#ue4-general
1 messages · Page 303 of 1
does it look funny in curve view?
Fixed it!
Best way to implement a sword that can be holstered, drawn, has animations and can be dropped? Sockets? Master Pose?
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
That looks like a material itself using emissive, do you have an actual light?
no, but the material its self should be putting the light out, with the "Use Emissive for Static Lighting"
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
Thanks Luos!
unreal keeps crashing me
when i launch it my laptop freezes and then the big sad face appears where it says your pc ran into a problem
aww. Sounds like OS/X? if so have you tried with the laptop plugged in and is this running newer hardware?
or wait does the new blue screen in Windows 10 have a sad face as well?
yep it does I take back the OSX lol. Yeah make sure it's plugged in and beyond that look up the crash code
well, i use ue4 on a i3 with 4 gb ram and a hd graphics 520
and it doesn't crash
idk how
Maagic
sounds plausible. I was using it on a 3rd gen I3 before and it worked... poorly but it worked 😃
yeah, but the intel hd graphics 520 is pure pain
Yeah I sometimes forget to sleep too
@abstract marsh Hello
Hahaha @silver crown, story of my life
I really need help my app is finished export and runs on android but its so fucking lagging.
How could i fix that problem??? 😭
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??? 😭
@plush yew Linear Interpolation
Less material flowcharts and more of a universal slider that allows custom code editing.
More like Speedtree.
Heya, is there a good way for me to be able to control the Z (up) curve when jumping with a characterMovement component?
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.. :/
Why is blender animation so gay

its more gay then sexual preference
Dude, you want nightmare fuel. Try using Houdini.
whats dat
its more gay then sexual preference
Software created by demons.
wait
Houdini can do anything. But the price is you sell your soul, and sanity to it.
Way worse than blender.
and it gives you the gay
and it gives you the gay
I'm so old I remember when that word stood for happy.

i guess i shall install the houdini

i have no soul tho so im not sure if the payment plan will work for me
CRAWLING IN MY SKIN


guys im broke i cant do that stuff
Houdini's prices aren't the issue. It's it's functionality, UI, purpose.
There's a free version.
im talking about the emojis




guys im making blockbuster stuff on a budget or atleast thats what sideFX whats me to think
is that better or worse than getting the gay
whats wrong with either
nothing

i just dont want it
don't want what
the gay
the gay
😢
You're archiving his messages Allar?
So that it makes sense even if they get deleted?

I'm just highlighting the ridiculousness
alright im ridiculous

Is there no way to use the MeshEditor (new geo tools 2.0) on a single instance only?
Does anyone use GPortal plugin?
@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.
Altogether though I don't really know. I'm just guessing.
Whatever drugs this guy is hopped up on, I want some.
exactly! im trying to interpolate hte turns
it does seem that my high rotation rate is related
also going to check axis deadzone
@broken shadow i am going to keep messing with it il let you know the results thank you for taking the time to help
Sounds like you're going to be graphing out a solution rather than messing with defaults
#blueprint fodder
yeah thats for sure
this is only with my prject?
prbably due to teh high rot and acc
i wonder if this is why we dont see alot of hack and slash games lol
it is tempting to dig through teh CMC code
in theory we should be able to interpolate the movement on keyboard too
CMC seems like it was engineered at base for 360 degree rotation, and 360 degree rotation only
That's what it feels like anyway
i know a couple thigns about the rot rate so far
900 turns in 0.2 seconds
but even that feels weird
540 is the default third person template
deadzone helped a little but not a fix
good morning
morning
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.
@dull viper wrong channel?
where would you have put that? i was respondfing to a copnvo from earlier
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
Animation
Better retargeting HYPE
holy shti that is hype
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
procedural animation and better retargetting
and improved iks i would guess?
interesting fo sho
How can anyone vote to modify the UE4 roadmap?
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)
You can't vote anymore, they took that out
It never mattered either way, they never prioritized anything on votes
Radio effects are rather simple to get going. They removed the ability to vote for/on engine features for a reason.
