#ue4-general

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pallid compass
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i know fuck me

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right okay

plush yew
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Yes it is

pallid compass
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so heres the thing

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two things

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1 it needs landscape paint data to load in the landscape object in the world

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the other thinh

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i see more than 5 layers

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unless there is some crazy compression shit going on

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with RBG-A injection

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that by default

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passes 16 texture sample limit

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or 15 w/e it is

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in dx11

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and when u do that, it breaks

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sometimes

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its dodgy af

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Okay back to point

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the material will be by default

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full black

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do u see the first

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layer blend node

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that goes in to base colour

plush yew
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Yes

pallid compass
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click it

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then in the bottom left

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u should see an array details panel of all them layers

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there should be a preview value

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give any of them layers a preview value of 1

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and compile

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and u should see something visually

plush yew
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Do I need to do the "give any of them layers a preview value of 1" on every each one of them or just one of them?

pallid compass
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just 1

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i wann see if u get a visual

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im assuming the default paint data for the landscape is just broken

plush yew
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Alright, so now it's save and apply, right?

pallid compass
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Yeah

plush yew
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Well, in the map itself nothing changed but in the material preview on the top of details, I can already see some grey stuff

pallid compass
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Okay

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Confirmed then

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Paint data is not loading for the landscape

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Also that material is only for the floor

plush yew
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Yep, only for the floor

pallid compass
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il give u a quick fix to fix that, if u cant figure it out u should look at basic landscape painting tuts

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You basically need to

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Click the landscape, open the paint tab on the top left (there is a row of different things, one looks like paint brush)

then u should see a row of paint layers at the bottom
i am assuming that u need to click the drop down for each layers and click the paint data that it drops down

we are assuming that for some reason your landscape has lost reference too the paint data
if not then i got no clue

plush yew
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Thanks for the help! There's now 2 types of paint brush - "Vertex Color Painting" and "Vertex Weight Painting", which one I choose?

pallid compass
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vertex weight paint i think

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im not even sure

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u should take a look at basic's of painting landscapes

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paitning landscape and vertex painting stuff

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are dif

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u dont need watch the whole thing

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but

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get the basics

plush yew
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Thank you, I will have a look!

latent moth
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So.. I used to have

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

Reinstalled 4.20.2, it worked. I shut down the editor, restart it, not working anymore. SAME CODE.

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any pointers this is driving me NUTS

fierce tulip
ebon goblet
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I want to compare two floats and see if there's been a change of 50. Positive or negative.

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Is there a better way than doing a > followed by a < comparison?

latent moth
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@fierce tulip no, just trying to run it in standalone mode

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ok i'm uninstalling. thousands of dollars of assets, 6 months of work, i'm done.

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๐Ÿ˜ƒ

latent moth
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yep that's me alright

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hem, no, not those blueprints

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Surely nobody is forced to help, of course. And manage updates of docs. I understand very clearly that UE being open source is a way for Epic to gather gazillion ideas and then pop in when the 1/gazillion actually gets traction.

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Sorry if I sound frustrated, I really did spend a lot of time and money and can't get this to work. Two days, if that sounds i'm histerical like those girls then that's ok.

digital anchor
latent moth
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fair enough

pallid compass
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Are the bp debug tools in 4.19.2?

manic pawn
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wasn't that new in 4.20

pallid compass
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oihh

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no there here

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i found it

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๐Ÿ˜ฎ

manic pawn
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๐Ÿค” then what changed in 4.20

pallid compass
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wait wtf is dis

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this is crap D:<

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wut is this ment to be >.>

manic pawn
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๐Ÿค”

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most useful stack trace 2018

pallid compass
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i just wann view content of a array easily Q_Q

grim ore
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well it's not a stack trace, thats just the execution flow. The full debugging system was fleshed out in 4.20. And if you want to view the array prior to 4.20 you can watch the array during execution in the BP window

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or print it out to the screen or debug log

pallid compass
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Yeah no good, array with struct with array nested in it

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with bits of infomation all over

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guess il use vs debugger

manic pawn
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I wonder how a bp struct looks in vs

pallid compass
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its gross

manic pawn
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idk I've never used a bp struct

latent moth
manic pawn
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๐Ÿค”

latent moth
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freshly downloaded.

manic pawn
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restarting launcher probably fixes it

latent moth
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nope

manic pawn
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maybe if you remove all of those?

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and then restart it

latent moth
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can't. clicking on X does not do anything.

manic pawn
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unreal /10

latent moth
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oh well

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"Magic Leap 0.16" sounds good

manic pawn
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isn't that some AR gear noone uses

latent moth
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ยฏ_(ใƒ„)_/ยฏ

tawdry narwhal
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I've read somewhere that dishonored 2's game state memory budget was around 4MB and for Uncharted 2 they had to make do with even less, 3MB. Why so little memory for something as important as game state?

grim ore
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consoles

tawdry narwhal
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hm I just looked it up - the PS3 only had 256MB of memory

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that's ridiculously low

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ok makes sense

grim ore
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yep consoles had ridiculously small amounts of memory for what they can do, and still do compared to modern pc

frank escarp
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@tawdry narwhal do you know how much 3 mb of game state is?

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thats going to take a while to fill if you arent in an RPG

tawdry narwhal
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@frank escarp I'm about to expand my game's game state memory consumption to > 50MB

frank escarp
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wtf you doing

tawdry narwhal
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precomputed grid visibility

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on roughly 140 000 sqm

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at a resolution of 2mx2mx2m

manic pawn
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guess it depends what you call "game state"

tawdry narwhal
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it's to support the tactical AI - not for rendering

manic pawn
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is it game state though? calling precomputed anything "game state" is like if you counted the meshes used in the world as game state

tawdry narwhal
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not sure about the terminology

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might as well just call it memory hog

brittle furnace
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hi ๐Ÿ™‚ Do you know if the Mesh Distance Field features hardware limitation on Intel cards is still a thing ?

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wanted to give it a try, but if it means that it won't work on some end users computers, I can't...

grim sinew
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Intel stuff is not officially supported by anything in the engine afaik

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Whether or not it'll work is all up to Intel, they're always weird on their drivers and support for games in general

brittle furnace
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ok ๐Ÿ˜ I figured that given they want to develop GPUs now, maybe that would be fixed someday...

vale silo
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@grim ore any chance for a tutorial about IK on arms/legs in UE4 ?

pseudo saddle
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I wanted to make a game and most of the programs I'm going to use are free, are there any expenses I don't know about where I might need a Patreon?

grim sinew
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@brittle furnace Their GPUs aren't being revealed until 2020, and they'll likely require a ton of work before there's feature parity between them and existing GPU drivers.

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@pseudo saddle If you use all free software, you're fine. $100 to publish a game on steam but that's nothing in the scheme of things.

pseudo saddle
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Ah okay

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Anyone know a good free music making software

grim sinew
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Generally for software, you can either have good -or- free, and you need to pick one.

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There are very few exceptions to that.

pseudo saddle
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Yeah

grim sinew
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FL Studio I know is pretty popular for low end stuff, and the cheapest version is $100. Lifetime updates on any license.

pseudo saddle
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Figured, just curious I already have UE4 and Gimp for free software right now

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So wanted to know for music

static viper
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how does one actuivate bluetility in unreal?

brittle furnace
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it's in experimental

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in project settings I guess

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(don't have the editor right now)

static viper
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the setting doesnt work tho in 4.20.2

brittle furnace
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I tried to use it but so far I never got to make it work. (4.17.2 here)

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I could make a blutility bp but never could run it ๐Ÿ˜ฆ

static viper
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mh

grim ore
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@vale silo honestly I doubt there is much chance. Animation is not a strong area for me ๐Ÿ˜ฆ

vale silo
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aye, np

grim ore
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I want to tho so you never know. I want to get the basics to animation covered so it's possible

smoky stream
oblique sorrel
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Gotcha

trim oar
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i have a problem with my tiled landscape and i have a material.
on importing the tiled landscape i chose the instance of that one
so it makes a new shared assets folder containing the layer info files
and when i assign the landscape layer file to the landscape layer , ue4.19.1 crashes forever
the tiled landscape is 2017*2017 and it is 36km2 and 16 tiles
pls tell how to stop it from freezing
or any other way to assign layer info pls tag me'

robust cedar
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is there anyway to remove all unused assets ive imported into my project

