#ue4-general

1 messages ยท Page 313 of 1

uneven spoke
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so only c

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@fierce tulip

fierce tulip
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still shrudder

static viper
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the path is too long ther

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C:\Users\Jon's PC\Documents\Unreal Projects\BattleRoyale1.7\

uneven spoke
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thats the problem?

static viper
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ue4 max path length is 255 or so

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so this "C:\Users\Jon's PC\Documents\Unreal Projects\BattleRoyale1.7"

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will be converted into signs...

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will be more then digits

uneven spoke
static viper
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and the path extra signs here

uneven spoke
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ill try moving them to C:\

static viper
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\Jon's P

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this is extremely bad

uneven spoke
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i had that problem before with unity

static viper
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that path will bite you one day

uneven spoke
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it already has

static viper
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C:\Folder\BattleRoyale1_7

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luos doesnt want to explain to you

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bc its so basic

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everyone needs to work clean

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youre welcome

uneven spoke
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i think its working

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tysm if it does

static viper
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oh

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how

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unique...

uneven spoke
teal tulip
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lol

uneven spoke
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noot noot

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it didnt work

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it definitely got further

static viper
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my advise wasnt about fixing

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it was about basic hygiene XD

uneven spoke
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y dont gifs work

static viper
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its just yours

uneven spoke
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they work by urls

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just not direct upload

grim ore
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so far all the errors I have seen have been due to user error. Not installing things the correct places (plugins) and not understanding how UE4 works (compiling). Did you learn the basics of UE4 before jumping into using a template and making a Battle Royale

static viper
uneven spoke
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@grim ore all the plugins are in the correct place

grim ore
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well the last errors were about plugins, what are the new errors?

uneven spoke
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they're about plugins but the plugins are the pal

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place the guide i followed

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said to put them

grim ore
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the guide might be wrong, what do the errors tell you to fix.

uneven spoke
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Error1    LNK1181    cannot open input file 'C:\Program Files\Epic Games\UE_4.20\Engine\Plugins\AdvancedSessions\AdvancedSessions\Intermediate\Build\Win64\UE4Editor\Development\AdvancedSessions\UE4Editor-AdvancedSessions.lib'    CardinalMenu    C:\Users\Jon's PC\Documents\Unreal Projects\BattleRoyale1.7\Intermediate\ProjectFiles\LINK    1#
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a missing libary

whole quarry
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@static viper facepalm_luos

grim ore
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the missing library is due to the source files missing/not being compiled for that plugin

static viper
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WHAT

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WHAAAAAAAAAAAAAAT

sleek solar
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  1. Make sure that plugin matches the engine version;
  2. Do not touch the engine folder unless you are using the full engine from the github;
  3. Some plugins do not work with pre-compiled engine from the Epic launcher.
uneven spoke
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by AdvancedSessions folder is completely different to the one mentioned there

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my*

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ill download latest one

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these plugins came in a zip file i donwloaded from the guide

sleek solar
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you are using 4.20 while plugins could be for 4.1x

grim ore
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It's also super funky that it's looking in the engine folder not the project folder for that plugin

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so at this point your actual project might be hosed from all the messing around

uneven spoke
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on the latest AdvancedSessions theres 2 folders

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AdvancedSteamSessions

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and AdvancedSessions

velvet ravine
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like this, Mines instaled via Project

uneven spoke
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its building in vs

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no errors yet

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it said ready

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so i went back

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and tried to double click on the file

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and click yes

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and its building

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didnt work

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@grim ore @sleek solar

static viper
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you need to read the log

uneven spoke
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it goes to fast

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it was going up

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i was watching it

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it went

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95$

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95%

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96%

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then 100%

static viper
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it gives out a log

uneven spoke
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then error

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where is that

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found them

static viper
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whats that link

uneven spoke
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its hastebin

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developers post logs

static viper
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can you send a list of plugins you use?

uneven spoke
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yes

static viper
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i know

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but i like to toy abit more

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he will evtl find out on his own

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@uneven spoke google the dlls in the top of the log

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failed

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thats my hint.

uneven spoke
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ok

uneven spoke
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fixed

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@static viper

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i learnt something aswell

karmic thistle
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guys, i get a Fatal Error with a fps in my second laptop when I try to open the recent packcaged game

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windows 64 bit

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what should I do? I only see post of steam version of Ark and nothing related to ue4 problems

static viper
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what fps?

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fatal error?

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what

karmic thistle
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I made a First Person Shooter with Online throught Steam Plugin on UE4.18.3

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I tested it on my main PC and It worked

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but in my second laptop it gives me fatal error

static viper
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you need to find the crash log

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also this sounds not like an ue4 issue

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clearly it is working

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just not on your laptop

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drivers

karmic thistle
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how can i find the project logs on an packcaged game?

static viper
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i just gave you a link

karmic thistle
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oh nice

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ill check

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i got this windows log fails ๐Ÿค”

static viper
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get more.

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this one isnt telling stories

karmic thistle
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yeah I see on google that a lot of ppl had this issue with ue4 . 17 +

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its the same error

static viper
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provide more details about your project

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bc i dont believe a word you just said.

karmic thistle
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a lot of people have the same problem, its look like Unreal has problems to start games since the 4.17 version of the motor

static viper
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are you using plugins

karmic thistle
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i used the plugin for Steam

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its the fastest way to make a game online to play throught steam friends

static viper
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and you used extra code?

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c++?

karmic thistle
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sure, i added some code to the ini files

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and all is working fine on my main PC where I created the game

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but when I packaged for windows 64 bit and tried to open the game on my laptop to test if the game works fine with the online, the game doesnt want to start

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the log says "LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.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"

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and this is the same problem that had a lot of people with Fortnite and other games like Ark

static viper
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you do know that fortnite has the same problem?

karmic thistle
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this started when Epic Games upgraded Fortnite to UE 4.17 +

static viper
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mh

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i dont think so

karmic thistle
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yeah look

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you can search it on google

static viper
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it looks very much like the engine was updated to a higher stand

karmic thistle
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a lot of people talking about the same problem, same windows log fail/missing/doesnt exist files

karmic thistle
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I made my project with 4.18.3

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๐Ÿค”

static viper
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regardless

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i hope someone can help you

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this looks like simple user error

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your laptop clearly misses some software

karmic thistle
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๐Ÿค” sure but I hope I dont have to change my project version ๐Ÿ™

static viper
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its price was set down :3

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looks like a cheap grab yes!

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get it while its hot

vale silo
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by former Epic engine dev

static viper
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come on

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buy the course already

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people need to live from somethin

vale silo
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the rumor has it that people eventually want to add MP support into their Sp game and that doesn't work like that - you have to build your SP game with MP in mind

tall pendant
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dont do an MP as first project period. ๐Ÿ˜„

vale silo
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and since the goal is to learn UE4 and C++, my guess is that Epic dev should provide a decent tutoring.. I might be wrong about that ๐Ÿ˜ƒ

fierce tulip
static viper
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"by former Epic engine dev"

vale silo
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make multiplayer ping pong using UE4

static viper
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Estimate: $458,893,924,742*

vale silo
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small scope and SP/MP game

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are you making a commercial indie game or just learning UE4 / C++ ?

static viper
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the upper one ofc.

fierce tulip
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udemy ๐Ÿ˜–

vale silo
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learn Blueprints instead ๐Ÿ˜ƒ

static viper
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NOOOOOOOOOOOOOOO

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what are you doing moto!!!

vale silo
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lies

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BP is GOOD!

