#ue4-general

1 messages · Page 328 of 1

crude jasper
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I opened my project

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opened the map

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crashed

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the map has something that is crashing

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installed Debugging symbols

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and i know what is failing or the error

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but i dont know how to delete it

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its in the map

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Assertion failed: LineMaterial != nullptr [File:D:\Build++UE4\Sync\Engine\Source\Editor\VREditor\VREditorFloatingText.cpp] [Line: 97]

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this is what i got

manic pawn
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@cloud cobalt the reply I got from him was basically, they will verify your editor build to make sure you didn't completely fuck it up, aren't using any marketplace assets you don't have a license to distribute in unpackaged format, then host it on the launcher for free

crude jasper
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how do i delete the floating text

cloud cobalt
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@manic pawn Would marketplace assets be a problem ? As in, we use some, how can we still do it ? Cooked only ?

winged crypt
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Are dynamic reflection captures possible in UE yet? I want to set one up inside a moving train but it kinda feels like I might have to animate everything around the train just to keep the reflection capture inside working properly

grim sinew
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No.

winged crypt
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Darn

crude jasper
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Can someone please help me ??

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i need to end this project by monday and what i had going isnt finished yet..

grim sinew
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Make better lightmap UVs manually.

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All Unreal does is pack the UVs. It can’t cut or sew them. So there’s nothing on the Unreal side that can be done about it.

manic pawn
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@cloud cobalt dunno, I didn't ask for more details on that, but I assume you would need to get approval from the asset authors or something like that?

plush marsh
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@west bane Of course you can. You just need create another uv channel and do your uv there, but for a couple thousand assets better look for script or add-on.

viscid canyon
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Can you add a pain causing volume to meshes that would cause a player pain? Such as at the edge of a blade

grim sinew
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Yes you can. Of course. That’s how all damage is done.

viscid canyon
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Ah I did not know this :)

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Awesome thanks

ember thorn
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hello, anyone know a way to recognize objects in a AR scene with Android in UE4?

paper kernel
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yea no

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AR applications barely recognize flat surfaces, I think it's pretty far from object recognition

ember thorn
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@paper kernel i saw some examples in IOS with ARkit2 doing a good job recognizing objects but Android didnt get any working example

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=/

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there is a good alternative to Vuforia for UE4?

uneven spoke
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Guys

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im tearing my fkcing hair out

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can someone help me

granite swift
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What's up?

uneven spoke
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i have an aws server

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no matter what i do

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i cant access the xxamp server outside of aws

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@jef

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@granite swift

plush yew
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hello

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is there any news about next version ?

lime cobalt
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as well as other improvement in physics etc

uneven spoke
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can anyone help me?

lime cobalt
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@uneven spoke sorry, I don't know anything about that

uneven spoke
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ok

pallid compass
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aws and xamp has nothing to do with ue4

ember thorn
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@uneven spoke ] maybe you should search for issues with Apache, Nginx and etc not the Xamp itself

latent moth
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does someone know why all random functions always return the same value? is there a way to seed them?

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random float in range

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random float

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random integer

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all return the same values (each their own, but always the same)

regal mulch
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They shouldn't return the same value*

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It's the other way round, if you seeed them they will return the same

latent moth
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they do

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on construct

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so i have to build a stupid function which basically uses milliseconds from time

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that works

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i have a bp that on construct sets a random float between 0-2400

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it’s always 2310.95 or so

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always.

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in a packaged game

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i saw there are posts of people experiencing the same issue but on previous versions of the engine

sand birch
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hey guys I have a bug I need help with

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its to do with a hunger, thirst, and health system

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if anyone was to help me should I send the the file ive been working on?

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idk

regal mulch
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No, you escribe your problem and post the specific code as an image

winged crypt
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Can 4.19.1 and 4.19.2 share files going both ways?

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Or are they version locked per iteration and not major version

latent moth
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apparently random did not work in constructor but i’m still seeing it on 4.20.3

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will move it to beginplay

granite swift
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Anyone around with a good grasp on retargeting?

ionic bramble
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Does UE4 do GLSL shaders? I can’t find out how...

lean yacht
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hey

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how can I get someones profile from the work page

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it just has an image

grim sinew
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@ionic bramble UE4 cross compiles from HLSL to GLSL when needed

fierce tulip
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@winged crypt they should be afaik

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though you never know for sure?

ionic bramble
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So there is a way to write your own shader with code. That’s a post processing effect right?

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Or would that be something else

cunning umbra
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Ugh. a dog in my coworking space just shut off my development workstation.

viscid fern
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D:

cunning umbra
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I lost a lot of work too 😦

lean yacht
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rip

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how does a dog cause your workstation to shut off? lol

granite swift
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Pulled a plug, probably

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Or perhaps it just went number one on an extension cord

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😛

waxen fjord
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I am spawning an actor with a rotation of 90. It appears with a rotation of 89.36. Sometimes I feel like this engine is trolling me.

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Ok, it is some floating point nonsense with 'make transform'.

silver crown
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Welcome to the real world

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Where computers can't store infinite precision floats

waxen fjord
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No, no, I am using unreal, not real

silver crown
granite swift
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Can't die if you have no life, right?

waxen fjord
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It is too late at night to be finding an workaround for something as basic as making transforms.

viscid canyon
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Anyone know of a decent tutorial series to get into ZBrush?

grim sinew
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There are hundreds upon hundreds of hours in the pixologic YouTube page

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There’s also ZClassroom which is specifically for beginner stuff

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Free and official.

plush yew
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Hey does anyone know how to animate anything like the mantinee fight scene?

grim sinew
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@viscid canyon just tagging so you don’t miss the reply.

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@plush yew yes presumably any animator can do it.

plush yew
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where do I find one?

grim sinew
viscid canyon
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Okay I will check that out

grim sinew
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Highly, HIGHLY recommended to have a tablet when using zbrush. The UI is designed specifically for one.

viscid canyon
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Right so... I dont know where to start on that page lol

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ahhhh

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Thats why it feels wonky

grim sinew
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The camera won’t feel good with a mouse

viscid canyon
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should I just stick to Maya? x,x

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yeah the camera is an issue

grim sinew
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You’re doing a character. You need zbrush. Learn it.

viscid canyon
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I have no tablet sadly 😦

grim sinew
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Get a cheapo tablet, even the lowest end Wacom will do

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Or off brands

viscid canyon
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Alright... will have to look into it.

grim sinew
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I had a teacher once that described a mouse like “drawing with a bar of soap”

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It’s not a good idea to do any texturing or sculpting mouse only.

viscid canyon
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Hah I can see that.

