#ue4-general

1 messages ยท Page 329 of 1

south ridge
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You might have deleted some asset and there is a bad reference to it

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That's an error you got

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From the log

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Well clearly you do

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Just go to that asset (inventory) and fix that one property - change its type to something else

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That isn't the missing structure

static viper
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you are very brave @south ridge

south ridge
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I'm about to go to sleep ๐Ÿ˜„

static viper
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go to sleep.

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drislo will still be here the next day.

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i am serious XD

south ridge
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Probably, but I don't actually usually answer questions that can be solved with scrolling the console up, lol

plush yew
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Guys use different avatars plz

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Thx

brave lark
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how come there is no networking / replication channel

static viper
plush yew
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Didn't change 4 me until I restarted discord on mobile

static viper
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have you googled yet

south ridge
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lol @static viper this is even beyond what I exected

brave lark
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not really for multiplayer though. looking for info on dynamic downloadable content sort of like mods or workshop content

static viper
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i am not even bothered anymore XD

brave lark
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user made uploads

static viper
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the less competition for... the more money i get.

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#multiplayer is the channel where you can get cedrics multiplayer handbook

south ridge
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#graphics isn't always about graphics, it's also about technical aspects of graphics

static viper
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its free

south ridge
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#multiplayer isn't only about multiplayer, but about technical aspects of it too

static viper
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and its free

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why did i take the most complex scifi tunnels as reference

leaden dust
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I know I am dumb but

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I don't understand what "build" and "compile" in UE4 and VS does

static viper
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building is baking

leaden dust
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ummm

static viper
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it generates data

leaden dust
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could you give an example

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I would be grateful

static viper
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compile is to be understand as mh, summary. compile creates yo binaries

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navmesh or light gets baked

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but can change often

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while compile creates solid stuff ๐Ÿ˜„

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its very close

leaden dust
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I was watching a c++ tutorial

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He asks to launch the engine from VS

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do I have to restart the project whenever I make a change in the code?

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in VS

regal mulch
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UE4 has "HotReload", which basically happens if you hit the Compile button in the Editor or build in VS while the Editor is still open.

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But HotReload is known to cause issues like not actually making your changes work.
We usually advice to not use it but rather close the Engine and recompile.
It goes a lot quicker if you just hit "F5", which builds the solution, compiles the code and launches the Editor attached to your VS.

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"CTRL+F5" does the same without attaching it to VS

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Build/Compile in VS is basically VS generating Binary files from your C++ Code.
The Editor/Game uses these instead of your "naked" cpp code.

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Compile in the Editor does the same but as HotReload

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Idk if there is a Build button in the Editor, but Editor/Game-wise a BUILD is meant as a packaged project.

west quarry
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From (iii) General Restrictions: (2) for operation of nuclear facilities, aircraft navigation, aircraft communication systems or air traffic control machines, or for military use in connection with live combat;
Question: am I restricted to develop skynet too ?

cerulean coral
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If I am remember good skynet is awsome ๐Ÿ˜› but in lumberyard or cryengine you cannot develop zombie invasion ๐Ÿ˜„

tall pendant
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ofc you're not allowed to use ue4 for such stuff. Skynet was intended for military use afterall. ๐Ÿ˜„

west quarry
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I am only using it for research purposes, not for actual operation

tall pendant
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better to use godot for such things ๐Ÿ˜›

west quarry
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it is not specified intention in EULA, operation only

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I can't now to drunk and tired and luck general unreal skills

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post just error here, never know might get lucky some one will help you

uneven spoke
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when this is what you do for 1 hour

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and now

fathom gale
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...

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how old are u

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60

static viper
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i am at least 8000

fathom gale
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hot

uneven spoke
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see that thing in first screenshot

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use the arrow to move ur charachter up

fathom gale
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lmao

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ever heard of colliders

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or creating a plane

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under ur player

static viper
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you know at some point you should learn to fix your problems alone...

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we cant help you constantly

paper kernel
static viper
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you should fix 95% of your problems alone XD

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but you are currently asking aways just about everything

paper kernel
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then you must study

static viper
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you dont need to know it all

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you just need todo alot of study yes

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theres alot of tutorials

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even i dont know it all!

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amazing i know

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i cant get over it so i study more

river gazelle
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Tutorials and forum topics and unreal answers galore

static viper
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your problem is that you are not experienced enough with basic stuff

paper kernel
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pick a tutorial and follow it

static viper
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without a project XD

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but still alot of your errors where easy to fix by googling...

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you will do tutorials on your own for a while and not work on a game? XD

paper kernel
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Look, do the tutorial

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or hire a Tutor to google stuff for you

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no pasting the same image doesn't help

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no don't feed him

river gazelle
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What are you googling that isn't getting you results about pawn possession

lime cobalt
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when i'm opening an animation blueprint in the ue4 editor, the "try get pawn owner" node fails

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I have to close this animation blueprint to have this node working ( when testing the game )

river gazelle
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"Ue4 character doesn't move"?

paper kernel
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@lime cobalt set owner manually on beginplay inside the pawn

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oh wait, it's anim instance

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๐Ÿค”

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nvm, ofc it fails because the pawn doesn't exist in editor

lime cobalt
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@paper kernel and there's no construction script available for anim instances either

paper kernel
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no, best you can do is valid check on the pawn

lime cobalt
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i'm doing that yeah

paper kernel
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but the check will fail if game isn't running

lime cobalt
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indeed

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it'd be great if they'd fix thix

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@paper kernel thx for the halp

river gazelle
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Is the character possessed

paper kernel
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no it's just how it works, editor has to create standalone anim instance for preview, but it's doesn't have a pawn parent so the check fails

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@desert pecan there is anim initialize event tho, which happens before ticking starts

river gazelle
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Delete the character and put a player start in the level

lime cobalt
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@paper kernel indeed yes

west quarry
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when it usually best time to ask questions when epic staff is here ?

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or I be better of asking on a forum

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?

paper kernel
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that depends on the question

west quarry
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dual licensed GPL library and Unreal EULA

paper kernel
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I'd email them in that case

west quarry
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to what email address ?

lilac cobalt
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Anyone can help me for c++ code

tall pendant
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GPL is non-compatible with UE4's license anyways

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no need to ask them really

fathom gale
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y'all stuck on blue print

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well im stuck on shaders

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fml

static viper
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it literally tells you what is wrong

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and how to fix it

lime cobalt
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it does tho

quiet swift
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Is this a place to talk about UT4 in general, or is it restricted to modding/developing or something?

static viper
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this is ue4

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not ut4

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ut4 has its own discord

quiet swift
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Ooooooooooh, right.

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My mistake :)

See you!

static viper
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โค

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the error is read

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it will not package.

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it told you the file name

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now dont come back until you fixed it

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you are just trolling

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i told you to google

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it tells you exactly what is wrong

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there are multiple direct threads on this

lime cobalt
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changing folders might also help

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place the project folder at the root of your drive

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and @static viper isn't anoying but very helping

static viper
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i will call the mods on you evtl...

lime cobalt
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@plush yew i disagree, @static viper is very helpful all the time

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guys pls ๐Ÿ˜ฆ

static viper
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although i highly like that i can ignore you... XD there is always someone else

lime cobalt
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@static viper it might give that impression but he's not trolling I think

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@plush yew place your project like D:/PRJS/YourUnrealProject

static viper
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yee sadly i dont have any pro arguments...