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I see..

tall pendant
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visual basic is best for ue4 tho

vale silo
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how so?

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maybe for some high performance projects or when you need to fiddle with custom integrations C++ is the thing.. Otherwise BP gets the job done

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aye, if the jobs requires it, then yes... For indie projects you definitely don't need C++ at all (unless you need custom integration or working on Fortnite killer)

static viper
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oh skill does imply more then just a few years coding

tall pendant
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if you want a job at CDR/Techland you might want to learn actual C++ (not the UE4 flavor of it) first.

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I dont think they're using UE4 ๐Ÿ˜„

static viper
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but ue4 is AAA sort of

vale silo
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yeah, they use in-house custom engine

static viper
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so its good to know how things work around here

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its important that you know the ruleset

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if you know that

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you can hire everywhere

vale silo
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Witcher Wiki

REDengine is the engine for games developed by CD Projekt RED studio for The Witcher 2: Assassins of Kings and The Witcher 3: Wild Hunt. It replaced the Aurora Engine originally licensed from...

tall pendant
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They use REDengine. It's not UE4.

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And C++ in UE4 is not standard C++

static viper
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yee i think one of their games uses ue4

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but

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you dont want to go with just that

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you need to be more flexiable

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yes it is :3

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a start.

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the pure skill imply experience

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i hope you are making ready for a project

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one that isnt ping pong in multiplayer

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finally!

karmic thistle
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where should I go to ask about my error? @static viper I can`t fix it

static viper
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i want to see an answerhub post.

vale silo
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I am guessing Owl is one of the authors of that C++ course ๐Ÿค”

static viper
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no i am not

vale silo
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lies! poor fella thought you were giving him a good advice ๐Ÿคฆ

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j/k

plush yew
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Hello everyone!

fierce tulip
olive yew
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can someone help me with a game?

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need someone to team with

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i want to make a battle royale game

grim ore
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There are the #looking-for-talent and #looking-for-work channels as well as maybe posting what you have in #work-in-progress to see if anyone wants to join. There is also the forums which have collaboration sections

gleaming creek
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Is there a way to do a trace for just one location?

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Seems silly to have to trace between two locations, slightly offset, just to check if a space is free

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(Possibly a question for #blueprint, though I'd imagine the same question would apply to C++ too, I just haven't checked)

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There's CapsuleOverlapActors and CapsuleOverlapComponents, which sound like what I'm looking for, but don't seem to work as I'd expect

worn granite
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in those cases, I'd lean for whichever you're most comfortable getting the answer in. In general... I never use either. In C++ we tend to just use the world functions (actually what that function internally calls). Nothing realy wrong with doing things by calling the kismet statics, though.

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And I actually don't use OverlapMultiByObjectType, so not sure what typically goes wrong with it.

gleaming creek
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It's basically that I'd expect these to do the same things:

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Ah the wires aren't the clearest in that shot, but both have the same inputs, but one works (boolean is true if there's something there) and the other doesn't (boolean is false)

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I guess it doesn't matter; just a trace for no distance seems "wrong"

worn granite
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so is the array also empty?

gleaming creek
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No, it has WorldStatic, WorldDynamic, PhysicsBody, Destructible

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With the trace it even hits non-entities like BSP terrain

twilit hill
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anyone here ever had the problem that when you add an adjacent landscape via the world composition window, it randomly tells you that the newly added landscape is overlapping with another one?

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.. which clearly isnt the case btw

viscid canyon
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Do decals not work on BSP brushes?

idle sail
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Hey so im genuinely curious how do people make the hacks for games like pubg and CSS hacks that can detect other players/aim lock im definitely not interested in making them just curious as to how its done?

carmine wind
boreal night
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Why the building I imported from sketchup with datasmith have no collision? How to turn it on?

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Also, I can not simulate physic on them

boreal night
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Edit: I got it, manually add the collision

languid shard
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Hey lads, do we have a timeframe for 4.21 ?

paper kernel
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(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

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why can't I get bone location by name

sturdy star
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hi guys, i need to add brightness control to our game, best practice? parameter into power node in a post process? that won't affect brightness of umg widgets or any hud stuff - so what is the recommended Epic strategy?

paper kernel
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brightness rarely affects UI anyway

sturdy star
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that's my thought, but i mean, what do epic do

whole quarry
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Did you google it?

plush yew
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Hey, I'm developing the Steam multiplayer, I'm pretty much done, but it doesn't work, can somebody help me please?(edited)
I can Share Screen in DM

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but its relevant here because its done

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@plush yew try using advanced sessions plugin?

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I dont know that plugin

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Im using Steam plugin

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what's wrong with that?

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native steam support in ue is limited unless you get uworks or advanced sessions for things like friends lists and custom servernames.

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oh

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but still

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its only for the testing and stuff

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can I show you in dm my problem please?

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just hopped on for a second - if you ask in multi then can possibly help you ok. im sorry.

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ok np

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thx

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๐Ÿ˜ƒ good luck to you.

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thanks, you too

uneven spoke
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anyone have steam that can test my game out for me
i wanna see if multiplayer works

south edge
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I can tonight (still at work)

dire moon
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hey, I closed and saved my project yesterday - today I opened the same project and some assets are missing in the content browser..

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the uassets are still in the right place in the windows file explorer

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what is this?!

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anyone got the same issue or a solution?

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(how is this even possible? never had issues like that with other engines..)

south edge
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did you change anything to the folder structure after you closed the project?

uneven spoke
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 otReload -ignorejunk
UATHelper: Packaging (Windows (64-bit)):   ERROR: No 32-bit compiler toolchain found in C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\cl.exe
UATHelper: Packaging (Windows (64-bit)): Took 33.3286171s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): ERROR: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe AdvancedSession Win64 Development -Project=C:\uproject\BattleRoyale0.5\AdvancedSession.uproject  C:\uproject\BattleRoyale0.5\AdvancedSession.uproject -NoUBTMakefiles  -remoteini="C:\uproject\BattleRoyale0.5
" -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2018.09.18-10.47.14.txt' 
UATHelper: Packaging (Windows (64-bit)):        (see C:\Users\Jon's PC\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.18\UAT_Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error
LogSlate: Took 0.012269 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts
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anyone know how to fix

dire moon
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@south edge nope, as I said I saved my project and closed it

south edge
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Hmm bizarre

dire moon
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yup

south edge
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Check your files once more and if not there then: Do you have source control (Git / Perforce?). If so then check the history in there. If you don't use Source Control, I suggest looking into it to avoid problems.

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and if both of those arent the case maybe your recycle bin

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otherwise It's lost i suppose

versed spear
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in the project folder check for backups in the saved folder

torn acorn
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Hi guys does changing scale of the character help wkth optimation

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For example the character i want to use is 5,6

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But what if i reduce the caharcter and the game environment by half

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Does this help with optimization

dire moon
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@south edge I don't use source control.