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I mean... I guess for now I can just use 3rd party assets for my first game...

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even cubes would work for a game idea

grim sinew
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Learrrrrn

viscid canyon
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well I cant do so until I get a tablet and not enough $$$ yet 😉

grim sinew
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Looking on amazon there’s a Huion tablet for $30

viscid canyon
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ill have to wait until next paycheck for that lol

grim sinew
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Or a bigger one for $50. Tablets aren’t terribly priced.

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Huion I know the name of too, it is off brand but one of the better ones.

viscid canyon
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Whats the $50 one?

grim sinew
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A lot of people I know that don’t get Wacom go with them

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Huion too

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Cheapest Wacom I see is $70

viscid canyon
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I can get a pricier one but gotta wait until I get paid

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I will just spend a week and a half in UE4 doing more learning that way

grim sinew
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If you’re spending over $50 get Wacom. Bamboo is their entry level line, Intuos is the professional line.

viscid canyon
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I would like to get into networking since I already finished two tutorial courses on basic UE4

grim sinew
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You can also usually get cheap Wacom tablets on eBay or craigslist since they last forever and artists upgrade them.

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My tablet from high school still works.

viscid canyon
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ah yeah I could get used.

grim sinew
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Bigger is not always better. Around 13-20 inches is the comfortable range for most people.

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Beyond 20, well ask @pallid compass

grim sinew
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But yeah you’ll use it a lot. Drawing, sculpting, texturing... I know some people that work at pixologic that don’t even own a mouse for daily use anymore.

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That one... I didn’t see the pictures until now. Scroll down to the reviews. IMO its a little small, but it works for some people i guess or it wouldn’t be selling so well

mystic fjord
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I AM HAVING SOME TROUBLE TO MAKE my character to strafe

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its really frustrating

viscid canyon
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Hrm okay I will shop around....

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I have ZbrushCore until Dec 2nd so that will give me some play time

pallid compass
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wait what

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im here

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waste ur money on big tablet

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i sent two 27qhd's back

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because big is shit

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and uncomfy

viscid canyon
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So... big or small? confused. lol

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That too big?

grim sinew
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That’s perfect size if that hand is accurate

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13-20 inches, and that falls in the range.

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Yeah that’s good

viscid canyon
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Okay

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added to my list

grim sinew
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Frankly I’m surprised you have maya but not zbrush. Maya is way more expensive

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Oh and if you want to, for fun, see what people are up to in zbrush, go have a look at zbrush central.

viscid canyon
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Alrighty. I am guessing rigging and texturing will have to happen in either Maya or Houdini eh?

grim sinew
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I would link you what tutorial to start with but again on my phone. So...

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And not quite. Rigging yeah sure. UVing yes. But texturing you need to do in either substance or Mari

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You can texture in zbrush, but only the diffuse map. So it gets you part of the way there.

viscid canyon
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Ah. Lots of stuff to learn lol

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ZeroNight, you do all of your UE4 work?

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Modeling, Rigging, Texturing, BP, C++, etc?

grim sinew
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If I need to, I can, yes.

viscid canyon
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Awesome 😃

sand birch
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hello everyone

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i need help with something

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if you could lend an hear

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.ear

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ill just ask it

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so im following a tutorial on a hunger system but it does seem to go into thirst, it uses event ticks so i thought that if i make a new event tick and re name it and change the values to thirst instead of hunger i would be set

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but there is no clear way to tell whether my thirst tick is going

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i ran it in a simulation and there was no flow through the blueprint

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so how can i do this?

coral shoal
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When you say you made a "new event tick" how did you do that"

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you can only have one event tick in one actor, though the same event tick can call multiple things

frosty helm
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hello everyone, just joined this server. wanted to say hi to you all 🙂

plush yew
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How much would it typically cost to hire on a programmer to help make a horror game? Pretty much just a standard first person story driven horror game similar to something like amnesia?

fossil ore
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Is using Complex as Simple collision have a significant performance drop?

icy bone
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@fossil ore certainly but depends on ur scene, if ur complex shapes are all boxes then its really no difference lol

fossil ore
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It's more like props that have round edges

icy bone
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@plush yew depends on the scale and details of ur game. If u wanna use Amnesia as reference then maybe u can check what Amnesia costed to make

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@fossil ore Well certainly it will be slower than simple collision volumes (as those are usually simplified). But again dont think about performance too much if ur game isnt too complex or needs to run on slow hardware like mobile

static viper
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it depends really

fossil ore
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It's for VR.

static viper
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i use it alot and it didnt add to anything for me

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no fps drops with physics

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in vr you will need it

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tho

icy bone
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@fossil ore VR can still run on powerful PCs u know, mobile VR then u need to think

fossil ore
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I dont know If its possible to have simple collision along with complex collision

static viper
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phyiscs and complex dont work together

fossil ore
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Simple collision for walking surface

static viper
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you can only have one

fossil ore
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complex for tossing objects on things

icy bone
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@fossil ore the standard way in UE4 is that both are used

fossil ore
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How can I utilize that?

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I want to throw an object under the table

static viper
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you can only toss simple objects

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they can touch each other

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but physics only work with a hull

icy bone
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@fossil ore you can for example turn on complex collision when u need precision, and turn it off when u dont need

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@fossil ore I use complex when i do line trace for shooting games for example

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@fossil ore or visibility check, since thats kinda important to get right and not blocked by invisible edges

fossil ore
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"Trace Complex on Move" ?

icy bone
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are u talking BP or C++

fossil ore
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BP

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normal object

icy bone
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let me check

fossil ore
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Or every object needs to be BP ?

static viper
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you can do this in multiple ways

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i use actuall bp actors for physics

fossil ore
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That would take me too much time

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I have nearly 900 props on the level

icy bone
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do u wanna do line tracing right?

static viper
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well it really depends on alot of factors

fossil ore
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and I want to make sure some props reacts with complex collision

icy bone
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or do u wanna simulate physics

static viper
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my objects can break, have weights and all lot of stuff

fossil ore
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simple as box

static viper
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you could then just let them simulate

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and make the vr hands do an overlap check

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grab at handle

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and you are ready to build it

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mh

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i think the ue4 template for vr has this system even

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but the small variance

fossil ore
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I think you're confusing what I Want to achieve

icy bone
fossil ore
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I want to set up a collision that only objects will use complex collision

icy bone
fossil ore
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oikay

static viper
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only objects?

fossil ore
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Let's say you have a gun and a chair

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When a character walks toward chair.... he won't pass it

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When he throws a gun at chair... chair will use complex collision

static viper
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oh

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oh that can be done with collision channels

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you would just exclude the player

icy bone
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why, cus u want the gun to rest on chair?

static viper
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mh

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i still dont think i understand XD

fossil ore
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yes

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I don't want character to be above the table.

