#ue4-general

1 messages ยท Page 337 of 1

wispy comet
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xD

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there is a free version

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but you can't use it commercialy

grim ore
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well houdini is free for 2 months right now as part of the UE4 Jam so maybe a good time to test it out?

wispy comet
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and it's got like a watermark and limited features and stuff

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that's not a bad idea actually :)

tall pendant
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you can rent the indie version for 1 or 2 years tho

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$269 USD / $399 USD

plush yew
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No way.

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Holy crap

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I aint touchin that.

tall pendant
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that version is comp. with hengine

plush yew
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Ill just build low poly's in UE4 thank you..

wispy comet
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how can i get it for free?

plush yew
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I only have 100 Grand..

wispy comet
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that's a lot of money mate

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100,000

rigid anchor
plush yew
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chocolate bar.

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its a chocolate bar..

rigid anchor
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(Destruction using Houdini)

wispy comet
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wow, that's pretty impressive

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is it worth it learning a completely new software though?

plush yew
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no

rigid anchor
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I think they use something similar to blueprints

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Connect stuff together. Or is that Substance?

wispy comet
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those procedurally generated crosses are rahter nice....

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both i think

rigid anchor
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That's what I thought

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Same with that world builder thing

wispy comet
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yeah

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though my worlds are 99% based in reality

rigid anchor
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Man, I build a system like that back in 2005. Plugging modules together graphically to get functionality.

wispy comet
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so i start with real world heighmaps

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i was 3 in 2005 :p

rigid anchor
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I was 3 in 1976

plush yew
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same

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I was 3 in 2005..

wispy comet
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i feel so young all of a sudden

plush yew
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Wait ur 16..?

wispy comet
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15

plush yew
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oh

wispy comet
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for 5 more days

plush yew
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Okay ur basically 16

wispy comet
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yeah, it doesn't really matter

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5 days more or less...

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who cares

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ยฏ_(ใƒ„)_/ยฏ

grim ore
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yep other than the procedural mesh stuff Houdini has a good particle and physics sim you can abuse like in that video

wispy comet
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is it advanced enough to generate stuff like houses?

rigid anchor
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ya

wispy comet
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because honestly, that's what i'd use it for

rigid anchor
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and blow them up too

wispy comet
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i'm a solo indie

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oh

grim ore
wispy comet
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ooooohhh

steep crystal
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Yeah it's advanced enough to do pretty much what you can imagine

plush yew
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'-'

rigid anchor
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Matt, you'd think we were getting paid to promote them hehe

wispy comet
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i'm liking this more and more

plush yew
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Daggone it I hate being poor.

wispy comet
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yeah

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but hey, blender's good

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and unreal's good

plush yew
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FRIKN BLENDER

grim ore
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I've got a compatriot who LOVES houdini and swears by it so I hear about it a bit ๐Ÿ˜ƒ

plush yew
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Has so many hotkeys

wispy comet
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and substance painter is pretty cheap in comparison to other software

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and it's a godsend after texturing in blender

plush yew
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I cant buy anything aight

wispy comet
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same buddy

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takes time, you gotta save

plush yew
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Welcome to the frikn poor club.

wispy comet
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well, i'm not technically poor, my family is pretty well off

plush yew
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Welp.

wispy comet
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but only this generation really, my parents had a rough childhood

rigid anchor
wispy comet
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and don't think i get money handed to me just like that ๐Ÿ˜…

plush yew
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How much for dat

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huehuehue

wispy comet
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heh

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dat was quite a bad joke

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cut dat out

rigid anchor
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Right now it's free for select devs who will actually work with it.

wispy comet
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Jin i'm sorry we're making fun of your name

plush yew
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oh.

wispy comet
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what does it do....

plush yew
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What IS DAT though?

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ayyy

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No but seriously what is it

rigid anchor
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It lets you cluster UE4 servers to make one large space with a lot more actors than you could do with a single server.

plush yew
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...what?

wispy comet
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so like say i wanted a multiplayer open world

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i could run it on DAT?

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and it would perform better than if it was just one server?

rigid anchor
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You can use DAT to get your multiplayer UE4 game to go far beyond what you can do with one server.

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Like MMO-level

plush yew
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Well Im a lonely guy so that wont matter.