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@south edge huh? why should my files be lost?

versed spear
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I don't know what it is with 4.20 but I had the same issue with a uasset being there but corrupt.

south edge
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then aside from checking your project folder again I'd have no clue

dire moon
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as I said: the files are still in the same place in the windows file explorer

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they just don't appear in the content browser of UE

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@versed spear im using 4.19

versed spear
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that happened with my map with the build file. I had to delete the file in my project folder and replace it with one from my backup folder located in the save folder

dire moon
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for me it's static meshes

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no chance to delete and replace

versed spear
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nope

dire moon
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I'm actually glad this happened to me now

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because it shows me that UE is not reliable

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if this would have happened in a further development stage.. daaamn

versed spear
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I am trying to deploy to android and it crashes on me all the time. I have kinda learned to work with it.

dire moon
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lol

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yeah, but It shouldn't be like that..

versed spear
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Yea but it is good for small games to make a quick buck then move onto bigger and better things

south edge
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crashing all the time? and we're not talking about 3dsmax?

dire moon
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lol..

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If your engine deletes your assets then it's not suited for any development at all.. Doesn't matter if the game is small or big

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anyway there is a big difference between occasional crashes and an engine that deletes your files

uneven spoke
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fixed it

dire moon
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I can easily crash the engine by coding crap

uneven spoke
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@versed spear

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thanks ๐Ÿ˜„

versed spear
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sweet

void lantern
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Hello, Setting fullscreen or changing resolution in fullscreen gives me some weird behaviours. Sometimes it will tab the game window down and i will not be able to bring it up again. Im using gameUserSettings to SetFullscreenMode, SetScreenResolution and ApplyResolutionSettings to do this in c++. Anyone had the same problem and have a solution? Im running 4.17

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I also get this problem where it will change the game windowsize and put it in the top left corner.

tribal snow
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Can somebody please test if socket snapping in the editor is working ? Seems to be broken since 4.18 ( which was unnoticed for me until now).

sturdy star
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@whole quarry yup but i found numerous responses and wanted to know if anyone else has done it in a way that ships on consoles

iron wadi
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what is the current go to way of doing modular pawn with physics on the modular hands / body / legs etc
I currently use master pose component, and I want to know if it is possible to drive physical animation using rigidbody or animdynamics on top of it
if not, how feasable is copy pose? I heard it's much slower then master pose

sleek solar
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In the editor when you double click on the node it starts opening the visual studio, how to disable that?

uneven spoke
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Why isnt my steam advanced sessions working

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when i search for a game it doesnt find it ๐Ÿ˜•

plush yew
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Can somebody please help me in DM? I've programmed it all, but I need help
please please please

fierce tulip
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@plush yew those calls for help dont work all too well, its better to post the actual problem in the right channel.
#cpp for instance, unless its not programming ofcourse

wet dome
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when will the unreal wiki be fixed? is there an ETA on that? ๐Ÿ˜ฆ

plush yew
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well nobody is online

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and its very important

languid shard
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@plush yew which is a shame really

fierce tulip
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ยฏ_(ใƒ„)_/ยฏ

iron wadi
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didn't ask the question
expects answer from someone online
eh?

dire moon
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anyone knows how I can import a uasset file manually?

fierce tulip
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place it in the project folder

dire moon
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doesn't work

fierce tulip
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lol, Fearkills chat history is a goldmine

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it works if the uproject is same ue4 version or older

dire moon
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no it doesn't

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"hey, I closed and saved my project yesterday - today I opened the same project and some assets are missing in the content browser..
the uassets are still in the right place in the windows file explorer
what is this?!
anyone got the same issue or a solution?
(how is this even possible? never had issues like that with other engines..)"

fierce tulip
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are they 1kb?

dire moon
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no static meshes

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the files just disappeared in the content browser that's why Im trying to import them back manually

fierce tulip
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so they are the correct filesize?
which ue4 version?
do you have version control to revert em that way?

astral rain
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You can't just copy it from explorer?

dire moon
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yes correct file size, UE 4.19, no version control

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ohhh

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dudes

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again: I saved my project and closed it

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next day I open it the assets are missing in the UE content browser

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but they are still in the right folder according to windows file explorer

fierce tulip
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dude relax, we are trying to help with the bare minimum ffin information we are getting from you.

dire moon
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so, no copy them back from explorer doesn't work

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I feel like you don't get the point of my problem because the problem is soo weird lel

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@astral rain

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it's all good

fierce tulip
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try one of the older saved files in the backup folder

astral rain
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I mean open file location to the asset. Copy. Paste it where it needs to be, while still in explorer.

dire moon
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huh?

fierce tulip
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/saved/backup

dire moon
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@astral rain I don't understand what you mean?!

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@fierce tulip there are some backups in my backup folder

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@fierce tulip should I copy them to my normal content folders?

fierce tulip
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copy one of the meshes there to where it should be, see if it works

dire moon
#

kk

astral rain
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Copy/paste entirely in explorer

plush yew
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anyone know how to randomize vectors? im trying to randomly spawn instances of an object on a level

dire moon
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@fierce tulip i hope this helps, it's really a pain to find all missing files and reimport them...

fierce tulip
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thats why you have version control

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also what panick button is saying, is dont try to import them into the content browser, that does not work. you need to place them in the right location inside windows explorer

dire moon
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@astral rain as I said, UE4 doesn't recognize any of the files - copy, paste or anything doesn't work! the files are still in the correct location in the windows explorer! UE just don't recognize them

astral rain
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Yes, thanks.

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Cut them, move them somewhere and then move it back?

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I don't know, though. Never came across that problem.

dire moon
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@fierce tulip sure, version control is cool but perforce is not the best thing for a single dev and GIT sucks with some files

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@astral rain same for me.. this problem is so weird..

astral rain
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Random vectors can be done pretty easily via random float in range

dire moon
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my project destroys itself lel

astral rain
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Try it with a different project?

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I'm new to UE, still

dire moon
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what you mean? start over? I can't just create a new project

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way to much work

fierce tulip
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perforce is free for one person, and with digital ocean its cheap as well.
saves you a bleepload of headaches down the road

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there is no excuse to not have version control

dire moon
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lol

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there is also no excuse for an engine that deletes files

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never happened to me in unity or something else

iron wadi
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perforce is evil

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use git

astral rain
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I just duplicate the project as version control

iron wadi
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or svn at least

dire moon
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@limpid star yeah, I guess that's the best option

iron wadi
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my project folder is 200GB tho

fierce tulip
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yuck

astral rain
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Jeez

dire moon
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thx for the source control recommendations but If I can't fix this problem I'm gonna drop UE anyway I guess

#

so much files.. It would be days just to get back all the files

astral rain
#

Mine is like 250ish mb

iron wadi
#

i mean sure, the engine fucked you now
but you are just shooting yourself in the long run if you go back to unity

#

just saying

dire moon
#

why?

iron wadi
#

so its actually 280GB but 110GB of that is SVN shit
66GB is binaries, derived cache etc
so only about 100GB of content

fierce tulip
#

unless 4.20 the only way that happens is if you open the project in an older version of engine, you didnt save properly, you moved files around, windows decided to swap drive letters, or some random inexperienced mishap.