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but I want gun to be reacting properly to table collision

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Blue cubes are collision for VR walking

static viper
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oh you can just place blocking volumes that only check for player

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that will do the entire trick here

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the weapon still can pass

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but player cant

fossil ore
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so, set every prop as complex -- simple... and block it with Volume block

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but is there any better way to do it?

static viper
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you dont need to tocuh any props

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i dont understand why you would do that

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a blocking volume, set channel to custom, everything to ignore only the player to block

fossil ore
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then how is this gonna work??????

static viper
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and you got yourself a super player block

fossil ore
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every prop is using SIMPLE collision

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Gun will FLOAT

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This is the issue I'm having

static viper
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gun will float bc it has no physics

fossil ore
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IT HAS PHYSICS

static viper
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show

fossil ore
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every "VR object" has physics

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there is no need to show

static viper
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then i cant tell what your error is XD

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show me stuff

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is it set to simulate

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show me collision box

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i cant debug with nothing

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and the picture seems to be from editor

fossil ore
static viper
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any warnings on play start?

icy bone
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I guess set trace complex on move

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may be ur thing

uneven spoke
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.

tranquil bone
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Anyone know any good tutorials for making custom skyboxes?

fierce tulip
paper kernel
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buy that looks retro

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also, please don't make promo videos that have more text than gameplay

short summit
paper kernel
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it's the fundamental feature of BSP brushes

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you are tying to add volume before it was subtracted

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in time-wise hierarchy

frank escarp
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making a retro pixel art-ish game in unreal

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absolute fucking madmen of the highest degree

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ah, nvm, mistook it for a different game

paper kernel
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why stop there, add VR support to that pixelart game

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see where you end up

plush yew
short summit
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@paper kernel Could you explain better?

paper kernel
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positive and negative brushes are handles at the order they placed in the world. you are trying to move earlier placed positive brush inside a negative later placed brush

short summit
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Okaaay..I understand that a bit better 😄 Seems flawed system to me

paper kernel
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only because it's not very important system

short summit
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Yeah. But its good for concepting levels. Or are there better ways? Basic shapes are no good because you can't edit them same way.

tall pendant
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for concepting basic shapes are perfectly fine imho

static viper
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id rather use custom meshes from maya XD

fierce tulip
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or one of the blockout packs on mp

short summit
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I tried looking for one. Is there free one's that's good?

fierce tulip
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jesus the marketplace search is still as bad as it ever was

static viper
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alessa ❤

remote oriole
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hello i need help ! UE4 plugin Rig animation i don't see humanoid option

short summit
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I'll consider those when I start to need them more often 😛

remote oriole
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how to fix this ?

static viper
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which plugin was it?

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is that from the marketplace?

remote oriole
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no

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this is plugin for official ue4

static viper
remote oriole
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in track option i don't see humanoid option 😦

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7:38

plush yew
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need wheels created by physics. Anybody has ideas?

trail mortar
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anyone here who is colorblind and wants to test my colorblind modes in my game? (by looking at an img)

sly willow
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hi everybody , anyone try action RPG demo from UE4, I tried to use the infinity blade characters to retarget the animation , but some animation, like animation montage does not create when I retarget ABP_player, any one have idea how to retarget all the animation for the main character?

merry gazelle
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guys how difficult would this sort of project be to build on UE4? I'm suprised there's not really many templates

regal mulch
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Hm, most of that is probably datamangement in the back

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Spawning something on a grid is (if you know what you do) not much work

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The street system is a lot more work, specially if you want the AIs walk more or less intelligent

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That could take you a few days to properly setup

merry gazelle
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I've been creating an isometric scene using a map plugin, it would be cool to set it up in UE4 but I don't have the exp

regal mulch
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As always it really depends on your skills

merry gazelle
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I think if it's relatively easy to setup,, someone should throw one on the marketplace 😛

regal mulch
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I can only answer this based on my own knowledge and I would say it's not that hard and doesn't take that long.
Then again I don't know how many features that video has

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The isometric view or the town simulation?

merry gazelle
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The isometric view is straight forward, it's more the grid spawning but maybe also a simple attribute system so placed buldings effect each other

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the ai could just be generic anims

regal mulch
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Well parts of that is on the marketplace

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But the whole thing most likely not cause barely anyone does games like htat

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And if they do they usually don't need a template

merry gazelle
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I suppose so, I'll keep looking aroung

plush yew
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HEllo guys I have a problem

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I downloaded animaion from the mixamo and I want to open it with Blender

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When I open it it shows me this:

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not this:

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hmmm

cerulean coral
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If I good remember you must first open blender next Import it not just open, but not 100% sure

plush yew
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a okay

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I will do it

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thank you

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I hope it to fix this problem

cerulean coral
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No problem, remember to check "import Animation" too

plush yew
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It fixed

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thank you

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a okay

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because I imported it successfully but it doesn't repeat infinitely? why?

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I haven't got "import animation"

cerulean coral
plush yew
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whee s this because I am not working with the Blender and I can't but I know average the basics 😃

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sorry

cerulean coral
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me to 😉 I am more like coder 😛

plush yew
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lol

cerulean coral
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I am not sure about animations in blender but if you hit play on bottom it should play infinity

plush yew
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which?

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mark me it, please

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sorry

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😉

fierce tulip
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nice blender channel we have here

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:p

plush yew
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where?

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xdd

cerulean coral
plush yew
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aha okay

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thank you

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Hello guys again I have another problem I downloaded character from Mixamo and I find animations for it and now I am making the animations BP I can't drop animation to match it why?

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it doesn't show me the animations-why?

lilac cobalt
static viper
plush yew
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for me?