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But that is neat

wispy comet
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that's quite cool

rigid anchor
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The main benefit is that you can have much smarter AI and lots of them.

plush yew
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...reaaalllyyyy??? OwO

wispy comet
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that's cool

rigid anchor
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Right now, multiplayer games either have no AIs or zombies cuz zombies don't need a lot of CPU

wispy comet
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so.... forgive me for being ignorant about this

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but what scale map are we talking about here that a normal server can't run well?

rigid anchor
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My demo videos show about 100 AI in an online cover-based shooter demo.

wispy comet
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like CoD map (i'm assuming it can handle this fine)

rigid anchor
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Yeah easy

wispy comet
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BF1 level map size

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like the larger maps in that

rigid anchor
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If UE4 can do it, DAT can do it

plush yew
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FBI

wispy comet
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or like GTA level size

plush yew
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OPEN UP.

wispy comet
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if we're talking about what DAT would be required to do

plush yew
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Oh.

rigid anchor
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And BTW, it used to be called DUET (Distributed Unreal Engine Technology) but Epic never got back to me to say it was OK to use their copyright in my name.

wispy comet
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oh, well

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i mean the name doesn't really matter too much

rigid anchor
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You were teasing me about the name. I think DUET is a bit more elegant.

wispy comet
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as long as the product is good, the name can be whatever it wants :)

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yeah, it is

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and i'm sorry for teasing you :(

plush yew
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We got carried away. As usual teens do.

rigid anchor
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So whatever level size UE4 can handle can be done with a DAT cluster too. I don't know how big the maps are for each game though.

plush yew
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Ahh

wispy comet
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yeah, sorry about that ๐Ÿ˜ฆ

rigid anchor
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DAT uses double-precision coordinates so it could do even larger spaces. The limitation is in UE4.

wispy comet
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so hypothetically, in the future

rigid anchor
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Like I think DAT would be perfect for Star Citizen. They need lots of players and AI in a very large space..

wispy comet
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it can expand with the engine?

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i've heard that game doesn't run too well, maybe this could help

rigid anchor
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What do you mean by expand?
And Star Citizen doesn't perform well because they only use single servers. 50 players at one time is pushing it..

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They plan to do what they call "server meshing" and that's pretty much what DAT does.

wispy comet
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like if the engine could handle larger levels/environments

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then DAT could expand with it to handle them

rigid anchor
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Yes

wispy comet
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cool!

rigid anchor
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DAT also handles origin shifting so you could make even larger worlds than one UE4 server, but with a few caveats.

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It's the future but nobody seems to really care yet.

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It's not the first revolution to have that problem.

plush yew
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Just you saying the name in any sentence

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It just works so well

rigid anchor
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I like it like DAT

plush yew
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Hell yeah.

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Like jokes aside, its a name that works so well

rigid anchor
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Thanks

plush yew
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๐Ÿ‘Œ

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Oh dear this version.

rigid anchor
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Mine finally built. Now I'm building my shooter demo project...

plush yew
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3,792 shaders compiling..

rigid anchor
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Then the shaders. And then I can watch videos again lol.

plush yew
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And it aint going down really..

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THE SKY IS CHECKERED WTF

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Oh its normal now.

rigid anchor
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That's because the shaders aren't build yet

plush yew
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Kinda figured

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But Ive NEVER seen that before.

rigid anchor
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Welcome to the majority then ๐Ÿ˜ƒ

plush yew
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the what

rigid anchor
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Majority -- most of us have seen the checkers

plush yew
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Okay well

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Shoot.

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Ive seen checkers too but

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not as the sky..

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Idk why, but its kinda freaky.

rigid anchor
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The shaders built more slowly this time so you caught it before the skysphere material was handled.

plush yew
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I know that..

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Sorta.

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Okay maybe not as much as others but yeah

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Hey whats the console command for showing the navmesh during runtime

rigid anchor
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P

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click in the level and hit P

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(navmesh)

plush yew
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No no

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Like

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During when ur playing the level

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How tf do I explain it..

rigid anchor
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oh you want to debug the AI then. Aim at an AI and hit the ' key

plush yew
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Ingame or editor mode

rigid anchor
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ingame

plush yew
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K got it. But i cant due to shaders atm

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Just needed to know.

rigid anchor
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it shows you the path the AI is taking thru the navmesh

plush yew
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Okay

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Cuz Im tryna figure out an issue so yeah

rigid anchor
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One you hit ' then the numpad keys turn on and off the different AI visualizations

plush yew
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Ahhh

rigid anchor
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One of them is nav -- if it isn't on by default

plush yew
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Probably isnt.

rigid anchor
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I think it might be. I see it a lot but I don't recall needing to.

plush yew
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Hmmmm

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Oh wait I found my issue.