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trying to get the file size down

vale silo
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when you package, those unused assets don't get packaged (unless you have option to package everything checked)

pallid compass
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No eckhart there is not

vale silo
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also I think 4.20 has a option somewhere in the menus to remove all unused assets (unless it was mock-up joke on Twitter)

eternal veldt
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hi all, first time here!
By anychance does anyone have experience with Dynamic Combat System off the Marketplace?
I ask cuz I really love it but have no clue how to replicated it properly to allow mulitplayer, any suggestions would be awesome!

south ridge
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Sometimes it feels almost as if Epic Games only cared about UE4 projects that have a chance of going viral/appeal to a very wide audience

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It's their prerogative to do whatever they want, but it's a little frustrating

grim ore
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It would make sense they would support the projects that would give them a return on investment, they are a business first.

south ridge
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That's not what I said

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Projects that would give return on investment and projects that may go viral are two different sets that only slightly intersect

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It's kind of a fair approach, a silicon valley sorta approach

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Invest into 100 projects, if one succeeds it'll completely overshadow the other ones etc

plush yew
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hey guys is unreal engine supports the new rtx series?

tall pendant
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it will in coming releases.

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early next year with 4.22 IIRC

high stone
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Wish they just named it Rays. RTX is too similar to Rooster Teeth and Real Time Strategy.

plush yew
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when you have a looking for work channel but you can't click on the perons name thats offering work to DM then

high stone
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You can @ their name in the chat to DM you. That you are looking to apply.

worn granite
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It should just @ them itself.

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They already know its being posted.

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Maybe it can be an option or dependent on whether they want DMs.

plush yew
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@south ridge it is a bit normal that they focus on projects that are more likely to succeed. they have limited resources.

south ridge
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That's not what I'm saying

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They are focusing on projects which have a potential to succeed, not the ones likely to succeed

plush yew
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interesting

south ridge
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The difference is a little subtle, but important. There's nothing to be said here as they are free to do whatever, but morally it feels more right to focus on projects likely to succeed

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Rather than focusing on ones which are likely to succeed big

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If you have a big pool of money, it kinda is really more profitable to invest into 100 likely cases and have 99 fail, just for the 1 remaining one to fully cover all expenses

broken shadow
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My take is that what you're saying is:

Epic so far is focusing just on the project which is estimated as being the most successful, and shelving any projects with lesser estimated profits

When those lesser projects may still have something to contribute to the bigger pool of stuff

bitter oyster
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is there anyway to have a foliage system per tiled level you stream in? we have foliage modification in our game (chopping down trees), but when we have ten's of thousands of foliage instances over a large map 8x8km map, it takes a long time to edit any of these instances in game play due to all of the instances being contained inside the one foliage system. appreciate any advice

south ridge
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@broken shadow sorta. I think Epic is focused on projects which seem like very mainstream ones (successful or not, but obviously more priority to successful - that part is not a big deal), but they aren't as interested in less mainstream projects (even if they are solid)

woeful thorn
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Hello
Anyone can help me with "couldn't set association for project?" this happens when i try to open my project...
Please...

restive basalt
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How is everyone's experience with 4.20 so far? I'm seeing quite a few crashes so far...

gaunt iron
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me too

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i crashed at least 15 times today

restive basalt
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Yea, I'm already swapping back to 4.19 now

gaunt iron
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and some of thhe stuff I was looking for in tutorials doesn't exist

restive basalt
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Packaged game wont even open

gaunt iron
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which is a pain

south ridge
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I'm on 4.20+ and I haven't crashed yet

grim ore
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I found if you only use the engine once a day you can never crash more than once a day ๐Ÿ˜‰

gaunt iron
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lol

grim ore
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Base your productivity around the crashes. Take a break when it happens ๐Ÿ˜ƒ

gaunt iron
grim ore
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I will personally say I have only had it crash once on me and that was due to running out of memory lol

gaunt iron
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I cannot find that block in blue print a t all

grim ore
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that is in the character component

restive basalt
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Yea mine is with packaged builds, and only truly upgrading for the particle system. But time is money so... I'll postpone for now

gaunt iron
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@grim ore what do you mean by character component?

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I am looking in FirstPersonCharacter

grim ore
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on the left in your character you should have a CharacterMovement component. you can drag that in to get a reference to it

south ridge
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@grim ore I have kind of a bias against crashes I guess

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I always run from visual studio and if there's a crash, often I just step over it, fix it, or manually restore state so I can save stuff

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I find that in 70% of crashes it's not a critical error and usually can even be ignored

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Someone forgot a nullptr check sorta thing

restive basalt
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Yea I'm a blueprint coder but I run perforce

gaunt iron
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okay, I dragged that in

restive basalt
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Its actually been pretty nice as a blueprint coder, I rarely ever have a single crash normally

south ridge
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Okay, you know what

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I did get a "crash" in blueprints earlier

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It was an assert firing off based on some nullptr

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But I could step over the assert and nothing bad happened

turbid wave
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hi, what is best performance based decision for world composition tiled build size if whole world is 8x8km
253 or 505 or should i cut to bigger pieces like 1k or 2k

coral rock
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Could someone lend me a hand with what might be a bug?

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or maybe something i'm just not understanding?

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or is this the wrong chat to ask those kinds of questions

gritty matrix
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Whatโ€™s the problem?

coral rock
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well i'm working in 4.19 and I'm trying to add a second material to my destructible mesh

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But it doesn't appear to be showing up. I've lurked on the forums and have looked online for quite a while but people are either saying it's a bug, or that the mesh isn't closed? but I'm using a basic sphere right now

gritty matrix
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Iโ€™m not really familiar with that myself Iโ€™m afraid. Maybe ask in #graphics ?

coral rock
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alright, I'll go there.

gaunt iron
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@grim ore what should I do after that? I can't find the block to input the CharacterMovmement reference

restive basalt
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@coral rock Based on my knowledge I think you may need to add the material slot in an external editor for it to show up right in UE4 for destructible meshes

coral rock
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how would I go about doing that?

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I'm fairly new to unreal, I apologize

restive basalt
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@coral rock I tried looking for the one tutorial that was good but cant find it atm, it is more of a maya tutorial or a similar program

coral rock
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aaah okay I see what you mean

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is this a bug unique to 4.19+? because apparently 4.18 doesn't have this problem

restive basalt
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In ue4 for the most part your limited to what the model as is, but there could be advanced stuff I'm unaware of

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Not sure on that one

coral rock
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this forum post here claims to have fixed the issue

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but I'm at a loss at what it means when they say "closed mesh"

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considering i'm using the sphere supplied by the unreal engine itself

mild tendon
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basic question: what does the "super:: " demonym signify in UE?

restive basalt
mild tendon
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I'm guessing it's something to do with the superclass but I wasn't aware that C++ let you access superclasses like that bc multiple inheritance

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say you have an actor class, that's a subclass of actor, no?