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what is theis niagara tool? what you can do with it?

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can you help me anyone for my problem?

cerulean coral
plush yew
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what I must to choose? Smis?

cerulean coral
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look on my screen Import animations and animation length

plush yew
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okay

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this is for all?

cerulean coral
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try check this 2 options

plush yew
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a okay

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like this?

cerulean coral
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yes

plush yew
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okay

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and now import all because I start importing over 1 animation

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😉

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for the character what to choose again with the check or not?

cerulean coral
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I am not sure do i understand your question. If you wanna import your model to U4 with animations you must check this options. If you will not do it you will have only model mesh with texture.

plush yew
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I have again error

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it can't find all my animations

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why?

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I have only these 2 animations

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I need to see these:

fossil ore
#

You've forgot to tick boxes while you're doing import.

cerulean coral
plush yew
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which boxes?

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what to do what to check to don't have problems?

fossil ore
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you ticked import animation and It still doesnt import?

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Oh, maybe your character was alone and animation is alone too

plush yew
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how?

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how to fix it? tis problem? to sow me the animations?

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my character has got animations taht I find and choose to download

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and I imported it

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him*

cerulean coral
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just import animations and attach them to your model

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look on screen that i have posted

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FBX animation(*.fbx)

plush yew
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so to click on "Import at all"?

cerulean coral
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when you was importing this model did you check this 2 boxes and clicked on Import all?

plush yew
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I am not sure

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I will do it for third time

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omg

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this is for importing character

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what to click?

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and is all is rgiht?

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right*

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must I to choose skeleton?

sand birch
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Hello everyone I have would like some opinions on a creative design aspect of a game I'm trying to make. The reason I'm not posting it in design is because no one is there

plush yew
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@cerulean coral ?

regal mulch
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Anyone ever tested spawning 500 Actors in BP vs C++?
Just wondering if I could lower the Hickup of the GameThread a bit

cerulean coral
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Yes click import all

regal mulch
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The Actors are currently empty, so there will be more impact down the road I assume

cerulean coral
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Do not choose skelleton

static viper
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i assume you are the best person to optimize that process XD

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so its hard to tell XD

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what is he up to

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i cant believe that.

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is he actually doing it

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...

plush yew
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okay

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and after a while I will send you screenshot for the animations to see what to do to fix this problem-omg

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what to do what to choose?

cerulean coral
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you are importing file punching is this animation or model?

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You can import model with animations or animations alone

plush yew
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these are the animations

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now We make it to import every alone

frank escarp
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@regal mulch little to no difference

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unless they have tick

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then you fuck-d in BPs

regal mulch
#

Hmpf

#

Well the overhead that actors bring with them is really annoying

#

We are not even spawning actors often, but a bunch of them

cerulean coral
#

So choose import change Type of file to fbx animation and import. You can try select all files and drag and drop i think

regal mulch
#

There must be a way of spawning a batch of Actors (BP or C++) that have some code in them (simple randomizer that spawns randomly placed HISM)
without creating such a hit on GT

#

Is there some common way of distributing that over multiple frames? Would that even solve the issue?

#

I really don't want to move that project to Unity cause of that

#

(there we were able to spawn a multitude of GameObject with a simple script that did the same that UE4 did, minus the HISM, and it didn't even touch the frames)

plush yew
#

How to change it I can't find it @cerulean coral

cerulean coral
#

Try to select files in file Explorer and drag and drop it to engine

plush yew
#

I did this

#

and I screenshot it

#

to select import or import all?

cerulean coral
#

Import all

#

And check do you see them in u4

plush yew
#

okay

#

if I can't see them in ue 4 what to do?

#

again this two- 😭

#

whyyy?

cerulean coral
#

But do you see this files in engine? On the list after import?

#

In the content browser

waxen fjord
#

If you generated some trees, just set them on fire.

plush yew
#

yes @cerulean coral

cerulean coral
#

Now select model and add this animation

plush yew
#

Where to select and add?

frank escarp
#

@regal mulch unity GOs are considerable lower overhead than actors

#

make sure you are inheriting from a C++ class, and that C++ class has "bCanEverTick = false"

#

even if tick is disabled, its still registered, wich has overhead

regal mulch
#

I went to spawning them over multiple frames

plush yew
regal mulch
#

1200 actors, 20 per tick at 60 frames, didn't cause a hickup

#

Gonna go from there

plush yew
#

he find only these but it must to find and to can give me io use the other

#

to these I must to have access but I haven't what to do?

#

Hey guys. Any chance someone could show me an UE4 based browser game?

#

I wonder how much did the performance increase on this subject over the years :)

#

Last time i checked it was kinda broken and loading times took minutes

#

can this mean that there is a problem with packaging or not?

#

now is this

#

hmm

#

No

#

You will get FATAL ERROR

#

okay

#

okay thank you

#

Then things are fuckdd up :D

#

it is still packaging

#

Yeah

#

Spamming the console

#

👌

#

usual

#

You can put it on a big screem

#

ans show it to girls

#

so there is no problem with packing so you just need more time packing it? or?

#

and tell them you are hacking

manic pawn
#

I think IME is just some thing that deals with input for asian languages and stuff

plush yew
#

spamming the console? what?

#

If theres a peoblem you will see at the end

#

lol stoip make jokes @plush yew

manic pawn
#

you don't need to care what it's doing

plush yew
#

a okay

#

so now only wait?

#

Yeah

manic pawn
#

wait until it says success or fail

plush yew
#

depending on your PC and project size it may take 5mins - 1hour

#

I pout in my project pakages like Infinity Weapons and these and they maybe slow the packaging or?

#

okay

manic pawn
#

if it fails it will tell you a summary of errors that caused it to fail

plush yew
#

the time not matter?

#

okay @manic pawn

manic pawn
#

packaging can take from seconds to days

plush yew
#

days?

#

days?

#

lol is that ark?

manic pawn
#

depends on the amount of content, how much derived data was cached in previous runs, ...

plush yew
#

the fuck

#

lol

#

The longest for me was 2 hours

manic pawn
#

if you tried to package ark without primed ddc it would probably take days yes

plush yew
#

I threw my PC out the very next day

#

it isn't problem but days...