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only that i find him disturbing XD

lime cobalt
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to be fair sometimes i'm randomly upset and I don't know what todo about it

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@static viper ok but he needs help, he's not there specifically to disturb you XD

static viper
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but he does things...

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weird things

lime cobalt
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aaaah comoon ๐Ÿ˜Š

static viper
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where is karol

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i want karol back

lime cobalt
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@plush yew pls

static viper
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oh no

lime cobalt
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bro pls come back okay

static viper
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why did you do this

lime cobalt
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why why did i do this , he's nice

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no but ok, I get it; sometimes beginners questions can be quite upsetting

strange sapphire
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damn it feels good to launch unreal engine

static viper
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yes

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release all your load

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compile dat engine!

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fill all de arrays

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god i need to work

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internet made things worse

lime cobalt
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been at it since 8:AM, it's always good to take 5minutes breaks

static viper
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i am taking a break my whole life

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XD

lime cobalt
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hah ๐Ÿ˜Š

static viper
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working in my breaks

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while asleep...

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walking zombie owl

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i dont hoot

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i mooooooan

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wait

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yoooooown

lime cobalt
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yeah you're moaning because trying to become productive with UE4 is difficult

static viper
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omg i just had a weird idea

lime cobalt
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like, how are everything working ๐Ÿ˜Š

static viper
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what about zombie skeleton owls that yawn in idle

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and attack you yawning...

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like 3 m high undead owls

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they are just tired and you disturb

lime cobalt
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okay but the player can't kill them

static viper
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yes ofc.

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needs to be scary

lime cobalt
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he tosses pillows and they sleep

static viper
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no they cant sleep

lime cobalt
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hah

static viper
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they angry because they try so hard

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and then you come in

lime cobalt
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and I make matters worse by pointing every UE4 issue ๐Ÿ˜Š

static viper
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you at most ofc.

lime cobalt
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i'm hopping that the issues can be solved if UE4 devs hear about them

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to be fair, UE4 has a lot of good sides once the bad sides are mitigated

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sorry I do have to get back to it tho

fathom gale
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Traceback (most recent call last):
  File "/Users/Datboi/Desktop/Python/Opengl/main.py", line 73, in <module>
    main()
  File "/Users/Datboi/Desktop/Python/Opengl/main.py", line 45, in main
    shader = OpenGL.GL.shaders.compileProgram(OpenGL.GL.shaders.compileShader(vertex_shader, GL_VERTEX_SHADER),
  File "/Library/Frameworks/Python.framework/Versions/3.7/lib/python3.7/site-packages/OpenGL/GL/shaders.py", line 226, in compileShader
    shaderType,
RuntimeError: ('Shader compile failure (0): b"ERROR: 0:2: \'\' :  version \'400\' is not supported\\n"', [b'\n    #version 400\n    in vec3 position;\n\n    void main()\n    {\n        gl_Position = vec4(position, 1.0);\n    }\n\n    '], GL_VERTEX_SHADER)
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this is so sad

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alexa

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order me a rope

lime cobalt
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@plush yew there has to be another red message in this list, you need to clear your console before compiling, retry the compiling process and find all the error messages

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ERROR: Cook failed isn't the actual error, there's another error pointing to a specific problem in that compile log

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also, you can read " failed to compile a material " in the logs, so you need to check your materials to see if they compile correctly

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you need to become more fluent with UE4 tho ...

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i will not be able to babysit you with every step

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also, I didn't mean compile ( sorry ) I meant package

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you can obviously find the log in the output log

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if you want to package yes

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but don't forget to clear the output log

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@plush yew clear the output log and retry the packaging process to be sure this error isn't from the previous packaging

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right click in the output log, clear the output log

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yes, now the log is cleared you can restart the packaging

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@plush yew you seriously need to become more proactive and more autonomous bro, it's gonna come with practice

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ok let's see those errors

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it looks like your gamemode is parented to the wrong superclass

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when I look at the error you pointed out

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ok let's wait for the error then

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you're trying to compile the kite demo ??

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from UE4 samples ?

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maybe it's outdated and not currently working with the latest UE

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but is it the kite demo, or a project of yours ?

dim arch
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is there some way to hotkey windows in ue4

lime cobalt
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because if so, you can google " kite demo not packaging UE4 4.18 , 19 etc "

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@dim arch yes in the editor preferences and it's very useful

dim arch
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for example if I press ctrl+1 it would open a BP graph and focus on a node

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alright, Ill try ut out

lime cobalt
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@dim arch In editor preferences General / keyboard shortcuts

dim arch
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it can open/focus a window?

lime cobalt
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@plush yew no I don't know where the errors are from

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@dim arch you'll have to try and find out

pallid compass
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That error means

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u have something basically at 0 scale

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like

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0.00000023

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sort of pointing float range bullshit

lime cobalt
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interesting, but does this error makes the project fail ?

pallid compass
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pro tip

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solve all ur yellows

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before you solve your redw

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reds

lime cobalt
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@plush yew no again, find the actual error , not the "error compile failed "

pallid compass
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from top too bottom

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Dont ignore any warnings or errors

lime cobalt
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and yeah, solving the warnings

dim arch
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it has an 'open favourite file' binding, just need to find how to set the file

pallid compass
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working fine in editor != working fine shipped

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Fix the first error

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Something has too small scale

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it also tells you what it is.

lime cobalt
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actually I might be able to pause this if other peoples can help too

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@plush yew see what you can fix for yourself and come back if / when you need more halp

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@plush yew feel free to ping more ppls if they can halp

plush yew
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lol hang on, didn't you get banned before?

lime cobalt
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@plush yew also, you need to check for the "gamemode" parent class error, if it's still there and what's the parent class of your gamemode

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so weird this gamemode error...

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there's no need for random feuds

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just ignore the guys asking for conflict and it's fine

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this is a #ue4-general where ppls are talking about unreal gamedev, you're talking about unreal gamedev, everything is fine

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@plush yew what I do to avoid such problems is that I regularly package my projects and debug the errors there

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that works for gamejams too, it's a known advice to regularly package the games to spot all the errors showing up on the packaging process

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this is why you need to package to see the "package-only" errors yes....

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no tho ๐Ÿ˜Š you focus on fixing them ๐Ÿ˜‰

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no, that's a code error

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for fuck sake @plush yew try to screencap the whole error ๐Ÿ˜„

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the whole message isn't screencaped

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If i recall , this is because the structure needs to have a custom GUID generator function for serializing, or something like that

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but i'm not too sure

plush yew
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It's been months since you got banned and ya still haven't learned anything

lime cobalt
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@plush yew you'd need to look for ustructs in the UE4 sourcecode and see how they're implemented

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@plush yew all those errors are non-beginner friendly, UE4 is a clunky mess for beginners

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in some engines, you just declare a damn struct in the code and it compiles and ships

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with UE4 ? nooo... of course not

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@plush yew Also, it means you might have a random " custom inventory " asset with specific code

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and probably this code was made for an older version of UE4

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@plush yew you're not good enough at reading english

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@plush yew you need to improve on that my friend

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@plush yew I just told you how: you'd need to look for ustructs in the UE4 sourcecode and see how they're implemented

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actually my advice isn't very helpful ๐Ÿ˜ฆ

plush yew
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I wasn't commenting on his errors, just his inability to learn

lime cobalt
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@plush yew what if he's young and getting started ?