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so super::tick() calls tick() in actor, is my thinking correct?

south ridge
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Yes

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It's simply UE4 C++ speak for the usual C++ syntax of Baseclass::Something()

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In C++, if your class foo is derived from class base, you can call a function in the base by doing base::function_name(). Super is simply a generic name for "base class" provided by Unreal Build System

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Maybe you could even call it a non-standard C++ extension

mild tendon
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okay thanks

stoic dew
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do objects in unreal have sort of id built into them already? for example I have a mesh somewhere in my content folder, is there a built in way to spawn it via said id?

south ridge
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You can spawn it by path or by some asset reference

stoic dew
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I know but I need a way to spawn them via a number. I am using a third party network library and have embedded a scripting language to allow players to modify their servers to their liking. They do not have any client side programming available just server side so if they wanted to spawn an object somewhere it would use a lot of bandwidth passing the entire path to the object.

tiny pier
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I'm trying to make a camera like the ue4 editor has. That's to say freely flying around with mouse and wasd, basically an air vehicle, but with the vehicle part. Just an unlocked camera that I can use to fly around with in. I can't find any tutorials for it because everything I search for is a different thing. What are these kinds of camera setups called?

gaunt iron
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it seems once unreal crashes once, its prone to crashing over and over again

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and the only way to make it stop crashing (for a while) is creating another project

south ridge
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@gaunt iron can you post the crash log/stack trace

gaunt iron
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I get it in the blueprint editor

south ridge
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Interesting! Are your drivers all up to date?

gaunt iron
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yeah

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my graphics drivers are

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but im not sure what other drivers i would need to keep up to date?

grim ore
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lets start with your PC specs. Laptop or Desktop? CPU and GPU?

gaunt iron
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Laptop, intel i7-7500U, 16GB ddr3 ram @2133MHz, Nvidia 950M

grim ore
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And do you know if it's using the 950 or the intel gpu when running UE4? do you have it forced to use the nvidia for example

gaunt iron
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Whenever I check task manager, it is using the 950

grim ore
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and does this happen when it's plugged into the wall using the corect power brick?

gaunt iron
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it happens if its plugged in or not, but mostly when its' not

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and yes i have the correct power brick

grim ore
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yeah that sounds like a power issue. Force UE4 to use the integrated GPU and see what happens

gaunt iron
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ok

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I plugged it in now, let me see what happens

grim ore
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IF it still crashes the same way then you should be able to eliminate the GPU and power unless the power brick is completely toast

gaunt iron
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the power brick is pretty decent, it still charges quickly

grim ore
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which is fine but if it cant give you the required wattage when the GPU and CPU are running full tilt it's gonna be a problem. It's not an old machine so if its the original adapter it's probably fine

gaunt iron
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yeah, the power seemed to fix it

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its amazing how lack of power can crash ue4

dire fjord
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Hey guys, is there anyway to rotate the base static mesh on a BP? Just learning now, and I've got this tank shell I'm trying to use as a projectile, but when it spawns, it spawns at a 90 degree angle and not straight as it should. Looking at the BP it's obvious that this base item is in fact set up to point the wrong way. I didn't make it, so I have no idea about how I could remodel the item to make sure it's pointing the correct way, but it seems in unreal the base item can't be rotated. Any way to straighten this out?

grim ore
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you can rotate it once it spawns as an option, if it imports incorrectly you could rotate it on the import again as one of the options, you can always make a scene component as the parent on the blueprint and have the static mesh be the child which you can then rotate relative to the parent (scene component)

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out of all of those re importing it and adjusting the rotation on import is the probably the most correct way of going about it

high stone
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Nooo! DDR5 release date has been pushed to 2020.

winged crypt
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is a playerstate re-initialized on possess or only on start, then persists and is always valid?

plush yew
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Guys

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I made animation in blender, how to set that as manequin walking

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in ue

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xd

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i did it in the past but i forgot how :C

next sierra
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Hey guys quick Q: Any reason to learn Matinee now that there is Sequencer? Did sequencer completely replace it?

static viper
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use sequencer

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matinee will be turned off in later version

proper quiver
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do you guys get crashes using instanced static meshes?

whole quarry
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no

proper quiver
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I'm crashing all the time when updating them on the client from a multicast/RPC call

whole quarry
proper quiver
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crash log indicates it's happening in instanced static mesh somewhere

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I looked at the C++ code and it looks fine? it's all unreal's base stuff

whole quarry
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in the Saved folder there should be Logs, with a crash/error log report, maybe it has more information in there

proper quiver
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yeah, checked that as well, reports the same

whole quarry
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it isnt telling much

proper quiver
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[2018.08.30-08.23.00:700][ 42]LogWindows: Error: [Callstack] 0x00007ffadfce6850 UE4Editor-ApplicationCore.dll!FWindowsErrorOutputDevice::Serialize() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowserroroutputdevice.cpp:65]
[2018.08.30-08.23.00:700][ 42]LogWindows: Error: [Callstack] 0x00007ffa8ec262ec UE4Editor-Core.dll!FOutputDevice::LogfImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:70]
[2018.08.30-08.23.00:700][ 42]LogWindows: Error: [Callstack] 0x00007ffa8ebb51cb UE4Editor-Core.dll!FDebug::AssertFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:425]```
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well that stuff is just error reporting

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[2018.08.30-08.23.00:700][ 42]LogWindows: Error: [Callstack] 0x00007ffa8881832e UE4Editor-Engine.dll!FStaticMeshInstanceBuffer::UpdateFromCommandBuffer_RenderThread() [d:\build\++ue4\sync\engine\source\runtime\engine\private\instancedstaticmesh.cpp:189]

whole quarry
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how many are you spawning?

pallid compass
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Assert failed

proper quiver
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like, 5, 6

pallid compass
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U have nullptr

proper quiver
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maybe? it's crashing in UE4's codebase definitely

static viper
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this might be a timing thing

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you will have this alot with rpc

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you need to make sure the data actually exists

proper quiver
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hello owl

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well.. the screwed up thing with this is that I don't even need any data to cause the crash

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I can just call clear instances to crash it

static viper
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but from where do you call clear

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show code?

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is there code?

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blueprints?

proper quiver
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just blueprints

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you might be right, I'm isolating this specific crash to RPC with some data being passed, will keep trying thank you

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you would think that is all very harmless...

whole quarry
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delay of 0 should be sufficient

pallid compass
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jfc that looks danger danger

proper quiver
static viper
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what also works is when you make a function for these loop things

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so that it is not important if the next already runs

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that delay is a nice idea

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but only shows what smurfs showed me

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something isnt there at the time you need it

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why not

proper quiver
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yep delay 0 works as well

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fuckin a ๐Ÿ˜

pallid compass
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delay 0 = 1 frame

proper quiver
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threading

pallid compass
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so it happens on next tick

proper quiver
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yeah

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I tried delay tick but that didn't work

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or maybe it does now, I found the two locations where it crashes

whole quarry
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sounds to me like a issue of order

proper quiver
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nope.. crash

static viper
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you clearly found something ๐Ÿ˜„

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flux you need to reassemlb emaybe

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my error was that i used nodes before other nodes

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changing their order fixed it

proper quiver
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well.. does instanced static meshes let you update transforms? because then I could just make a cache and not clear / add all the time

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then it might get around this bug completely

static viper
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in blueprints this is a bit troublesome

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its easier to remove all and place all

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:voxelthinking:

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mh

proper quiver
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okay, I fixed all the issues, it stems from using Hierarchical Instanced Static Mesh. I switched them all to regular Instanced Static Mesh and the crash goes away

plush yew
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you guys are pro โค

green lake
#

Hey guys, before a time i was trying to make an FPS Controls and everything was right, but now for some reason Mouse Y input doesn't works i can move mouse only left/right etc everything else is set up

#

blueprints.. inputs.. gamemode everything is supposed to be set properly

whole quarry
#

did you verify that or is that a assumption?

chrome ivy
#

hey

#

anyone here who has enabled the new audio engine in Unreal Engine 4.20 from source?

dire fjord
#

@grim ore I found out that exported items can be edited a bit in visual studio. I was able to export, rotate and reimport the mesh there, thanks

#

Anyone know what is up with this? It compiles and works fine, but I do n't like seeing this intellisense error there.

digital anchor
#

Intellisense doesnt work correctly on ue4

pallid compass
#

not unless u have a speedy af machine

dire fjord
#

No, that's not it.

#

It's working for everything else

#

that's a very specific kind of error

#

Even if you let it sit there for an hour it doesn't go way. It's not a question of not catching up. It's specifically saying that function is inaccessible, but it compiles and works fine, and the error persists after compile.

digital anchor
#

the public: is on bottom of the GENERATED_BODY macro

#

SetVelocityInLocalSpace is declared after the macro

#

intellisense is not expanding it correctly to understand its public and not private

#

so, intellisense doesnt work correctly on ue4

dire fjord
#

Ah I see, okay thanks.

digital anchor
#

if im not mistaken, they did some changes on intellisense errors on 4.20.3

dire fjord
#

I'm having a look at the actual source file now, i see there is a UFUNCTION right before it, that's what is messing it up?

digital anchor
#

no its the GENERATED_BODY

#

on a class, everything is private unless declared "public: "

dire fjord
#

Ah

digital anchor
#

i think the GENERATED_BODY has a "public: " already

dire fjord
#

I'm still somewhat new to this

#

But I appreciate the info. I wanted to make sure there wasn't something else I needed to set or change

digital anchor
#

๐Ÿ‘

#

some people just disable intellisense and/or get Visual Assist, it helps, but its paid

dire fjord
#

Yeah, I'm not ready to drop that much on Visual Assist yet. Maybe once I finish these courses and get on to something a little more substantial. $100/year is a bit much just yet.