#

but sure, blame ue4 :p

astral rain
#

I use 4.20 and I don't have that problem.

fierce tulip
#

luckily not everyone has the issue, but there where some reports with ue4 being rather... odd

#

(4.20)

dire moon
#

who should I blame if my files are gone? I guess the engine right?

astral rain
#

I run below system requirements too.

iron wadi
#

yourself

dire moon
#

I would also blame unity if this would happen with unity

fierce tulip
#

so you tried moving back the back-ed up file yet?

astral rain
#

I think unity is fine.

dire moon
#

I'm using windows for like 20 years now.. I guess I'm able to save a prject and shut down my pc without changing drive letters or something

#

lel

fierce tulip
#

has nothing to do with you in that specific case, but one of the win10 updatess about 5 months ago had a chance to mess up drive letters if you had more than a few drives

iron wadi
#

are you sure your content browser doesnt have any filters?

#

like search for example?

astral rain
#

Good call

fierce tulip
#

^ didnt even think of that one

dire moon
#

@fierce tulip might be possible in some rare cases, but I would know if my drive letters changed

#

anyway no windows update etc

#

@iron wadi no filters

#

can see all other files

iron wadi
#

can you show us screenshot of your content browser in that folder and the folder itself?

dire moon
#

ya

astral rain
#

Yeah, man. I'd at least try to import(copy/paste)a missing asset in a new project and see if that will even work.

dire moon
#

let me check yoeris solution fast

#

will send a screenshot after that

astral rain
#

If it does, might be time to start a new project, import stuff, and start over with a lesson learned.

iron wadi
#

or copy the file out and into the folder

#

maybe with different name

dire moon
#

lol..

#

I tried yoeris solutions but UE doesn't even recognize the uassets from the backup folder

#

wtf

fierce tulip
#

need to rename it

astral rain
#

Does it have a different name?

#

Oh, right.

dire moon
#

well the name is different actually

#

the date is in the name

astral rain
#

A lot of c++ programs rename backups like "this file.asset.bkp" or something

dire moon
#

renamed the files

#

UE still can't find it

astral rain
#

I dunno, man.

limpid sandal
#

Hi

astral rain
#

Heyo

limpid sandal
#

Math expressions on graphic books look terrible on kindle :<

dire moon
#

@limpid star no effect.. UE still can't find the files

#

thx for your help @all

#

gonna post some screenshots

manic pawn
#

what happened?

iron wadi
#

hey my physics assets are falling trough the floor when I simulate

#

wtf

#

afaik pelvis is the reason, because that falls trough the floor

dire moon
#

@manic pawn "I saved my project and closed it
next day I open it the assets are missing in the UE content browser
but they are still in the right folder according to windows file explorer"

iron wadi
#

if i simulate everything except pelvis, it stays in place

manic pawn
#

๐Ÿค”

#

never had something like that happen before

dire moon
#

same

manic pawn
#

is there something in the log maybe?

dire moon
#

I mean it wouldn't even matter If I could import the uassets back or let UE index the files again

#

I dunno something like that

iron wadi
#

there must be a reason why it wont import

dire moon
#

But right now I can't do anything beside starting over

iron wadi
#

for example it thinks its imported

#

try removing the file, save all, open ue4 and THEN copy the file into the folder

astral rain
#

I've been messing around with converting svgs to meshes via blender and it's working out nicely for level art, but animation with characters is probably gonna require swapping meshes (which I have a simple system in place to do that atm), would that be bad for performance?

iron wadi
#

and refresh assets

dire moon
#

@limpid star yup tried fixing up redirectors

manic pawn
#

you don't "import" uassets

#

you just load them

#

there must be a reason why it's not detecting them

#

maybe it printed an error to the log

dire moon
#

I know that's the problem actually

#

If I could import them, I would be able to fix my problem

manic pawn
#

if the problem is that the assets got corrupted somehow, that would not help you

dire moon
#

I tried copying backup files from the backup folder, UE doesn't recognize them

#

the backup files shouldn't be corrupted..

astral rain
#

Have you tried importing an asset into a new project yet? That should determine if they're actually corrupted.

dire moon
#

yes

#

the files work If I import them to a fresh project

astral rain
#

Oh, cool.

dire moon
#

maybe i could try to create a new project and migrate the complete content folder from the old project

astral rain
#

Might just wanna start a new project. Import your content folder and press on. Seems like it would be the surefire way to get back.

#

Yar.

dire moon
#

I hope..

astral rain
#

Anyway, do you guys think rapidly swapping meshes would be a terrible idea in regards to performance?

#

E.g. could android handle that?

dire moon
#

so weird...

iron wadi
#

whats the size of that file

#

in relation to the others

dire moon
#

the size is correct in relation to the others

#

I'll check permissions

#

permissions are correct

#

maybe fate is telling me to not use the assets ๐Ÿ˜„

#

I dunno..

#

@limpid star moment

#

"there is no data validation"

#

the missing file is not stated in the log at all

#

but I noticed a thing

#

only files that should be in my level are missing

#

i mean the last level I worked on before I saved and closed my project

#

all the files missing are related to the level in some way

sturdy star
#

anyoen know if it's possible to add a child to a widget switcher dynamically at runtime?

grim ore
#

I would assume so as they are just children of the switcher widget but I have never tried

plush yew
upper quartz
#

hi guys, is "World position offset" not support on mobile ?

plush yew
#

Can anyone help me with a master material? I want it to be completely non reflective

grim sinew
#

Set specular to 0. Done.

plush yew
#

Theres nothing called that

grim ore
#

non reflective I would assume would be roughness 1 and metal 0 ?

plush yew
#

It's still kinda reflective

grim ore
#

well that's the way the world works unfortunately ๐Ÿ˜ฆ

plush yew
#

:/

grim sinew
grim ore
grim sinew
#

Did you even look?

warm tree
#

@grim sinew Where do you see it?

grim sinew
#

Always a shame when I need to block new people to the discord on their first message

warm tree
#

haha

plush yew
#

@grim sinew I said it's a master material, I was making an instance of it.

grim sinew
#

Then add it to your master material.

#

"Master material" tells me nothing, anyone and their grandmother can make a master material and they'll all be different.

#

If it doesn't support it, add support.

plush yew
#

dude i have no idea how to do that kind of stuff, i didn't even make the material myself

grim sinew
#

If you aren't willing to look up how to add a scalar parameter to a material, something that takes literally 1 button click and then naming it, I can't help you.

plush yew
#

i don't even know what 'scalar parameter' means dude, i said i'm new, how do you expect me to look it up?

grim sinew
#

The UE4 docs are so good they may as well be a picture book, I would start on the material documentation.

#

You need to be willing and able to find out this kind of stuff or you won't be able to use the engine in any real capacity.

plush yew
#

I'm just trying to create something, people on reddit said that's the best way to learn stuff

grim sinew
#

If you want to learn, you'll get a lot further without using stuff like master materials other people made and gave to you. It's incredibly user friendly if only you're willing to read the manual.

plush yew
#

Do you know how to paste stuff into materials? Also thanks, i'll check it out

astral rain
#

Ctrl+v

plush yew
#

Just open the blueprint window and press ctrl+v?

astral rain
#

Assuming you have something copied, yes.

grim sinew
#

The material editor* And yes, ctrl+c and ctrl+v both work in any UE graph editor.

astral rain
#

Some nodes won't be compatible, depending where you copied them from.

grim sinew
#

The material editor, blueprint, etc all work

plush yew
#

oh okay, it just says some nodes conflicted, i'll have to figure that out

grim sinew
#

But yeah. The documentation will be your best friend, it's really good. Next to that, on Epic's youtube page, they have literally hundreds of hours of training material, and they add more every single week.

