#ue4-general
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That's an error you got
From the log
Well clearly you do
Just go to that asset (inventory) and fix that one property - change its type to something else
That isn't the missing structure
you are very brave @south ridge
I'm about to go to sleep ๐
Probably, but I don't actually usually answer questions that can be solved with scrolling the console up, lol
how come there is no networking / replication channel
its called #multiplayer
Didn't change 4 me until I restarted discord on mobile
have you googled yet
lol @static viper this is even beyond what I exected
not really for multiplayer though. looking for info on dynamic downloadable content sort of like mods or workshop content
i am not even bothered anymore XD
user made uploads
the less competition for... the more money i get.
#multiplayer is the channel where you can get cedrics multiplayer handbook
its free
#multiplayer isn't only about multiplayer, but about technical aspects of it too
I know I am dumb but
I don't understand what "build" and "compile" in UE4 and VS does
building is baking
ummm
it generates data
compile is to be understand as mh, summary. compile creates yo binaries
navmesh or light gets baked
but can change often
while compile creates solid stuff ๐
its very close
I was watching a c++ tutorial
He asks to launch the engine from VS
do I have to restart the project whenever I make a change in the code?
in VS
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.
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.
"CTRL+F5" does the same without attaching it to VS
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.
Compile in the Editor does the same but as HotReload
Idk if there is a Build button in the Editor, but Editor/Game-wise a BUILD is meant as a packaged project.
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 ?
If I am remember good skynet is awsome ๐ but in lumberyard or cryengine you cannot develop zombie invasion ๐
ofc you're not allowed to use ue4 for such stuff. Skynet was intended for military use afterall. ๐
I am only using it for research purposes, not for actual operation
better to use godot for such things ๐
it is not specified intention in EULA, operation only
I can't now to drunk and tired and luck general unreal skills
post just error here, never know might get lucky some one will help you
i am at least 8000
hot
you know at some point you should learn to fix your problems alone...
we cant help you constantly
In this series of videos, Wes Bunn will walk you through the steps to create a third person game. (00:05) - Intro and Play in UE4 (02:17) - Importing FBX ass...
you should fix 95% of your problems alone XD
but you are currently asking aways just about everything
then you must study
you dont need to know it all
you just need todo alot of study yes
theres alot of tutorials
even i dont know it all!
amazing i know
i cant get over it so i study more
Tutorials and forum topics and unreal answers galore
your problem is that you are not experienced enough with basic stuff
pick a tutorial and follow it
without a project XD
but still alot of your errors where easy to fix by googling...
you will do tutorials on your own for a while and not work on a game? XD
Look, do the tutorial
or hire a Tutor to google stuff for you
no pasting the same image doesn't help
no don't feed him
What are you googling that isn't getting you results about pawn possession
when i'm opening an animation blueprint in the ue4 editor, the "try get pawn owner" node fails
I have to close this animation blueprint to have this node working ( when testing the game )
"Ue4 character doesn't move"?
@lime cobalt set owner manually on beginplay inside the pawn
oh wait, it's anim instance
๐ค
nvm, ofc it fails because the pawn doesn't exist in editor
@paper kernel and there's no construction script available for anim instances either
no, best you can do is valid check on the pawn
i'm doing that yeah
but the check will fail if game isn't running
Is the character possessed
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
@desert pecan there is anim initialize event tho, which happens before ticking starts
Delete the character and put a player start in the level
@paper kernel indeed yes
when it usually best time to ask questions when epic staff is here ?
or I be better of asking on a forum
?
that depends on the question
dual licensed GPL library and Unreal EULA
I'd email them in that case
to what email address ?
Anyone can help me for c++ code
it does tho
Is this a place to talk about UT4 in general, or is it restricted to modding/developing or something?
