on the edge with that guess right there
/gamble
Does anyone know a simple way to get a key binding that was set in project settings? I need to reference it for UMG
Thanks :D
In the midst of really cool tech it just does his discord avatar gif and the audio is him saying "I hate lounge" on loop
"use the profiler" voice over
anyone know how to not have unreal destroy my harddrive space
Get moar hard drives
i have it set too save on my other harddrive, but it still compiles and saves the engine files on my main harddrive
i was wondering if there was a way too just run the engine on my ssd too load quick, and save everything else on the other one
i have everything project wise too go to the other harddrive, but im talking about like the binary files and what not
hi! does anyone here use the UnrealVS visual studio extension? I'm trying to use the compile single file tool, but it doesn't work. Same issue than https://answers.unrealengine.com/questions/791465/unrealvs-tool-compile-single-issue.html
maybe I'll go and get the source code to try to fix this myself... looks like the space in the path wasn't properly managed. I'm wondering how a bug like this made it in the release ๐ค
compile single file has been borked for a very long time
how do i reset my interface
in the editor, I would say... Window -> Reset Layout ?
@analog blaze no
@lavish garden Because unreal cant run ;-;
I am a beginner in unreal engine So, Far I learnt unreal engine basics, create a scene ( set dressing ) using prebuilt assets and after that I learnt to create basic materials. Now I am stuck is there any expert who can Guide how should I proceed after this.
Thanks
Well your in the right place
I am guessing next you make a complete game, sell it on GOG.com, and retire to some beach somewhere drinking coconut rum from a shoe.
hahah ! nice joke I am serious here ๐
then you should be serious about the question
you have no stated goal, we can't direct you to where you want if we don't know what that is.
@grim ore Please correct me i was being serious about learning and asking for help.
then why is he learning UE4 if he has no goal?
@grim ore good point my long term plan is to become indie developer and right now I am preparing for my university final project.
@stark shard i am actually a UX/Ui designer and I want to switch to this field because indeed I have a dream and goal. ๐
so the goal is to make a game at some point?
@grim ore yes to start my own business i am sick of being an employee.
Oh.
well you can scratch that off the list, you would still be an employee you would also be your boss. If you want to be profitable as well there is a good chance you will have to take contract work so .... being an employee
@stark shard I learn unity for 3-5 months and also learn basic blender and maya. But now I am settled and want to learn unreal.
If you just want to do this for fun and maybe make something from it then figure out the game type you want to make first and aim for that. write out all the systems that would be needed and learn those steps
@grim ore Well lets say I want to do what I love.
why are you starting a business
it sounds like you have the basics so the next step is to make a game. Make it simple but make it work start to end. Then take what you learned from that and add something else in the next game, another level or more effects or a different genre. Repeat till you are actually making the game you want.
@grim ore I mean I don't know how to add interactivity? and you really think i can create a game from what i learnt so far? ๐
Prototype
You don't need anything more than some words and the ability to do some math to make a game so yeah, start simple. Pick a random number, have the player guess, tell them if it's higher or lower, repeat till they win. Then add on a time or turn limit. then add some more fancy ui
then add a start and end screen, maybe a menu with your name
repeat over and over till you get it all down and you are confident enough to make what you want
nothing wrong with learning Unity unless you mean you want to focus on something else first, then yeah splitting learning up might be less of a good thing.
I personally tend to split time with UE4/Unity/C# right now due to work but it's less about learning the basics right now and more just doing crap. still super annoying trying to remember stuff lol
honestly the most annoying thing is just remembering the correct way to print out debug strings
@grim ore previously I created some simple games using unity. Right now my first priority to learn Unreal is to create fps game for my final year project. so after learning basics in material and set dressing what should I learn to create an fps with ai.
break it down and figure out what you want to learn. I mean you have the FPS template so you can cheat and use that, or you can learn how to make all of the items in that template from scratch (Controller, Animation, physics, firing mechanic, etc). so right there is a start since you kinda need the first person and the shooter part of the FPS
then yeah if you are making something that has AI, not all FPS has anything that actually has AI in it (shooting gallery, etc.), then you need to figure out how complicated the AI you want is if any and figure out when you should add that. I would assume you want a basic working FPS before even moving to AI (guns, ammo, weapon types, movement).
so it all goes back to breaking down what you want to make and then tackling each part as you need it all to get to the end
Bro wtf
you could spend months making your FPS player feel right for the speed of the game for example if that is something that is in your goal
Hmm, Thanks for your suggestion and I think I should learn blueprints.
I'm not talking about gamedev
thats the last thing he shoudl do
if he wants to stop being the slaveof his company
@analog blaze I mean an indie developer
@analog blaze Why I need capital when I have blender and unreal engine.