#

ans bought a new CPU

static viper
#

you started 2 minutes ago AND you are complaining already that it takes too long?!?!?!?!

plush yew
#

it is already 14 minutes @static viper

#

Yeah. It should take less than 2 minutes in 2018

static viper
#

14 minutes is nothing

#

absolutly nothing

manic pawn
#

most of the time is spent compressing textures to different formats I guess

plush yew
#

I tested to package new project that hasn't nothing like things made by me or packages and it packaged it

#

yes I think that the package slow me

#

but is there a way to add the project use the things that I need o delete the package and to package the game?

static viper
#

that question makes no sense

plush yew
#

okay

#

sorry but Iwant to ask to know for teh future 😉

#

please don't react like now for the future-okay? @static viper

static viper
#

please dont ask question that make no sense?

#

XD

#

you are usually annoyed with my answers because you dont like them XD

lean yacht
#

Hey what's going in slackeds

#

Slackers

plush yew
#

lol

lean yacht
#

One thing I hate about UE4

#

Client side predictive physics

#

Needed but a pain in the ass

static viper
#

yee i feel ye

plush yew
#

it is already in the starter content it saves the started content-ss this sound that the finish is near?

lean yacht
#

How about we all make an open sourced implementation

#

For client predictive physics :D

static viper
#

id rather have epic fix it XD

lean yacht
#

In 6 years

#

Great idea

static viper
#

maybe XD

#

they got more important things right now

lean yacht
#

Do you have a project rn

static viper
#

ofc

lean yacht
#

Lol

static viper
#

it is physics based

lean yacht
#

Same lol

static viper
#

and i have it working in multiplayer

lean yacht
#

Like cars and stuff

static viper
#

wait i show yee

lean yacht
#

How?

#

Bullet integration?

static viper
#

err

lean yacht
#

Interpolation?

tall pendant
#

🤔

static viper
regal mulch
#

Let's not count simple physics objects as "Physics Multiplayer Project"

static viper
#

i am sorry wrong link...

lean yacht
#

But player built cars

#

With rotating solar panels

plush yew
static viper
#

built cars?

lean yacht
#

And elevators while moving

static viper
#

that sounds like a clone

lean yacht
#

Aren't easy xddd

static viper
#

garrys mod

lean yacht
#

Not even close

static viper
#

ohh

#

thats sad

lean yacht
#

Can't disclose much NDA

static viper
#

garrys mod was great.

lean yacht
#

We have 15 members on our team

static viper
#

that sounds good

#

someone with team around here XD

#

how often that happens...

lean yacht
#

You should join us xd

#

We need more people

static viper
#

nah

#

i am fine.

lean yacht
#

Lol

#

Desperate for more members

static viper
#

i have my own team ^^

lean yacht
#

Voxelized asteroids planets player built ships massive mmo

#

Destruction of the same ships

static viper
#

you just lost me

lean yacht
#

Dynamic weather

#

Volumetric watee

#

Isn't easy

static viper
#

space weather

regal mulch
#

Yo, could you move this to #lounge ?:D

static viper
#

😄

lean yacht
#

Planets....

regal mulch
#

You aren't really discussing any problems here, so leave the room for people with questions.

lean yacht
#

There's a chat for help

#

This is just generalized ue stuff

waxen fjord
#

Sounds like an interesting game.

fathom heath
#

Hey, I'm back

plush yew
#

for now this text increases

#

hmmm

#

it sis already 40 minutes

static viper
#

you will have to wait for red ^^

south ridge
#

@lean yacht I’m working on netcode for ue4

lean yacht
#

lit

#

wanna team up

#

and share the code

#

both commit

south ridge
#

Will release as a plug-in, implements impulse based smooth correction

wanton edge
#

Unity is better

south ridge
#

We use a subset of this netcode for our game

#

The plugin just adds support for arbitrary sets of bodies and joints, but it’s a wip

waxen fjord
#

I heard unreal was better for netcode stuff?

south ridge
#

It is

#

But there is no suitable netcode for physics built in

sand birch
#

hey guys just to let you know im back and Im in blueprints trying to theory craft how to complete the custom hunger system

#

im at my pc

#

help would be appreated

devout slate
#

Hello

viscid canyon
#

How in depth is your hunger system? Do you take into account metabolism, physical activity, the quality of food you are taking in? or is it just... Food = positive uptake of hunger bar for x amount of time?

chrome summit
#

guys can anyone help i have a serious problem

#

so i have the muzzle socket right up there

#

and i set the spawn location of muzzle effect to be right on the socket

#

but the effect is spawning on the magazine at the bone

plush yew
#

wrong socket name

#

99%of the time thats why my stuff spawns in the wrong place 🤐

turbid wave
#

what is better to use for character creation, genesis 8 or iclone with character creator 3?

#

for more realistic results

sand birch
#

um guys i need to find the capsule component tab and i cant

#

how do i find it or open it?

#

this is in blueprints

coarse osprey
ivory gate
#

Hello i am currently in development of a game called Ninja Platformer. It will have various game modes, along with a live item shop. I am currently looking for play testers. Please DM if you would be interested.

warm hearth
#

I did a Norway iq test thingy. Dunno how legit it is but I got 133 ;D which is above the average for my race/ethnicity (92 on one side, 102 on the other)

sand birch
#

so as a quick question as im trying to do this on my own, can point light in unreal be used as a better Sun

grim sinew
#

I can't think of a single reason why you would want to do that

sand birch
#

my situation is complicated

#

so i need to make a new light source that will damage the player

#

this will eventually be the sun

#

i need to make it on a small scale

#

first

#

and I'm REALLY trying to firgure this out on my own

#

idk what Light source to use

#

or how to edit it so that it does what I want it to do

#

like i just started taking unreal seriously

#

and have no idea what im doing

grim sinew
#

I have no idea what you're doing either, good luck though

plush yew
#

Type of light source is irrelevant in your mechanic

high stone
#

Can anyone confirm if Google officially lowered their royalty fees to 15% for Android?

high yoke
#

Yes sunlight damaging the player has nothing to do with the lights. Lights are just for visuals. Look into ray casts and colliders.

south ridge
#

You probably want a directional light for simplicity

#

Because then a check for "are you exposed to light" becomes a simple raytrace from the players position along the direction vector of the light source

#

And if you get no hits, you're exposed!

zenith flower
#

They day that unreal decides to actually get unreal, is the day i'll be happy

#

Everything around unreal is focused on a humanoid character

#

I want a modular, rigid, mech.
but you can't have both static meshes and skeleton meshes mixed

#

The reason for that, is any part that you make into a modular skeleton mesh:
A: Wrong bounds, imported, or current
B: You can't access the "static" mesh thats inside of the skeletel mesh (can't get the bounds)

#

And as for static meshes:
A: You can't use the skeleton and just attach your static meshes to the bones (you can, but you have to have a "mesh" present inside of the skeleton mesh, or it wont import, but then that just goes to above A and B again)

#

B: Because of A, you can't have a complicated animation, unless you want to hardcode every frame, loose all the animation tools (blending, montage, ect) ect.