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it's hard for a beginner to solve these errors

plush yew
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He's not just getting started. He was in here ages ago and got banned

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And also expecting to be spoonfed as he is now

lime cobalt
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that's not the point of the convo ...

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@plush yew I can spoonfeed you as well if you need and If i can btw

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i'm far from knowing everything at UE4 tho

plush yew
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It's OK I can feed myself

lime cobalt
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I understand this might feel anoying especially if you had to learn everything by yourself

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I do have a very variable patience gauge myself :/

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@plush yew do you have a visual studio project file in your unreal project folder ? if so can you open it ?

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you need to find the struct in the c++ files ( unless it's from a plugin an then it can be in two different folders )

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@plush yew don't answer to him, he's cool you're cool, no need to feed conflicts

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@plush yew that struct having the error, you remember it do you ?

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you need to find the .cpp or the .h file where it is

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@plush yew I was thinking that perhaps you'd be more comfortable with Unity and Godot

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because there wouldn't be all this packaging bullshit

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i told you what to do

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sure, but yeah, UE4 is like this for now sadly

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@plush yew so, that struct, did you find it ?

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you know how to search for a keyword in visual studio do you ?

regal mulch
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Blueprint Struct?

lime cobalt
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also, this isn't the structure error I was thinking of

wild marsh
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Hey people, probably stupid and super simple question but if I go to run two clients in separate windows, how do I switch to using the second client? alt tabbing keeps the input on the first one

regal mulch
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Looks pretty much like a broken Struct

lime cobalt
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@regal mulch perhaps it's a blueprint struct but why wouldn't it display the error in the blueprint graphs ?

regal mulch
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@wild marsh In Editor?

wild marsh
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yeah

regal mulch
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Try Shift+F1 to get your mouse back

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@lime cobalt Because BP Structs are garbage

lime cobalt
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@regal mulch ๐Ÿ˜Š

regal mulch
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They tend to break if you modify them often enough

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It clearly hints at the Inventory

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"Property inventory of inventory has a structtype mismatch"

lime cobalt
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@plush yew can you open the struct and enum and edit them ?

wild marsh
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shift+F1 causes the mouse cursor to flicker visible and then disappear instantly again

regal mulch
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@wild marsh You are setting Input Mode on tick or something like that?

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@plush yew Then try to clear them up

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It's the Inventory struct varabiable in your inventory

wild marsh
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ah yeah I am

lime cobalt
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if they're not used anywhere, perhaps

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but you have to be sure they're not used anywhere ๐Ÿ˜ฆ

regal mulch
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It will show him if it's used

lime cobalt
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@regal mulch I've also never encountered this error so I wouldn't be able to tell

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Tag FallbackStruct !=prop_Inventory... does it means he references this structure in his inventory

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but instead of pointing to the actual structure in the content folder, it's pointing to a structure that isn't there ?

regal mulch
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@lime cobalt I never actually read into it

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But I know that BP structs tend to break

lime cobalt
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@regal mulch yups

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@plush yew just to be sure, how much is your complete project folder and can you back it up before deleting the struct ?

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if it's not just a random test, i'd do a backup of the whole project tho yeah

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because corrupted blueprints

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@plush yew okies cool ๐Ÿ˜Š

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@regal mulch I'm glad I never had too much issues with them, but it's great to know

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@plush yew yeah I have several .rar files of my project

regal mulch
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Yeah, we put Structs into C++, even in BP "only" projects

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Also wtf, stop making backups like that

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Get yourself Perforce

lime cobalt
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@regal mulch ๐Ÿ˜„

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@regal mulch I'm prolly going to use subversion because

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I had to re-install p4 helix

regal mulch
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Whatever you want, but don't just zip up the project lol

lime cobalt
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and now it doesn't want to connect because of a P4PORT error

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so I can't use perforce ( that's kind of "my fault " in this case, altrough it's very tricky to debug )

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@regal mulch those rar files are 5 to 11 go now, looks like i'll have to use version controls

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@plush yew welcome to UE4 gamedev yes

lime cobalt
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@plush yew well delete and redo the inventory from scratch yes

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you deleted the structure but the inventory used that structure so of course it's not going to work

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nooo ๐Ÿ˜ฆ

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@plush yew in the project where you deleted the structure, delete the inventory as well and re create the inventory from scratch

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@plush yew i'm always calm

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but i sometimes say " noo ๐Ÿ˜ฆ " "omg no ffs" , but i'm still calm when I say that ๐Ÿ˜Š

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@plush yew recreate it means create a blank blueprint, add all the structs you want in that blueprint until it makes the inventory

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redo it from scratch, rebuild it

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yes

cerulean coral
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lol

lime cobalt
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scratch means nothing

tall pendant
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from the start man, from the start

cerulean coral
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I mast do it one more time

lime cobalt
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start from an empty blueprint, re-add everything to this empty blueprint

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@tall pendant exactly yup

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@cerulean coral ๐Ÿ˜Š

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exactly

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no because if you don't add the structure in the inventory it will not want the structure

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(he/she/etc, sorry )

cerulean coral
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I would first ask: @plush yew did you do this inventroy alone, used some tutorials or you downloaded the project?

lime cobalt
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both i'd say

tall pendant
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sounds like someone is copying & pasting stuff he/she/whatever didn't do by themselves.

cerulean coral
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@plush yew ok so you must recreate you work

lime cobalt
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@tall pendant ๐Ÿ˜Š

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it's nothing tho

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@plush yew no need to ask twice indeed

tall pendant
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doubt it.

cerulean coral
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@tall pendant cruel one ๐Ÿ˜œ

lime cobalt
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@plush yew you should watch and read more tutorials on blueprints

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well it's your life you're in control, you decide

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what's the next thing you need to do for your game ? that can help choosing what tutorial to watch

cerulean coral
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and you should think who you want to be: dev, 3d artist, 2d arstist, I do not think you will have time to be one man army

lime cobalt
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indeed, good advice there ^

lean yacht
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hey

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I need some help

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there are job postings, but how do I find their discord profile?

grim ore
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at the bottom of everyone is his how to apply and it should have their Discord profile name is just have to manually type it in to talk to them

lime cobalt
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@plush yew you created the inventory widget, you know how to recreate it

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@plush yew if you don't know, then please watch beginner documentation on blueprints

lean yacht
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but it doesnt have the numbers?

grim ore
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Some do some don't some have alternate contact information. most of the ones without numbers show the icon so when you're searching for that person it just cord look for the icon. The staff knows this is a problem and hopefully will fix it

lean yacht
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anyone here good in C++

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lol

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just desperately seeking to expand our team ๐Ÿ˜„

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Unreal is kinda a bitch when it comes to Physics netcode

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so thats why I asked

clever pond
plush yew
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general question regarding unreal..sometimes it just randomly starts taking forever to compile a Windows client. like it stays around 10 minutes on every single file/module it compiles. and it does it randomly. i tried "studying" what could potentially trigger this thing, but i wasn't able to replicate it. deleting the saved&intermediate folders does not do anything, recompiling the engine doesn't do anything either, restarting my computer doesn't do anything either...and when ue wants to do it i can't do anything but let my computer run for half a day with seemingly no reason. my project is on my HDD, UE4 Source is on my SSD and i'm packaging on the SSD. am I doing something wrong? it's kinda annoying. anyone else having this issue?