Lol bro trust me
To outsource to people
you will starve for a few years
until you learn how to make a proper game
I mean thats if you quit your job
Use the money from your current job to trade forex or something, there are brokers out there who can make you rich af
You want to be your own boss, gamedev is one of the last ways to obtain financial freedom
@analog blaze No I am not going to quit my current job until I am fully prepared for my next move. By the way thanks for your suggestion.
@analog blaze " gamedev is one of the last ways to obtain financial freedom " Really ?
It depends really, how good you are
Most people are lacking though, its a rough industry
Problem is most people are not good enough
Because there is barely no money in it
Big companies are always looking for people
@mint vine If you are just starting out and think GameDev is easy money you should reconsider
@analog blaze I am also starting it as a hobby.
But yeah it takes like 6 years to get decent.
Well thats an average ish
its just a side thing
@frosty bloom No i atleast know that its not easy money.
@analog blaze $5000 a month or year?
I took it down because I was lazy to update it. Since release to deletion
@analog blaze and like I already mention its my hobby and passion to create my own game.
You make it sound as if you cant make money in this industry
You can
of course
You can make money in any industry
Though I'm sure most gamedevs are living paycheck to paycheck
Yeah because the majority are not highly skilled.
I wouldnt say its too gray, theres tons of jobs out there if you actually take alook, just people lack exp and skills.
I mean yeah
What I meant to say was
Even something like an online business
reselling stuff
you can make more money in a short time and be your own boss
That way you dont have to take shit from anyone
And he can do his gamedev while he's laughing his way to the bank
Yeah for sure, you have to sink year's in too this industry before you get anywhere
tbh, if you're good at what you do, you can get farther, faster in this industry than most others
there's always been a shortage of highly skilled people, so there's always room to move upwards
man I am too fat to move upwards, I just want to move sideways or kinda just become sedimentary where I am now lol
omg
I'm getting one of those pedal thingies for under the desk so I can atleast imagine I was moving around instead of playing WoW all day
haha
yep I've got a treadmill out back as well, this is an interesting idea
I actually have small weight lifting section & punch bag in the garden
To help keep on top of fitness
yeah I've got a small set of hand weights I use when I am coding but with the WoW expansion I have been playing way more than working the last week
I'm having moment here, Do server search Children go in a Hor or Vert Box?
Please signal boost: https://twitter.com/MichaelAllar/status/1033475591607963648
I made a new @UnrealEngine #gamedev tutorial. I hope @TimSweeneyEpic likes it. #indiedev #ue4 #screenshotsaturday
This video showcases the reactions of various fans to the Fire and water scene from BTS' new video and also a very slight but memorable ab shot. The original...
i post memes on my instagram https://www.instagram.com/raeraerandy/?hl=en ORIGINAL VIDEO https://www.youtube.com/watch?v=fC5LC-W2RfE&list=LLM-p4tiYbBtX4V-0AF...
^
Hey everyone, I have a question. I'm working on a world with several actors in it, and
wouldn't that be under the Physical material?
I'm trying to prevent some of those actors from spawning
Is there any way to do that, without destroying the actors in-game?
i would say in a BP set visibility and collision ?
Ideally, I'd like them to not spawn at all.
if u place them in the world there going to spawn
you could add a streaming level and stream that in and out when needed
@velvet ravine Not really what I'm looking for, but thanks anyway.
I guess the next best thing is to destroy the actors right after they spawn.
if you don't want the actors why do you have them is the question?
but an option would be to tag them as editor only which would remove them in the final build
I want to test how a single actor or a group of actors play in the world without having to remove all the others.
How do I tag them as editor only?
something like this sounds like a good example of using level streaming or having some playground maps for testing
@wild glacier now where did you find that
lol
lmao
Ah ok.
yeah there is 2 Allar's. Everyone knows that, ๐
Sorry guys, I was afk.
So @velvet ravine I don't see anything like that in the details panel for my actors.
Hey guys
hey
I had a question,
am I better off using Apex destruction, or could I use this 'DENT' system that's on sale?
DENT is a fully networkable template that extends the functionality of the destructible mesh.
We just need to be able to turn a mesh into something that can break, but not all at once.
Like, shoot a hole in the wall large enough to snipe or jump through.
We need the most performant one.
i recommend DENT and the Dev is very helpful
yeah
We are using voxel stuff, too.
So the world and other things will be destructible
(houses, walls, objects, and then the terrain)
I'll take your recommendation.
Thank you!
@velvet ravine With "Is Editor Only" the actor is still there when I preview the game. Does it only exclude the actor on an actual build, or am I doing something wrong?