#

Where they have people go through basically every single feature, step by step, and show how they use it

astral rain
#

Yeah, reading docs is pretty amazing. I've only been using UE since the beginning of August and my project is coming along nicely.

#

I'm pretty ignorant as to what all you can do with materials, but I'm doing 2D, so I learned what I needed to and stopped there lol

tall pendant
#

rtfm. always.

astral rain
#

There's like... A billion tutorials for just about everything too.

#

Except 2d. No one does 2d in UE. They all say use unity lol

grim sinew
#

Well they aren't exactly wrong.

#

Unless you have a very compelling reason to use 2d in UE, I would say the same

steady sequoia
#

Only reason I use Unreal for 2d stuff is because I like the engine and don't feel like touching Unity at the moment

astral rain
#

I have good reasons, I think. I already know c++, and I like UE's business model better.

#

I mean, I got a pretty decent start in unity but here's the major turn offs: The BIGGEST one, though it may seem small to most, is that it's too bright and you have to pay a monthly subscription for the dark theme... Which is really dumb, but I can't stare at white for long periods of time. 2nd is that the few questions I asked on the forums were answered with "buy suchandsuch from the asset store".

steady sequoia
#

This might just be because I suck, but after I hopped onto Unreal a few years ago after using Unity, Unreal immediately attracted me because of how sophisticated it felt. It felt like it already had numerous useful systems in place that of which in Unity I had to create on my own.

astral rain
#

Yes!

steady sequoia
#

So far the one thing I've ran into that I like better in Unity than in Unreal is that I don't think Unreal allows for saved modular components on your actors with Blueprints whereas in Unity you can freely use prefabs wherever. I think you can do it with C++ but I haven't looked into that yet

astral rain
#

Building from source is a pain, but everything else has been going smoothly. Everyone was warning me about project size and stuff and I've added almost all of the assets from a game I started in gamemaker over and it hasn't really increased in size. I'm still at 350ish, so I don't expect a massive size increase.

#

350ish MB, that is.

steady sequoia
#

Yeah and there are multiple things you can do to shrink the package size

#

It is still quite fatty for something 2d if you're doing that though

#

A compressed 2d game I made for a game jam a while back was shrunk down to something like 200 mbs and 60 mbs when compressed

#

But people still told me they thought it was a bit big

astral rain
#

Right, but I made monosvg render in UE (which is probably the hardest thing I've done so far) but if I duplicated my assets 10 times, I highly doubt it'll jump above 5mb. Svg files are super tiny.

#

Really?

#

I mean, cupheads is a few gigs.

steady sequoia
#

I mean for a game jam game

#

Since i think some game maker games and such were less than 20 mbs

astral rain
#

Yeah, that might be kinda big.

#

Yeah, the game I'm remaking in UE was 50mb in game maker.

grim sinew
#

In the year where the smallest hard drive you can even get is 1TB usually, 60mb isn't something to worry about

astral rain
#

But I also really pushed the limits of game maker. The UE version will run on a crappy phone, the game maker version cannot run on a lower end laptop. So, the way I see it, size is a small cost for running on everything.

steady sequoia
#

Yeah it wasn't so much a worry from the people downloading the game but rather conveinience

astral rain
#

That's just some crappy game my kids downloaded. Its 266.

#

MB

#

I dunno. I think UE is pretty great for 2d so far, just needed some proper set up to get it going. It natively has all and more functionality than gamemaker, and I made that work out, and this is working out pretty well.

#

Only thing I wish UE had was an option to package as a standalone exe.

#

As in, not an installer, but a single exe that handles the game with no directories.

#

I imagine the the need for that is probably nonexistent, seeing as how everyone (mostly) uses UE to make big, beautiful 3d worlds and such.

livid haven
#

Wait, the Game Maker version can't run well on a low end laptop, but the UE4 version is running fine on a crappy phone? o_0

#

Also, you can probably trim a lot of fat relatively easily.

astral rain
#

Gm is terrible at swapping texture pages.

wary wave
#

UE4 doesn't really support 2D all that well at all though

#

rudimentary features for managing 2D elements are for the most part missing entirely, and those that do exist have been rotting for a long time :/

astral rain
#

It's not really an issue with pixel art games, but if you have several 2048x1024 raw images, gm needs to swap but more than a few swaps per 1/60th of a second creates glitches.

#

UE seems fine for 2D to me.

worn granite
#

I mean its passable for 2d

#

and can definitely run 2d

broken shadow
#

I have confidence in Panick, he seems to have a plan :P

Sounds like he needs UE4's 2D for handling very large textures that need to be swapped between regularly

worn granite
#

if it works for him, that's great. Not saying he can't possibly use UE4 for 2d

wary wave
#

sure, you can use it

grim sinew
#

Nobody can possibly use UE4 for 1d.

wary wave
#

I've seen a 1D game in UE4 ๐Ÿ˜„

#

I'd be wary of using Paper2D though, it's not been updated in a long time, and as time goes on, things are just gonna stop working in new versions

astral rain
#

Well, I made a svg render (rather ported tinysvg) so I can use 32x32 textures as masks for emission etc

grim sinew
#

"I made a svg render" And with those 5 words, you convinced me you can make it work

wary wave
#

if you don't mind maintaining your own engine version in future you might be fine, hehe

broken shadow
#

SVG as in scalable vector graphic?

It's possible to do stuff with those?!

astral rain
#

Yes.

grim sinew
#

Apparently

astral rain
#

Only engine that is actively maintained that supports vector graphics is uh.

grim sinew
#

flash

astral rain
#

Well yeah, BUT

#

Starling

#

That.

#

And that is 2d and requires coding in as3

#

I want to make use of 3d stuff.

#

Another option I considered is importing the svg files into blender, converting to a mesh and moving it to UE.

livid haven
#

It sounds like you could make an importer for SVG to meshes for UE4.

astral rain
#

Possibly. I haven't looked into how to even make a plugin yet.

#

I'm like a little over a month into UE.

plush yew
#

How do i make a material transparent?

astral rain
#

Select transparent on the details. It's like... Maybe the 3rd drop down?

#

You'll also need to set the opacity.

grim ore
#

Unity has added in support for SVG finally and it's beautiful

livid haven
#

Oh, uh, then yeah, don't go about trying to add a complex feature like this to UE4 after a month. XD

astral rain
#

I looked into it.

#

Their svg is just monosvg, same as godot etc and it still uses a png texture.

#

Their svg is just monosvg, same as godot etc and it still uses a png texture.

#

Oops.

sacred snow
#

Hi, I'm new

#

I'm a student who wants to learn how to use Unreal ^^

static viper
#

student?

grim ore
sacred snow
#

Yep

grim ore
static viper
#

i think we only take meat popsicle here...