Because everyone only wanted 3 features on it?
Dynamic GI, volumetric lighting, and virtual textures
Pretty much since day 1, those were the only 3 things people voted on
guess which 3 they never really got :p
volumetrics effects are kinda there
the rest, not so much
Hey, we got 20 lines of code telling us that someone tried to make virtual texturing over lunch break one day at least
Dynamic GI is coming next year tho 😄
@tall pendant how can you add radio effects in? I'm talking about end/begin buzzes and EQ on voice
Play a radio buzz sound on voice begin and end, not sure about EQ though
that roadmap tho
Epic has really dropped the ball on informing what's coming in short term
that's almost like no roadmap at all
It's not a roadmap, it's a changelog with a wishlist in the annotations
now it's more like backlog where you don't even know if they are actively working on the items on list or not
@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.
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 ?
Oof, I think I've boxed myself into a design corner
I have a spline-based sidescroller, but need to control the camera manually, because I want to use camera windows and platform snapping
I'm not sure how to actually approach implementing it
since camera windows operate in screen space, but the camera itself needs all it's math done in world space
I have a horrible feeling we're looking at an unholy amount of trig
Camera Windows?
let me find a suitable gif
it's a common concept, one sec
that's a camera window (animated gif)
platform snap isn't too bad
camera window is a bit funky
made a bit worse by using forward-focus
its funny how often you see both of them poorly implemented
or not implemented at all, hehe
star ocean 5 is one of the worst offenders in last few years
heachache inducing much
I haven't played it, mercifully
better example of a camera window, maybe:
https://lh5.googleusercontent.com/OjetE4BceCsk86YRjdsQHTxavEijGX7kC_15ML0-oo5oxIPdqWkh4RQeXrbtXXHQmgDsUEJ7oW_p_duz4GA5fVIyTXozzOUJMsS-9JHb7T7wXsFxr0_jmIbzXGu_MPSM
is this the best way to do that?
lol
hmm, I think the curved paths are gonna make me need to rethink the concept of the window entirely tbh
look at the "Make Vector"
what is that connected to :S
i see 2 * and 1 - but what is that first node that has 2 vectors in and 1 float out :S
Dot product, probably
Guys anyone ever had the problem that an editable box won't be selected?
@wary wave dot product what? :S
...dot product of two vectors
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)?
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
Yes
Put windows on os
Things like ue4
Suck the living hell out of storage drive speed
However
U couls just put both on nvme
Problem is windows bloat
If u dont look after it
windows really needs to be on the nvme drive or everything will be slow, not just booting
^
Put the operating system & core tools on the fastest disk
Your project should be on a fast disk but it doesn't need to be as fast
I see, thanks guys so I'll do a fresh reinstall
yea, most people put OS on ssd
Guys ? Any idea how to set position/rotation on model directly on UE4?
@green lake it's how you import it, just rotate it in the viewport
@green lake you can change the offset with unreals import settings.. its probably easier to recenter/align it in like blender or something
afaik you do that in the modeling tool
you have to reimport it asfaik
^^
i did
did you use the right fbx export settings?
i can't find from where to change position, its not like level editor
.obj and yes
i noticed almost all models are like this, not only in my stuff
I think there's the setting where in you will force it to look at X? try to check that
perhaps you messed up the import settings then, ue4 doesn't flip meshes on its side for everyone, just you
There is literally no anything you can mess up with .obj
seems like you found one
hmmm maybe it's how you export then?
how does your export settings look like?
Hmm let's see
First problem here
In blender is not like this
just clicking export and format
than 3ds
Now it's adequate but it's split in different parts that's.. not good
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.
is it allowed to make advertising for my project in #introductions ?
Don't advertise your projects here
Advertise to your audience
Gamers, not developers
Hope all will be fine now, thanks @digital anchor
@placid garnet read #old-rules first
i just ask.
if you would read it, you would already have the awnser
k
I just answer
Any ideas what can cause just a house looks that dark? I checked around Dir lights and etc but nothing helped
Surface normals, i noticed the nomals were bad on the object when in blender too
Maybe use some point lights?