#

Question though, does the visual assist help with the "include what you use" stuff? One of the issues I'm noticing is that on older versions since everything was included, intellisense was kind of helpful in problem solving.. if you didn't know exactly what method you needed, you could type a keyword and get some that would match, now with the include what you use stuff, if you don't already know the header you might need to include the options from it don't really show up on autocomplete or search.

frosty bloom
#

@dire fjord You don't have to purchase VAX once a year

digital anchor
#

yup, it has both, Add Include and Add Forward declaration

frosty bloom
#

You just don't get any more updates after a year

dire fjord
#

So, it'll autocomplete/search everything and then give you an option to #include if needed? that's not bad.

#

@frosty bloom Right, how important are the updates?

frosty bloom
#

It's more a matter of convenience

#

A lot of UE4 specific updates went out this year, so by buying it now I don't see any major game changing updates within a close future for VAX

dire fjord
#

What I wonder is if you're using an engine version after your updates are finished, are there going to be issues with it?

digital anchor
#

it even has UE4 specific stuff, like when you declare a function, and make it implement, if its a BlueprintImplementableEvent it will create the correct implementation (MyFunction_Implementation)

frosty bloom
#

No, VAX and VisualStudio is not bound by Unreal Engine

#

you can use one without the other etc

dire fjord
#

That doesn't sound too bad then. I've got like 7 courses on the docket, 4 of them are unreal, so when I finish the current one, which is the biggest one, I may grab it then. It might help me power through the other ones. Kind of want to prove to myself i can get through this one before I drop more money on this, you know ๐Ÿ˜‰

frosty bloom
#

Sure thing. And if there comes a time when you want another year worth of updates (I guess missed updates are included) another 99$ barely makes you sweat

dire fjord
#

Especially if I'm actually doing something with it at that point. I figure if I can get through all this, I should have a pretty solid foundation.

iron cobalt
#

quick question: what's a good place to get technical support for unreal engine? i've tried Answerhub, but i'm hardly getting any views...

fierce tulip
#

AH might occasionally take a day or more unless its a very specific or complex problem.
forums might be a good place to ask, and depending on what the problem is, one of the channels on this discord might help

iron cobalt
#

thanks. I've tried the discord channels here, and got some suggestions. i'll try the forums though!

iron cobalt
#

how long does the mod queue usually take? i'm not even sure i posted correctly ๐Ÿ˜Š

fierce tulip
#

ยฏ_(ใƒ„)_/ยฏ

iron cobalt
#

โ•”โ•โ•โ•ฆโ•ฆโ•ฆโ•โ•ฆโ•โ•ฆโ•ฆโ•ฆโ•—โ•”โ•ฆโ•ฆโ•โ•ฆโ•—โ•”โ•—
โ•šโ•—โ•”โ•ฃโ•โ•‘โ•ฉโ•‘โ•‘โ•‘โ•‘โ•โ•ฃโ•šโ•—โ•‘โ•‘โ•‘โ•šโ•โ•‘
โ•โ•šโ•โ•šโ•ฉโ•ฉโ•ฉโ•ฉโ•ฉโ•โ•ฉโ•ฉโ•...โ•šโ•ฉโ•โ•ฉโ•โ•โ•

plush yew
#

Hello fuys I have a big problem

#

I lost my bp in the space my function how to find it?

#

i lost it in the space

#

omg

#

this code was long and big please say me the way to find it

fierce tulip
#

you lost it in the space? what do you mean with that

plush yew
#

I wrote the code in bp space

#

and then I move it in the space in the same function in the space and I lost the code

#

this is called space

fierce tulip
#

its not, but there should be a way to highlight it

plush yew
#

how to do this?

#

how to find the space?

fierce tulip
plush yew
#

okay

elfin jacinth
#

Hey, Slackers.

#

Just a heads up. The weekly livestream has been canceled for the day.

#

We'll be doing it next week tho

plush yew
#

anyone can help me how to find my code?

#

please

static viper
#

he means that he moved the camera so far away that the code is gone from the view

bleak remnant
#

Hey guys, when I'm releasing my game for my playtesters, should I be giving them the Shipping build configuration or DebugGame build configuration for my game?

People using the shipping build have been getting kicked from the server, and unfortunately there are no dump files or crash files or logs. I have just enabled logs for shipping, but I'm not sure if crashes are available.

proven needle
#

over on the left side you should see any functions or code added click on one and it should center your screen on it ? any help ilian?

unreal spoke
#

My physics asset has some volumes green and other volumes red/brown. Why?

bitter iris
#

What is the point in the "Restore" button after crashing? It doesn't ever restore anything.

sturdy star
#

it opens windows you had previously open unless they were a level

#

it's not going to load from a save 1 second before a crash

#

unless you had an autosave 1 second before a crash

#

it's a slightly misleading term but... save often

#

not to be an apologist but, sometimes stuff crashes, and it happens in all engines, just save often and be aware that sometimes you will have to redo work, unless you save often

bitter iris
#

I'm not bothered about the crashes as its backed up. Just seems it has no actual function

sturdy star
#

ah, depends on the window i suppose - for me i have ContentBrowser and materials and BP windows on another monitor - not docked to main UE4 window - and 90% of the time it re-opens those windows

full atlas
#

uum guys.. i opened the Plugins window (because packaging my project was over 400mb because of unneeded plugins) and i started disabling plugins i thought i didn't need.. So now i ended up having my Plugins window removed.. (there is no Plugin button in Edit') so i cant even enable them back... And packaging my plugin doesn't give me a the file with the icon to run the packaged project.. So anyone knows how to fix?

Perhaps resetting settings to default? Or probably moving my content to a new project? ๐Ÿ˜ ๐Ÿ˜•

smoky stream
#

you removed the plugin manager plugin didnt you

#

you should probably go into the project file and remove that by hand

#

it'll be called project.uproj or something like that

#

its basically json so its pretty easy to edit

#

@full atlas

full atlas
#

project file? where is that located?

smoky stream
#

its the very top level file

#

if you go into the project directory you cant miss it

#

its litteraly the first thing you see

full atlas
#

where?

#

in the project folder or packaged ? i cant see any file as you say

#

project.upluginmanifest ?

livid haven
#

In your project's root folder

#

There's going to be a file named YourProjectName.uproject.

#

Open it in something like NotePad++, it's actually a text file using the JSON format.

#

It is actually what stores what plugins are enabled or not for that project.

#

The plugin manager is merely a plugin that exposes editor UI to modify that JSON file.

#

@full atlas

#

The ability for the plugin manager to disable the plugin manager is a uh... questionable usability choice.

full atlas
#

lol that one?

#

omg

#

i thought that was like a .exe file or sth

livid haven
#

Nope, that's a project descriptor file.

#

It's fundamental to your project.

full atlas
#

๐Ÿ‘

queen arch
#

need some direction on what to search for

#

I'm trying to do a static briefing screen

#

before a mission, some words pop up on the screen and someone reads them

#

the user presses the "continue" button

#

and the mission starts

dark depot
#

you could just make a widget

queen arch
#

and disable all input?

dark depot
#

yeah

queen arch
#

that's what I thought, but it feels hacky for some reason

livid haven
#

@full atlas Internally discussing making the plugin manager either a) not allow disabling itself or b) not be a plugin at all.

full atlas
#

The problem is that doupted it was actually what it said it was.. I mean shouldn't the ue editor have a plug-in manager on its own? It should at least have a more intense warning.

proper quiver
#

what's the difference between get owning player and get owning local player?

astral marsh
high stone
#

It's still grouped to the model. Ungroup or hide/remove object after it drops and have a object stand alone that drops.

astral marsh
#

can you help me through screenshare

#

i didnt get it

high stone
#

The item should be attached to the model. Look for a detach option. Unfortunately I'm unfamiliar with UE4. Still getting working on high detail voxels to load textures.

astral marsh
#

its with the physics

#

not able to figure out how to fix it

#

anyone can help me pls ?

livid haven
#

@full atlas Agreed and I've been given the go ahead to convert it from a plugin of my own volition. ๐Ÿ˜ƒ

#

I'll get to it. Eventually.

candid cypress
#

To any of the Epic staff Could I pm to ask a couple questions about UE4?

livid haven
#

I wouldn't know anything about Switch.