#

Are you a meat popsicle?

sacred snow
#

๐Ÿ‘€ I'll check those links out

#

I'm an egg

static viper
#

oh

#

well i think we can make an exception

sacred snow
#

An eggception?

#

I'm sorry

static viper
#

You are on thin ice.

#

jokes

#

welcome

broken shadow
#

Or a thin shell, more like it :D

sacred snow
#

Ba dum tsss

static viper
#

did you really change your avatar to that

broken shadow
#

Your eyes do not deceive you

#

I'm a simple man. I see a jello gif, I make it my avatar!

sacred snow
#

But yeah I got into coding fairly recently and it's probably my favorite thing to learn about now oTL

static viper
#

blueprints are great.

sacred snow
#

I tend to like to input code manually actually ^^" (assuming we're talking about what I think we're talking about??)

static viper
#

dangerous

sacred snow
#

I make more mistakes that way, but it also helps me learn faster

#

So

static viper
#

your choice

#

but the amount of errors you can make

#

is less with blueprints

#

so

#

maybe dont

#

the mountain will be more huge then youd imagine

#

but

#

ofc

#

you can start with manuall

astral rain
#

Oh!

#

I just looked again, unity DOES support true svg, as of August 14th.

#

I was looking around about a week or two prior.

#

Mine is still more diverse and can be used on textures and with flipbooks etc, so my effort is isn't wasted.

lilac cobalt
#

hello guys

#

I have two obj use same Textyre

#

but when import it into UE ... two material was generate

#

They not use same material

heavy falcon
#

Delete one and throw the first on the second ?

lilac cobalt
#

50 obj use one texture

#

and now I have 50 material for that 50 obj

#

๐Ÿ˜

heavy falcon
#

delete 49 and throw the first on the other 49?

leaden garnet
#

Might be a thing in your import settings.

#

I'm fairly confident you can import a model without its textures

grim ore
#

pretty much that, don't import materials so you can create you own and assign it. UE4 doesn't know that you have the same texture for different objects so it creates a material for each object for it's textures.

lilac cobalt
#

I have one idea

#

First I import texture and create material

#

then I import 50 obj without option Import Material and Texture

grim ore
#

that should work yes

heavy falcon
#

lol

astral rain
#

Is there some secret black magic spell to use flipbooks in umg, or is it just not supported?

livid haven
#

That still seems like an usual workflow to have to do.

#

I would think there's a better way to do it than that.

#

Because then you won't have any of the default materials setup on those meshes.

hot ledge
heavy falcon
#

@hot ledge y?

hot ledge
#

What

livid haven
#

A drama, in 3 parts.

mint raptor
worn granite
#

THIS IS NEW

#

THIS WAS ADDED RECENTLY

#

there was one which was up awhile ago

wary wave
#

this isn't the same page? I thought it was the same one

#

nah, this is the same one

#

it's been there since May

#

I guess now it's 'released'

fierce tulip
#

sad part is, they might make more money with that than some of us in a month XD

astral rain
#

Oh, it's just an asset flip.

#

I seen the shooter template gun.

#

Don't recognize the rest of it, though.

#

Oh, nm. Some of the hands are the stock mannequin thing.

cinder pasture
#

A simple question. If I change the skeleton of a mesh would the old morphs of old skeleton be still there?

#

Anyone who could answer me. IK it's silly, but still I wanna know.

pallid compass
#

No they wont

#

It requires some weighted base data

#

i guess is away to think of it

#

and in general all animation data is attached too the skeleton

cinder pasture
#

Ah okay. But can we shift morphs from a skeleton to another skeleton in 3d software like blender or 3ds max?

#

@pallid compass?

pallid compass
#

Maybe

#

It depends on the software

#

If i remember correctly, been awhile since i used themn

#

as heavy as morphs are in the actual mesh

#

the track data is written in to your life

#

file**

#

but it still required skeletal mesh bind data

#

so u might have issues shifting it

#

However

#

U could bake it down in to keyframes maybe and copy it

#

but thats a tiny bit time consuming

#

Dont quote me on the first half of that though, its been awhile

cinder pasture
#

Ahh okay

novel ember
#

What's the easiest way to see if an array contains an item from another array?

#

Do I have to ForEach it?

digital anchor
#

Array.Contains(Array2[item])

novel ember
#

oh, okay, that works

#

thanks

viscid canyon
#

Is there a way to get a video that is being applied to a material to be sized down to a specific side and also in a particular corner? I have an emissive texture that has the screen in the corner for a TV but my video is of course all the way across the texture. I need to be able to size it down and move it.

#

or if its possible to somehow have it size and move to the white part of my emissive texture

sullen wraith
#

anyone know how to fix, when you go walking over an item with gravity, character going flying?

tropic oracle
#

Anyone know what this is all about? Appears that previous forum posts on this were closed without giving details as to why the Editor is sending out data

queen plover
#

completely spitballing here, but maybe to let Epic keep track of games that get published but don't pay Epic their fair share

tropic oracle
#

and forum posts alluding to when an Unreal game is bundled it as a stand-alone also sends data to these URLs

#

which would lend to your spitballing

manic pawn
#

it's just sending some normal analytics

#

the part that ships with games has been deleted in 4.20

#

probably because gdpr

sullen wraith
#

anyone know how to fix, when you go walking over an item with gravity, character going flying?

tawdry raptor
#

yeah its a collision thing

fossil ore
#

Is there a way to get decals on skeletal mesh?

#

I want to apply a ball on character in order to create a decal

tawdry raptor
#

basically the inside of my mesh doesnt have collision

#

its a vent and I need to be able to walk inside of it

#

I tried putting a blockingvolume but the nav mesh wont go on

sullen wraith
#

How can you make it so objects are only visible for all players within a certain distance?

whole quarry
#

seems like the inside is missing @tawdry raptor

#

@sullen wraith with culling

tawdry raptor
#

the inside is not missing its a vent

sullen wraith
#

can you set that for each individual object? @whole quarry

tawdry raptor
#

why wont unreal give it the inside part so I can walk in it

static viper
#

How is that a vent!!!!

#

Oh no

#

You are expecting a nav mesh to work inside of that??

#

It does not even have an inside!!!