There is still no normal maps
Can I prevent the "execution" of an animation blueprint until I've set up its variables?
yes..
it wont light the top cuz it thinks the surface is pointing another direction, thats what normals are
few ways to fix: bevels, holding edges, creases, edge split or autosmooth (easier but with less control)
Uh ok quick question should I learn BP or C++
Both
both, probably
Starting with BP
depends on where you are in life @fickle topaz and how much time you can spare for learning C++
I'll reinstall windows now hahaha to my nvme, I need to reinstall everything ohhh god I hate this process
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
1+click
It might be best to go thru some basic tutorials or some documentation because you aren't going to learn much this way 😦
We are not going to be a better tutorial than what you find online
you didn't try very hard then, what did you try?
You already helped enough.
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 ...
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??
I got this automated response after emailing Epic, did the email go through or are they not taking any direct emails?
Sounds like it didn't go through.
@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.
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?
anyone here that use visual assist had issue that it didnt recognize delegates like OverlapComp->OnComponentBeginOverlap.AddDynamic
the intellsense doesnt see it
@winged crypt Do you need soemthing?
@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.
@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 👌
Awesome sauce!
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 😦
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?
@elfin jacinth FYI the target fix is 4.20.3 https://issues.unrealengine.com/issue/UE-62042
Was originally 4.20.2, but seems they pushed it to 4.20.3
Only partial fix in 4.20.2
Hey @grim ore - you just gave me a few ideas :). I'll try a few things and report back. Thanks!
Hey guys! What's a reasonable rate per hour for a Senior Developer?
Whatever their self worth is
I've just been hit with a big project, and I'm not sure what is reasonable :/
As it's kind of a first big project
First big project + senior?
First big project as a senior
Are they giving you that title or are you claiming that title
I'm a freelancer, giving myself that title because of I'm the only developer.
And also it has a ton of mechanics
Alright
Wut the
dunno where u live
but most of the job offers regardless of country give per hour or per month range
so u can see more or less
heck
where does a complete noob who just wants to figure out where to start with a rhythm game go
i’ve browsed google for an hour and the closest thing to helpful is a test on youtube with no documentation
bruh rhythm games are hard dude
do you wanna use BP or write C++ ?
Also I'd suggest not trying to search <hyper specific genre> unreal tutorial
i’m an artist not a programmer
tho i can troubleshoot coding and tweak it
only minorly
heya guys
You wanna be working on small enough "blocks" of your game, then you can search more how do I <specific thing>
Such as
the issue is that i don’t know what to look for
ue4 move mesh over time
Right.
That's becuase you're on the outside. You don't know the walls you're at.
eh? i’d need a 3D model?
Not.... specifically.
how to get all the skeletal mesh components(not actors) in an actor?
Was just an example.
Just picking an area to start working on will help you find more relevant things.
Wanna start with a menu? Suddenly you can find thousands of videos on how UMG works.
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
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 😃
UMG?
I feel dumb, I could have sworn I tried it last night but now its working for some reason lol
So the takeaway is to find a specific thing you don't know how to do, then research that.
i feel stupider
Sorry.
no it’s just “you shouldn’t feel dumb bc i’m more lost” directed at coqui
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”
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
it’s just that i don’t know what to look for
Yeah, terminology can be hard.
“restrict key presses to one region of the screen”?
but the way mirai works is that said region MOVES
ughhh
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.
Could be as simple as bounds checking the location of a cursor if its a mouse game. Iunno.
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
does anyone have basic horror template that i can start with?
ah i don’t wanna make it a mouse game
i want it to work with controllers too
plus that mouse functionality gives me osu war flashbacks lol
i just wanna replicate something that already exists
as a test
i think i may be getting in over my head again
well thats sad https://gyazo.com/006bee06d2fcaf30a5a0453d75952786
cpp*
10/10
during my first time "learning" to code in UE4 I discovered a bug, twice, that broke the project
sounds about right
c++ is scary
im not sure if i should have UCharacterMovementComponent in APawn
even when i need it
That should be fairly well documented as having a hard depedency to ACharacter
maby i should use UPawnMovementComponent instead?