โค
the error is read
it will not package.
it told you the file name
now dont come back until you fixed it
you are just trolling
i told you to google
it tells you exactly what is wrong
there are multiple direct threads on this
changing folders might also help
place the project folder at the root of your drive
and @static viper isn't anoying but very helping
i will call the mods on you evtl...
although i highly like that i can ignore you... XD there is always someone else
@static viper it might give that impression but he's not trolling I think
@plush yew place your project like D:/PRJS/YourUnrealProject
to be fair sometimes i'm randomly upset and I don't know what todo about it
@static viper ok but he needs help, he's not there specifically to disturb you XD
aaaah comoon ๐
@plush yew pls
oh no
bro pls come back okay
why did you do this
why why did i do this , he's nice
no but ok, I get it; sometimes beginners questions can be quite upsetting
damn it feels good to launch unreal engine
yes
release all your load
compile dat engine!
fill all de arrays
god i need to work
internet made things worse
been at it since 8:AM, it's always good to take 5minutes breaks
hah ๐
working in my breaks
while asleep...
walking zombie owl
i dont hoot
i mooooooan
wait
yoooooown
yeah you're moaning because trying to become productive with UE4 is difficult
omg i just had a weird idea
like, how are everything working ๐
what about zombie skeleton owls that yawn in idle
and attack you yawning...
like 3 m high undead owls
they are just tired and you disturb
okay but the player can't kill them
he tosses pillows and they sleep
no they cant sleep
hah
and I make matters worse by pointing every UE4 issue ๐
you at most ofc.
i'm hopping that the issues can be solved if UE4 devs hear about them
to be fair, UE4 has a lot of good sides once the bad sides are mitigated
sorry I do have to get back to it tho
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)
this is so sad
alexa
order me a rope
@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
ERROR: Cook failed isn't the actual error, there's another error pointing to a specific problem in that compile log
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
you need to become more fluent with UE4 tho ...
i will not be able to babysit you with every step
also, I didn't mean compile ( sorry ) I meant package
you can obviously find the log in the output log
if you want to package yes
but don't forget to clear the output log
@plush yew clear the output log and retry the packaging process to be sure this error isn't from the previous packaging
right click in the output log, clear the output log
yes, now the log is cleared you can restart the packaging
@plush yew you seriously need to become more proactive and more autonomous bro, it's gonna come with practice
ok let's see those errors
it looks like your gamemode is parented to the wrong superclass
when I look at the error you pointed out
ok let's wait for the error then
you're trying to compile the kite demo ??
from UE4 samples ?
maybe it's outdated and not currently working with the latest UE
but is it the kite demo, or a project of yours ?
is there some way to hotkey windows in ue4
because if so, you can google " kite demo not packaging UE4 4.18 , 19 etc "
@dim arch yes in the editor preferences and it's very useful
for example if I press ctrl+1 it would open a BP graph and focus on a node
alright, Ill try ut out
@dim arch In editor preferences General / keyboard shortcuts
it can open/focus a window?
@plush yew no I don't know where the errors are from
@dim arch you'll have to try and find out
That error means
u have something basically at 0 scale
like
0.00000023
sort of pointing float range bullshit
interesting, but does this error makes the project fail ?
@plush yew no again, find the actual error , not the "error compile failed "
and yeah, solving the warnings
it has an 'open favourite file' binding, just need to find how to set the file
working fine in editor != working fine shipped
Fix the first error
Something has too small scale
it also tells you what it is.
actually I might be able to pause this if other peoples can help too
@plush yew see what you can fix for yourself and come back if / when you need more halp
@plush yew feel free to ping more ppls if they can halp
lol hang on, didn't you get banned before?
@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
so weird this gamemode error...
there's no need for random feuds
just ignore the guys asking for conflict and it's fine
this is a #ue4-general where ppls are talking about unreal gamedev, you're talking about unreal gamedev, everything is fine
@plush yew what I do to avoid such problems is that I regularly package my projects and debug the errors there
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
this is why you need to package to see the "package-only" errors yes....
no tho ๐ you focus on fixing them ๐
no, that's a code error
for fuck sake @plush yew try to screencap the whole error ๐
the whole message isn't screencaped
If i recall , this is because the structure needs to have a custom GUID generator function for serializing, or something like that
but i'm not too sure
It's been months since you got banned and ya still haven't learned anything
@plush yew you'd need to look for ustructs in the UE4 sourcecode and see how they're implemented
@plush yew all those errors are non-beginner friendly, UE4 is a clunky mess for beginners
in some engines, you just declare a damn struct in the code and it compiles and ships
with UE4 ? nooo... of course not
@plush yew Also, it means you might have a random " custom inventory " asset with specific code
and probably this code was made for an older version of UE4
@plush yew you're not good enough at reading english
@plush yew you need to improve on that my friend
@plush yew I just told you how: you'd need to look for ustructs in the UE4 sourcecode and see how they're implemented
actually my advice isn't very helpful ๐ฆ
I wasn't commenting on his errors, just his inability to learn
@plush yew what if he's young and getting started ?
it's hard for a beginner to solve these errors
He's not just getting started. He was in here ages ago and got banned
And also expecting to be spoonfed as he is now
that's not the point of the convo ...