#

Like, why can't we just have a static mesh skeleton?????

south ridge
#

That sounds a little strange

zenith flower
#

And hardcoding bounds is bullshit, and I can't depend on bones for modular data, because many bones are not ment to be a part of the "modular"

south ridge
#

There should be no issue in parenting static mesh components to specific bones of the skeletal mesh

#

What happens?

zenith flower
#

Thats not my issue

#

at all

#

well, it is and it isn't

south ridge
#

I use degenerate triangles (one side is zero) to create empty meshes that don't render, but have valid data as far as the engine's concerned 😄

zenith flower
#

So, it would be a "fake" skeleton mesh, but with all the bones

south ridge
#

In our game it's mostly used on static meshes (to make the root static mesh only have collisions, but no rendering), but yeah

#

It wants at least one triangle when importing anything (and presumably at least one triangle per bone)

zenith flower
#

(you only need one bone thats skinned) <- One of my attempts, was a full skeletal bone structure, with only a "root" mesh, in this case just the torso, the engine would import the skeleton, with just the one mesh, but all the bones

#

but still, how do you match up the bones with the static meshes?

#

I guess I could match the static meshes, origin with the head (or tail?) of the bone

#

That might actually work for me, but damn thats like 2x or 3x my workflow

#

Make sectional parts of a skeleton -> Make "fake" triangles -> Make empties for "mount points" for alignment of additional skeletons-> Delete actual mesh ->import as skeleton
Undelete actual mesh, now delete the fake triangles (or in blender just export with the "selected" option)
Match mesh origin with each bone -> import as static
Map which mesh goes with which bone (Maybe a .bodypart.model.whichside dot naming convention comparison would help here)

radiant fable
#

got a normal map in my ue4 scene making the surface/material its on darker, anyone got an idea what causes this

south ridge
#

@radiant fable don't forget to normalize it, but also make sure that it's mostly vertical

#

Strange shades related to normal maps can indicate that normals are non-unit length at some point (though not always), or that they have a bias (tilted to the side)

zenith flower
#

@south ridge Thank you!

#

still have to work out the socket stuff, but the fake triangle really made my day!

south ridge
#

Good to know! Sorry that it's annoying like that, hopefully you can move from here and figure out a nice workflow

zenith flower
#

Shoot, i'll take the extra workflow, it was either this or dumping my entire modular system that i've built upon for the last two years (I know, I know, technical debt came to bite me in the ass for using static meshes only, and worrying about animations later)

south ridge
#

I can see some solid benefits of such approach, I hope you make use of them all 😄

zenith flower
#

They REALLY should make a Static Skeleton Mesh.... xD

#

It would also be a lot more optimized for these kinds of characters

#

or other complexly animated machinery

#

Not only that, but meshes should have data
Hiding them unaccessable behind a skeleton is bull

#

In my case, my code does all the heavy lifting based on the naming convention and size of the static mesh, and the names of sockets in the skeletal mesh to determine:
What "modules" can "fit" inside of it (like slots) based on the bounds
What "kind" of modules can be used based on the "name" of available sockets in the parent skeletal mesh
The weight of the object (based on bounds)
What utilities are available to said modules, based on additional socket names (such as having electrical hookups, or hydraulic, or coolant lines) this will further determine the "compatible" modules that will work, in some cases you can put a weapon or module that could benefit from cooling, but you could technically put it in a slot that doesn't have coolant lines, which would make it passive cooling only

#

and the list goes on

south ridge
#

A "static skeleton mesh" is too special of a case

#

In our game, we just use skeletal meshes for mechanics and such

#

But our animations are simpler

#

Usually each mechanic only has two end states and the inbetween (e.g. brakes applied - brakes released)

#

It sounds like a cool modular system!

zenith flower
#

I don't think it is. Think about all the things you mess with that would benefit. Doors, windows, cars, tanks, planes ect
none of those things need deforming bones, but would greatly benefit from the simplicity of being able to animate at the same time you are modeling, without needing to go into each static mesh, and putting in sockets, and then in code writing up the rotation limits, or the animation data

#

Just look around the room you are in, and imagine having to have to PROGRAM the "animation" for everything,
Drawers, buttons, switches, latches, boxes, ect

#

I'm just saying, if they had it, our game worlds would be more "immersive" because it would be simpler to put it in

#

Instead, I have to drop a bunch of sockets, line them up, and code what the rotation limits are, or how it animates by code

#

Also skeletal meshes do not let you access the actual individual meshes themselves

#

And this is stupid, its ALREADY there when you import it.

#

rant end xD

south ridge
#

@zenith flower the short answer is that skeletal meshes are very efficient and the transform stuff is done on the GPU, with static mesh approach like above the CPU would generate new transformation matrices

#

So people go with a way that's efficient and supported by 3d editors out of the box

#

For most simple mechanics, the overhead of gpu transforms being computed is very low etc

zenith flower
#

Why can't the gpu do the static transforms?

#

Its already compatible with 3d editors

#

when I import I can import as static, or skeleton

#

both work

#

I just can't use both without stringing it all together

south ridge
#

It would end up not too different to just doing what skeletal meshes do anyway

zenith flower
#

exactly

#

Remove the deform stuff

#

and give me my static meshes exposed

south ridge
#

The deform stuff is implicit

#

There is no explicit deformation, it's just that vertices are affected by more than one bone with different weights

#

But yeah, it would be cool to have cheap mechanics animation stuff 😄

manic pawn
#

doesn't it use special optimized versions of the shader if none of the vertices are affected by more than 1/2/3/4 bones?

south ridge
#

It most likely does

fathom gale
#

out of topic question

#

anyone using PyOpenGL

#

or is familiar with it

west quarry
#

we should I ask question about GPL ?