#

Not sure any of the rest of us in here would either.

dark depot
#

@candid cypress after becoming a registered switch dev you should have access to places you can ask questions

candid cypress
#

well the issue we have is depending how far from the camera an object is, it gets blurred and texture resolution at that distance is getting miped. so the closes part is in focus/higher resolution, but go back an inch and it's 1/2 resolution.

#

@dark depot we've asked at those places and so far nothing. Thus why I was looking to see if anyone here might have an answer

#

Because we're not sure if it's something UE4 that could be causing it

dark depot
#

well you should of signed a nda which means no discussing things anywhere. but that also sounds just like a ue4 thing so maybe just dont mention the switch haha

#

i havent played around with mips and stuff but im pretty sure there are settings for setting when they change

candid cypress
#

Don't know what you're talking about lol, I didn't say anything about a switch ๐Ÿ˜‰

dark depot
#

might be worth asking in #graphics about controlling mips

candid cypress
#

one of our programmers said he's tried changing things. unless he's just bs'ing and saying that not trying to do more work.

#

ok, will do, thanks @dark depot !

stoic dew
#

What is the method for creating a landscape of a specific size?

hot rock
#

Anyone know how to make a game similar to Super Smash Bros ;u;

hasty basin
#
  1. Choose an example blueprint project that is close to what you want.
  2. Make a game similar to Super Smash Bro.

#restoftheowl

manic pawn
#

w๐ŸŽฉ

grave nebula
#

This should be on blueprints from hell

robust cedar
#

when you cant use the AK47 so you make a EK47

wary wave
#

Blueprints from Hell has nothing on that

#

the author needs to be taken outside and shot

#

for their own benefit

robust cedar
#

what?

worn granite
#

wait, that isn't an ubergraph

#

You're saying somebody made that by hand?

bitter iris
#

anyway to stop this

polar hawk
#

That picture is an ubergraph

#

Not a made by hand blueprint

robust cedar
#

my lord

worn granite
#

I mean it looks like it.

robust cedar
#

guys i keep on going to type in AK47 when i named it EK47 this is gonna be a pain

livid haven
#

Then rename it?

worn granite
#

RussianM16 and AmericanAK kappa

plush yew
#

Is there a hotkey for making the viewport in the editor go fullscreen?

gaunt iron
#

@plush yew F11

#

why does building lighting take so long?

plush yew
#

@gaunt iron Thank you :D

grim ore
#

amount of stuff to light / speed of machine = lighting time

#

short of adding more raw horsepower and machines to make it go faster you can limit the amount of stuff to be lit, lower the lighting quality, and a few dozen other small things that affect the quality vs speed

frail cloak
#

hello guys, who know how to use unreal engine with C++ and blueprints?

weary basalt
#

Lots of people do

#

If you have a particular question, ask it in the most appropriate channel.

frail cloak
#

is that..... i want to learn C++ to use it in unreal engine but i have some problems because i dont know if you need to learn a specific way of programming for UE, i dont know if my knowledge gonna work, programming with UE

weary basalt
#

How about you watch some tutorials first to find out.

plush yew
#

I really wish that post-process effects affected UI.

plush yew
#

I want to add a very slight bloom throughout the entirety of my UI, plus an interlacing effect

worn granite
#

I think there's a way to get the UI to draw onto a render target, then you should be able to use that with a material.

#

No idea if that'd chug or not though

frail cloak
#

oh, with the documentation can i learn how to use UE with C++?

worn granite
#

that's how we did it

plush yew
#

@worn granite I know I can do that, and, don't see why it'd chug if I'm only rendering one widget to the actual viewport and everything is a child of it

#

but like

#

getting said render target to fit to the camera viewport is my concern

worn granite
#

ยฏ_(ใƒ„)_/ยฏ

polar goblet
#

I do nothing with UE, I guess you can call me an U n R e A l S l A c K e R

#

Okay im sorry

plush yew
#

@worn granite I figured it out

#

RetainerBox

#

does EXACTLY what I want

#

it renders its children to an offscreen RT and then applies a meterial to it

#

I'm learning the Material Editor through it.

dim arch
#

hey guys I have a question

#

using foreachloop on beginplay to print the array contents

#

but it behaves differently if the printstring continues the execution flow, or if it ends at the printstring

#

basically some logic later in the graph is modifying the array contents, even though it doesnt fire before it

worn granite
#

show the graph?

dim arch
#

ok I fucked up.. nevermind

#

it was running a sequence at the same time as the loop

#

I thought it would resolve the loop from 'then 0' then go to 'then 1' in the sequence

worn granite
#

Did you use a delay at all?

plush yew
#

hmmm I am not sure how to create a simple interlace effect in this material

surreal sun
#

does anyone know how to fix the "starting up swarm connection" stuck at 100% problem? I can see swarm in the task bar tray and also in the task manager. but it never starts building lighting. I tried building lighting for a simple level with just one cube and also tried reinstalling UE4 several times ๐Ÿ˜•

dim arch
#

firewall?

surreal sun
#

yeah i tried turning off firewall too

#

I searched and some of the solutions were to reinstall the windows itself which I cannot call as a solution ๐Ÿ˜•

plush yew
#

this is a very odd looking material.

pallid eagle
#

I'm a super newbie, so sorry if this is a dumb question but. How do you make a custom shaped healthbar that depletes in it's own custom way? I saw videos where it works with gradients, the videos showed all the steps except to actually set it up to use the custom fill shape in the Widget... I can't seem to figure it out either. Any advice? I'm trying to make a spiral shaped healthbar that depletes down the spiral. Please ping me if you respond, I usually don't notice a reply unless i get a notification :P

hard willow
#

I wonder if that'd take a bit of math, like drawing a colored line(of a width) that followed a spiral path. The other way I imagine is the cheap/easy way of just manually drawing frames - but that doesn't have the fluidity and stuff!

#

Of course even the line drawn by math should be "behind" the overlay of the health bar border-thing. Where there is a transparent window on the "front side". Also might want a back-side unless you want it fully transparent

#

Sadly I'm horrible at math, sure it has to do with the Golden Ratio, er... or whatever ratio matches the original spiral shape.

plush yew
#

I got a bloom to work in UMG

#

only issue is

#

I can't seem to set a threshold at which the bloom stops working

#

I mean, I can, but, it obliterates the smoothness

cloud cobalt
#

It's pretty violent right now

vivid girder
#

Anyone ever had an issue ctrl+LMB+Dragging to translate an actor in the editor?

#

Should be able to drag along 2 directions but it's only moving on one

#

Oh, it's based on the transform coordinate mode (relative/world)

chrome cedar
#

Iยดm pretty new to unreal engine 4. Iยดve just created a tiny project with self-made assets but what Iยดd love to know is: what happens with a bought "plugin" from the marketplace (like a river water tool or anything else) if it gets outdated? If I remember correctly I once tried to use downloaded content for my recent project but UE4 told me that the versions donยดt match. Do I just need to wait then for the plugin to be updated? or can it be possible that I pay lots of money for a plugin and I canยดt use it anymore when UE4 receives an update?

astral pond
#

@chrome cedar you can wait for a update... or just try to use it... and see if something is broken/crashs... the best thing is if you buy something try to understand what you got... and in a emergency.. you can fix it yourself

chrome cedar
#

oh okay! hope I can do that ๐Ÿ˜› Iยดm not rlly experienced with UE4 so far ๐Ÿ˜„

#

but ty for your answer!

astral pond
#

well basic logic dont get broken... pyhsic stuff and other complex things maybe get problem... but in most cases not

#

if unreal engine updates some nodes or something... most of the time the old nodes and stuff are still working... because bp nodes are c++... you can write your own nodes if you want

#

but first dont worry!... learn and have fun!

chrome cedar
#

ty!! ๐Ÿ˜ƒ

sage blade
#

hello
some body help me?