@plush yew I can spoonfeed you as well if you need and If i can btw
i'm far from knowing everything at UE4 tho
It's OK I can feed myself
I understand this might feel anoying especially if you had to learn everything by yourself
I do have a very variable patience gauge myself :/
@plush yew do you have a visual studio project file in your unreal project folder ? if so can you open it ?
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 )
@plush yew don't answer to him, he's cool you're cool, no need to feed conflicts
@plush yew that struct having the error, you remember it do you ?
you need to find the .cpp or the .h file where it is
@plush yew I was thinking that perhaps you'd be more comfortable with Unity and Godot
because there wouldn't be all this packaging bullshit
i told you what to do
sure, but yeah, UE4 is like this for now sadly
@plush yew so, that struct, did you find it ?
you know how to search for a keyword in visual studio do you ?
Blueprint Struct?
also, this isn't the structure error I was thinking of
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
Looks pretty much like a broken Struct
@regal mulch perhaps it's a blueprint struct but why wouldn't it display the error in the blueprint graphs ?
@wild marsh In Editor?
yeah
@regal mulch ๐
They tend to break if you modify them often enough
It clearly hints at the Inventory
"Property inventory of inventory has a structtype mismatch"
@plush yew can you open the struct and enum and edit them ?
shift+F1 causes the mouse cursor to flicker visible and then disappear instantly again
@wild marsh You are setting Input Mode on tick or something like that?
@plush yew Then try to clear them up
It's the Inventory struct varabiable in your inventory
ah yeah I am
if they're not used anywhere, perhaps
but you have to be sure they're not used anywhere ๐ฆ
It will show him if it's used
@regal mulch I've also never encountered this error so I wouldn't be able to tell
Tag FallbackStruct !=prop_Inventory... does it means he references this structure in his inventory
but instead of pointing to the actual structure in the content folder, it's pointing to a structure that isn't there ?
@regal mulch yups
@plush yew just to be sure, how much is your complete project folder and can you back it up before deleting the struct ?
if it's not just a random test, i'd do a backup of the whole project tho yeah
because corrupted blueprints
@plush yew okies cool ๐
@regal mulch I'm glad I never had too much issues with them, but it's great to know
@plush yew yeah I have several .rar files of my project
Yeah, we put Structs into C++, even in BP "only" projects
Also wtf, stop making backups like that
Get yourself Perforce
@regal mulch ๐
@regal mulch I'm prolly going to use subversion because
I had to re-install p4 helix
Whatever you want, but don't just zip up the project lol
and now it doesn't want to connect because of a P4PORT error
so I can't use perforce ( that's kind of "my fault " in this case, altrough it's very tricky to debug )
@regal mulch those rar files are 5 to 11 go now, looks like i'll have to use version controls
@plush yew welcome to UE4 gamedev yes
@plush yew well delete and redo the inventory from scratch yes
you deleted the structure but the inventory used that structure so of course it's not going to work
nooo ๐ฆ
@plush yew in the project where you deleted the structure, delete the inventory as well and re create the inventory from scratch
@plush yew i'm always calm
but i sometimes say " noo ๐ฆ " "omg no ffs" , but i'm still calm when I say that ๐
@plush yew recreate it means create a blank blueprint, add all the structs you want in that blueprint until it makes the inventory
redo it from scratch, rebuild it
yes
lol
scratch means nothing
from the start man, from the start
I mast do it one more time
start from an empty blueprint, re-add everything to this empty blueprint
@tall pendant exactly yup
@cerulean coral ๐
exactly
no because if you don't add the structure in the inventory it will not want the structure
(he/she/etc, sorry )
I would first ask: @plush yew did you do this inventroy alone, used some tutorials or you downloaded the project?
both i'd say
sounds like someone is copying & pasting stuff he/she/whatever didn't do by themselves.
@plush yew ok so you must recreate you work
doubt it.
@tall pendant cruel one ๐
@plush yew you should watch and read more tutorials on blueprints
well it's your life you're in control, you decide
what's the next thing you need to do for your game ? that can help choosing what tutorial to watch
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
indeed, good advice there ^
hey
I need some help
there are job postings, but how do I find their discord profile?
