#ue4-general

1 messages · Page 303 of 1

strange sapphire
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RX 580?

grim ore
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does it look funny in curve view?

tropic pilot
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Fixed it!

plush yew
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Best way to implement a sword that can be holstered, drawn, has animations and can be dropped? Sockets? Master Pose?

candid cypress
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Need some help with "Light as static"
Have it enabled, It's clearly lighting itself. But the wall behind it is not. I also set the resolution to 256 and 512 still nothing

grim ore
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That looks like a material itself using emissive, do you have an actual light?

candid cypress
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no, but the material its self should be putting the light out, with the "Use Emissive for Static Lighting"

fierce tulip
candid cypress
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Thanks Luos!

drowsy lichen
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unreal keeps crashing me

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when i launch it my laptop freezes and then the big sad face appears where it says your pc ran into a problem

grim ore
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aww. Sounds like OS/X? if so have you tried with the laptop plugged in and is this running newer hardware?

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or wait does the new blue screen in Windows 10 have a sad face as well?

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yep it does I take back the OSX lol. Yeah make sure it's plugged in and beyond that look up the crash code

wispy raven
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well, i use ue4 on a i3 with 4 gb ram and a hd graphics 520

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and it doesn't crash

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idk how

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Maagic

grim ore
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sounds plausible. I was using it on a 3rd gen I3 before and it worked... poorly but it worked 😃

wispy raven
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yeah, but the intel hd graphics 520 is pure pain

silver crown
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Yeah I sometimes forget to sleep too

abstract marsh
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Phyronnaz is here?

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That's odd.
And still no icon

stark shard
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Can someone DM me with good laptops that have 16gbs of ram

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They can’t be 1000+

silver crown
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@abstract marsh Hello

wicked radish
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Hahaha @silver crown, story of my life

placid garnet
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I really need help my app is finished export and runs on android but its so fucking lagging.
How could i fix that problem??? 😭

plush yew
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whats the name of this float

silver crown
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lol

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Nice post history kappa

placid garnet
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Please

I really need help my app is finished export and runs on android but its so fucking lagging.
How could i fix that problem??? 😭

worldly axle
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@plush yew Linear Interpolation

plush yew
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thanks

silver crown
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lol

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We need a shadertoy -> UE plugin

high stone
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Less material flowcharts and more of a universal slider that allows custom code editing.

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More like Speedtree.

celest creek
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Heya, is there a good way for me to be able to control the Z (up) curve when jumping with a characterMovement component?

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I just want to tweak it a bit to work better with my animation, I'm trying to insert a timeline into set actor locations, trying to play with drag (which doesn't seem to work) etc.. no luck.. :/

fickle topaz
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Why is blender animation so gay

polar hawk
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I had no idea blender animation had a sexual preference

silver crown
robust cedar
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its more gay then sexual preference

high stone
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Dude, you want nightmare fuel. Try using Houdini.

robust cedar
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whats dat

polar hawk
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its more gay then sexual preference

high stone
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Software created by demons.

robust cedar
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wait

high stone
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Houdini can do anything. But the price is you sell your soul, and sanity to it.

robust cedar
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sideFx

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cant be worse then blender

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i feel like you can sell your soul to it

high stone
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Way worse than blender.

robust cedar
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and it gives you the gay

polar hawk
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and it gives you the gay

high stone
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I'm so old I remember when that word stood for happy.

robust cedar
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i also remember that

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but im not old

polar hawk
robust cedar
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i guess i shall install the houdini

silver crown
robust cedar
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i have no soul tho so im not sure if the payment plan will work for me

silver crown
robust cedar
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CRAWLING IN MY SKIN

silver crown
polar hawk
robust cedar
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guys im broke i cant do that stuff

high stone
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Houdini's prices aren't the issue. It's it's functionality, UI, purpose.

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There's a free version.

robust cedar
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im talking about the emojis

silver crown
polar hawk
silver crown
high stone
silver crown
robust cedar
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guys im making blockbuster stuff on a budget or atleast thats what sideFX whats me to think

polar hawk
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is that better or worse than getting the gay

robust cedar
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quite better

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but i am quite gay

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not the homo tho

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the happy

polar hawk
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whats wrong with either

robust cedar
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nothing

silver crown
robust cedar
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i just dont want it

polar hawk
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don't want what

robust cedar
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the gay

polar hawk
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the gay

silver crown
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😢

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You're archiving his messages Allar?

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So that it makes sense even if they get deleted?

polar hawk
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I'm just highlighting the ridiculousness

silver crown
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hehe

robust cedar
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alright im ridiculous

silver crown
vivid girder
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Is there no way to use the MeshEditor (new geo tools 2.0) on a single instance only?

bitter iris
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Does anyone use GPortal plugin?

broken shadow
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@dull viper Because this has probably progressed past #work-in-progress -

Doing a closer study - i think the difference you're observing is that with CMC, your character is instantly acquiring his new direction when running and his model is simply pantomiming the idea of rotating. Lower his rotation rate to something like 45 degrees to see what I mean.

Watching DMC 5 gameplay - Dante doesn't seem to be (technically) instantly matching his new direction when moving forward, instead he looks like he's interpolating from his original direction to the one his controller is saying he should go.

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Altogether though I don't really know. I'm just guessing.

Whatever drugs this guy is hopped up on, I want some.

dull viper
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exactly! im trying to interpolate hte turns

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it does seem that my high rotation rate is related

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also going to check axis deadzone

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@broken shadow i am going to keep messing with it il let you know the results thank you for taking the time to help

broken shadow
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Sounds like you're going to be graphing out a solution rather than messing with defaults

dull viper
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yeah thats for sure

broken shadow
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Or failing that, if CMC is that stiff, #cpp

dull viper
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this is only with my prject?

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prbably due to teh high rot and acc

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i wonder if this is why we dont see alot of hack and slash games lol

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it is tempting to dig through teh CMC code

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in theory we should be able to interpolate the movement on keyboard too

broken shadow
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CMC seems like it was engineered at base for 360 degree rotation, and 360 degree rotation only

dull viper
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but this might have to be chagned on the CMC level

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oh

broken shadow
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That's what it feels like anyway

dull viper
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i know a couple thigns about the rot rate so far

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900 turns in 0.2 seconds

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but even that feels weird

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540 is the default third person template

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deadzone helped a little but not a fix

plush yew
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good morning

dull viper
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morning

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Response vs Fidelity

Many games over the years have tried to avoid animation snapping at the cost of responsiveness. The first example of this I can remember was stunning. It was Prince of Persia on the Amiga:

Despite the lethargic response times, understanding the rhythm and motion of the character was in some ways part of the gameplay challenge. This influenced the controls and animation style of various games going forward including the very first Tomb Raider, the Prince of Persia remake and Assassins Creed.

It was in this spirit, that we had accurate foot placement and animation blending in our own Heavenly Sword and in Enslaved. We got some stick for that.

With DmC, Capcom was not interested in making the character animation blend smoothly. All they cared about was the responsiveness and so we let the animations instantly snap rather than blend. I worried that people would complain about this but, in fact, there was near universal praise at how responsive the combat in DmC was.

It is a hallmark of Japanese games to put responsiveness over visual fidelity of animation blending especially when compared to western developed games. I believe that prioritising response is absolutely the right way to go and that, given a choice between response and fidelity, you should always pick the former.

whole quarry
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@dull viper wrong channel?

dull viper
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where would you have put that? i was respondfing to a copnvo from earlier

south ridge
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I think

dull viper
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oh yeah oops thank you

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weait no i was here

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if yo uscroll up

coarse wigeon
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Better retargeting HYPE

dull viper
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NICE

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we are going to have a control rig in the engine now?