fathom gale
#

y do i feel accomplished

manic pawn
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triangle

fathom gale
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with python

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opengl

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glsl

manic pawn
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now enable hard mode and make a triangle with vulkan

fathom gale
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rofl

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guess wat

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i cant install vulkan

#

i tried

#

i dont have the latest mac

#

but i did just make a cube

#

which is an epic w

#

@manic pawn

manic pawn
#

box

fathom gale
#

wireframe

#

tho

#

tell me thats not cool

#

i can watch this all day everyday

manic pawn
#

but that's just one flag with opengl ๐Ÿค”

fathom gale
#

but

#

im using glfw

#

๐Ÿ˜ฆ

#

and gl shaders

#

๐Ÿ˜ฆ

manic pawn
#

challenge: make anti aliased wireframe in unreal without going insane

fathom gale
#

but

#

i cant use unreal

#

lmao

#

i have 4 gb ram

#

and a horrible gpu

lime cobalt
#

@manic pawn btw, randomly asking but, do you know if it's doable to write random things in a render target, and then display it ?

#

like, a 2d game using GLSL rendered in a UE4 render target and then displayed on screen

static viper
#

with a material it is

lime cobalt
#

omg that's awesome

static viper
#

you can switch out the render target with a material

#

that material would have random stuff

lime cobalt
#

yeah with a custom node ?

static viper
#

and then you switch back to render target if wanted

#

no

#

render targets alone dont work

lime cobalt
#

ah

static viper
#

you apply them on materials and stuff

manic pawn
#

that's doable but why ask me specifically, I never did something like that lol

static viper
#

there you can do stuff

lime cobalt
#

@manic pawn no reason in particular ๐Ÿ˜„ sorry for the inconvenience if any

#

@manic pawn that's a cool topic tho ๐Ÿ˜Š

manic pawn
#

if you want to bring something drawn with gl into unreal maybe something like an external texture would make more sense

lime cobalt
#

@static viper gonna try that, this sounds great

#

@manic pawn yeah that too indeed, from c++ to a texture or something

static viper
#

you should play my game XD

lime cobalt
#

sure ๐Ÿ˜Š i've got some time today

#

the game with lasors and self exploding barrels isn't it ?

static viper
#

no

#

that is much better

#

my itchio game i made with students

lime cobalt
#

the game with zombie owls ?

static viper
#

it gives a bit of sight what todo with render targets

#

it is like 10 minutes long

#

and sadly german

#

but one doesnt need a translator to play it

#

its super easy

lime cobalt
#

okies, i'll download it later

static viper
#

yee

#

its crap ๐Ÿ˜„

#

but i like to have my entry on itchio ๐Ÿ˜›

lime cobalt
#

it's always fun to make small games ๐Ÿ˜Š

static viper
#

this wasnt fun XD

lime cobalt
#

hah yes because you guys were learning how to UE4 ๐Ÿ˜„

static viper
#

no

#

it was bc i am a dickhead

#

XD

lime cobalt
#

omg, how so

#

also, I still think that more skills mitigates the production dramas

static viper
#

it was more like, the amount of skill i had was so much that i vaporized my team...

#

and then i was away for some time

#

and everything went to shit XD

#

i shouldve prepared them more

#

and less bragging

lime cobalt
#

hah ๐Ÿ˜… the more we know

#

the thing is, in some contexts it's kind of hard to say " I cannot do this or we need to learn how to do that "

#

because there's an expectation of being awesome and knowing everything

#

so asking for help is seen as a sign of weakness

#

even tho it's not

torn herald
#

UE4 can be really hard in a team when only some members are experienced and the others have zero knowledge on it. It can be challenging getting them up to speed.

static viper
#

yee

#

i failed at that...

lime cobalt
#

yeah, I never experienced that but it seems like so

static viper
#

i underrestimated the social part in all of that...

#

lunch breaks

#

sleepy times...

#

personal issues...

#

were not machines

#

so plans dont work on quantity

#

i underrestimated my reaction to people the most... XD

#

at first glance of failure i started behaving weird

lime cobalt
#

hah yes it's a common thing to do

polar hawk
#

started behaving weird

torn herald
#

I remember my uni game project, our team had struggled with a bit and the lead up to review day had given a preliminary grade of like 60+, then in the next two weeks we all came together to smash it. Ended up getting 75-85% and winning two awards for it (just in the local competition)

plush yew
lime cobalt
#

we don't value failure in education, we even shame it... so wrong

static viper
#

well

#

i already fixed my mistakes

#

i recoded everything i broke last time XD

torn herald
#

I just downloaded your game, it looks really nice

static viper
#

and next time it will be a joined effort..

#

thanks

#

the library is having texture time tho...

#

very flatty

lime cobalt
#

also, it's great if the students are okay now and there's no ressentment

#

live and learn etc

torn herald
#

what was your team breakdown? even split between programmers and artists?

static viper
#

i coded, and sorta lead

#

one gamedesigner

#

2 3d

#

2 texture

#

one manager

#

5 peole

lime cobalt
#

one lead and one manager ๐Ÿ˜„

static viper
#

but as i failed 2 of my peole had risen

lime cobalt
#

also not everyone was coding blueprints and complex UE4 things so it could've been worse

static viper
#

i feel like i gave them the best learning exp ever

plush yew
#

Why do you need a manager, a designer and a lead?

static viper
#

they grew so strong

#

oh we failed hermit...

#

i failed

#

XD

#

it was doomed from the start

torn herald
#

I feel like I could do this game if I could read german? I think I need to light a fire

static viper
#

yes

#

matches where you started

#

counter

torn herald
#

Ahh I see! I ran past that...

lime cobalt
#

@plush yew i mean, i don't even start a project without 20 executive producers and 40 brand managers

static viper
#

you ran past that bc i am stupid.

plush yew
#

XD

lime cobalt
#

universities creating students teams ๐Ÿ˜Š

#

the thing is, peoples should have been able to help the team too ( not blaming anyone, just saying )

plush yew
#

I just don't have much love I guess for managers.

torn herald
#

Our project had the theme of disability! Like it is really tricky to be respectful and still make a really interesting game

lime cobalt
#

@plush yew I need to get a job so I love managers because they give the objectives and I want to collaborate to tell the story(tm)

torn herald
#

Like first off people wanted to make the disability into a handicap in the game rather than empowerment which isn' exactly what was needed

lime cobalt
#

@torn herald yeah that too, uni projects with random themes

#

how about letting students design a game based on what they want in their portfolios

sand birch
#

hey guys I just firgured out that you can import world geography locations in unreal engine, what location do you think i should import though I cant decide on an interesting loctaion

#

i know it wont import a whole city

#

but what place should i base the map off of, also I might later edit the map so that the sea level is higher due to no more polar ice caps

torn herald
#

@lime cobalt our game project was like 4 programmers + 5 artists which let us do a bigger game. But bigger is not better, especially when some people have never used UE4.

lime cobalt
#

@torn herald yeah altrough that project has chances to be cool to work on

static viper
#

i never will understand how many coder can work on one projects XD

torn herald
#

On a programming level it let us do some cool things with artists (no more programmer art)

static viper
#

how are they even coding on the same level

#

who is the lead

lime cobalt
#

that's the good news: there's always awesome things to code in a game ๐Ÿ˜Š

sand birch
#

i know this should probably go in game design but no one is ever there

lime cobalt
#

and yes, at least a lead is important

torn herald
#

we did like nominate one of our programmers do be a lead but it was a very unofficial thing. It was more like putting them as lead to be sure we can settle decisions.