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
@plush yew you created the inventory widget, you know how to recreate it
@plush yew if you don't know, then please watch beginner documentation on blueprints
but it doesnt have the numbers?
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
anyone here good in C++
lol
just desperately seeking to expand our team ๐
Unreal is kinda a bitch when it comes to Physics netcode
so thats why I asked
#looking-for-talent is great for that
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?
triangle
now enable hard mode and make a triangle with vulkan
rofl
guess wat
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
box
but that's just one flag with opengl ๐ค
challenge: make anti aliased wireframe in unreal without going insane
@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
with a material it is
omg that's awesome
you can switch out the render target with a material
that material would have random stuff
yeah with a custom node ?
and then you switch back to render target if wanted
no
render targets alone dont work
ah
you apply them on materials and stuff
that's doable but why ask me specifically, I never did something like that lol
there you can do stuff
@manic pawn no reason in particular ๐ sorry for the inconvenience if any
@manic pawn that's a cool topic tho ๐
if you want to bring something drawn with gl into unreal maybe something like an external texture would make more sense
@static viper gonna try that, this sounds great
@manic pawn yeah that too indeed, from c++ to a texture or something
you should play my game XD
sure ๐ i've got some time today
the game with lasors and self exploding barrels isn't it ?
the game with zombie owls ?
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
okies, i'll download it later
it's always fun to make small games ๐
this wasnt fun XD
hah yes because you guys were learning how to UE4 ๐
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
hah ๐ 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
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.
yeah, I never experienced that but it seems like so
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
hah yes it's a common thing to do
started behaving weird
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)
Learn how to fall and get back up.
https://youtu.be/DYi6LDvtjTo
Skating legend Rodney Mullen describes how his sport can be physically, psychologically and creatively demanding, and why it is a metaphor for striving in li...
we don't value failure in education, we even shame it... so wrong
I just downloaded your game, it looks really nice
and next time it will be a joined effort..
thanks
the library is having texture time tho...
very flatty
also, it's great if the students are okay now and there's no ressentment
live and learn etc
what was your team breakdown? even split between programmers and artists?
i coded, and sorta lead
one gamedesigner
2 3d
2 texture
one manager
5 peole
one lead and one manager ๐
but as i failed 2 of my peole had risen
also not everyone was coding blueprints and complex UE4 things so it could've been worse
i feel like i gave them the best learning exp ever
Why do you need a manager, a designer and a lead?
they grew so strong
oh we failed hermit...
i failed
XD
it was doomed from the start
I feel like I could do this game if I could read german? I think I need to light a fire
Ahh I see! I ran past that...
@plush yew i mean, i don't even start a project without 20 executive producers and 40 brand managers
you ran past that bc i am stupid.
XD
universities creating students teams ๐
the thing is, peoples should have been able to help the team too ( not blaming anyone, just saying )
I just don't have much love I guess for managers.
Our project had the theme of disability! Like it is really tricky to be respectful and still make a really interesting game
@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)
Like first off people wanted to make the disability into a handicap in the game rather than empowerment which isn' exactly what was needed
@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
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
@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.
@torn herald yeah altrough that project has chances to be cool to work on
i never will understand how many coder can work on one projects XD
On a programming level it let us do some cool things with artists (no more programmer art)
that's the good news: there's always awesome things to code in a game ๐
i know this should probably go in game design but no one is ever there
and yes, at least a lead is important
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)
i will never do it that way XD
luckily i am the coder
so once i started out i will decide XD
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
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
omg also @static viper you're coder so that means you code with UE4C++ ?
i dont need c++ so often tho...
@sand birch sorry can you re-ask the question pls ?
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
@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
Oh yeah I know it
is super easy
hah yes, because BPS are much better in terms of usability ๐
easy squeezy
no
@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
@polar hawk maybe because you're experienced with cpp, but It wasn't for me
i go to c++
also depends of watcha want todo with UE4cpp
i have 40 years of experience and im only 27
olde
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**
well in all these years i didnt stumbl on anything i couldnt solve in bps
@sand birch any place near the sea, and it's up to you, how and what you want your game to be
@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
^ No Sir
@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++ ...
you wont find anyone here to tell you whats exactly right XD
if it works
then it works.
indeed ๐
you can fix it later.
GetWorld() has linetrace, I believe KismetSystemLibary also has a version
people are obsessed with details and never get shit done...