#

I have question

#

pls somebody help me

plush yew
#

what is the question?

sage blade
#

I have fbx file
It is FBX, MorPher and Skin are applied
But after importing it, Morpher is gone.
If I delete the skin when I export, Morpher will be retained.
How can I import Skin and Morpher together?

plush yew
#

are you exporting from autodesk tool?

sage blade
#

yes

plush yew
#

because one suggestion i might have is baking all of the vertices to the animation, so that the morpher / skin modifiers are no longer needed

#

once the animation is baked in with autodesk tool, then export raw fbx with animation data.

sage blade
#

wait

plush yew
#

i use floating pawns in my game, i haven't messed around with animations for quite some time, especially within UE, so i wouldnt' be able to guide you through the exact workflow.

sage blade
#

I want to modify Morpher's value in Unreal

Even now I can do that (if I delete the skin modifier)
If I bake all the animation, is not it impossible?

plush yew
#

you would have to just do separate takes in autodesk tool?

#

and just keep your source file there, then import in?

sage blade
#

um yes?

plush yew
#

if you save the autodesk source, you simply have to go back. i am not sure UE allows direct editing of such a modifier unless you get a custom plugin for it. (like the one substance painter has in UE integration)

#

that's all i can tell you.i hope you fix it.

sage blade
#

I can fix morpher value now

#

It can

#

just I can't with skin + Morpher

plush yew
#

i can give you one more suggestion that might help.. you can try using the datasmith plugin to import from outside maybe

sage blade
#

um ok

plush yew
#

i know it has some autodesk integration stuff

#

yeah

#

they might be able to help you with exact details in there

sage blade
#

ok

#

hey

#

how can i install

#

datasmith

#

oh i found

#

no

#

I can't found it

#

where is datasmith?

plush yew
#

I believe you have to use it in conjunction with Unreal Studio possibly.

#

there might be a better way for you, since datasmith is mainly use for material transfer.

#

i have to get back to work, i hope someone can help you.

sage blade
#

i doesn't have that category

plush yew
#

yes there you are

sage blade
#

and i have not any plugin

#

see this

#

i have not!@

plush yew
#

proceed to studio download? maybe you need to get that studio application?

#

again - i am not even sure if data smith is something you need for this animation task of yours. it was just a suggestion.

sage blade
#

it was my application

plush yew
#

you can try it if you want

#

ok

sage blade
#

but i want download that
that was too good

plush yew
#

so you got it working?

sage blade
#

not

#

there is not datasmith

plush yew
#

you want to try studio? you got to go to the download page on unrealengine.com like i said.

#

and accept the terms for it

#

then it'll give you the "studio entitlement" thing that you need to install the datasmith plugin to the engine.

#

anyways - i am sorry but it is late for me ok. i have to go soon.

#

you will fix it i am sure, just keep working.

#

ok?

#

am leaving - will be on later just direct message me maybe if you want to get it installed.

velvet ravine
#

Man really Wish the would Update the Laucher vault

autumn haven
#

Anyone here using VXGI 4.19?

oblique coyote
#

I would have a question i have a simple vehicle would it be more costly not to use a anim bp but use different static meshes. Its a simple vehicle wich would only need to turn the turrent and move the canon up and down.?

Sp instead of rigging moveing the object inside the bp via simple set rotation.

dire fjord
#

4.20.2 every time I compile it just randomly rips static meshes components off my blueprints..wtf..

pallid compass
#

Welcome to latest ver

dire fjord
#

is there any work around? I'm in the middle of a class and kind of got a groove going on here but this is going to suck the life out of it soon

pallid compass
#

Doubtful

#

Most of the time u dont want to be on latest eng ver

#

Just have to pray and wait for
3

dire fjord
#

The odd thing is I've been working on this for a couple days now on 4.20.2 and it's only just now that it's started ripping off pieces. Does it have to do with what you have open when doing it?

pallid compass
#

Are u using hotreload?

dire fjord
#

Yes..maybe that was it. I had my BP open while doing compile

pallid compass
#

Dont

#

Ever

dire fjord
#

I just closed it and compiled and it was fine.

pallid compass
#

Use

#

Hot reload

#

Its like tearing a piece of a jet engine out and putting it back in while its still working

dire fjord
#

Okay.. well I'm some what new to this, can I disable it somewhere?

pallid compass
#

You are asking for trouble

#

Close engine build in vs

#

Open

dire fjord
#

That's..tedious.

#

I'm doing a class and build quite frequently as new code is added and tried

#

re-opening the editor every few minutes would be about as frustrating as my meshes being ripped off

pallid compass
#

U really should not hotreload

#

It can cause issues u wont be able to track down

#

That will change everytime

dire fjord
#

Okay..well I'll have to see if I can figure out a way to do that that doesn't make me pull out my hair.

pallid compass
#

U get use to ut

#

It

#

Get use to it*

somber spade
#

Hi All i have problem with world aligned normal. help me please ))

fierce tulip
#

then please do give us more information, else we cant help

somber spade
fierce tulip
#

That is a very odd texture size hehe

#

besides that, just looks like a low res lightmap

dire fjord
#

I've compiled twice now with the blueprint closed and both times it was fine. I think that is my work around for now. I just need too frequent access to the engine

somber spade
#

I attached a screenshot where do not use the world aligned normal and build lightmass. Shadow looks normal

fierce tulip
#

im not exactly sure, it partially has to do with the resize of the normal map and you using the world aligned normal setup since that changes the maps layout. Id try doing a bake without the normal and see if that is identical to the one with the uv-mapped normal.

#

then again, if the mesh is unwrapped properly, why use the world aligned one?

somber spade
#

I want to use the world aligned normal to avoid stitches

fierce tulip
#

but you'll get stretching, and its more expensive.

#

some good unwrapping can counter that

somber spade
pallid compass
#

Oych

#

Ouch

fierce tulip
#

doubt anybody will really notice (besides devs)

#

i'd uv-paint in another layer or whatever.

#

or add a nice trim

somber spade
#

even a good uv can have seams

fierce tulip
#

dont have to tell me. just find places to hide them, or add trims to hide them

#

or blend between different uv layers (trough vertex color and multiple uv's)

pallid compass
#

non dev people will not notice

#

honestly

#

You only notice because you are working on it.

cloud cobalt
#

Yeah it took me a few seconds to notice it

#

Maybe erase the normals a bit at the seam

#

Or make it more like a real joint

somber spade
#

I want to use the world aligned normal, is it illegal? ))

fierce tulip
#

it isnt, but it is more expensive, and the result will have quite a lot of normal map stretching

#

not to mention it takes the uv-map of UV0 into consideration for the tangents of the normals, so you might find seams anyway

pallid compass
#

No its not, but you should prob listen to season'd people, or at least take a little on board.

fierce tulip
#

I had to make hundreds of seamless cave parts, i know the pain hehe

pallid compass
#

Luos is a very seasoned piece of stake, has many good tips and tricks

fierce tulip
#

wouldnt call me seasoned, but I have experience in this matter hehe

somber spade
#

I understand. but for my project I want to use the world aligned normal, and it does not work properly.

pallid compass
#

Then i guess it dont work :p

somber spade
#

this is the official reply of the presenter of Epiั ? )))

fierce tulip
#

sigh

#

anyways

#

you could try to clamp the blue channel, thats the only think i can think of

somber spade
#

It did not help((

fierce tulip
#

show the material

pallid compass
#

It looks like a UV issue to me maybe, can we see UV's too? that be super helpful

fierce tulip
#

^

somber spade
pallid compass
#

This is one of them things where if the UV's are not setup for this, u cant fit it in a material really

#

(i mean u can, but u end up doing insane stuff lmao)

#

I mean if that normal Tiles perfectly, as it looks like it does, you can allign seams on ur uv's too the edge of your uv space and have it tile perfeclty

fierce tulip
#

I'd just pick the seperate parts of the uv, expand the uv selection by one or two, unwrap on another uvmap and blend that in trough vertex color.

pallid compass
#

Oh good idea, i did not know u could do that

#

Not much exp with vertex color stuff

fierce tulip
#

had to use quite a few colors for my caves, it was insane hehe

#

I think me and Jan spend about a month to get it all working shader-wise.