#

And have you checked if the player can even fit inside a tiny space?

sudden agate
#

Well, A Mesh usually has Collision automatically generated which is a convex shape.
You either use Complex Collision (Per Poly) or you make a custom simple collision where open parts dont have a collision

latent moth
#

all, what is the best way to apply radial damage to pawns but at the same time:

  • block trees and walls
  • not block small foliage elements
crisp fable
#

guys why does saving materials take so long

#

i have a not very complicated material, on a 1080ti, and its taking at least 2 minutes every save

#

the project is on an ssd

cloud cobalt
#

Materials are compiled before saving

#

So the speed of your CPU is the most important

crisp fable
#

if its multi-threaded i should be set - 32 cores & 128gb ram

cloud cobalt
#

It is

#

Default setting should be to use 29 out of 32 cores

crisp fable
#

ok

#

im following this ill see how it goes

cloud cobalt
#

Yeah

stark rivet
#

so uh is it possible to render an animation with a transparent background?

ashen brook
#

๐Ÿ˜„

fierce tulip
#

the replies are just as funny

velvet ravine
#

Hey all Website broken for anyone else?

fierce tulip
#

slow as usual, but works for me @velvet ravine

opal coral
fierce tulip
#

@opal coral cascade?

opal coral
#

yeah

fierce tulip
#

left of that tangent thing you can enable and disable seperate channels

opal coral
#

hmm yeah, I can turn each channel off and on. but can I edit all of them at once? if I select them with box select, I still only drag a single of the tangents

fierce tulip
#

ctrl + alt + drag makes me select them all

paper kernel
#

still getting Accessed None errors after explicitly checking validity before calling location for scene component

opal coral
#

yeah, you can select them all with ctrl alt, but can only seem to move one at a time still

fierce tulip
#

ahh, i tend to manually adjust the values instead of moving that thing, which never worked in ue4

#

i just alter the generic things like curve, curve clamped, etc

#

then tweak values in the module itself

regal mulch
#

And today on "Shit the Launcher does.": Updating Fortnite in the Background, even though the Launcher itself is closed.

silent lintel
#

Hey, I cant make a click event work in c++ with OnClick.AddDynamic

    ClickableBox = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ClickableBox"));
    ClickableBox->OnClicked.AddDynamic(this, &AClickable::OnClick);
    
    RootComponent = ClickableBox;
    [...]
void AClickable::OnClick(UPrimitiveComponent* actor, FKey key) {
    GEngine->AddOnScreenDebugMessage(-1, 5, FColor::Red, "test");
}

and in the CharacterController constructor i got

    bEnableClickEvents = true;
#

Tried to get if I forgot something from the CPP Puzzle example but couldnt manage to find something

wet dome
#

is OnClick a UFUNCTION?

silent lintel
#

just saw that on a help thread, it wasnt, currently trying with it added

wet dome
#

yeah you need it

silent lintel
#

still does not work ๐Ÿ˜

wet dome
#

eh? can you post your header file?

silent lintel
#

nvm

#

I done goofed, added a cube to the component rather than setting the UStaticMeshComponent to a cube

#

and as i clicked on that cube instead of my meshcomponent that one didnt get the click x.x

wet dome
#

๐Ÿ‘€

silent lintel
#

But ty ๐Ÿ˜„

wet dome
#

np

wet dome
#

Does anybody know what happend to Unreal tournament? Still on indefinite hold?

cloud cobalt
#

Fortnite happened

#

And no one really cared about it before that

manic pawn
#

the entire genre kind of died

wary wave
#

it was never going to be successful because it failed to really do anything new

#

this is the big problem with arena shooters as a genre

#

they stagnated and failed to move on from Quake or UT roots

#

if you want to make a successful arena shooter, it needs to be based on a new / different paradigm

#

to an extent, RTS are in the same place - nobody has built a big budget game to compete with Company of Heroes or Supreme Commander for quite some time

#

there have been some solid indie games in the case of RTSs though

cloud cobalt
#

I mean, I'm pretty sure the arena genre is still fun, but obviously re-releasing UT3 won't cut it

#

I'd probably play an arena shooter that had a well-thought-of progression system, lots of customization, maybe RPG elements

wary wave
#

UT3 in itself is just the fourth iteration of the sme formula

cloud cobalt
#

Battle Royale is basically an arena shooter

#

๐Ÿคท

wary wave
#

I'm not sure an arena shooter can have a progression system or RPG elements

#

I'm not BR games qualify, since they usually have emphasis on large open environments, inventory management, and feature tactically orientated mechanics

#

arena shooters tend to eschew tactical elements entirely in favour of heroic individual play

cloud cobalt
#

In any case, the core UT formula is probably not viable these days

wary wave
#

aye, it had it's day

cloud cobalt
#

The new UT didn't really had a shot. Distributed with a forked engine source instead of working with binary releases, and a botched community relationship where Epic didn't lead the project, but did enough that the community didn't feel like they had to do it

#

I tried it a few times, the menus were incredibly confusing

#

It didn't feel like an UT title at all

wary wave
#

I tried it a bit, and didn't get on with it, the core mechanics just didn't feel great

honest vale
#

I couldn't even play it because of the keyboard acrobatics required for all the movement features

ruby folio
#

A while back there was a new feature added for material layers. Anyone know what it was called? Im sure it was something secondary to actual material layers...

fierce tulip
#

they removed it already

#

or depreciated at least

frank escarp
#

so, seems im going to work on PUBG

#

implement new game modes and features

ruby folio
#

@fierce tulip Noone used it?

sullen wraith
#

congrats

fierce tulip
#

they ended up not hiring me @frank escarp so congrats ๐Ÿ˜ƒ

#

(not a related hire)

frank escarp
#

@fierce tulip how the fuck they dont hire you

#

btw, its on netherlands

#

amsterdam

vale silo
#

should I just cherry pick commits from 4.20 branch (fixes that are going into 4.20.3) and merge them int Oculus 4.20.2 fork or should I wait for 4.20.3 (which isn't coming out any time soon) ?

#

@frank escarp congrats! So, does it mean VR career is over ?

frank escarp
#

nah

#

im also still waiting to see what happens with the last offer

#

wich is on Playgrounds, as Engine developer for a microsoft next gen action rpg exclusive

#

4 year project

vale silo
#

I see

frank escarp
#

on pubg is gameplay programmer, but the importance of the possition is huge

#

after all its implementing modes and stuff for a game with millions of players

vale silo
#

and I am sure PUBG will be still bank rolling, while MS can shut down the project at any time

fierce tulip
#

@frank escarp I know, it was probably mainly about me not wanting to be working at the office every day

#

@ruby folio its in experimental, and afaik wont go beyond that

ruby folio
#

haha Just linked to the same post

#

OK cool. Thanks for the clarification @fierce tulip

fierce tulip
#

np, sadly losing paragon resulted in losing that atm

vale silo
#

@wicked tiger with hurricane hitting NC hard, do you guys have an ETA for Epic resuming work on 4.20.3 / 4.21 at full force and an ETA for 4.20.3 release ?

supple totem
#

hi all, is this the proper place to ask questions about using the engine?

astral rain
#

Sure

regal mulch
#

@supple totem Yus, just make sure to grab one of the sub channels on the left that fit your topic

plush yew
#

So i have a low poly water material, how do i make it kind of translucent but still have the reflections?

#

If i put it to 'translucent' it just becomes one blob of blue

cloud cobalt
#

Reflections on transparent materials are optional

#

Since they have a higher cost

plush yew
#

Where do i turn them on?

vale silo
#

oh, 4.20.3 was released

#

great

cloud cobalt
#

@plush yew Look at the different options in the material

#

Somethig like lighting mode, pick surface per pixel

#

If it's still called that

plush yew
#

There's one under 'translucency' called lighting mode, but there's nothing called surface per pixel

#

nvm i think i found it

midnight yoke
#

Soooo

#

Can't launch the engine after latest 4.20.3 update

#

I don't understand why bother creating an error code if it's not in the documentation

static viper
#

Its very likely auto created

opal coral
#

having some trouble getting mesh emitters to change the alpha over time, even if I use the Particle Color node in the material's Opacity Mask. any ideas?

wicked tiger
#

@midnight yoke - Were you able to get it to work?

midnight yoke
#

Nope @wicked tiger

#

Only workaround I found is to open projects directly. Or create a new project from within an existing 4.20 project editor.

versed spear
#

well

#

Right-click on your Epic Games launcher desktop shortcut Select โ€œPropertiesโ€ In the line labeled โ€œTarget,โ€ add the following to the very end (after the quotation mark): -SkipBuildPatchPrereq It should look something like this: โ€œC:\Program Files\Epic Games\Launcher\Portal\Binaries\Win64\EpicGamesLauncher.exeโ€ -SkipBuildPatchPrereq
Click โ€œApplyโ€ Double click the shortcut to run the launcher and try again and make sure to add the space between the quotation and dash

lament kraken
#

new blueprints and python in UE4?