#

but only two of us had ue4 experience (of the 4)

static viper
#

i will never do it that way XD

#

luckily i am the coder

#

so once i started out i will decide XD

torn herald
#

also we use git and heavily pushed our work in to the components and away from blueprints. BP was just an easy property modification thing

lime cobalt
#

and good luck to work with UE4C++ tho

#

the API, compilation delays...

sand birch
#

maybe a place that is not as populated so that I can really change where the buildings are because it is set a little in the future so of course people might make more cities in other places as more are needed

lime cobalt
#

omg also @static viper you're coder so that means you code with UE4C++ ?

static viper
#

i dont need c++ so often tho...

lime cobalt
#

@sand birch sorry can you re-ask the question pls ?

torn herald
#

we didn't dare change the source, no way we could support everyone. We just forced everyone to work on the same binary version, e.g 4.15

lime cobalt
#

@static viper ok so you're mostly using BPS ?

#

@torn herald even without changing the source, working with UE4 c++ has a steep learning curve

static viper
#

yes

#

that game is entirely made in bps

torn herald
#

Oh yeah I know it

polar hawk
#

is super easy

lime cobalt
#

hah yes, because BPS are much better in terms of usability ๐Ÿ˜Š

polar hawk
#

easy squeezy

static viper
#

no

sand birch
#

@lime cobalt I don't know where and what real world location I should import into unreal engine i know this is more matter of opinion but yeah. also a place where you can see how the ocean levels have rised would be cool becasue in this game they are non existent

static viper
#

simply bc just can do it

#

if they cant

lime cobalt
#

@polar hawk maybe because you're experienced with cpp, but It wasn't for me

static viper
#

i go to c++

lime cobalt
#

also depends of watcha want todo with UE4cpp

polar hawk
#

i have 40 years of experience and im only 27

static viper
#

olde

torn herald
#

bp are easy to work with UNTIL you have to put a lot of stuff into it or need to refactor then you're in trouble. Much easier to do the c++ and then make a derived bp version and expose functionality

#

in my opinion**

static viper
#

well in all these years i didnt stumbl on anything i couldnt solve in bps

lime cobalt
#

@sand birch any place near the sea, and it's up to you, how and what you want your game to be

static viper
#

c++ would have get things done faster some times

#

but still

lime cobalt
#

@polar hawk yes because you're Allar and you're the only one to keep up with the Kardashians, but still

#

also, getting started with UE4c++ is indeed easy, and doing simple things with it is fine

#

it's just that it can be time consuming to search all the functions in the source and put them together

frosty bloom
#

^ No Sir

lime cobalt
#

@frosty bloom for me it was, it might be project dependant

#

but it's fine to disagree I mean

#

I just remember searching for the line trace function in c++ ...

static viper
#

you wont find anyone here to tell you whats exactly right XD

#

if it works

#

then it works.

lime cobalt
#

indeed ๐Ÿ˜Š

static viper
#

you can fix it later.

frosty bloom
#

GetWorld() has linetrace, I believe KismetSystemLibary also has a version

static viper
#

people are obsessed with details and never get shit done...

torn herald
#

oh yeah sometimes navigating the source for ue4 to find what you are looking for can be a nightmare... generally gotten better with it but still

*much easier when I installed VA... not an Advert

frosty bloom
#

Top of my head

static viper
#

getting shit done is very important

lime cobalt
#

@frosty bloom and a beginner has to find that without knowing anything ๐Ÿ˜‰

#

I use the KismetSystemLIbrary linetrace indeed

#

there's no table of " how to find that BP function in C++ " that I know of

#

@frosty bloom also I'm curious, what's your average delay to have the UE4 project compiled ?

frosty bloom
#

Give me 10 seconds and ill find out

lime cobalt
#

mine is usually 30 to 40seconds, I find it horrible

frosty bloom
#

Build or rebuild?

lime cobalt
#

i'd say rebuild ?

polar hawk
#

all bp functions have a target

frosty bloom
#

Either way, beginners should learn to use F12 if they wanna see how something is implemented. They should read docs if they are clueless about pre made functionalities.

polar hawk
#

otherwise its a library

#

just look up target class in c++

lime cobalt
#

I do use VAX and occurence finding yes

#

@polar hawk depending of the context of the c++ code, not every function is accessible , UKismetSystemLibrary is tho ( if i recall correctly )

polar hawk
#

what bp function isn't accessible in c++

lime cobalt
#

let's say that you have a UClass that doesn't have access to Uworld and isn't child of AActor

#

or that you need to find what module to include

polar hawk
#

when do you have that situation in bp

lime cobalt
#

In c++, I had that situation several times

polar hawk
#

but not in bp

#

that isn't a case of possible in bp but not in c++

lime cobalt
#

I was talking about how un-easy Ue4 c++ might be at first

polar hawk
#

thats just a completely different situation

lime cobalt
#

yeah it's always possible in cpp but it's not obvious

#

there's a need to search for the functions, sometimes include the right modules, etc etc

polar hawk
#

but there isn't a case you can do something in bp but not in c++

lime cobalt
#

yeah perhaps "cannot' wasn't the right wording

#

"cannot instantly do with UE4c++" might have been better

#

now i'm much better with UE4 c++ tho

#

because I kind of know how to search and find things

frosty bloom
#

You do know that Blueprint classes will generate a metric ton of headers when you call pre made functions right?

torn herald
#

I remember our first ue4 game jam, our goal was to learn to use the engine and write c++ in it. The c++ we made was quite bare (like adjusting speed of a character), in the end most of the game jam was spent learning the editor and doing bp's.

lime cobalt
#

yes but again, because c++ is object oriented, it might or might not be easy to access the functions used by the blueprints

polar hawk
#

what function isn't easily callable in the same situation

lime cobalt
#

so it ends up being like, finding someModule.cs, adding the right .h in both .h and .cpp files ( forward declaration warning )

polar hawk
#

you look it up

#

you call it

#

unless you're calling into a bp, all bp functions are by definition easily C++ callable

lime cobalt
#

@polar hawk " what car isn't easy to drive, you turn it on your drive it " yeah, except there's a process of learning how to

frosty bloom
#

Isn't that true for Blueprint too?

polar hawk
#

lmao

frosty bloom
#

Not like BP will give you finished projects when you insert your idea

lime cobalt
#

it's easier for blueprints because there's autocompletition, no need for includes or dependencies

polar hawk
#

but there is auto complete in my C++

lime cobalt
#

there's also more tutorials available specifically for blueprints

polar hawk
#

and usually it'll add the header for me too

#

ยฏ_(ใƒ„)_/ยฏ

lime cobalt
#

@polar hawk that's right , and once the dependencies and context problems it starts being cool

polar hawk
#

what

lime cobalt
#

@polar hawk that's right , and once the dependencies and context problems are solved it starts being cool

polar hawk
#

what problems are to solve

lime cobalt
#

finding what module and .h file to include to call the function

#

and making sure the function can be called in the context where we want it to be called

polar hawk
#

but we both just agreed that it can be auto added

#

so like

#

yeah

#

and calling a function where you want to is the same in c++ or in bp

#

thats just... programming

lime cobalt
#

i'm sorry but at which point did I agree it could be auto added in c++ ?