I'm not 100 percent cause I've never used it think when you build the game and play it Object has gone
That's what I was afraid of.
I need the actors gone on previews, so that's not gonna work.
hidden in game?
i really don't know what your after
What i am understand you want something to be spawned but not spawned
Not exactly. Like I said earlier "I want to test how a single actor or a group of actors play in the world without having to remove all the others"
But I guess that's not possible, or at least not in a practical way.
hay all, can someone tell me the best way to implement enemies, pathfinding and ai combat into unreal engine 4? should I use a premade package from the marketplace? if so which one is good for melee combat
bye ๐
Hi all, I was wondering if someone could help me with the initial setup of a Perforce server? When I run p4v it just shows an old project I was working on a few months ago.
I tried removing the old info shown in the image and put in new info, but I get errors.
Oh, I must of breezed past that, I was looking for a channel of relevance before posting here.
Hi
My unreal engine is crashing can anyobe help
I reported like 100 times but no reponse from epic games
I tried like everything but nothing has worked
Can anyone help
The windows needed updation
ahh gotcha
Its was d3d
nice
please help, im new to unreal 4 and i cant get the marketplace to load!
having trouble getting to the marketplace
sorry to interrupt; random question, is there a way to select items in this dropdown without it closing the dropdown?
nevermind, figured out if i click the box instead of the text it stays, noice
Not sure why the button doesn't work and hasn't been removed @mossy yarrow
thanks for the help๐
I have discovered that the localization dashboard in UE4.18 has bugs in it which I cannot fix and it is really unreliable. I've written my own localization system instead ๐
anyone working on any android games?
I just upgraded my engine from 4.17.2 -> 4.20.2, then built an installed build with the same workflow I did before. However now when I try to build the DevelopmentServer for our project and I get the following error 1>UnrealBuildTool : error : Couldn't find target rules file for target 'UE4Server' in rules assembly 'UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. 1> Location: D:\UE4 Projects\installed-build\Windows\Engine\Intermediate\Build\BuildRules\UE4Rules.dll 1> Target rules found: 1> 1> (see ../Programs/UnrealBuildTool/Log.txt for full exception trace)
I've tried everything google has recommend:
- Delete Binaries, Intermediate, and Saved folder then regenerate project files
- Create a Game.uprojectdirs file in my engine location that points to my project
Here is my server target:
using System.Collections.Generic;
[SupportedPlatforms(UnrealPlatformClass.Server)]
public class BattleRoyaleServerTarget : TargetRules
{
public BattleRoyaleServerTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Server;
ExtraModuleNames.Add("BattleRoyale");
}
}```
I get the same error with a fresh C++ project
If you updated the engine in-place you need to delete the Engine intermediates, run setup.bat, and re-generate the the engine project files
Hmm I wiped my previous engine and straight up cloned the UnrealEngine release branch
One question in wich channel should you post videos such as tutorials ? I see a streaming room but no youtube/video room.
@oblique coyote there is a forum for that
good point
hi all
@oblique coyote good point, for now I'd suggest forums, #released or one of the channels thats related to the topic
@plush yew when doing what
4.20.2?
Just Google memcheck
I have to download
"Unreal Engine is exiting due to D3D device being lost."
Graphics driver crashed
if it has something like Intel Optimus, you probably want to disable it
Optimus is garbage
isn't that the error that people has been getting forever with UE4?
could be still driver / OC issue
How to disable @wary wave
it the D3D device has been lost it's an issue with the hardware / OS, not UE4
disabling it will depend on your system, if you even have it, so you will have to google
https://gyazo.com/1b8b858d866ae205fbe0ce141e2638a3.gif hello i have a scene component crowbar pickup i want it to run and stay attached to hand but while running it is justcliiping out
bone/socket
because it looks like a bone its attached too thats not weighted too skin
is moving about
as if its animated
Hi, anyone knows there's a performance difference between spawning foliage ingame or adding them using terrain editor?
@dim merlin As long as you're using ISM/HISM should be the same
no lods?
yup, with lods
can someone remind me how to take a screenshot in UE4 XD
i meant in the UE4 editor so i dont have to crop it XD
hhm i dont think u can
F9
Is there any reason you can think of that would prevent me from moving a Player Start?
I set the transform but it does not move
@latent moth the engine has done this to me before and I have to restart it and then can move or rotate again
I'm in a Standalone Game launched from editor
?
this does NOT move the actor to 0,0,0
the values printed on the screen are those of the original position
Ohh trying to dynamically set spawn point?
yes
no
this is being done on Game Mode
reference is valid, I do see values printed out
of the original location
How did you set the reference?
I'm getting all actors of class
I see
Is there no set actor world position node for it?
sorry?