#

so I have dual licences (premission from GPL authors to use lib in non-gpl software)

grim sinew
#

Nowhere specific for that on this discord, but someone might stumble upon it here

west quarry
#

GPL lib is for game not for marketplace or unreal engine plugin

smoky stream
#

unreal plugins that are put on the marketplace have to use the epic lisence

#

no exceptions

west quarry
#

question is to what degree dual licencing is allowed

#

I need GPL for my game project, not for market place or plugin

#

@smoky stream I can develop lib and release it on github under GPL, then use same lib and combine it in product for marketplace

#

I think this is allowed by EULA

smoky stream
#

if you put code on the marketplace, that code must be under the epic license

west quarry
#

as I am author of GPL I just have dual licences

grim sinew
#

"No exceptions" seems pretty clear cut, but I don't know much about it personally since I never looked into it, I'm just taking malloc's word for it

smoky stream
#

from what i've heard from people on this channel before its either epic lisence or gtfo

#

if you dont put it on the marketplace then you dont need to license it under epics license

west quarry
#

I don't think you can use GPL with your game

#

all code in your game should be also under EULA

smoky stream
#

yup

#

epic license or nothing

west quarry
#

this does not answers my question still

#

who is dual licence treated

#

since it is under epic EULA

smoky stream
#

epic doesnt do dual lisence

#

epic's license overrides all others

#

your own game can be under whatever

#

but all engine code, marketplace content and all of epics redistributals are under their license and always will be

grim sinew
#

Sounds pretty straightforward

west quarry
#

that does not makes sense to me

#

because epics redistributals

smoky stream
#

epic license or bust

#

thats it

grim sinew
#

I feel like it probably does, but you don't like the answer so you're ignoring it

smoky stream
#

you use the engine, you use the epic license

#

done

west quarry
#

no I am not, because in EULA it is stated you can use MIT, LGPL (statically linked lib)

smoky stream
#

binaries with no source code may be different

west quarry
#

so not all code must be under EULA MIT is ok

smoky stream
#

but if you put that on the marketplace you bet your ass epic wont accept it if it uses a thrid party lib not listed

south ridge
#

You can offer your thing for any license you want, but if you are offering it, Epic Games are in the right to deny you usage of the marketplace according to their terms

west quarry
#

I am asking about my game and not market place

south ridge
#

They can't deny you the right to offer your thing under a different license, they just revoke your ability to use marketplace for distributing that item

smoky stream
zenith flower
#

epic has nothing to do with dual licenses

#

you can dual license your product

smoky stream
#

if its your own game then it doesnt matter do what you like with your own code

west quarry
#

@zenith flower how sure you about that ?

south ridge
#

But only with your OWN code and assets

zenith flower
#

So, yes, as long as you provide the epic license you are good

west quarry
#

I have same understanding but still not 100% sure

smoky stream
#

if its epics code tho then you better belive they'd sue your ass if you tried to dual license that

#

only code that YOU wrote you have the rights to license

zenith flower
#

well, i would hope he isn't giving out license for someone elses stuff

south ridge
#

@west quarry can you explain what exactly you want to distribute under a custom/own license?

#

Make a short summary or something?

west quarry
#

Have permission to use GPL from GPL library authors to use it in unreal engine

zenith flower
#

you are fine, just don't put it on the market place

west quarry
#

GPL library (that is under EULA) is combine with unreal engine

south ridge
#

You cannot link GPL code against Unreal Engine as that would require you to poison the Unreal Engine codebase with GPL, wouldn't it? But your own game DLL's should be fine I think. Look up use of GPL and shared libraries

west quarry
#

it open source project and game is free to play

#

nothing goes to market place

south ridge
#

If you don't use a custom engine, then you're good

#

As long as you don't distribute the engine itself

west quarry
#

@south ridge I Have permission to use GPL from GPL library authors to use it in unreal engine

zenith flower
south ridge
#

Only the parts of your game that aren't related to Unreal Engine itself

#

@west quarry if you use a custom engine, then you're going to be bound by Epic Games licensing

zenith flower
#

Sure

south ridge
#

Specify the version of Unreal Engine against which the users must run your game and distribute only the game itself

west quarry
#

@zenith flower what do you mean ?

south ridge
#

Without any content or binaries from UE4

zenith flower
#

You're saying he can't publish (even for free) a game, in whole, just because it contains gpl code?

smoky stream
#

if the engine is custom in any way, then yes thats correct

south ridge
#

It's kinda hard to understand if you're trying to add GPL code to the engine itself or to your game

west quarry
#

hmm, custom engine that a very broad definition

south ridge
#

It really isn't

#

Any engine that didn't come from UE4's launcher is a custom engine really

smoky stream
#

you touch engine code, its custom

zenith flower
#

If you have to build the source code of the engine, you probably are going custom

smoky stream
#

you edit a single line, the engine is deemed custom

west quarry
#

yep

zenith flower
#

but still that doesnt make sense

south ridge
#

I'm pretty sure legally any engine that you didn't obtain from Epic Games would count as custom

#

Since they explicitly give you a way to download the official release of the engine for that reason

smoky stream
#

if your code is under GPL, and you put your code into the engine, congrats; you just poisoned the entire code base with GPL

west quarry
#

I have dual license

zenith flower
#

oh, is that because of how GPL works right?

smoky stream
#

yup

west quarry
#

GPL for any one outside of using this library, in binary from with unreal code is under unreal EULA

smoky stream
#

GPL3 poisons any codebase it touches

west quarry
#

this what I am doing

zenith flower
#

Oh, the L in LGPL is for limited right?