#

because It can't , it needs to be manually added with c++

torn herald
#

@polar hawk he's saying once you know what to include and how to get the function you want to use it is good. Their argument is bp's are much easier to use from a beginner perspective.

What auto add's the headers, unless you are using a third party plugin like VA?

polar hawk
#

I can literally right click an known but currently undefined symbol and have vs add the include line for me

#

aye, always vax

lime cobalt
polar hawk
#

and even then

#

you know what header to include

#

because you know what class defines the function you're calling

#

its not like they don't match

lime cobalt
#

@polar hawk I had to learn that, it cost me time

#

that's what i'm saying

polar hawk
#

thats like saying learning how to connect wires cost you time

lime cobalt
#

no it's not, it was much more complex

polar hawk
#

might was well never learn anything

#

costs too much time

#

fuck it

lime cobalt
#

I had to look at the landscape code to figure out how to do linetraces

torn herald
#

Things take time to learn I literally don't understand the argument. Both bp's and cpp require learning.

polar hawk
#

no, clearly bp doesn't require time

lime cobalt
#

@polar hawk not learn anything no, but learn something that's efficient and easy to use ( like unity c# )

polar hawk
#

what

lime cobalt
#

@polar hawk it requires much less times because more docs and tutorials are available

torn herald
#

I'd say bp require less time, there is a reason it is used by designers and people who don't use c++ because it is accessible and easier to understand for those who do not program

frosty bloom
#

You can't program in BP unless you have the fundamentals down

#

wut

torn herald
#

*still does require time though

plush yew
#

The logic of Blueprints is a bit weird.

lime cobalt
#

@torn herald indeed

#

@plush yew at times yes

plush yew
#

I find C++ to be more intuitive than BP lmao

frosty bloom
#

It requires knowledge of programming to do BP too, unless you are copying tutorials in which case you won't ever get a finished product anyhow

polar hawk
#

its okay, apparently no tutorials exist

torn herald
#

I personally use c++ for everything and then expose the c++ to blueprints so I can change things like properties without recompiling

lime cobalt
#

from the tutorials I get the node names and how they work together

#

it's useful af

plush yew
#

Most programming tutorials are pretty bad.

#

It`s hard to teach

frosty bloom
#

Searching: UE4 C++ Tutorial - Google explodes

lime cobalt
#

with bps, you don't have to worry about forward declaration , module includes , it won't crash if null pointers

polar hawk
#

bp will absolutely crash on a null

torn herald
#

^ it will still crash

polar hawk
#

and you're more likely to fuck your dependency graph in bp than C++

#

but

#

ยฏ_(ใƒ„)_/ยฏ

lime cobalt
#

@polar hawk okay, show me where you need to manage dependencies in blueprints

frosty bloom
#

In my biggest project I have included like 6 modules on my own, with hundreds of C++ classes. You make it sound like each class has a unique module requirement

lime cobalt
#

@polar hawk or what kind of thing did you do to crash UE4 with blueprints null refs ๐Ÿ˜„

polar hawk
#

every cast creates a hard reference that forces all connected classes to be loaded

#

try shipping a game

#

and then trying to solve memory issues

#

in bp its a nightmare

lime cobalt
#

but it won't crash

polar hawk
#

and there are many gameplay reasons something will go null

lime cobalt
#

or maybe it did crash for you ( and i'm sorry about that ) but I have a lot of casts and never had any cast related crash

torn herald
#

I would generally say to avoid doing everything in bp for the sole reason it is hard to edit/change easily. Also more likely you can break something and be unable to fix it as you can't get into the editor.

polar hawk
#

I feel like if you haven't had a bp crash yet, you haven't spent enough time in bp :p

lime cobalt
#

@polar hawk true that, It lead me to do a lot of IsValid defensive things, which i'd love not to do

torn herald
#

yeah if you are casting you are probably safe because if the cast fails, IE it is null you won't attempt to dereference the null pointer.

lime cobalt
#

@polar hawk can you show me how to crash UE4 with bps please ? ๐Ÿ˜Š

#

I understand it crashed for you, and I respect that

#

but seriously, I've never seen bps crashing UE4, maybe with bad for-loop code

frosty bloom
#

Create an infinite loop

polar hawk
#

lmao

frosty bloom
#

case closed

lime cobalt
#

ok, so I pointed out the infinite loops... but for me it was easy to avoid

sand birch
#

so guys a friend game me a great idea on where to make the first map for the game, as there will be a couple to chose from, Death Valley

lime cobalt
#

It's great that everyone has different experiences and all that

polar hawk
#

when I get a bp crash, I generally submit an engine pr fix so that it doesn't crash anymore

frosty bloom
#

So many contradictions...

lime cobalt
#

but yeah, for me UE4 c++ was a bit rough

polar hawk
#

feel free to pull up my answerhub profile / git profile to see a list of bp crashes

torn herald
#

That is some dedication

lime cobalt
#

@polar hawk heh, maybe it's thanks to you that i have no crashes ๐Ÿ˜„

#

thanks for that then, it's super appreciated ๐Ÿ˜Š

plush yew
#

Do you guys comment your code in the video games industry? or not at all?

polar hawk
#

yes

torn herald
#

absolutely yes

lime cobalt
#

yes

polar hawk
#

I'd go out of business if I didn't

frosty bloom
#

No kappa

torn herald
#

^ l33t cod3r over here has it all memorised ๐Ÿ˜‰

lime cobalt
#

@frosty bloom but honestly, with everything I said, if UE4c++ starts to compile faster than 5seconds, i'll continue using it

polar hawk
#

you don't need to debug it if you write it right the first time

plush yew
#

Im working at a small company (not game related) and they don't comment at all.
And Im so lost, trying to learn and figure out what the F their app is doing.

lime cobalt
#

( I understand that peoples might not care about that tho ๐Ÿ˜Š )

polar hawk
#

do you test every single character edit you do?

lime cobalt
#

@polar hawk maybe I test too much yeah

torn herald
#

@plush yew I'll be honest that's pretty bad. If the functions are named correctly it is fine not to use comments (as long as what is happening makes sense) but sometimes somethings need comments, especially if someone else has to go maintain it later

polar hawk
#

also if you really are against it you can dig into things like fast build or xge or etc and you can set up some compiler configs and blah blah blah

lime cobalt
#

@plush yew @torn herald yes this is bad

#

@polar hawk i'd love to ask you so much questions about that but i'd become way too anoying

polar hawk
#

its all on google

#

I literally get paid because I know how to google

plush yew
#

Like Im an intern, some of the code they used is fairly advanced for me. Everyone on the team is busy working on something, they don't really have time to teach me how their app work and they didn't comment the code at all either LMAO. So Im like.. what is the point of hiring interns?

polar hawk
#

thats a shitty but standard situation

torn herald
#

Usually they slowly introduce you to their code and have you doing small tasks, to build you up. But it's is pretty bad if there is no on-boarding for you to get into the code.