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wtf sweet

frank escarp
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holy shti that is hype

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Control Rig is the system where you can define relationships between different properties including transform nodes in the hierarchy, which can be used for animating, creating procedural animation in engine, and a better retargeting

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procedural animation and better retargetting

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and improved iks i would guess?

fierce tulip
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interesting fo sho

latent moth
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How can anyone vote to modify the UE4 roadmap?

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I'm trying to find things related to spatialized voice chat & effects, I'd love to implement RADIO effects but cannot do so currently (at least not with steam)

grim sinew
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You can't vote anymore, they took that out

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It never mattered either way, they never prioritized anything on votes

latent moth
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ah

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ok

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thank you

tall pendant
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Radio effects are rather simple to get going. They removed the ability to vote for/on engine features for a reason.

grim sinew
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Because everyone only wanted 3 features on it?

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Dynamic GI, volumetric lighting, and virtual textures

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Pretty much since day 1, those were the only 3 things people voted on

wary wave
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guess which 3 they never really got :p

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volumetrics effects are kinda there

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the rest, not so much

grim sinew
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Hey, we got 20 lines of code telling us that someone tried to make virtual texturing over lunch break one day at least

tall pendant
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Dynamic GI is coming next year tho 😄

latent moth
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@tall pendant how can you add radio effects in? I'm talking about end/begin buzzes and EQ on voice

wicked sparrow
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Play a radio buzz sound on voice begin and end, not sure about EQ though

cursive dirge
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that roadmap tho

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Epic has really dropped the ball on informing what's coming in short term

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that's almost like no roadmap at all

grim sinew
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It's not a roadmap, it's a changelog with a wishlist in the annotations

cursive dirge
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now it's more like backlog where you don't even know if they are actively working on the items on list or not

tall pendant
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@latent moth I'd say as starting point look into sound class and sound mix. But as i re-read your msg you're talking about in-game voice chat? If so i'm not super sure how much you can modify that at runtime tbh. I'm not really an audio guy.

unreal spoke
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I have a long animation that I'm blending in an animation blueprint. All works fine that I only want 2 bits of that long animation (like 2 seconds of the total length of 16 seconds). How can I do something like a influence envelope so I only use that animation during those bits ?

wary wave
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Oof, I think I've boxed myself into a design corner

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I have a spline-based sidescroller, but need to control the camera manually, because I want to use camera windows and platform snapping

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I'm not sure how to actually approach implementing it

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since camera windows operate in screen space, but the camera itself needs all it's math done in world space

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I have a horrible feeling we're looking at an unholy amount of trig

regal mulch
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Camera Windows?

wary wave
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let me find a suitable gif

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it's a common concept, one sec

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that's a camera window (animated gif)

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platform snap isn't too bad

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camera window is a bit funky

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made a bit worse by using forward-focus

fierce tulip
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its funny how often you see both of them poorly implemented

wary wave
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or not implemented at all, hehe

fierce tulip
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star ocean 5 is one of the worst offenders in last few years

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heachache inducing much

wary wave
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I haven't played it, mercifully

tropic pilot
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is this the best way to do that?

fierce tulip
wary wave
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lol

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hmm, I think the curved paths are gonna make me need to rethink the concept of the window entirely tbh

tropic pilot
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look at the "Make Vector"

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what is that connected to :S

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i see 2 * and 1 - but what is that first node that has 2 vectors in and 1 float out :S

wary wave
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Dot product, probably

woeful thorn
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Guys anyone ever had the problem that an editable box won't be selected?

tropic pilot
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@wary wave dot product what? :S

wary wave
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...dot product of two vectors

tropic pilot
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okey so that method didn't work... is there any other way/tuts out there that shows how to make the character react to Physics Material (say Slippery Ice)?

plucky reef
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guys I just got a question, I got NVME and HDD, I don't care in the boot time of windows so I can put OS in HDD right? but I need some 3d apps and game engine to be a little bit faster so I should install it to NVME right? will it work? Or I need to really put OS to NVME because of the temporary files and cache? any insight? my nvme is limited that's why

pallid compass
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Yes

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Put windows on os

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Things like ue4

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Suck the living hell out of storage drive speed

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However

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U couls just put both on nvme

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Problem is windows bloat

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If u dont look after it

manic pawn
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windows really needs to be on the nvme drive or everything will be slow, not just booting

cloud cobalt
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^

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Put the operating system & core tools on the fastest disk

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Your project should be on a fast disk but it doesn't need to be as fast

plucky reef
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I see, thanks guys so I'll do a fresh reinstall

green lake
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Hello !

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unrial enjin here?

spark bloom
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yea, most people put OS on ssd

green lake
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Guys ? Any idea how to set position/rotation on model directly on UE4?

plucky reef
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@green lake it's how you import it, just rotate it in the viewport

spark bloom
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@green lake you can change the offset with unreals import settings.. its probably easier to recenter/align it in like blender or something

whole quarry
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afaik you do that in the modeling tool

plucky reef
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you have to reimport it asfaik

spark bloom
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^^

green lake
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i did

whole quarry
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did you use the right fbx export settings?

green lake
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i can't find from where to change position, its not like level editor

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.obj and yes

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i noticed almost all models are like this, not only in my stuff

plucky reef
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I think there's the setting where in you will force it to look at X? try to check that

green lake
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its by the engine

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So, any ideas how to change offset in mesh window?

whole quarry
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perhaps you messed up the import settings then, ue4 doesn't flip meshes on its side for everyone, just you

green lake
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There is literally no anything you can mess up with .obj

whole quarry
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seems like you found one

plucky reef
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hmmm maybe it's how you export then?

green lake
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i really expected more adequate answers

plucky reef
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if importing is not the problem then exporting is

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so what is the error here?

whole quarry
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how does your export settings look like?

green lake
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nothing else

cloud cobalt
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Use FBX

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Not OBJ

green lake
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Hmm let's see

cloud cobalt
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First problem here

green lake
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as .fbx

cloud cobalt
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When you import an object, you have options

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Look at them

green lake
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In blender is not like this

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just clicking export and format

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than 3ds

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Now it's adequate but it's split in different parts that's.. not good

digital anchor
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you have the option to combine meshes on import

unreal spoke
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Is there a way to reset an animation blueprint? I'm setting an offset variable through bp but while the value is actually changed the play animation nodes don't seem to get it on time so I think my only alternative is to reset the whole thing.

placid garnet
cloud cobalt
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Don't advertise your projects here

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Advertise to your audience

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Gamers, not developers

green lake
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Hope all will be fine now, thanks @digital anchor

whole quarry
placid garnet
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i just ask.

whole quarry
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if you would read it, you would already have the awnser

placid garnet
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k

cloud cobalt
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I just answer

green lake
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Any ideas what can cause just a house looks that dark? I checked around Dir lights and etc but nothing helped

digital anchor
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Surface normals, i noticed the nomals were bad on the object when in blender too

pseudo dome
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Maybe use some point lights?

grim sinew
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Bad normals.

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Harden the edge at the top in blender.

green lake
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There is still no normal maps

unreal spoke
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Can I prevent the "execution" of an animation blueprint until I've set up its variables?

grim sinew
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Normal map =/= normals

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Every polygon has normals

green lake
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oh

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As i know dir light is supposed to affect on everything not just terrain

digital anchor
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yes..

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it wont light the top cuz it thinks the surface is pointing another direction, thats what normals are

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few ways to fix: bevels, holding edges, creases, edge split or autosmooth (easier but with less control)

fickle topaz
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Uh ok quick question should I learn BP or C++

cloud cobalt
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Both

digital anchor
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both, probably

cloud cobalt
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Starting with BP

vale silo
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depends on where you are in life @fickle topaz and how much time you can spare for learning C++

fickle topaz
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I’m not very busy

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So I should just learn both

plucky reef
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I'll reinstall windows now hahaha to my nvme, I need to reinstall everything ohhh god I hate this process

green lake
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Any ideas how to get these numbers from material editor? nothing happens when press 0 or 1 even with common holds like ctrl, shift etc

grim sinew
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1+click

green lake
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Lol, thanks !