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.
Did you read the message when it crashed?
i could not read its symbols
You didn't even see "Assertation failed: some stuff here" ?
i dont think so
I can't remember the precise phrasing, but you should get a message indicating that you can't construct a UCharacterMovementComponent outside of ACharacter
i did not get such message
try{
try an do a flip
Well I'm sorry for giving you advice.
nah, im just bad at c++
We all know try exists
with a char move comp?
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
Editor symbols for debugging: 19GB
ofcofc
i need to buy an another hard drive
guys lets do all discord meet up
for what
you wanna pay 1400,- so i can travel to the US? :p
yes, pay for us
nah you guys all come to poland
rei your welcome too
lol
by your "lol" im gonna assume i am right
@plush yew hmm, thats like a 24 hour drive from my place
where is your place
okay rei we get it
but i can assume its something stupid af again
@pallid compass like your potato
10/10
hmm, i can fly directly to poland from my home
Nice
gimme 500$ to travel
L0l
nah no return
stay here
i remember my first time in mmorpg i was like 100 gold plz
carling sword plz
items plz
bit offtopic-ey
we talking about unreal mmorpg's
please keep that in offtopic 😃
@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
i want hammuer so bad
So im looking to work on another tutorial tomorrow any ideas what i should cover ^^ ?
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.
I see those sort of requests in here daily lol
@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
well you're gonna need that extra 30 minutes for when windows decides to update in the middle of your work 😛
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
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.
this is what I am waiting for from Epic... this is fantastic and a great example of stellar docs https://docs.unity3d.com/2018.2/Documentation/Manual/BestPracticeLightingPipelines.html
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
I would love to see more proper modding support myself. as like a core feature for the future.
lol
man showing how to do modding would be an awesome series but such a small realistic audience could use it
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.
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 😦
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.
hey guys
downloaded a model pistol with textures from the internet
the textures file came with this
Yeah i really want to use rich text objects myself i really like the concept behind it.
wtf
But yeah if anybody has a idea about any future tutorials let me know xD
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
I covered wall jumping and leaning in the last three tutorials. Simple usage of blueprints.
matthew palaje also has a good tutorial on wall running
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
ooh or sequencers stuff
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 ?
it might be. basically changing the mouse look to toggle instead of always on
that would be good its simple but helpful
Sounds interesting.
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
right now im trying to clone CS in ue4
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.
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)
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.
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
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 😭
I might have to steal that idea I just gave you btw lol....
how dare you :P. lol im mostly more active with gameplay anyway so i wont stop you 😛
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.
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.
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
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
not an issue in 4.19? might have to go back to it for now
nope none at all
yeah that might be the one I keep hearing is being pushed back and is now scheduled for 4.20.3
ah fudge
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
good luck on finding a game idea, I haven't had a good idea in years lol
Oh well i made a pool game last so i dont think finding anything better will be hard lol
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
"Showing with 14 additions and 19 deletions. ", from all that, actual change was 5 lines of code
oh wow
can someone help me make storm?
and it still doesnt work at 4.20.3 sadly
yo i need help like real bad
whenever i launch the unreal engine it restarts my computer and this has happened like 4 times
If it's a laptop make sure it's plugged in, other than that any crash logs?
@oblique coyote there's no 4.20.3 yet
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 ;-;
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
yes it is plugged in
@cursive dirge I haven't slept in 34h lete be I meant 4.20.2
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.
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? 🤔
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
you can have your projects on a different drive and also set up swarm to have lighting cache be kept on a different drive
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
well you could remove some of the things from the engine like the android build stuff
to reduce the size it takes
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
yeah you can get the binary build under 14 gb
could i remove everything im not using without harming projects? i.e. mac, linux, android, html
yeah
sweet, thank you, so i can remove everything but win32 and win 64?
and maybe thirdparty
if your using the launcher build next to launch hit the dropdown arrow and hit options
Can someone help me in #blueprint
whats the diff between windows and desktop (win+lin+mac)?
in other words, could i uncheck windows and use the windows from desktop option?