#

What I missed?

#

Blutility?

#

wot

midnight yoke
#

Thank you @versed spear it's helpful. But I would prefer to know this alleged new prerequisite so to fix it and avoid any surprises

versed spear
grim ore
#

it works here so weird bug for sure ๐Ÿ˜ฆ

versed spear
#

From what I am seeing is that it is trying to install it so it has the file. The problem is it is having trouble writing to to folder location it is trying to install to.

midnight yoke
#

It's not like this is a fresh computer or something. I have 6 versions of UE4 currently installed, and up to 4.20.2 there were no errors. The 4.20.3 introduced this

grim ore
#

were you at the machine when it finished the download?

#

I know before I have had to allow the pre reqs to reinstall and if I was not there it would fail silently

#

I've had it install the pre reqs after the install and first launch as well, which while weird did work

rancid violet
#

how much money would this cost

grim ore
#

between none and everything

rancid violet
#

excuse me i dont understand what u mean

grim ore
#

You did not say what you were looking for a cost for unless I missed it

rancid violet
#

i mean can i make this game without spending money

grim ore
#

If you have the skills then yes, money just pays for things you don't have or can't do

rancid violet
#

i have never made a game in my life so i have no skills

grim ore
#

then you need to pick time or money. Spend the time to learn and do it yourself or spend the money to pay someone who has to do it.

#

There is no way of knowing how much a game will cost unless you have exactly what you are looking to do down to the detail including time

unkempt isle
#

hello guys

#

i want to make a day counter

#

every 2 seconds it adds a day

#

how can i save them

#

like after closing level and reopening it to be at the same day

#

with int

grim ore
#

You can use the save game system to save stuff to a file

unkempt isle
#

i tried with save game but then the counter doesn t work

grim ore
#

the save game system should work for it, what part of the system does not work for you?

unkempt isle
#

aa counter

#

can i gib you a photo in private?

grim ore
#

no, I don't do DM's but you can post it in here or blueprints and someone might be able to figure it out. Have you followed the documentation for the save system?

unkempt isle
#

i made an int variable called int and in savegame file a int variable called daysave

grim ore
#

ok so first thing why are you loading the save game repeatedly?

#

and 2nd you are not saving anything, your node is not hooked up and your save game object is not hooked up

unkempt isle
#

ohh

#

i deleted everything

#

and restart

grim ore
#

and another issue is you never load the save game when the game starts again so you will always default back to your default save game settings

plush yew
#

okay guys i gonna build a computer for unreal engine should i need 32 gb ram? or 16 gb is enough?

grim ore
#

if you want to run just the engine with nothing else, 8gb is fine. If you want to use other things at the same time, 16b is "fine" but both of these depends on the project.

#

I personally run 64GB on my main machine because I don't want to ever run out of memory lol

#

example: third person project, 8gb is fine. Infiltrator demo? more than 8gb. Kite demo? 16gb is probably minimum

plush yew
#

hmmm

#

thank you

grim ore
#

so buy the most you can afford based on the project you will be working on

#

yep with that said I have ran the editor on a 4gb pentium machine and while it sucked I could at least do basic material and BP work if needed

plush yew
#

my current system is enough for sample projects

#

like third person

#

8 gb ram i7 3630qm and radeon 7670M

grim ore
#

I would personally aim for 16gb as a base for any new machine I was working on for some headroom. 32GB if I was planning on streaming, chrome, and UE4 all being open at once and I wanted to not stress

plush yew
#

but when i use assets like kite demo i got 5 - 15 fps

grim ore
#

well the kite demo eats Titan cards so it's less the memory and more the GPU

#

I can run the Kite demo on a 5820k and a 1080 with 64gb ram and its not 30fps steady for example

unkempt isle
#

ok mathew

#

so

#

after that delay thing

#

what should i do

plush yew
#

ty for your advice

grim ore
#

yep yep

plush yew
#

i will buy 32 gb ram

grim ore
#

well one thing to consider is how long you plan on keeping that machine, a 3rd gen cpu is getting fairly old

plush yew
#

ummm

#

i dont thinked about that

grim ore
#

and my guess is that is a laptop soooo

plush yew
#

yes my current machine is laptop

#

but i will upgrade to desktop

#

R7 2700X + gtx 1070 or rtx 2070 maybe

grim ore
#

ah yeah then thats a good 6+ year machine, 32gb ram might not be a horrible investment if you can get a good deal

#

@unkempt isle well what do you have now. Why do you have delays in there btw?

plush yew
#

6+ years thats sounds good

unkempt isle
#

yeah

#

then i want to save

#

and load for the next reopen

grim ore
#

ok so your trying to get a number, add to it every 2 seconds, then save that so you can use it later?

unkempt isle
#

yeah

#

pretty easy

#

but hard for a noob like me

grim ore
#

where is this code at? in the level, or in a special blueprint or ?

#

it looks like in a umg widget

unkempt isle
#

yeah

#

in a umg widget

#

maybe it was easier if i did it in the savegame file and then i cast it

#

?

grim ore
#

the construct part is partially right. You want to check for a save game first tho and if it exists load that number into your variable and use that save game object for later. If it does not exist you create a new save game object for later use. this is your first issue because right now you won't be loading the save game

unkempt isle
#

ok

grim ore
#

the tick event fires every frame and you probably dont want to use a delay in it. If you want something to just count every 2 seconds and do something you can use a timer, have it add to the number, then save your game.

#

so after you load/create your save game in the construct you would start your timer. the timer event would get the current number, add whatever you want, update your save game with the new value, then save it out. this might not be the most efficient but its the basics for what you want

unkempt isle
#

so the check one goes after the construct

#

and then i link the delay

#

and in the final the save

#

i got it

grim ore
#

awesome. Here is a way to do it using no delays if you were still using them or tick. No real biggie either way but avoiding tick when you dont need it is a good thing to try and do. https://i.imgur.com/w1UolsL.png

unkempt isle
#

+rep bro

#

do you accept donations:?

#

pm me

glossy elm
#

? Why not make the timer loop? As he wants it to run each 2 seconds instead of calling he timer again?

grim ore
#

It's just the way I prefer to do it so the function controls if the timer fires again or not. It lets me put in extra logic if needed to not fire it again later if I wanted, like if the number hits a certain value or perhaps the timer needs to get extended out to a longer time for some reason.

plush yew
#

Why does Unreal Engine lock up literally every time my bluetooth headset connects or disconnects?