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Hope i don't commit too much but

grim ore
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It might be best to go thru some basic tutorials or some documentation because you aren't going to learn much this way 😦

green lake
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i tried

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there was no explains

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that's why i ask here

grim sinew
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We are not going to be a better tutorial than what you find online

grim ore
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you didn't try very hard then, what did you try?

green lake
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You already helped enough.

zenith flax
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Hey guys, so Im encountering a weird behavior in BP. I have a simple BP that spawns a road actor that contains a spline component. My spawner, spawns the road BP and then creates several spline points on a loop (using AddSplinePoint). All of that works fine, however, if I try to modify the road BP in the level (like move it), the spline component loses all added spline points :(. I made a short 2min video showing the problem - https://www.youtube.com/watch?v=5568rJxm7Io

When adding a spline point via Blueprint the spline doesnt seem to "save" the added points unless I manually modify the spline. In the video you can see how ...

▶ Play video
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Has anyone seen this before? How can I make sure the spline component keeps the added points via BP without having me manually change the spline in the level??

winged crypt
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I got this automated response after emailing Epic, did the email go through or are they not taking any direct emails?

grim sinew
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Sounds like it didn't go through.

grim ore
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@zenith flax the only thing I can think of is every time you move the road it's calling your construction script again and it's not being fed in the proper data like your road spawner is sending it.

tropic pilot
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So by changing these settings when the Physical Material (switch on) is Slippery it works when i walk alittle then stop! but i am creating a Runner Game where upon game start the character starts auto run forward so and that's a problem cause the character is not sliding across the slippery floor when i move left and right... any fix to this?

sinful mesa
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anyone here that use visual assist had issue that it didnt recognize delegates like OverlapComp->OnComponentBeginOverlap.AddDynamic

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the intellsense doesnt see it

elfin jacinth
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@winged crypt Do you need soemthing?

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@sinful mesa Are you on 4.20.2? There was a bug with Intellisense in 4.20/4.20.1 that got fixed in .2.

sinful mesa
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4.20.2

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newest VS too

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and newest Vassix

winged crypt
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@elfin jacinth Yeah we couldn't get our FTP pw reset for console stuff but one of the staff here submitted an IT ticket for us, so should be good 👌

elfin jacinth
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Awesome sauce!

zenith flax
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Hey @grim ore - thanks for checking out the video. What you are saying makes sense, but I cant seem to find how this could be happening. The construction script is the most vanilla spline mesh code - going thru all spline points and adding a spline mesh component for each spline point. My spawner is simply adding points to the spline which should then loop in the constructions script. I'll investigate more and report back. If anyone else has any ideas - please let me know. Im stumped atm 😦

grim ore
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My guess would be whenever you move the item the construction script gets called and your spline has no points at that point. your spline is probably being reset to defaults of 0 points?

silver crown
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Was originally 4.20.2, but seems they pushed it to 4.20.3

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Only partial fix in 4.20.2

sinful mesa
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😃

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Good to hear

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Not that is a big issue, but its useful if intellisense works 😛

zenith flax
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Hey @grim ore - you just gave me a few ideas :). I'll try a few things and report back. Thanks!

plush yew
#

Hey guys! What's a reasonable rate per hour for a Senior Developer?

polar hawk
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Whatever their self worth is

plush yew
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I've just been hit with a big project, and I'm not sure what is reasonable :/

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As it's kind of a first big project

polar hawk
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First big project + senior?

plush yew
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First big project as a senior

polar hawk
#

Are they giving you that title or are you claiming that title

plush yew
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I'm a freelancer, giving myself that title because of I'm the only developer.

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And also it has a ton of mechanics

polar hawk
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In that case

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whatever your self-worth is

plush yew
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Alright

pallid compass
#

Wut the

sinful mesa
#

dunno where u live

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but most of the job offers regardless of country give per hour or per month range

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so u can see more or less

golden sigil
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heck

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where does a complete noob who just wants to figure out where to start with a rhythm game go

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i’ve browsed google for an hour and the closest thing to helpful is a test on youtube with no documentation

robust cedar
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bruh rhythm games are hard dude

worn granite
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do you wanna use BP or write C++ ?

golden sigil
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i don’t know c++

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so that answers that question

worn granite
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Also I'd suggest not trying to search <hyper specific genre> unreal tutorial

golden sigil
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i’m an artist not a programmer
tho i can troubleshoot coding and tweak it

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only minorly

agile hazel
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heya guys

worn granite
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You wanna be working on small enough "blocks" of your game, then you can search more how do I <specific thing>

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Such as

golden sigil
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the issue is that i don’t know what to look for

worn granite
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ue4 move mesh over time

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Right.

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That's becuase you're on the outside. You don't know the walls you're at.

golden sigil
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eh? i’d need a 3D model?

worn granite
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Not.... specifically.

unreal spoke
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how to get all the skeletal mesh components(not actors) in an actor?

worn granite
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Was just an example.

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Just picking an area to start working on will help you find more relevant things.

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Wanna start with a menu? Suddenly you can find thousands of videos on how UMG works.

golden sigil
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i wanna replicate Project Diva or Project Mirai’s format, probably Mirai’s since I understand it more

but I could adapt from a standard DDR format, me thinks

zenith flax
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Hey @grim ore - I figured it out. I had to enable these settings on the spline component. Now it seems to work as expected. Thanks for your help 😃

golden sigil
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UMG?

zenith flax
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I feel dumb, I could have sworn I tried it last night but now its working for some reason lol

worn granite
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So the takeaway is to find a specific thing you don't know how to do, then research that.

golden sigil
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i feel stupider

worn granite
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Sorry.

golden sigil
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no it’s just “you shouldn’t feel dumb bc i’m more lost” directed at coqui

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also the problem with that is that my google search will just be “how do i sync the appearance of note thingies with a timeline/track thing” and “how do i make a region where keypresses are directed” “how do i make a moving thing interactable in that region”

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like you obviously don’t want someone to hit a key and it register as a perfect when the note isn’t even close enough to be counted

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it’s just that i don’t know what to look for

worn granite
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Yeah, terminology can be hard.

golden sigil
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“restrict key presses to one region of the screen”?
but the way mirai works is that said region MOVES

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ughhh

worn granite
#

But even those are better starting points. There's quite a few ways you might approach that mechanic, though. In any case. #audio guys might be of some help for the audio sync stuff.

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Could be as simple as bounds checking the location of a cursor if its a mouse game. Iunno.

golden sigil
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all i’ve ever made was a sonic clone that has a spring and rings that disappear when touched but don’t add to anything

agile hazel
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does anyone have basic horror template that i can start with?

golden sigil
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ah i don’t wanna make it a mouse game

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i want it to work with controllers too
plus that mouse functionality gives me osu war flashbacks lol

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i just wanna replicate something that already exists
as a test

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i think i may be getting in over my head again

ornate night
jolly nest
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cpp*

ornate night
jolly nest
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aw

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creates one script, unreal engine crashes

ornate night
#

10/10

#

during my first time "learning" to code in UE4 I discovered a bug, twice, that broke the project

jolly nest
#

trying to setup movement for my pawn

#

it also crashes on launch

ornate night
#

sounds about right

jolly nest
#

c++ is scary

ornate night
#

and infuriating

#

due to the pretty much non existent documentation

jolly nest
#

im not sure if i should have UCharacterMovementComponent in APawn

#

even when i need it

worn granite
#

That should be fairly well documented as having a hard depedency to ACharacter

jolly nest
#

maby i should use UPawnMovementComponent instead?

ornate night
#

completely guessing, but you probably should use UPawnMovementComponent instead if your using a pawn class. It would be fine the other way around. UCharacterMovementComponent is useful but has dependencies on the character class, not pawn

#

Its been a while since ive touched C++ in unreal

#

My last experience pretty much scarred me.

jolly nest
#

finally, it did not crash

#

but i had to revert my edits

worn granite
#

Did you read the message when it crashed?

jolly nest
#

i could not read its symbols

worn granite
#

You didn't even see "Assertation failed: some stuff here" ?

jolly nest
#

i dont think so

worn granite
#

I can't remember the precise phrasing, but you should get a message indicating that you can't construct a UCharacterMovementComponent outside of ACharacter

jolly nest
#

i did not get such message

worn granite
#

Well, watch out for them.