Can someone please help me
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.
Don’t mind the background but this keeps happening
Can someone please tell me what keeps happening
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
for that answer your going to have to check your event log to see what windows is saying is your issue
How do I do that, I looked up event log and I clicked on the app but idk what to do
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
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"?
antichamber?
now that was a weird game
Uh
Decal for the easy solution, render targets for the best solution
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
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
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
@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.
I've been frustrated with that a couple years tbh
if you move the files in editor you can then reload the editor to get rid of the old files in editor iirc
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
Anyone know a way to make a polished / good looking menu easily or kind of easily? Like any tips?
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
Archive of freely downloadable fonts. Browse by alphabetical listing, by style, by author or by popularity.
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 :(
Thanks I’ll have to try it in a bit
haha its cool
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
I just experienced nirvana...
My build packaged with no errors 😮
Buuuut it crashed. Because of course.
If I wanted to ask questions about UE itself, would they go in this channel? 🤔
I'd say so
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. 🤷
So it's normal to spend all day waiting to see if one line works? 
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
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.
What're your specs
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.
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
Making a change to a header would explain why sometimes it takes 15+ minutes, and sometimes it takes about 15 seconds.
yep
That's insane though. 
it's a super big suck but it's how it is when working with a large code base in C++
engine change, big change
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
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. 🤔
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 😦
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.
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 😉
Could never be as slow as the compiler. 
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
The CMC being only good for humanoids because bacon definitely seems to pop up a few times
@spiral marlin skookum?

Forgot one Jelly
- When BP unravels in some way
Oh?
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.
That one's new to me
#blueprint STILL talking about fragile structs
Well I know it at a basic level. I just don't like it.
I would, but I heard it was always late. 
I know Blueprints like you, I heard them talking about you in the locker room the other day
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.
Well how much slower are blueprints? I want my games to perform well.
What I've always heard is that it's somewhere in the vicinity of 20% slower
How would you describe your familiarity with C++ ?
But take me with a grain of salt
Completely new, Lambda.
Ok, use BP it won't matter.
imma fucking nuke the salt silo
Lol. Would my code end up being as slow or slower?
man I was trying not to link your video lol
BP that survives long enough to be nativized (read transpiled to C++) will probably be
I'd do it but I'm chillin so
Just don't do obviously dumb things and you'll be fine
Blueprints are slower by a factor of stupid. The more stupid the blueprint the slower it is.
^
No promises. 
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"
This is the same conversation that exists in the Unity chat about using GetComponent every frame lol
That's true. It would probably be better to get comfortable with the engine using blueprints first.
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
10/10 would agree
What is that?
it is your god, if you write UE4++
Replacement for Intellisense which is near useless with the UE4 codebase
Not the followup I was expecting
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.
just memorize the codebase nooob
Last time it happened I finished the function I was writing and went to notepad++
while VS restarted
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
Soooo memorize all 10.6k lines of CMC, got it
which, btw, is why Blueprints are awesome 😉
Blueprints are basically what we got because code is hard and who has time for that
Am I doing it right?
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
god damnit allar
Sit the fuck down. Think it through. Think for hours. Type for 30s. Never debug.
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
If you ever typo, start over from hello world
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.
"Hey my graph is working!"
[5 minutes later, some tertiary edit made with the implications forgotten]
"FUCK"
New to UE here. Where should global constants go and how do I put them there?
No. and No.
wow havent heard that since unity
I have literally never seen anyone describe a use case for global variables in my life.
unity loves its globals IIRC
So, I'm using DoN's 3D Navigation, and just when I thought I have it all set up and working, suddenly, crach: https://hastebin.com/hevacugoza.bash
Like, every single time it's always been "Global variables are the DEVIL" - Coders and scripters alike
Any ideas what is it/how to debug it/how to fix it?
@sterile narwhal in all seriousness, do you mean BP or C++
Cause if you mean BP then you won't actually have a global
I'm not looking for variables. I'm trying to get some constants that the whole game can find.