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
Top of my head
getting shit done is very important
@frosty bloom and a beginner has to find that without knowing anything ๐
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 ?
Give me 10 seconds and ill find out
mine is usually 30 to 40seconds, I find it horrible
Build or rebuild?
i'd say rebuild ?
all bp functions have a target
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.
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 )
what bp function isn't accessible in c++
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
when do you have that situation in bp
In c++, I had that situation several times
I was talking about how un-easy Ue4 c++ might be at first
thats just a completely different situation
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
but there isn't a case you can do something in bp but not in c++
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
You do know that Blueprint classes will generate a metric ton of headers when you call pre made functions right?
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.
yes but again, because c++ is object oriented, it might or might not be easy to access the functions used by the blueprints
what function isn't easily callable in the same situation
so it ends up being like, finding someModule.cs, adding the right .h in both .h and .cpp files ( forward declaration warning )
you look it up
you call it
unless you're calling into a bp, all bp functions are by definition easily C++ callable
@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
Isn't that true for Blueprint too?
lmao
Not like BP will give you finished projects when you insert your idea
it's easier for blueprints because there's autocompletition, no need for includes or dependencies
but there is auto complete in my C++
there's also more tutorials available specifically for blueprints
@polar hawk that's right , and once the dependencies and context problems it starts being cool
what
@polar hawk that's right , and once the dependencies and context problems are solved it starts being cool
what problems are to solve
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
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
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++
@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?
I can literally right click an known but currently undefined symbol and have vs add the include line for me
aye, always vax
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
thats like saying learning how to connect wires cost you time
no it's not, it was much more complex
I had to look at the landscape code to figure out how to do linetraces
Things take time to learn I literally don't understand the argument. Both bp's and cpp require learning.
no, clearly bp doesn't require time
@polar hawk not learn anything no, but learn something that's efficient and easy to use ( like unity c# )
what
@polar hawk it requires much less times because more docs and tutorials are available
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
*still does require time though
The logic of Blueprints is a bit weird.
I find C++ to be more intuitive than BP lmao
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
its okay, apparently no tutorials exist
I personally use c++ for everything and then expose the c++ to blueprints so I can change things like properties without recompiling
Searching: UE4 C++ Tutorial - Google explodes
with bps, you don't have to worry about forward declaration , module includes , it won't crash if null pointers
bp will absolutely crash on a null
^ it will still crash
and you're more likely to fuck your dependency graph in bp than C++
but
ยฏ_(ใ)_/ยฏ
@polar hawk okay, show me where you need to manage dependencies in blueprints
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
@polar hawk or what kind of thing did you do to crash UE4 with blueprints null refs ๐
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
but it won't crash
and there are many gameplay reasons something will go null
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
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.
I feel like if you haven't had a bp crash yet, you haven't spent enough time in bp :p
@polar hawk true that, It lead me to do a lot of IsValid defensive things, which i'd love not to do
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.
@polar hawk can you show me how to crash UE4 with bps please ? ๐
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
Create an infinite loop
lmao
case closed
ok, so I pointed out the infinite loops... but for me it was easy to avoid
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
It's great that everyone has different experiences and all that
when I get a bp crash, I generally submit an engine pr fix so that it doesn't crash anymore
So many contradictions...
but yeah, for me UE4 c++ was a bit rough
feel free to pull up my answerhub profile / git profile to see a list of bp crashes
That is some dedication
@polar hawk heh, maybe it's thanks to you that i have no crashes ๐
thanks for that then, it's super appreciated ๐
Do you guys comment your code in the video games industry? or not at all?
yes
absolutely yes
yes
I'd go out of business if I didn't
No 
^ l33t cod3r over here has it all memorised ๐
@frosty bloom but honestly, with everything I said, if UE4c++ starts to compile faster than 5seconds, i'll continue using it
you don't need to debug it if you write it right the first time
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.
( I understand that peoples might not care about that tho ๐ )
do you test every single character edit you do?
@polar hawk maybe I test too much yeah
@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
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
@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
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?
thats a shitty but standard situation
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.