#

Crashes during load are often asserts

jolly nest
#

try{

pallid compass
#

try an do a flip

worn granite
#

Well I'm sorry for giving you advice.

jolly nest
#

nah, im just bad at c++

worn granite
#

We all know try exists

jolly nest
#

right now im just guessing

#

100% fail

#

not sure why movement wont work :/

pallid compass
#

with a char move comp?

jolly nest
#

APawn with movement

#

without intellisence, everything is worse

#

aan unreal crashed

#

You do not have any debugging symbols required to display the callstack for this crash.

#

searches it up

#

gets fortnite

pallid compass
#

It means u dont have symbols installed

#

u can get them from launcher

jolly nest
#

ok

#

what the fuk

#

Core Components: 9.2GB

pallid compass
#

YE BOI

#

alot of symbols

jolly nest
#

Editor symbols for debugging: 19GB

pallid compass
#

ofcofc

jolly nest
#

i need to buy an another hard drive

plush yew
#

guys lets do all discord meet up

jolly nest
#

for what

fierce tulip
#

you wanna pay 1400,- so i can travel to the US? :p

jolly nest
#

yes, pay for us

plush yew
#

nah you guys all come to poland

pallid compass
#

all i see is blocked messages

#

and i can assume its something stupid af

plush yew
#

rei your welcome too

fierce tulip
#

lol

pallid compass
#

by your "lol" im gonna assume i am right

jolly nest
#

@plush yew hmm, thats like a 24 hour drive from my place

plush yew
#

where is your place

jolly nest
#

noway

#

im not telling you that

pallid compass
#

lmao

#

cant even see what hes saying

plush yew
#

okay rei we get it

pallid compass
#

but i can assume its something stupid af again

jolly nest
#

@pallid compass like your potato

pallid compass
#

10/10

jolly nest
#

hmm, i can fly directly to poland from my home

plush yew
#

Nice

jolly nest
#

gimme 500$ to travel

plush yew
#

L0l

jolly nest
#

and the return

#

1000$ plz

plush yew
#

nah no return

#

stay here

#

i remember my first time in mmorpg i was like 100 gold plz

#

carling sword plz

#

items plz

jolly nest
#

100 gold?

#

so low

#

newb

fierce tulip
#

bit offtopic-ey

jolly nest
#

we talking about unreal mmorpg's

fierce tulip
#

please keep that in offtopic 😃

plush yew
#

oh sorry i thought

#

I am in lounge

#

seriously

#

lol

jolly nest
#

@plush yew hack some gold with inspect element

#

anyway, unreal symbols finished installing

#

where is the #offtopic channel, definetly not #lounge

#

now unreal crashed without a crash report

robust cedar
#

i want hammuer so bad

oblique coyote
#

So im looking to work on another tutorial tomorrow any ideas what i should cover ^^ ?

grim ore
#

How to make a complete game in under 2 hours without any prior experience using game engines, programming, or any other form of technical knowledge. It should deploy to all mobile devices as well as consoles and personal computers.

oblique coyote
#

lol XD

#

You get those sort of requests frequently Mathew?

grim ore
#

I see those sort of requests in here daily lol

south ridge
#

@grim ore sorry, can't help, I only know how to do it in 1.5 hours, but not 2 hours

#

Seems impossible to do it in 2 hours

grim ore
#

well you're gonna need that extra 30 minutes for when windows decides to update in the middle of your work 😛

south ridge
#

Psh, failures never happen

#

Just get good

grim ore
#

No idea what to actually suggest, I'm currently stuck on making more personally due to missing docs and features in the new features that I want to cover.... =/

#

material magic always seems to make people happy if you are into that stuff. Like crazy cool materials or particles in niagara

#

pretty pictures basically always seem to wow the crowd lol

oblique coyote
#

God i love niagra but i would have to work myself first into it im quite a bit behind when it comes to new content. Ill maybe look into niagra tutorial wise because theres not that much out there atm covering that topic.

grim ore
#

I would love to get into Niagara at least a little but but all I would end up showing is blocks moving around other blocks in a blocklike pattern all using he default material

oblique coyote
#

I would love to see more proper modding support myself. as like a core feature for the future.

#

lol

grim ore
#

man showing how to do modding would be an awesome series but such a small realistic audience could use it

oblique coyote
#

Well the issue is mainly that nothing really is directly documented i mean the actual documented part is from 1.12 i think and doesnt even work in the current version.

grim ore
#

yeppers 😦

#

I really wanted to get the rich text widget covered but its missing features and docs so I would have to half ass it if I did it now 😦

oblique coyote
#

And finding anything on that topic is just pure pain. Theres a reason why i like unity more even tho i dont use it its just the out of the box modding support.

crude jasper
#

hey guys

#

downloaded a model pistol with textures from the internet

#

the textures file came with this

oblique coyote
#

Yeah i really want to use rich text objects myself i really like the concept behind it.

crude jasper
#

xD

#

hahaha

oblique coyote
#

wtf

crude jasper
#

thats what i tought XD

#

the name

#

"A good meal"

#

nice

oblique coyote
#

But yeah if anybody has a idea about any future tutorials let me know xD

grim ore
#

welp what were the last ones you did and what are you good at? we can go from there.

#

otherwise I stick by my game in 2 hours idea

oblique coyote
#

I covered wall jumping and leaning in the last three tutorials. Simple usage of blueprints.

robust cedar
#

matthew palaje also has a good tutorial on wall running

grim ore
#

oh then along that line I've seen a few people request stuff like head aiming. Making the head turn to face the target when in third person. basically how to get the animation system to allow the neck to rotate to look at the target.

#

it's not hard but people seem to get stuck on that alot. pretty much anything in the animation system lol

robust cedar
#

dont you just need a joint to

#

do that

grim ore
#

ooh or sequencers stuff

oblique coyote
#

Well what about something like you can see in most popular games to look around while holding alt ? would that be worth a seperate tutorial ?

#

I mean basics about sequencer or more specific topics ?

grim ore
#

it might be. basically changing the mouse look to toggle instead of always on

robust cedar
#

that would be good its simple but helpful

oblique coyote
#

Sounds interesting.

grim ore
#

well sequencer itself seems to not get much love, so in general, plus stuff like how do you feed data into a sequence or out of a sequence

robust cedar
#

right now im trying to clone CS in ue4

oblique coyote
#

Would need to do my own research first into sequencer im mostly active as a 3d artist with quite a but of knowledge about blueprint basics

#

@robust cedar you gonna also make hit reg wierd because that would be authentic.

grim ore
#

yeah if you want a series that isnt too heavily done already sequencer might be a good place to invest time. It's super powerful but super annoying to learn (personal opinion)

oblique coyote
#

Then ill look into it ^^ but maybe ill settle on Niagra or creating more basic blueprint functionality if i cant get too far with it.

grim ore
#

well for example making a cutscene in a series might be a good combination of stuff. panning a camera, using focus effects, having something do something, having your player look at the something from a script trigger, etc.