Sorry on phone, fixed typos
no
hey guys!
does anyone know how to get soft shadows for movable objects from stationary point lights?
I tried using distance field shadows but they only work for static objects
if i drop a directional light it works, the char and everything has soft shadows, but how to enable this with point lights?
@latent moth should be a setactorlocation node and a teleportTo node options
@mint raptor i tried teleportTo, no change. Also, why should setActorTransform not work but setActorLocation yes
Did set actor location work?
trying
setActorLocation did not work both with teleport true and false, so same behavior as setActorTransform
@latent moth A couple of questions come to my mind
How are yo u testing the success of player starts move?
Next, I have not seen the C++ code for how player start works but maybe under the hood it is fighting you? You could if you need to resort just use a plain actor, and you'll be able to move and reference that as a spawn point.
Yes indeed
But I just tried moving player start as well and it won't work in GameMode or LevelBlueprint
and it does return false, hence it did not move
ok
fair enough
will do another approach then ๐
thank you @mint raptor for taking the time to help me
np
๐
I'm curious to know why it won't move though lol
ok so it doesn't move for you too, correct?
correct
ok
Going to look at the C++ code for it
maybe it's related to ensuring that your playerstart does not have any collisions...? don't know. If you find something please do tag me ๐
that would make sense
that would make sense, in which case test it on a blank map with nothing on it or make sure world origin is clear
@latent moth PIE: Warning: Mobility of /Game/BP/FirstPersonBP/Blueprints/UEDPIE_0_TestClearMap.TestClearMap:PersistentLevel.PlayerStart : CollisionCapsule has to be 'Movable' if you'd like to move. PIE: Warning: Mobility of /Game/BP/FirstPersonBP/Blueprints/UEDPIE_0_TestClearMap.TestClearMap:PersistentLevel.PlayerStart : CollisionCapsule has to be 'Movable' if you'd like to move.
Case closed I guess
Make your own version and set mobility to Movable and your problem would be solved
similar issue here, unanswered https://answers.unrealengine.com/questions/568196/how-to-do-soft-shadows-for-characters.html
Seems like Rama added a blueprint node to do this if you don't want to dive into C++ https://answers.unrealengine.com/questions/4966/is-it-possible-to-change-the-mobility-of-staticmes.html see answer
@delicate lintel did you see this? https://docs.unrealengine.com/en-us/Engine/Rendering/LightingAndShadows/CapsuleShadows/Overview
Limitations
Requires DirectX 11, due to tiled deferred implementation using compute shaders.
Movable Point and Spot Lights are not currently supported.```
Guys any solutions?
System.IO.DirectoryNotFoundException: Could not find a part of the path 'D:\epic\new\UE_4.20\Engine\Plugins\AdvancedSessions\Intermediate\Build\Win64\UE4\Development\AdvancedSessions\AdvancedSessions.precompiled'.
https://gyazo.com/d0b45af36b480b865b00b2bea0a728e2.gif guys can anybody help me? i made a climbable window i setup glasses where objects can only destroy the glasses but at the beggining when i click simulate it already breaks
just wondering is this area classed as bad for lighting
question from noob: i have a map 1000x1000 but i feel its better to divide it for smaller maps like "city" "areabeforecity" "dungeon" and then connect them seamlessly
am I right
or not
@astral marsh perhaps its colliding with your collision of your window frame triggering the break, setup your collision against the player only?
So the window border is colliding?
could be - it all depends on how your collision is setup
like maybe its impossible to make them not collide, so you'd change the rules of what triggers the break
or you resize it so its perfectly not colliding against your house... im not sure what the best path is
Is there a way to increase outline/highlight line on actors?
I want the lines to be more thicker
Shooter Game is a Multiplayer FPS . Fight in various maps with different weapons in both single and team death matches .
Aug 31, 2018
The asset flip is real within this one
"Shooter Game"
love how he tries to hide it on the screen shoot ๐
Possibly gonna get kicked outta steam
Einzelspieler
Mehrspieler
Mehrspielermodus (online)
Mehrspielermodus (lokal)
Koop
Online-Koop
Lokaler Koop-Modus
has like everything
does look like a big pile of marketplate assets slapped together incoherently
i wonder how much money he spent to get thse all from marketplace
Not sure but u can easily guess witch assets packs he brought lol
def has a proper artstyle lol 
I suspect they may have not have been purchased
Reporttt
why do all that effort and not name it and switch out the base assets
'all that effort' - probably because there wasn't any
lol
i get it - but still theres clearly been some time spent beyond just compiling shooter game and uploading it
if you were gonna be that lazy, why not just upload shooter game and call it a day
try googling "anazz shooter game"