#

(partially because we werent as experienced as we are now)

pallid compass
#

So does it just blend vertex colours at seams or something

#

Trying to visualise it in my head

fierce tulip
#

uv0 non-seam having unwrap (minus floor) so the tangents and normals work fine.
red vertex color > world aligned floor (so i dont need a uv for that)
black > general uv (uv1)
green > uv2 for blending any seams created in uv1
blue > uv3: some fixes here and there in really complex setups.
i think

#

hmm I think i ended up emoving blue in the end and re-uved everything

#

god its been a while hehe

#

(afk)

pallid compass
#

ohh wow thats nuts

chrome cedar
#

can I somehow change the playmode kinda interactively from 1st to 3rd person after Iยดve already created my world?

grim sinew
#

Yes.

chrome cedar
#

and how? ๐Ÿ˜›

grim sinew
#

๐Ÿ˜ƒ

#

Add a third person skeletal mesh and a second camera. Switch what camera you look through in with the hotkey along with what mesh is visible.

#

So you have two cameras and two skeletal meshes. The skeletal mesh setup is the same as it would be if you were making a multiplayer fps or something.

chrome cedar
#

aah I see! Iยดll try that ๐Ÿ˜ƒ ty!

sage bough
#

hi

#

I installed UE4 4.11 to migrate some assets but the EU IU does not respond. I can't click any buttons at the top or on my assets folders to migrate. I can click on the assets in my level.

Has anyone ever had this bug?

ruby wren
#

restart the editor

sage bough
#

ty i will try

ruby wren
#

this bug appear sometime when UE crash or in other cases... but it's still not fixed in 4.19 i see... ๐Ÿ˜

sage bough
#

not working shit !

#

i cannot right click on the folder

#

and the menu top not working :S

ruby wren
#

ok... it's not the same problem(in my case the whole interface is dead). I've no solution for you sorry... ๐Ÿ˜

sage bough
#

no problem i will try with an another version of UE

#

thank you

chrome ivy
#

How would I do a full rebuild of WindowsServer without enabling the Full Rebuild checkbox?

scenic aspen
#

For some reason a bunch of Android Manifest stuff got throw away while running UAT...

long grotto
#

Anyone know when 4.20.3 is estimated to release? Got a bug with the new compiling system that is supposed to be fixed with it

sage bough
#

ok guys maybe it can help someone but the engine 4.11 is fully bugged on windows 10 no problem with 4.10

#

๐Ÿ˜‰

dim merlin
#

Hey, anyone is using the RMC (RuntimeMeshComponent) on 4.20 ?

brittle furnace
#

No, but I meant to maybe try using it someday, is it broken ?

brittle furnace
#

Btw, does someone here uses Alembic geometry caches ? My team's 3d artist uses them to make an animated mesh. When it's stationary everything works. As soon as it moves, it goes completely crazy ๐Ÿ˜” Disabling motion blur greatly reduces the issue, but there are still artifacts.

#

I'm a bit at a loss and don't know where to look to fix that kind of issue. Since we're on 4.17, I wonder if recent engine versions fixed anything related to geometry caches...

pallid compass
#

Motion blur should not effect skel mesh aniamtion in any way

brittle furnace
#

I agree. But this isn't a skel mesh anim. It's just geometry caches and static meshes. And it seems there's a known issue between geometry caches and motion blur

#

I didn't know about geometry caches before so I'm sort of learning along the way ๐Ÿ˜… doesn't help finding what's wrong

worldly axle
#

that motion blur with T-AA is a disaster

#

i remember it not going away until i set it to 0, i don't think disabling it actually worked

#

motion blur should be jsut banned from games anyway

#

monitors and your eyes already blur things

#

you don't need artificial motion blur

static viper
#

that is very true

#

but there is a problem with depth i think

#

motion blur is a thing

#

but it doesnt alone work on speed

#

ue4s motion blur is just really bad

worldly axle
#

it's awful

#

I disable it in all games anyway, I have yet to see a good use of it

static viper
#

crysis 2

#

they use some fantastic motion blur

#

its really smart stuff :3

worldly axle
#

I'll have a look, been a long time since i played that

static viper
#

you need the graphics patch

#

whichs official

worldly axle
#

I styill don't like it though

#

it doesn't simulate how your eyes work properly at all

#

maybe a camera

static viper
#

nobody really knows how that works

worldly axle
#

if you turn your head rapidly you tend to move your eyes in the direction you're going to look, which cuts the motion blur

#

rather than looking dead ahead

static viper
#

motion blur is an attempt to give the eye a smoother experience

#

called comfy

#

that is why shadow penumbras are important

#

dof

#

thats what makes sound so important

#

the eye needs to understand the scene

worldly axle
#

yeah we aren't getting good sound though

#

very few games replicate 3d sound remotely properly

#

maybe RT will change that

#

should do

static viper
#

crysis 2 also had fantastic sound XD

#

you should really watch them again

#

crysis 2 is a powerhouse

#

and the most awesome thing is

#

that it isnt perfect

#

there is literally so much to learn

#

OMG

worldly axle
#

but the majority of monitors have motion blur built in

#

why double up on motion blur

static viper
#

dont know about that

worldly axle
#

it's more of a ghosting

#

but it's kinda motion blur

#

I just don't like the effect in most cases, it does not look remotely realistic

#

the only time I've seen things that blurry IRL is when I'm pissed

#

and stop with l;ens flares in FPS games

#

2 things that don't happen with eyes as near as much as they are shown in games

static viper
#

well lens flare

#

mh

#

that is a hard thing

#

for once unreals is pretty ugly

#

on the other side

worldly axle
#

the kind of lens flares you get with your eyes are completely different

static viper
#

masseffect was awesome

worldly axle
#

to camera lens flares

static viper
#

dis is what i enjoy

#

the other stuff from unreal is just brighntess based

worldly axle
#

tbh i've neevr seen good eye flare replication

#

in any game

#

or in demos for ue

static viper
#

the n you havent played masseffect 2 ๐Ÿ˜„

worldly axle
#

that halo you see when you see a light source, there's like an outer line on the edge of the halo, a load of rays from the center towards that halo

static viper
#

i am still amazed how well they used it

worldly axle
#

hard to describe

#

i have played ME2

#

great game

#

one of the few single player gaems i bother completing

#

Oh this is like the eye lens flare I was trying to describe

#

wtf link over 2k characters...

#

thats what an eye flare looks like

#

completely different to camera flares

brittle furnace
#

I think I fixed my issue. I needed to disable motion blur and choose another anti aliasing method than TAA

worldly axle
#

yes that's the first thing I said

#

it's a problem with T-AA

brittle furnace
#

oops

#

sorry ๐Ÿ˜“

#

anyway thanks ๐Ÿ˜ƒ

worldly axle
#

np

dim topaz
#

anyone around to help fix a simple problem with projectiles?

heavy falcon
#

Try us

dim topaz
#

my projectile is firing into my character in certain rotations around the Z axis, the fire point is a good bit away from the character so its not doing it all the time and the bullet doesnt curve

#

its attached to my character mesh, it should be inheriting the rotational value, im probably doing something obvious wrong but idk what it is

heavy falcon
#

Do you have visual confirmation that the fire point is rotating with it correctly?

dim topaz
#

yea it fires properly for about 180 degrees

heavy falcon
#

Put a tall cylinder at its position and spin around to check if it moves? I don't know

dim topaz
#

P and R don't have value changes just Y

heavy falcon
#

You're getting the forward vector of the rotation of the firepoint but I don't think it's rotating itself, it's position is changing relative to the center (player), isn't it?

dim topaz
#

forward vector for the impulse, should i be using that for my transform too?

heavy falcon
#

Not sure, I'm ๐Ÿน

grim sinew
#

Built in feature, have a look

static viper
#

isnt working great

#

i will throw that away

dim topaz
#

collision was activated on the firepoint... yep something simple

proper quiver
heavy falcon
#

Are you trying to let the cam follow the player?

proper quiver
#

sorta, I'm trying to make the xcom style "change camera to unit's third person perspective when shooting"

#

so normally your camera is a pawn that you wasd on a near orthographic zoomed out perspective

#

and when a shot happens, I want to put the camera over the unit's shoulders

#

instead of adding a ton of code to transition in the camera pawn, I just made a camera component for each unit

#

and use set view target with blend, which normally works for camera actors

#

and it's supposed to work with camera components, but does not place the camera in the right place

#

when I eject, you can see the camera preview being correct

proper quiver
#

eh, this is hacky but I just spawned a camera actor on begin play and it works ๐Ÿ˜

celest creek
#

Hey, I'm looking to create a rhythm based game but am not sure how much one can trust UE's music and input sync right now.