#

going beyond just tracking movement in a sequence would be a nifty thing

pseudo dome
#

Hi guys, im creating a space exploration RPG, and im having a really hard time applying a collision to a skeletal mesh, i have a ship that has a full interior 😃 i bought the asset from Daz3D... i just want the ship to have a proper collision on it so that the character can be able to walk on and off and around the ship inside,... but it wont work... no matter what i do i follow the tutorial and do the proper naming UCX_xxxxx etc but it just will not work... what am i doing wrong? i've tried blender and 3ds max... im stuck 😭

grim ore
#

I might have to steal that idea I just gave you btw lol....

oblique coyote
#

how dare you :P. lol im mostly more active with gameplay anyway so i wont stop you 😛

grim ore
#

super fucking bored at work so trying to find something to do, really bummed about being stuck on the 4.20 new stuff so it might be fun. Like a intro to sequencer series going from nothing to a small cutscene with people chatting and you having options to choose from to direct the conversation.

oblique coyote
#

Yee i would defently want to watch that. Also mathew do you have the same issue with c++ that you cant include anything since 4.20 ? I wanted to do a tutorial about how to change tired configs on runtime and in return destroy or be able to repair wheels. But it always errors out the include wich it shouldnt at all. Sometimes it works after rebuilding the project but its massivly hit or miss.

grim ore
#

I rarely touch C++ and haven't since 4.20 so can't say I have. I know I keep seeing that issue popping up in here tho

oblique coyote
#

Its a massive issue i cant really do anything that covers c++ without haveing the issue of haveing to recreating my visual studio code 5-10 times before it maybe will work

grim ore
#

not an issue in 4.19? might have to go back to it for now

oblique coyote
#

nope none at all

grim ore
#

yeah that might be the one I keep hearing is being pushed back and is now scheduled for 4.20.3

oblique coyote
#

ah fudge

grim ore
oblique coyote
#

I will defently need to find a new game i want to make or concept i want to make im extremly bored for the next year with preatty much nothing to do.

#

Exatly that mathew

grim ore
#

good luck on finding a game idea, I haven't had a good idea in years lol

oblique coyote
#

Oh well i made a pool game last so i dont think finding anything better will be hard lol

cursive dirge
#

why do you even need intellisense?

#

I've disabled it from VS

#

as it doesn't really work properly with UE4

#

it's all messed up

#

wtf epic 😄

#

because why have proper indentation

oblique coyote
#

lol

#

this is why i work with blueprints so i can fuck things up

cursive dirge
#

"Showing with 14 additions and 19 deletions. ", from all that, actual change was 5 lines of code

oblique coyote
#

oh wow

agile hazel
#

can someone help me make storm?

oblique coyote
#

and it still doesnt work at 4.20.3 sadly

warm ember
#

yo i need help like real bad

#

whenever i launch the unreal engine it restarts my computer and this has happened like 4 times

grim ore
#

If it's a laptop make sure it's plugged in, other than that any crash logs?

cursive dirge
#

@oblique coyote there's no 4.20.3 yet

warm ember
#

im on my laptop and it just restarts everytime i launch unreal engine, and i want it cause im trying to make a game but it just doesnt want to launch ;-;

grim ore
#

welp is the laptop plugged in? and if so is it the correct power brick. It's going to fire up the GPU if you have one which will draw more power. If it just "resets" then it sounds like your brick is not putting out enough power or your laptop is going bad

warm ember
#

yes it is plugged in

oblique coyote
#

@cursive dirge I haven't slept in 34h lete be I meant 4.20.2

warm ember
#

anyone know how to fix unreal engine 4 not working, everytime i launch it it just restarts my laptop and my laptop is plugged in too.

cursive dirge
#

@oblique coyote that fix isnt in 4.20.2

#

They are targeting 4.20.3 for it

brittle gulch
#

I had this bug as well bug it happened only once

#

It seems that not a lot of people use the EQS system in EU4? 🤔

hidden berry
#

am i able too run just the engine on my nvme, and have it save all the engine files on another harddrive? single projects are taking up around 37gbs each, and its killing my nvme lol

dark depot
#

you can have your projects on a different drive and also set up swarm to have lighting cache be kept on a different drive

hidden berry
#

yeah i have the projects themselves set too save too another drive, but the engine files are what are storage intensive , im running out of space quick

worthy oyster
#

yeah, i can talk... hey there everyone.. didn't know this existed

#

glad to be here

dark depot
#

well you could remove some of the things from the engine like the android build stuff

#

to reduce the size it takes

hidden berry
#

yeah it looks like the plugins folder and the binaries folder are taking up most of the space. 19 gbs on binaries, and 8 gbs on plugins

dark depot
#

yeah you can get the binary build under 14 gb

hidden berry
#

could i remove everything im not using without harming projects? i.e. mac, linux, android, html

dark depot
#

yeah

hidden berry
#

sweet, thank you, so i can remove everything but win32 and win 64?

#

and maybe thirdparty

dark depot
#

if your using the launcher build next to launch hit the dropdown arrow and hit options

hidden berry
#

pulling it up now, i was in the folders themselve

#

themselves

lavish totem
hidden berry
#

whats the diff between windows and desktop (win+lin+mac)?

#

in other words, could i uncheck windows and use the windows from desktop option?

warm ember
#

Can someone please help me

grim ore
#

I don't think we can. If it's a reboot without any crash there is a high chance its a power issue in the laptop.

warm ember
#

Can someone please tell me what keeps happening

grim ore
#

You boot up unreal, it tries to utilize the machine to the fullest to compile shaders, it ramps up the speed of the CPU to it's max wattage draw from the wall, the power adapter goes "fuuuuuck this I can't handle it", and it shuts off

warm ember
#

So I can’t use unreal engine then I gues 😦

#

Or is there a fix

grim ore
#

for that answer your going to have to check your event log to see what windows is saying is your issue

warm ember
#

How do I do that, I looked up event log and I clicked on the app but idk what to do

grim ore
#

check the Windows Logs -> System section for entries at that time and see what they say happened.

#

Application might have something as well but since windows is restarting it should have an entry for why

midnight mantle
#

what was that one puzzle game that was all white?

#

3D and was mega weird but it was interesting

#

First person camera and you can't die

#

I believe it started with an "A"?

fierce tulip
#

antichamber?

midnight mantle
#

yeah!

#

thanks

paper kernel
#

now that was a weird game

fickle topaz
#

Uh

strange sapphire
#

Any thoughts on footprints in snow?

#

(in a fps game)

digital anchor
#

Decal for the easy solution, render targets for the best solution

robust cedar
#

i watched a video on how to do something in unreal and i was reading the comments and someone asked "when he said to make a float + float he doesn't show how to"

#

and someone replied just and just said "type in float +float"

#

Thats what like to see

harsh tiger
#

does anyone know what could be causing my camera rotation to get set to 0, 0,0 when i hit a trigger box?

#

the trigger box doesn't do anything either, i just placed it in the world and it only just started to happen

dull viper
#

Collision?

#

I'd check collision settings and channels first

harsh tiger
#

its just standard overlap everything and projectile is set to ignore

#

when i have worldstatic or worlddynamic set to overlap thats what causes it to happen...