(In blueprints for now)
GameInstance class.
Its a singleton, pretty much the only thing approaching global in BP.
Thanks
np
anyone know why my cinematic/circleDOF is not working when using a cine camera?
have you tried enabling it in the camera settings?
yeah
UE is sometimes like that
there is probably some checkbox hidden away somewhere that you're missing
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
😄
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.
compile not sure about android, but I've heard somewhere that's a big no for apple
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.
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.
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?
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
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
whatever you do just don't expect apple to be happy if the code changes at runtime
@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
nah just a random word to replace reasons because why not lol.
oh lol
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
Yeah, capsule is a pretty clever representation of a person's form
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.
Yeah I figured Apple wouldn't be happy.
But we're working on something around VR 😉
So that's why I needed to know.
EDIT: Derp, kinda repeated myself there.
Lol jelly 😛
the good part is there is nothing stopping you from subclassing the CMC stuff and adding to it to suit your needs
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.
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.
hi everyone )
Welcome to the circus act :P
It's nice for feeling out how a problem should be approached and broken down
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.
Nope.
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
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.
@empty charm check #looking-for-talent
Thank you but I am not sure good enough for professional level. I mean something kind of enthusiast group.
There are "unpaid" positions there, could be what you are looking for.
Thanks. I will take a look.
Hi do you guys use EQS systems? It doesnt seem so popular
#gameplay-ai will probably know
Can someone remind me, What does Fortnite use for there voice,
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
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
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
errrr
would not recommend that
u can but
i wouldnt
if ur doing FX
use the mannequin
otherwise its gonna come across as misleading
i'd focus solely on the fx for portfolio pieces.
@pallid compass , misleading ?
@tall pendant , I know, but I think it's a personal choice
Yeah but its not your work, and its AAA quality work
Why you you using it in your reel?
well wanting to use it*
Of course I will write with big font: all characters are properties of Epic blah blah
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
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
is there a difference between the Kite Demo and Open World Demo in landscape assets and foliage?
there should be no difference in the assets themselves.
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.
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.
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)_/¯
https://www.youtube.com/watch?v=PcTs-ssSlWo < wouldnt look half as good without a character (or environment)
@fierce tulip , very happy to hear your voice (I'm one of your eager follower 😃 ), you just got the point
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?
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
meh, thats like telling an environment artist they cant use any rocks, tree's, etc because they should model, texture, shader everything themselves.
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?
@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)
@feral canyon might need to ask in the thread about it if there is one
Yeah I guess there would be a good place to ask
Thought you guys might know though. Thanks
renaming files when version control is active is soooo sloooow
What version control are you using
p4v
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.
sometimes? :p
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
https://i.gyazo.com/582e8353c9d758620e66871deb1ddf03.png
I KNOW UE4! I KNOW! dont tell me every half an hour
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
SO, I just reinstalled 4.20.2 and it worked. You know, for anyone with the same issue.
Yay....
...right.
By any chance, does anyone knows what Translucent Sort Axis does? It is right under the render setting in the project settings.
not sure, guessing it has to do with at which axis translucency gets sorted mainly?
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.
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?
looks like a problem with the material
@pallid compass Do you want me to show you the material editor?
Well yeah that might help.
got ignored >.>
I saw your message @whole quarry! Do you know a possible fix for this?
how can I know a possible fix if I can't see what the material looks like inside? 😃
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.
double
click
on that material instance, double click on its master. show us its inner workings
Is this a pack?
i think i know whats going on
right away
This looks like a pack with broken texture Ref's
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
Where did you get materials from
It's from a game in the "Modding" section on Epic Games Launcher
what game?
Squad
that was just a curious question
so are you in erm
the games mod kit
or your own project
Yep
Yes, this is the mod kit of Squad
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
No. Also, I already tried to reinstall in my other PC drives and verified the files but none of them worked
how did you migrate it from the mod game to your own project?
ah, its a mod project?
Yeah
I'm not in my own project
perhaps the problem is in one of those material functions
good morning this afternoon, Rei