Let's say I'm doing a Patapon style game (press an input as close to the beat as you can.. very simple) - how would you guys recommend timing the user input to the beat?

winged crypt
#

@celest creek depends, im thinking guitar hero with visual indicators coming your way to dictate when the inputs are accurate. in a case like that, you could detect overlaps that set bools on and off and if an input is used when a certain bool is off, the key was missed. Or you could check for overlap on input, either way.

#

user stays on beat if they're in sync with the visual indicators, its how those games work anyway!

#

Bool A = Input 1
Bool B = Input 2
Bool C = Input 3, etc.
Indicator 1 overlaps = Bool A True, ends overlap, Bool A False

digital anchor
#

@celest creek or just through timing, you will need a system to build the songs anyway, so for example if a "note" is set to be played at 6 seconds into the song, on a key press you would test if the current time minus the note time is less than the error margin
Time - NoteTime <= ErrorMargin

brittle furnace
#

Including the calibration error margin

wild glacier
#

I have a trouble with the camera rotation, it seems not be replicated on Client ---> Server
The Client camera looks locked on Z axes, it only rotates on X/Y axes
Should I try this one? https://answers.unrealengine.com/questions/181581/how-do-i-replicate-my-camera-rotation.html
Im trying to make something like that https://www.youtube.com/watch?v=WTZg0DTl7Cw&feature=youtu.be

Any opinion displayed in this video only represents the opinion of the user: Sierra216. And is not endorsed by the IP owner of any featured product. Or anyon...

โ–ถ Play video
#

Left: Server, Right: Client

plush yew
winged crypt
#

@plush yew Import the diffuse, normal etc. maps that your material needs

#

Right click in the content browser > create material.

#

Use TextureParameter nodes to assign the imported textures then connect them to the material slots for Base Color, etc. Apply material to table.

plush yew
#

thanks
but it didnt work
maybe i did something wrong
ill try again

glass oxide
#

Beginner here, only coding experience is lua in Roblox 6 years ago. Should I start learning with a fresh install, or get some of the highly rated coding plugins?

heavy falcon
#

I personally just suggest blank but that's just me

sage hinge
#

how to make a 2-door gate that opens with code in BP someone who knows

whole quarry
#

2 door gate?

wild glacier
#

Search on YouTube @sage hinge

#

Example: Press E, LineTraceForObjects,If hitted equals Door, play animation

#

And do a flip flop

sage hinge
#

open two doors with blueprints ... I'm looking for you on YouTube ... but there is only with matinee and that if done ... I want to know if it can be done with blueprints

wild glacier
#

Do you mean the animation?

sage hinge
#

of a door if I manage to do ... but the one with 2 doors I do not know how to do it ... because the part of the location where you do the rotation is only one point ... that's why I want to make some shapes or an idea of how to do with the

#

so far I have not seen any tutorial of two doors that open in BP with only one door there

wild glacier
#

And what if you make an event that call both animations doors?

quartz grotto
#

hi folks. really noob question here - im just learning. im trying to code some first person shooter mechanics from scratch without really copying or looking at more than i need to. im using LineTraceSingleByChannel to detect what im shooting at. Lets say I want to now draw some sort of bullet hole there - what is it that I'd be drawing? Would that be a texture I'd just apply to whatever I hit? I'm not sure what to google for next.

sinful umbra
#

@quartz grotto Decals

quartz grotto
#

thanks

glass oxide
#

I swear, every professionally made tutorial has the worst sounding mics in the world. The little popping sounds in the official UE4 tutorial are distracting me.

grim ore
#

Every...Single...One!

glass oxide
#

So blueprint seems pretty simple. Im guessing to make bigger and better things, Ive gotta learn C++?

grim ore
#

nope

glass oxide
#

Really?! Would it be advised to learn it anyway?

grim ore
#

Every single Blueprint Node has C++ driving it behind the scenes. IF something is missing sure you can do it in C++ or do it in C++ and expose it to BP but most people will be find using just BP

#

if you know a programming language, sure learn C++. If you are new to programming I would never recommend learning C++.

#

with that said I would never recommend anyone learn C++ if they are asking the question if they should learn C++ lol

#

"Should I learn how to build and pilot a space shuttle" is generally not what one starts with when learning to make stuff or drive.

glass oxide
#

Well all I have is luascript and basic python.

worldly axle
#

Java is a better place to start

#

easier to learn, more jobs and you will still be able to do blueprints + learn c++ later if you want

dire fjord
#

Hey guys, quick question. I downloaded a rigged model to use, it's from maya, and whoever made it, just left it as maya files, which I guess doesn't fully import into Unreal (obj and mb files) I read that i have to convert it to fbx. So i'm grabbing maya to convert to fbx, my question is, the obj that I imported with all the associated textures and what not, is there any point in keep that, or should I just remove that and reimport the new files after I convert from maya? (I'm pretty new to this so not sure how this all works)

midnight mantle
#

is there a way to orbit a selected object instead of rotating the camera?

#

just ue4 camera controls, not in-game

manic pawn
#

press f to focus object

#

then I think it's middle mouse button?

silver crown
#

Middle mouse button is to move laterally I think ๐Ÿค”

manic pawn
#

I actually don't know ๐Ÿค”

silver crown
#

Cuz that's the only thing that works in that new editor stuff I just added ๐Ÿ˜“

grim ore
#

ALT-Hold Left Mouse lets you orbit rotate

manic pawn
#

oh

#

it was completely different than I remembered

silver crown
#

TIL, thx

midnight mantle
#

@grim ore thanks best

spiral anvil
weary basalt
#

Its the Tab docker outline.

#

Restart the editor and it will probably go away if its a glitch in the matrix

spiral anvil
#

alright thank you!

fluid root
#

How do you get the unrealbot to post an ad?

plush yew
#

let's start with real physics

frank escarp
#

@plush yew do you want to use the physics engine like a real guy, or use a more faked version that gives you a ton more control

#

if you are using the physics engine, you need to add forces

plush yew
#

like the real life version

frank escarp
#

so if its a thruster, you would need to apply a force in that position at that direction

plush yew
#

but how to make the bottom moving parts wich change directions?

frank escarp
#

but, to avoid it going haywire, you also need to apply atmospheric forces and gravity

#

thats just an animation

#

blendspace

plush yew
#

animation?

#

oh - just visual

#

and the movement?

#

also just wit force applying?

frank escarp
#

yes

plush yew
#

seems.. boring?

frank escarp
#

yes

#

its also a pain to control

#

thats why you might want a fake version

#

doing the movement physics yourself

plush yew
#

oh okey?

frank escarp
#

so instead of doing forces for a rigid body

#

you have a normal actor without gravity nor rigid body physics

#

and calculate the forces

#

then add them to velocity

#

and then you update the actor with AddWorldOffset

#

much, much more recomended

#

trying to monkey around with forces is a huge pain

#

in this prototype i was monkeyng around with forces and rigidbody physics

plush yew
#

okey thanks! ๐Ÿ˜„ would you then also not create physics doors for players for interact with?

frank escarp
#

looks great, but it took a considerable while to get it to NOT flip over

#

and im doing a huge amount of hacks

#

and trickery

#

its a prototype so doesnt matter, but for a full game, you would do the physics yourself

plush yew
#

I have a maze here with dozens of doors. player interacts with them by just walking trough them and they open on their own. is this good or would something else be better?

frank escarp
#

physics handle would work great there