#

my character can still trigger stuff but that weird camera glitch doesnt happen anymore

chilly gale
#

@sand nacelleStaff Is it a known problem or is it new that moving file/folder is messy, the editor leaves the folder behind and I find I can't delete them if I move a (for example) Paragon character into a folder called Paragon\Paragon_Characters eg: \Paragon\Paragon_Characters\Shinbi and there's an empty folder structure there the editor crash's. If I move said structure to an empty folder it move's them BUT the original structure is left behind and I can't delete it. I find that file management is really hard.

dull viper
#

I've been frustrated with that a couple years tbh

smoky stream
#

if you move the files in editor you can then reload the editor to get rid of the old files in editor iirc

dull viper
#

not always

#

maps are the worst

#

it likes to leave the uasset files in the original folder, fix up redirectors is supposed to help that but its not perfect

lavish totem
#

Anyone know a way to make a polished / good looking menu easily or kind of easily? Like any tips?

smoky stream
#

try to avoid hard coded locations for stuff

#

make as much as you can dependant on resolution, screen size and screen scale

#

so then it works on any monitor

#

also dont use the default fonts and textures

#

illustrator is good for this sort of thing because you can make pretty nice looking buttons and then export them in multiple resolutions

#

so you dont have to scale stuff in engine and it looks nicer

#

and just go and get yourself some fonts

#

@dull viper

#

thats how i've done it so far

#

wait

#

wrong person

#

@lavish totem

#

sorry for the ping :(

lavish totem
#

Thanks I’ll have to try it in a bit

dull viper
#

haha its cool

storm venture
#

so I can have custom events callable in editor which is really cool but they become disabled once I add a parameter to them?

#

I could just make a variable exposed on spawn and use that but it just adds to the already messy thing i got goin in

oblique sorrel
#

I just experienced nirvana...

#

My build packaged with no errors 😮

#

Buuuut it crashed. Because of course.

spiral marlin
#

If I wanted to ask questions about UE itself, would they go in this channel? 🤔

oblique sorrel
#

I'd say so

spiral marlin
#

Alright. So by far the biggest and one of very few problems I have with Unreal is the c++ compile times. It takes up to 15 and even 20 minutes to compile. Which drives me insane when I'm making small changes to a c++ file.

#

But sometimes it only takes around 15 seconds.

#

And sometimes it's seemingly infinite. 🤷

worn granite
#

Yeah, its not great sometimes.

#

Been compiling UE4 all day.

spiral marlin
#

So it's normal to spend all day waiting to see if one line works? monkaS

worn granite
#

Not really.

#

More like. a full rebuild of the engine source.

#

Also I could see something taking around this amount of time if you change something really really core.

#

If you're just working in a game project, should be far snappier

spiral marlin
#

I am.

#

Do you have any idea what could be causing it though? I've moved UE and my project to the fastest HDD I own (I do not own a SSD) and did a few other things that I read online. Nothing is any different.

worn granite
#

What're your specs

spiral marlin
#

Just from the system panel. If you need more information, I'll have to download a separate program, because I don't have one installed currently.

grim ore
#

I would say if hot reload is working and you are using a small change in editor it should be fairly quick. If your making a change to a header or a core engine file it's going to be a pain for anyone

spiral marlin
#

Making a change to a header would explain why sometimes it takes 15+ minutes, and sometimes it takes about 15 seconds.

grim ore
#

yep

spiral marlin
#

That's insane though. monkaS

grim ore
#

it's a super big suck but it's how it is when working with a large code base in C++

polar hawk
#

engine change, big change

grim ore
#

15 minutes seems a bit high bit I have never worked on a large project in c++, only ever compiled the engine if needed which is about 25 minutes for me

polar hawk
#

project change

#

small change

spiral marlin
#

I haven't touched the engine. By header I mean the .h file that goes along with the c++ files.

#

Assuming that's what Mathew meant. 🤔

grim ore
#

yeah I meant a general header file change is going to not allow hot reloading as far as I know so it would take longer than just a c change

#

take like literally everything I say with a pound of salt tho as C++ in UE4 is far out of my comfort zone but based on everyone else bitching about it I would say it is normal 😦

spiral marlin
#

If it's really an unsolvable problem, I'll probably just use blueprints. But I don't really like blueprints, I prefer actually writing the code, maybe with a mix of blueprints. Plus I heard that blueprints are slower.

grim ore
#

yep super slow, like a thousand times slower to do the basic stuff

#

you should never use blueprints based on that

#

or....or... you could try it and see how it works 😉

spiral marlin
#

Could never be as slow as the compiler. SuperiorLUL

broken shadow
#

Seems like the universal QQ points for UE4 users are:

  • Hard coded-ness of Character & Character Movement Component

  • Compile times

#

Or at least those seem to be some of the most common

grim ore
#

The CMC being only good for humanoids because bacon definitely seems to pop up a few times

worn granite
#

@spiral marlin skookum?

spiral marlin
worn granite
#

Forgot one Jelly

  • When BP unravels in some way
broken shadow
#

Oh?

grim ore
#

When it comes down to it in the end if you make a full production game you are probably going to have some blueprint in there due to the way the engine works so there is no real reason to not learn it at the basic level.

broken shadow
#

That one's new to me

worn granite
spiral marlin
#

Well I know it at a basic level. I just don't like it.

grim ore
#

maybe take it out for a dinner date, romance it a bit?

#

maybe get to know it better

spiral marlin
#

I would, but I heard it was always late. OpieOP

grim ore
#

I know Blueprints like you, I heard them talking about you in the locker room the other day

worn granite
#

You should get elbow deep in its guts, really get an appreciation for the whole system and how it works. Makes it super easy to gut BP from your projects.

spiral marlin
#

Well how much slower are blueprints? I want my games to perform well.

broken shadow
#

What I've always heard is that it's somewhere in the vicinity of 20% slower

worn granite
#

How would you describe your familiarity with C++ ?

polar hawk
#

god damn it

#

this is why

#

we can't have nice things

broken shadow
#

But take me with a grain of salt

spiral marlin
#

Completely new, Lambda.

worn granite
#

Ok, use BP it won't matter.

polar hawk
#

imma fucking nuke the salt silo

spiral marlin
#

Lol. Would my code end up being as slow or slower?

grim ore
#

man I was trying not to link your video lol

worn granite
#

BP that survives long enough to be nativized (read transpiled to C++) will probably be

polar hawk
#

I'd do it but I'm chillin so

worn granite
#

Just don't do obviously dumb things and you'll be fine

grim ore
#

Blueprints are slower by a factor of stupid. The more stupid the blueprint the slower it is.

worn granite
#

^

spiral marlin
#

No promises. OpieOP

worn granite
#

Plus if you get familiar with the engine and then switch over to C++ you'll know more of how things should work. You'll be using less "exploratory compiles"

grim ore
#

This is the same conversation that exists in the Unity chat about using GetComponent every frame lol

spiral marlin
#

That's true. It would probably be better to get comfortable with the engine using blueprints first.

grim ore
#

about the only true constant with UE4 and C++ seems to be buy a copy of Visual Assist X or you're gonna have a bad time lol

worn granite
#

10/10 would agree

spiral marlin
#

What is that?

worn granite
#

it is your god, if you write UE4++

grim ore
#

Replacement for Intellisense which is near useless with the UE4 codebase

worn granite
#

and its kinda neat outside UE as well

#

so there's that

polar hawk
#

vax is a crutch

#

and I have two broken legs

broken shadow
#

Not the followup I was expecting

worn granite
#

I can write UE4++ in a visual studio instance which doesn't syntax highlight, doesn't tab complete, and has input lag on the order of seconds per letter.

polar hawk
#

just memorize the codebase nooob

worn granite
#

Last time it happened I finished the function I was writing and went to notepad++

#

while VS restarted

grim ore
#

The most frustrating thing I had when trying to do UE4 in C++ was having intellisense break and not knowing what the fuck did what. Unless you are Allar level of godlike using something that works like VAX is super important

#

remember whatever.the.fuck.this.property.is.called in the hierarchy is near impossible without a cheat

broken shadow
#

Soooo memorize all 10.6k lines of CMC, got it

grim ore
#

which, btw, is why Blueprints are awesome 😉

#

Blueprints are basically what we got because code is hard and who has time for that

broken shadow
#

Am I doing it right?

polar hawk
#

this is the same issue I have with people who struggle with the debugger

#

like god damn

#

just write the code right the first time

grim ore
#

god damnit allar

worn granite
#

Sit the fuck down. Think it through. Think for hours. Type for 30s. Never debug.

grim ore
#

some of us just roll our heads on the keyboard when coding so we don't always get it right, we need our debuggers

#

plus copy/paste everything and forget to change one variable ftw

polar hawk
#

every keystroke should be deliberate

#

every line a masterpiece

worn granite
#

If you ever typo, start over from hello world

grim ore
#

Every line I type is stupid and worthless the first time. The 10th time after I refactor the code once it works right is the masterpiece.

broken shadow
#

"Hey my graph is working!"