lime cobalt
#

@polar hawk I've been vaguely looking into things like incredibuild before, but it needed more $

polar hawk
#

fastbuild and others don't

#

and there are whole hot reload alternatives

#

all kinds of tools being made by all kinds of people

lime cobalt
#

@plush yew you know that reminds me what they were doing in the japanese studios in the 80s 90s, there were rivalries between programmers, they would change their code when one was alseep and whatnot

plush yew
#

loll

lime cobalt
#

@polar hawk okay cool i'm gonna look into that

#

@plush yew it's bad to do that tho, for realz

#

it's like hiring peoples and stopping them from making stuff for the company

plush yew
#

In school, we used to start from scratch a build small apps. It`s so different from starting on a big app that already exists and wasn't commented.

polar hawk
#

its pretty standard to train interns by fire, especially if the'yre unpaid students

lime cobalt
#

@polar hawk yeah i'm gonna goodles all this things

plush yew
#

yeah Im unpaid...

polar hawk
#

its a terrible practice, but

lime cobalt
#

it's okay a little bit let's say

torn herald
#

@plush yew honestly I prefer working on existing application than scratch. If it scratch there is a lot to do, and chances are you might focus on insignificant pieces to the app. It is usually better to improve and iterate on the existing app.

plush yew
#

i guess that explains why my boss asked me if I was persistent in solving problems
lmao

lime cobalt
#

but everything is bad in excess ๐Ÿ˜„

polar hawk
#

no, its not good at all

#

engineers learn best when they are part of a team and not outside it

lime cobalt
#

@polar hawk @plush yew we could talk about all the " startup entrepreneur" bullshit going on yeah

torn herald
#

@plush yew That is just alarm bells for lots of bugs ๐Ÿ””

polar hawk
#

its not even startup related

#

its just, standard

lime cobalt
#

@plush yew you should ask him with your deadpool mask " I don't know asshole, are you persistent in crippling your codebase with no comments or good function names ? "

polar hawk
#

a team of 200 paid people who are slated for every work hour literally can not help an unpaid person grow

plush yew
#

LOL

#

The one helping me is another intern

#

XD

#

paid

lime cobalt
#

@polar hawk yeah but it's fine, that's why there's comments and the desire to self learn

polar hawk
#

its not uncommon for the people writing the code to not know enough to even leave accurate comments

#

especially if they're rushing/crunching something

torn herald
#

I still remember a bug coming in from some outsourced experience programmers in india that were working on a c++ project. They reported a delete function as not working when their delete function made specific api calls. Their function took in the object by COPY not reference! ๐Ÿคฆ

polar hawk
#

especially especially in enterprise / non-game code

plush yew
#

I'm basically doing the internship to see if it's worth going for a programming career or if I should stick to game/level design. A programming job would leave me more options to work anywhere, instead of just in cities where game studios are.

lime cobalt
#

/* @NOTE: this is bad pls don't do it thx @TODO : add that everywhere */void * asdasdasdasd ( argStruct * arg[] ) { return *arg[]>>0xfff; }

torn herald
#

just stick with programming imo. If you want to go into games industry, those companies will still take programmers not from a games centric course. While game design courses are more limiting and much harder to get into industry with.

polar hawk
#

you can be a shit programmer and slide into a job

#

its a lot harder to be a shit designer sliding into a job

torn herald
#

blunt but true

lime cobalt
#

@polar hawk how to get a job when you're a ""shit programmer"" tho , just for the sake of the argument

polar hawk
#

be good at interviews

lime cobalt
#

that''s interesting as an advice , then I guess it's up to the recruiter to be a good programmer

torn herald
#

you really don't need a recruiter....

polar hawk
#

if a recruiter is involved

#

you are defintiely more likely to be a shit programmer sliding into a shit job

#

bonus points for linkedin recruiter

lime cobalt
#

also, my goal isn't to be a shit programmer, but to become a good programmer and find a job

#

@polar hawk hah yeah ๐Ÿ˜Š

polar hawk
#

being a shit programmer and getting a job is a far faster way of being a good programmer than not

lime cobalt
#

yeah, and hopefully it's always possible to fix shit code for everyone

torn herald
#

Experience

polar hawk
#

shit code exists

#

in every project

plush yew
#

I'm definitely a shit programmer right now lmao who has a lot to learn.

polar hawk
#

experience is what lets you know whether its worth fixing

lime cobalt
#

hah yes

plush yew
#

But I don`t think many designers in the industry are great lmao

polar hawk
#

if they're employed

plush yew
#

The process to hire designers is the worst

polar hawk
#

they're an order of magnitude or more better than most

lime cobalt
#

it seems complex to design games these days tho

polar hawk
#

its really easy to be a useless designer

#

who adds zero value to a company

#

and thus getting let go

lime cobalt
#

lootbox analytics designer kappa

#

altrough i've met someone who had this job and he was a great guy

#

he was trapped in that position sadly

torn herald
#

What do you call a group of designers... an indecision (a joke I heard)

plush yew
#

LOL

torn herald
#

it is hard to get a solid choice

polar hawk
#

if you can do backend game design you'll be more likely to be picked up as a designer in general

plush yew
#

The fact we have UX designers now shows really clearly that this industry doesn't know what it`s doing in the design department.

polar hawk
#

but if you only do backend game design, you're gonna have a problem even finding job openings

#

easiest way to get employed regardless is to make cool shit

plush yew
#

yeah

polar hawk
#

shipping something is infinitely better than never having shipped anything

lime cobalt
#

also what's backend game design ?

torn herald
#

A lot of designers I know got their positions from moving from other roles. E.G engineering, or some prior experience related to design but not necessarily game design.

lime cobalt
#

is it the lootboxes and analytics and all that ?

polar hawk
#

analytics is a tool

#

but yes, stuff you'd use analytics for

lime cobalt
#

haha , okies

polar hawk
#

balancing a skill tree for example requires a ton of backend knowledge

#

to do it effectively

lime cobalt
#

it needs having tested the game a lot and other skill tree games ?

polar hawk
#

it needs a good designer

lime cobalt
#

yup

latent moth
#

All, when I disable Use controller rotation yaw, why is my character still going in the direction the camera is facing and I can still change the yaw? I'm trying to achieve free look

torn herald
#

the character movement code probably uses the view vector for direction in some way. If it is third person movement code it probably is setup with the expectation the camera is locked

latent moth
#

hum

#

all the tutorials out there on free look just don't work

#

The closest thing I got is to set Use controller rotation yaw which at least lets me move the camera around freely, however when I press Forward the character will go in the direction of the camera, not the forward axis

polar hawk
#

does your forward input code make your character go forward in the direction of the camera?

#

:p

latent moth
#

no ๐Ÿ˜ƒ

polar hawk
#

are you sure

#

show us

#

post the forward input event graph

latent moth
#

oh FUCK

#

disappears in shame

polar hawk
#

bye

latent moth
#

(i'm gone already)

high stone
#

I've made a horrible mistake buying 3 PCs. Cleaning out all the dust will be a nightmare.