smoky stream
#

if your code is under GPL, you cant use a custom engine, done

west quarry
#

LGPL allows you to staticly link only library to non lgpl code

smoky stream
#

just dont use GPL

#

its worked very well for me

#

dont use GPL, dont touch librarys that use GPL

west quarry
#

if you modify lgpl lib you must poblish that code somewhere

smoky stream
#

so just dont do that

west quarry
#

GPL is fine you understand how it works

smoky stream
#

not with unreal it isnt

south ridge
#

Idk about GPL being fine, but that's a whole different conversation 😄

#

GPL is too restrictive

zenith flower
#

I don't think any license should ever poison another license, thats bullshit

smoky stream
#

if you dont edit unreal at all and just build on top of it GPL should probably work

west quarry
#

you just get permission to use it somewhere else that's it

#

usually will cost you money

smoky stream
#

but you edit a single line in unreal with GPL, boom, instant lawsuit from epic if you release it

south ridge
#

Then it's a custom license and not GPL anymore

#

And we need to look at terms of the custom license

west quarry
#

@smoky stream that does not make any sense

smoky stream
#

yes it does

#

GPL posions all code it touches

#

so you touch unreal with it, you poison unreal

#

and you cant do that

zenith flower
#

@west quarry, its because GPL takes over the entire code base, its not limited in scope

smoky stream
#

epic says you cant and will sue your ass if you try

west quarry
#

you can't link GPL library with anything non GPL

#

unless you use sockets

smoky stream
#

not with unreal

zenith flower
#

then you are screwed

smoky stream
#

dont bring GPL within a mile of unreal

zenith flower
#

OR

#

since you already got permission once

#

ask him for a compatible license

south ridge
#

I don't think GPL is actually involved here

#

Cause it seems like there's a custom license involved?

smoky stream
#

how hard is it to just not use GPL

west quarry
#

very hard

zenith flower
#

dude, you're an ass

smoky stream
#

are you at gunpoint to use GPL?

zenith flower
#

help him find a solution, or stop polluting the chat

west quarry
#

no that would be impossible

smoky stream
#

there isnt really a solution to mixing unreal and GPL

#

you just cant mix them

west quarry
#

I just not going to go in details what library and why I am using it

zenith flower
#

@west quarry, can you just ask the guy for a different compatible license?

smoky stream
#

any lisence that does what GPL does cant be brought into epics code

west quarry
#

I have already this covered

#

problem is with dual licencing

zenith flower
#

whats the 2nd license, you have?

west quarry
#

this library in Unreal is under (think of LGPL a like) that is compatible with EULA to best of my understanding, but all modification to this GPL library I need to release on github under GPL for any one else to use

#

that all there is

#

I am not sure only about that I still stratify unreal EULA

#

eg. check and double check

zenith flower
#

You make no sense, is it dual license or not? you can't say its LIKE LGPL, but in the same sentence refer to it as GPL

west quarry
#

it is dual license, GPL and Unreal EULA

smoky stream
#

is it already in the engine?

west quarry
#

nope

#

I mean it is not on github in my pull request

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it not released

smoky stream
#

then 95% chance you're shit outta luck

#

you should try and avoid GPL in the future

west quarry
#

well you saying that but does not specify how I am not stratifying Unreal EULA under dual licences

#

when I can combine LGPL licences with unreal

smoky stream
#

you really dont want to poke the bear that is epics lawyers when it comes to this stuff

#

if you're not 100% certain, dont try it

west quarry
#

to make more clear example you develope lib xyz, released it under GPL on github, then decided to included in game in unreal engine as author you just made this library GPL and EULA at same time

smoky stream
#

if its your own game, and you use full stock unreal engine, release full game source on github, then yes,; thats fine

zenith flower
#

If you made it, why do you have to put it under GPL?

smoky stream
#

but you touch engine code even one bit and thats not fine

west quarry
#

so other people can use it too

smoky stream
#

also yeah dont use GPL its a really shit license

west quarry
#

and improve etc ... make world batter

smoky stream
#

any other lisence can do that

zenith flower
#

If you don't intent to restrict their use, then why bother putting it under a license?

smoky stream
#

apache 2.0, MIT, unlisence WTFUW etc

west quarry
#

I am not going into license war discussion

smoky stream
#

basically any other lisence is better than GPL imo

zenith flower
#

Just release it without a license?

smoky stream
#

thats not agood idea

west quarry
#

without license you are 100% owner pretty much

smoky stream
#

if you do that people can sue you and claim damages for faulty code

west quarry
#

no one will be able to use unless they ask you from premission

smoky stream
#

the license stops that

#

and it doesnt work like that @west quarry

#

i put out code without a lisence anyone can use it, but anyone can say the code is faulty and sue me for writing it

zenith flower
#

Just release it to public domain and be done with it

smoky stream
#

the lisence says they cant do that

#

unlisence

#

done

#

license it under that and stop worrying about it

west quarry
#

that too makes sense that some

#

for me it is more copy right issue when on github code is without any licences

smoky stream
#
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.```thats the important bit
#

you need that otherwise people can sue you

#

just use unlicense 5head

zenith flower
#

I didn't know they had an UnLicense, thats pretty cool

smoky stream
#

its what most of my stuff goes under

#

it also means people can hand it in as their own work at school and its not plagurism

zenith flower
#

lol

smoky stream
#

very helpful for my classmates

west quarry
#

😃

zenith flower
#

50$ a pop xD

#

for providing an UnLicense xD

smoky stream
#

really tho, avoid GPL if you can

#

the lisence is really restrictive and it poisons codebases

zenith flower
#

(However, as soon as the first person buys it, it would be game over for you $$$ lol)

smoky stream
#

when im searching for libs, my general rule of thumb for avoiding is
a. if it uses GPL or a variant, skip
b. if it uses anything other than make, skip
c. more than boost/stl as a dep, skip

#

and its served me well

#

cause fuck cmake lol

hot drum
#

ey does anybody mind sparing me their time

#

I need helps

vivid girder
#

Whats the best way to access draw calls through code?

south ridge
#

In what sense?

#

Do you mean generating draw calls yourself?

vivid girder
#

Nah, i wanna display it on my Hud

south ridge
#

You'll need to look into the stats subsystem. There is one of stats screens that shows it, if you really need to pull that number out, you presumably can, somehow

vivid girder
#

stats scenerendering

south ridge
#

Probably only need to know its ID

hot drum
#

plz help

south ridge
#

@plush yew what is the error you're getting

#

1 error and 126 warnings, what does that one error say?

#

I see 6 warnings there, there are 120 more + 1 error message as it says

#

Pastebin the log?

vivid girder
#

lol

south ridge
#

Use this

#

When you send it to pastebin, it gives you a unique URL you can give us so we can see the content of your pastebin

brave lark
#

anyone have a link to the live stream where they show how to download user created content at runtime? I can't find the link anywhere and I have watched it before a while ago

#

please @ me

south ridge
#

LogProperty: Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/Inventory/Component/Inventory.Inventory_C:inventory'. Unknown structure.