[5 minutes later, some tertiary edit made with the implications forgotten]

"FUCK"

sterile narwhal
#

New to UE here. Where should global constants go and how do I put them there?

worn granite
#

No. and No.

dull viper
#

wow havent heard that since unity

broken shadow
#

I have literally never seen anyone describe a use case for global variables in my life.

dull viper
#

unity loves its globals IIRC

oblique sorrel
broken shadow
#

Like, every single time it's always been "Global variables are the DEVIL" - Coders and scripters alike

oblique sorrel
#

Any ideas what is it/how to debug it/how to fix it?

worn granite
#

@sterile narwhal in all seriousness, do you mean BP or C++

#

Cause if you mean BP then you won't actually have a global

sterile narwhal
#

I'm not looking for variables. I'm trying to get some constants that the whole game can find.

#

(In blueprints for now)

worn granite
#

GameInstance class.

#

Its a singleton, pretty much the only thing approaching global in BP.

sterile narwhal
#

Thanks

worn granite
#

np

dim arch
#

anyone know why my cinematic/circleDOF is not working when using a cine camera?

smoky stream
#

have you tried enabling it in the camera settings?

dim arch
#

yeah

smoky stream
#

UE is sometimes like that

dim arch
#

it works in a postprocess volume

#

but not in the camera

smoky stream
#

there is probably some checkbox hidden away somewhere that you're missing

dim arch
#

probably

#

but I am pretty sure the DOF is being calculated from the physical camera values

#

so modifying the DOF postprocess wouldnt work

#

nvm, I had to set the focus method

#

😄

bright mirage
#

Hey guys I am working on a mobile application using UE4 and wanted to know how we can bundle projects, store them in the cloud and dynamically download them to mobile devices and have them compile and run at run time.

#

It may sound like a far fetched thing but I've been looking all over the web for something that can do this for us.

worn granite
#

compile not sure about android, but I've heard somewhere that's a big no for apple

bright mirage
#

Hmmm

#

I know apple's app store runs differently because they require the actual source when submitting.

#

It's not like Android where the code has to run and compile at runtime.

#

But I was wondering if there is a way for us to grab UE4 packages from a server and have those packages download to the device when it is triggered by a marker.

grim ore
#

Apple so does not need the source when submitting but they do scan for private API calls

#

you can download resources from a third party server sure but normally it won't be code, just art and stuff. Now with that said there is nothing stopping you from using a runtime interpreter like skookum to download new assets that contain code that you can use.

bright mirage
#

Aha! Thanks for the help Mathew 😃

#

@grim ore Question is does the skookum package its' dependencies too when we want to upload the full package to a server or do we not need to worry about that?

grim ore
#

I've never used it for this purpose so I don't know for sure 😦

#

I know when I was doing some stuff like this in Unity it was a giant pain in the ass to add in extra functionality in downloaded files if that functionality was not in the base game. With that said an approach might be to have a front end that downloads and updates itself then launches a secondary main application that you can update. I've seen a few mobile games do that

bright mirage
#

We actually do have a front end app 😛 just that we have markers for it which will trigger the download of the experience.

#

UNLESS option 2 is to stream it over UDP @grim ore

grim ore
#

whatever you do just don't expect apple to be happy if the code changes at runtime

broken shadow
#

@grim ore Going back to what you were saying about "CMC being only good for humanoids because bacon"

Does bacon mean anything? Googling for it just gets me results for a language (Basic to C converter) Meant to ask earlier

grim ore
#

nah just a random word to replace reasons because why not lol.

broken shadow
#

oh lol

grim ore
#

Tons of reasons for it to only be good for humanoids and it's all subjective to the user if it's good or bad

broken shadow
#

Yeah, capsule is a pretty clever representation of a person's form

broken shadow
#

It's accurate at almost all times unless you go prone but that's fine, going prone is a niche and always temporary situation.

For a critter, having looked at reference videos & pictures of animals moving around and doing their thing... I've started to appreciate how much of an undertaking an accurate representation as a unique pawn-type will be.

bright mirage
#

Yeah I figured Apple wouldn't be happy.

#

But we're working on something around VR 😉

#

So that's why I needed to know.

broken shadow
#

EDIT: Derp, kinda repeated myself there.

bright mirage
#

Lol jelly 😛

grim ore
#

the good part is there is nothing stopping you from subclassing the CMC stuff and adding to it to suit your needs

broken shadow
#

Yeah. Once I'm cozier with C++ and programming in general I'd like to nose-dive into that topic and figure things out. With the final aspiration of making it a market place worthy asset.

bright mirage
#

I mean the thing I really like about UE4 is that it's very very easy to program things without needing too many subclasses.

#

Otherwise some programs I've got on my PC have one too many subclasses.

bleak widget
#

hi everyone )

broken shadow
#

Welcome to the circus act :P

bleak widget
#

Blueprints save our time when make something little

#

it help me leraning UE

broken shadow
#

It's nice for feeling out how a problem should be approached and broken down

undone sinew
#

Is there an alternative to lightmass for global illumination that doesn't have to calculate every single frame?
I've tried VXGI, but its my understanding that you cannot cache/bake, or limit how often it updates, unless I missed how to do that.

grim sinew
#

Nope.

dim arch
#

is there any way to replace a component with another one keeping variable references

#

for example replacing a camera component with a cine camera

#

also when I pilot my camera the circledof effect is not showing, but it is on the picture-in-picture preview when it is selected

#

editor restart fixed it but it keeps happening

empty charm
#

Hello everybody. A long time I worked alone in UE4. But it is very unproductive. I would like to join to a some project. Where I can found something like a list of projects or somthing similar? Thanks in advance.

sleek solar
empty charm
#

Thank you but I am not sure good enough for professional level. I mean something kind of enthusiast group.

sleek solar
#

There are "unpaid" positions there, could be what you are looking for.

empty charm
#

Thanks. I will take a look.

brittle gulch
#

Hi do you guys use EQS systems? It doesnt seem so popular

grim sinew
velvet ravine
#

Can someone remind me, What does Fortnite use for there voice,

static viper
#

you can range chat then

#

like in pubg

#

maybe even in group

#

its a common feature

#

comes from counterstrike times i think

#

where you could communicate in battle

pallid compass
#

prob a custom internal system

#

unless they ever fixed there shit

#

pretty sure most games use an external thing to process voice

#

Im pretty sure the engine has some support in it tho

#

if it actually works? fuck knows

plush yew
#

Hello all, do you know if I can use Paragon characters for my reel? I want to use them and their animations as starting point to create game fx inside unreal. Thank you

pallid compass
#

errrr

#

would not recommend that

#

u can but

#

i wouldnt

#

if ur doing FX

#

use the mannequin

#

otherwise its gonna come across as misleading

tall pendant
#

i'd focus solely on the fx for portfolio pieces.

plush yew
#

@pallid compass , misleading ?
@tall pendant , I know, but I think it's a personal choice

pallid compass
#

Yeah but its not your work, and its AAA quality work

#

Why you you using it in your reel?

#

well wanting to use it*

plush yew
#

Of course I will write with big font: all characters are properties of Epic blah blah

pallid compass
#

I would just focus on the FX if i was you.