#

Anyone have any kind of special secret for reducing dust build up?

viral wolf
#

Anyone who uses gamesparks with unreal engine? I need to know how to add a proper character customization. Now if I change my own mesh, the same mesh will be applied on everybody else for my screen

grim ore
#

dont put the machines on the ground, put them on the desk. blow them out daily with the fans locked down so they don't spin. Seal the room with airtight seals and use suits, see a clean room for more info

viral wolf
#

Just clean your pc frequently, don't smoke in the same room if you usually do.

grave nebula
#

Arrange proper forced ventilation in your appt. Then you will only have to worry about filter there.

high stone
#

Rooms are pretty clean. I dust out the PCs every 6-9 months. Is that normal?

#

Apartment? I'm in a house. Can't imagine people having that kind of room otherwise.

grave nebula
#

I haven't cleaned the case ever since assembling ventilation.

high stone
#

How many years has that been?

grave nebula
#

3

high stone
#

Whoa! No dust?!

grave nebula
#

Yep. Not vacuuming oftenly either. Was best 2k ever invested.

high stone
#

For the rooms I don't use I vacuum 1-2x a year. Any room that has food consumed is once a week. Salt, little pieces you can't see have a way to finding the floor.

#

Crackers are the worst.

viral wolf
#

I got some dust I guess

#

But yeah, 3 pc's in one room xD

high stone
#

One room? 3 different rooms.

#

Tempted to put a TV in the bathroom. But humidity.

unreal spoke
#

Is it a know bug that you cannot edit object variables in the Data Table in the editor? I can edit bools, floats and so, but no objects, actors and stuff like that.

viral wolf
#

I got 3 pc's in one room, get hot pretty fast in the room

high stone
#

That's crazy heat. GTX 1060's are great for low energy.

viral wolf
#

Little expensive

#

My ssd was as expensive as a gtx 1060 xD

high stone
#

Prices have dropped a lot since 2017.

viral wolf
#

First need new processor for faster rendering and project work

high stone
#

I can vouch for the i7 8700k.

#

You can go i9. But it produces a lot of heat.

coarse osprey
#

While you guys have those nice pcs, I'm working with an intel pentium and a laptop hard drive

high stone
#

Ebay is a really good place for a 5 year old PC. A lot of the tech is still pretty good today.

#

Craig's list can be good. All depends on location.

hot drum
#

Is somebody able to help me

#

It's really quick

#

uh

#

I'm trying to reach an object

#

I'm trying to click on it

#

but there is an object in front of it that's required, but invisible

#

and you can't click through it

#

so how do I do that

#

is there any way to make it so that an object does not recieve clicks

#

p l z h e l p

plush yew
#

@hot drum Poke around your people actor Collision Profile

#

your invisible*

#

Inside the editor it's a drop-down menu, including checkboxes for finer results

#

in C++ Play with settings such as

#

Actor->SetCollisionProfileName(TEXT("Custom")); Actor->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics); Actor->SetCollisionObjectType(ECC_WorldStatic); Actor->SetCollisionResponseToChannels(ECR_Ignore); Actor->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap); Actor->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap); Actor->SetCollisionResponseToChannel(ECC_Visibility, ECR_Block); Actor->SetCollisionResponseToChannel(ECC_Camera, ECR_Block); Actor->SetRelativeLocation(FVector(0.f));

#

and trial and error until it works the way you want ๐Ÿ˜ƒ

hot drum
#

Well actually @plush yew My character will not be able to move into the object, it's point and click

#

thank you for the help btw

plush yew
#

yes, that's it

hot drum
#

So will tinkering with this stuff affect how the object blocks my click events?

plush yew
#

Your invisible actor needs to ignore your clicks

#

this way the clicks would register on the actor behind the invisible object

#

is just a matter of trial and error, that's how I learned my lessons with collision ๐Ÿ˜ƒ

hot drum
#

hmmmmm ๐Ÿค”

#

I did this but it still does not register

#

oh wait nvm

#

the hit box itself is not working now

#

what

#

ok hold on lemme fix that and then I will test it

#

YES IT WORKS! ๐Ÿ˜„

#

Thank You so much!

plush yew
#

@hot drum No problem, I suffered through this issue enough myself ๐Ÿ˜ƒ

hot drum
#

Lol, thank you for sharing the info

thorn vector
#

Hey can anyone make me a character for my game

#

I'll pay with steam giftcard

smoky stream
#

2 things, firstly #looking-for-talent and secondly, nobody takes steam giftcards as payment, its usually paypal or some equivilent

#

@thorn vector

dawn vessel
#

4.21 looks awesome

#

Can't wait for that to drop!

#

๐Ÿ˜ฎ

delicate tangle
#

If I have an Inventory Blueprint and I would like to use this blueprint in other games how do I go about that. Is there a way to have a library of blueprints that I've made that I can import into any new project I start?

plush yew
#

You can export it or copy it @delicate tangle I think

delicate tangle
#

@plush yew I was hoping there would be a way to export them into like a personal library.

#

Then just import the entire library.

plush yew
#

I don't know about the libraries that you say me

delicate tangle
#

I'm used to doing that on my day to day work ๐Ÿ˜ƒ

plush yew
#

okay

delicate tangle
#

Well I use the term library loosely. I just mean a collection of things (blueprint in this case).

fathom gale
#

python btw

whole quarry
#

thats one weird perspective

fathom gale
#

its rotating

#

so i just quickly scrennshotted it

static viper
#

its un head now :p

plush yew
#

cool

whole quarry
#

now add a light source ๐Ÿ˜›

fathom gale
#

listen

#

i just finished my

#

perspective projection

#

lol

#

now it looks normal

thorn vector
#

Hey anybody here know how to use meshroom

#

I cant find any tutorial for it

frank escarp
#

doing opengl in python

#

absolute madman

plush yew
#

@static viper @lime cobalt how you dare ping me for no particular reason?

#

yeah i was busy with my life recently so i wasnt coming here

#

who am I lying to, i just played games

#

trolo

static viper
#

i didnt

plush yew
#

ovo m8

#

hows life

next sierra
#

yo slackers how the heck are ya? can someone please explain to me how necessary it is to use PlayerStart for a single player game with one character? I know that I can put a Pawn in the level and set "Auto Posses Player" to Player 0, but I see that sometimes calling "Get Player Pawn" returns an invalid object (seems to happen every other frame...very strange). Is there anything else I'm missing?

regal mulch
#

PlayerStart is just a class the GameMode uses to find a SpawnPoint for the Player.

#

For a Singleplayer Game there is basically no difference in using the DefaultPawnClass + PlayerStart

#

compared to setting the pawn class to none and putting a Pawn into the scene and autopossessing it

sudden agate
#

The GameMode provides a Function like "FindPlayerStart". You can put anything into that. it just returns an Actor Reference

#

GM also provides a Function "Spawn Default Pawn For" and "Spawn Default Pawn For At Transform"

grizzled wren
#

so yhea i am having a problem with installing epic i am using (intel(R) Pentuim cpu n4200 @ 1.10GHz) before i reset my pc i run epic and ue4 normal but after reboot i can download but when i run it just dont run even if u click 10000 time i see in task manger that when i press epic.exe it shows window problem thing in taskbar and go away and epic.exe also get close

whole quarry
#

what videocard do you have?

plush yew
#

Intel integrated I assume

undone pollen
#

dm me

south edge
#

does anyone know how to move the actor ? (i can move block a, b and the PS seperately, but not the "source" from the beam)

fathom gale
#

help