@polar hawk I've been vaguely looking into things like incredibuild before, but it needed more $
fastbuild and others don't
and there are whole hot reload alternatives
all kinds of tools being made by all kinds of people
@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
loll
@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
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.
its pretty standard to train interns by fire, especially if the'yre unpaid students
@polar hawk yeah i'm gonna goodles all this things
yeah Im unpaid...
its a terrible practice, but
it's okay a little bit let's say
@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.
i guess that explains why my boss asked me if I was persistent in solving problems
lmao
but everything is bad in excess ๐
no, its not good at all
engineers learn best when they are part of a team and not outside it
@polar hawk @plush yew we could talk about all the " startup entrepreneur" bullshit going on yeah
@plush yew That is just alarm bells for lots of bugs ๐
@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 ? "
a team of 200 paid people who are slated for every work hour literally can not help an unpaid person grow
@polar hawk yeah but it's fine, that's why there's comments and the desire to self learn
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
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! ๐คฆ
especially especially in enterprise / non-game code
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.
/* @NOTE: this is bad pls don't do it thx @TODO : add that everywhere */void * asdasdasdasd ( argStruct * arg[] ) { return *arg[]>>0xfff; }
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.
you can be a shit programmer and slide into a job
its a lot harder to be a shit designer sliding into a job
blunt but true
@polar hawk how to get a job when you're a ""shit programmer"" tho , just for the sake of the argument
be good at interviews
that''s interesting as an advice , then I guess it's up to the recruiter to be a good programmer
you really don't need a recruiter....
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
also, my goal isn't to be a shit programmer, but to become a good programmer and find a job
@polar hawk hah yeah ๐
being a shit programmer and getting a job is a far faster way of being a good programmer than not
yeah, and hopefully it's always possible to fix shit code for everyone
Experience
I'm definitely a shit programmer right now lmao who has a lot to learn.
experience is what lets you know whether its worth fixing
hah yes
But I don`t think many designers in the industry are great lmao
if they're employed
The process to hire designers is the worst
they're an order of magnitude or more better than most
it seems complex to design games these days tho
its really easy to be a useless designer
who adds zero value to a company
and thus getting let go
lootbox analytics designer 
altrough i've met someone who had this job and he was a great guy
he was trapped in that position sadly
What do you call a group of designers... an indecision (a joke I heard)
LOL
it is hard to get a solid choice
if you can do backend game design you'll be more likely to be picked up as a designer in general
The fact we have UX designers now shows really clearly that this industry doesn't know what it`s doing in the design department.
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
yeah
shipping something is infinitely better than never having shipped anything
also what's backend game design ?
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.
is it the lootboxes and analytics and all that ?
haha , okies
balancing a skill tree for example requires a ton of backend knowledge
to do it effectively
it needs having tested the game a lot and other skill tree games ?
it needs a good designer
yup
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
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
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
does your forward input code make your character go forward in the direction of the camera?
:p
no ๐
bye
(i'm gone already)
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?
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
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
Just clean your pc frequently, don't smoke in the same room if you usually do.
Arrange proper forced ventilation in your appt. Then you will only have to worry about filter there.
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.
I haven't cleaned the case ever since assembling ventilation.
How many years has that been?
3
Whoa! No dust?!
Yep. Not vacuuming oftenly either. Was best 2k ever invested.
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.
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.
I got 3 pc's in one room, get hot pretty fast in the room
That's crazy heat. GTX 1060's are great for low energy.
Prices have dropped a lot since 2017.
First need new processor for faster rendering and project work
While you guys have those nice pcs, I'm working with an intel pentium and a laptop hard drive
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.
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
@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 ๐
Well actually @plush yew My character will not be able to move into the object, it's point and click
are you talking about this thingo?
thank you for the help btw
yes, that's it
So will tinkering with this stuff affect how the object blocks my click events?
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 ๐
hmmmmm ๐ค
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! ๐
Thank You so much!
@hot drum No problem, I suffered through this issue enough myself ๐
Lol, thank you for sharing the info
2 things, firstly #looking-for-talent and secondly, nobody takes steam giftcards as payment, its usually paypal or some equivilent
@thorn vector
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?
You can export it or copy it @delicate tangle I think
@plush yew I was hoping there would be a way to export them into like a personal library.
Then just import the entire library.
I don't know about the libraries that you say me
I'm used to doing that on my day to day work ๐
okay
Well I use the term library loosely. I just mean a collection of things (blueprint in this case).
thats one weird perspective
its un head now :p
cool
now add a light source ๐
@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
i didnt
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?
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
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"
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
what videocard do you have?
Intel integrated I assume
Anyone wanna make a team for this? https://crowdforge.io/jams/ue4jam/teams/2458
dm me
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)
looks like this when running
help