#

You want a reel to be clear as af

#

Normally you want everything to be black and white that is not the area you are trying to display

plush yew
#

it depends

#

if you are creating FX for characters, like healing, magic, whatever, it's better to have a nice, animated character as starting point and create fx around him/her.
Not all effects are just explosion/destructions/fluids/and so on, characters cover a nice part of them, especially in games like rpg.
But, again, just asking to be sure I WOULDN'T infringe some copyrights, as far as I know the important is using them inside Unreal Engine, but no decision has been made yet

latent shadow
#

is there a difference between the Kite Demo and Open World Demo in landscape assets and foliage?

tall pendant
#

there should be no difference in the assets themselves.

pallid compass
#

if your saying thinkinmonkey that u cant create vfx with out having premade char and stuff to work with, your gonna have a bad time.

plush yew
#

why are you saying that? I never wrote I can't create fx without having character, why did you think that?
I wrote that "it's better to have a nice animated character as starting point", I meant to say that Paragon characters are so beautiful in their aspect and animation that I think could be cool to create fx with them, they are so inspiring to me, but that doesn't mean I cannot create fx without characters.
Having an animated characters for fx is useful as an fx artist can also sync the fx with the character animation, you cannot timing an fx with a blank scene or with a gray sphere, you can create and put all the elements necessary for the fx in a blank scene according art direction given by lead/art director, but in the end you need the animated character as you don't know, for example, when a jump starts or you don't know exactly where hands/head/feet are in order to attach to them streaming of magic, puff of smoke and so on.

fierce tulip
#

it depends on the effects, but (as an vfx artist) i'd say use whatever you can to showcase your work. just be clear on what you made and what not.

#

@plush yew

#

kinda odd that people claim you shouldnt

#

¯_(ツ)_/¯

plush yew
#

@fierce tulip , very happy to hear your voice (I'm one of your eager follower 😃 ), you just got the point

latent moth
#

All, I'm getting a

LogOnline: Display: STEAM: Loading Steam SDK 1.39
LogOnline: Warning: STEAM: Steam API disabled!
LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()

everything used to work with 4.19. I also see:

Log file open, 08/29/18 12:53:02
LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VSPerf140.dll' (GetLastError=126)
LogWindows: File 'VSPerf140.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist

...any ideas?

whole quarry
#

Steam API disabled!

#

¯_(ツ)_/¯

plush yew
#

I would also add that, if we would avoid to read last sentences, they just suggested what normally is the "golden rule" for reels: best work and only what you worked on. Which makes sense.
Maybe I could use the Paragon characters as reference, creating the effects, hiding the characters, then rendering all that stuff with gray spheres

fierce tulip
#

meh, thats like telling an environment artist they cant use any rocks, tree's, etc because they should model, texture, shader everything themselves.

feral canyon
#

Hey all. Regarding the Action RPG project, Bem Zeigler said that some updates for the sample will be done. Any idea as to when those updates are going to be published?

latent moth
#

@whole quarry yeah that's the issue, i do not see the steam interface in game...

#

and the session finding does not work (i.e. other devs cannot see each other's host)

fierce tulip
#

@feral canyon might need to ask in the thread about it if there is one

feral canyon
#

Yeah I guess there would be a good place to ask

#

Thought you guys might know though. Thanks

fierce tulip
#

renaming files when version control is active is soooo sloooow

feral canyon
#

What version control are you using

fierce tulip
#

p4v

latent moth
#

with some additional verbose...

LogOnline: Display: STEAM: Loading Steam SDK 1.39
LogOnline: Warning: STEAM: Steam API disabled!
LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
LogOnline: OSS: Unable to create OnlineSubsystem module Steam
LogOnline: Verbose: OSS: Created thread (ID:2944).
[2018.08.29-11.23.31:669][  0]LogOnline: Warning: STEAM: Steam API disabled!
[2018.08.29-11.23.31:669][  0]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
[2018.08.29-11.23.31:673][  0]LogOnline: Warning: OSS: No game present to join for session (GameSession)
#

can some kind soul point me in some direction? tried them all i know.

#

...and in 4.19 the same setup worked.

#

somethimes i swear UE4 can be so frustrating.

fierce tulip
#

sometimes? :p

latent moth
#

don't get me wrong i love having access to it. but so many idiosyncracies are really getting me.

#

two days on this.

#

DLL are in the right spot. instructions are old and not compliant. all plugins are available.

#

200 posts on the same thing, not one has solved anything

fierce tulip
latent moth
#

does someone know at least whther this needs to be included yes or no in the project build.cs file:

DynamicallyLoadedModuleNames.Add("OnlineSubsystemSteam");

#

since in that file it clearly states

// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true

latent moth
#

SO, I just reinstalled 4.20.2 and it worked. You know, for anyone with the same issue.

#

Yay....

#

...right.

spiral anvil
#

By any chance, does anyone knows what Translucent Sort Axis does? It is right under the render setting in the project settings.

fierce tulip
#

not sure, guessing it has to do with at which axis translucency gets sorted mainly?

spiral anvil
#

I followed through the C++ Tanks vs Zombie tutorial, and at the very end 2D sprite was disappearing (depending on the camera angle), so he "fixed" it by setting z to -1.0

#

He kind of didn't fix it, but try to.

plush yew
#

Hi everyone, I was about to start a cinematic project on a new map when the terrain material started to not loading the shaders. It seems to me that there's a problem in the connections of the material inside the editor but I'm not quite sure since I already checked it and found nothing strange. Does anyone know a fix for this?

pallid compass
#

not really showing anything but a details panel

#

prob need to see inside it

whole quarry
#

looks like a problem with the material

plush yew
#

@pallid compass Do you want me to show you the material editor?

pallid compass
#

Well yeah that might help.

whole quarry
#

got ignored >.>

plush yew
#

I saw your message @whole quarry! Do you know a possible fix for this?

whole quarry
#

how can I know a possible fix if I can't see what the material looks like inside? 😃

pallid compass
#

I swear to god we need guidelines for new people, (not any sort of blow at you googleMe)

#

People cant answer questions with out any context.

fierce tulip
#

double
click
on that material instance, double click on its master. show us its inner workings

fierce tulip
#

and the material instance?

#

because that looks somewhat fine

plush yew
pallid compass
#

Is this a pack?

#

i think i know whats going on

#

right away

#

This looks like a pack with broken texture Ref's

plush yew
#

What do you mean by "a pack"? This is a map and inside the map there's a folder named "Terrain_Material". And there is where the material is located along with the others which are giving me the same result as this one... As for other maps, they work perfectly fine to me

pallid compass
#

Where did you get materials from

plush yew
#

It's from a game in the "Modding" section on Epic Games Launcher

pallid compass
#

what game?

plush yew
#

Squad

pallid compass
#

that was just a curious question

#

so are you in erm

#

the games mod kit

#

or your own project

plush yew
#

Yep

pallid compass
#

where u have migrated

#

mod kit?

plush yew
#

Yes, this is the mod kit of Squad

pallid compass
#

did u copy or move anything at all

#

Materials looks fine

#

i cant see anything wrong with anything

#

do u see

#

compiling shaders

#

in the bottom right

plush yew
#

No. Also, I already tried to reinstall in my other PC drives and verified the files but none of them worked

whole quarry
#

how did you migrate it from the mod game to your own project?

pallid compass
#

Kit looks broken then

#

hes not in his own project

whole quarry
#

ah, its a mod project?

pallid compass
#

Yeah

plush yew
#

I'm not in my own project

whole quarry
#

perhaps the problem is in one of those material functions

pallid compass
#

OH

#

IS THAT

#

A LANDSCAPE MATERIAL

whole quarry
#

good morning this afternoon, Rei