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Nvm xD

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Its another daggone simple issue.

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Actually I think I mentioned it before.

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oops

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Daggonit shaders

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Takin forever.

rigid anchor
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It looks like the problem isn't with the extra procs spawned to handle shaders. I turn that off and the main proc locks up my machine.

plush yew
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uhhh wat

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Oh processor.

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Duh..

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Stupid me.

rigid anchor
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My first post earlier. Compiling shaders uses too much CPU. Forget stuttering videos. It's even locking up my OS so I can't see what I'm typing for a second or two after I type it. My mouse won't move even.

plush yew
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You must have a crap laptop

rigid anchor
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It's not that bad actually.

plush yew
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Oh.

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Cuz Im doin just fine

rigid anchor
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plush yew
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Oh I dont have money dont tease me mannn

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Btw this isnt my computer its my dads

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So yeah

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Idk why I say its mine.

rigid anchor
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See? It's a bit old but it's still not too shabby.

plush yew
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'-'

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I wish I had my own.

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But I guess this Christmas is gonna be "very special" for me so..

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There might be hope.

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Or rather special for everyone.

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For the family anyway

radiant fable
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gonna try set up a resource repo, a place where blueprints and snippets and mtls reside so they can be found grabbed and brought into a project rather than being strewn across prjs

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any tips on how to do welcome

grim ore
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well the safest way is to migrate them from one project to another so if you create that repo as a project and use it to migrate it might work. The alternative is to keep things as raw but that doesn't work well with blueprints.

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keeping the raw assets and trying to use them by just dropping them into the content folder can have issues

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uhm... another way would be to create them as templates to start with or feature packs you can create and add in

radiant fable
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thanks MW! yeah i figure i'm just gonna build upon an archviz fps template, and really trim the fat and optimise where i can

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appreciate your tuts

grim ore
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๐Ÿ˜ƒ

rigid anchor
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Tomatos!

abstract marsh
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Hey, I'e got $10 and I need someone to make my game for me.

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Any takers?

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Nah I'm only being silly.

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I do want to know where to find nice coders though.

fierce tulip
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no, they go there for work

abstract marsh
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Where might people go for work, @fierce tulip ?

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I mean, for fun.

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I just need the help of someone who knows how to do blueprint stuff, I'm too busy with work and making animations for the project to learn code at the moment.

candid cypress
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Shadow help, So there are good shadows, and then there's the super pixelated shadow. The light map is 128 which is pretty big for this object. Yet we still have a sharp shadow within it. Any other idea as what could cause this?

digital anchor
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preview means its a movable shadow, waiting to be baked

candid cypress
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even baked

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high/med/preview

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doesn't matter how it's baked

fringe pivot
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lol this free environment tree, 60K vertex, is that even viable for a game?

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editor has been frozen for the last 15 minutes after i selected it, quad core @ 4.5GHz ๐Ÿ˜†

hollow junco
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Anyone know of a good animation pack with melee combat animations? Looking at making a brawler RPG with inspiration from the Avatar universe, but I can't animate for the life of me

digital anchor
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if it got nice lods its ok

primal ember
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hi im new here and im extremely new to unreal. Im professionally a unity vr applications developer and would like to ask some unreal engine related things ๐Ÿ˜ƒ

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is there a way to export a post processing object in unreal to another unreal project?

plush yew
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Ctrl+C, Ctrl+V

autumn turtle
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How can I spawn a character at mouse location on left mouse button release?

primal ember
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@plush yew really?

plush yew
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If you're talking about a Post Process Volume, yes

primal ember
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like from an unreal project to another unreal project?

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can you give me a step by step list on how to do this?

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basically I have a scene made using the fps template

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and I'd like to convert it to the vr template

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how do I go about doing it?

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im very sorry I have not touched the software at all ๐Ÿ˜ƒ

plush yew
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That's a different question from your original. To copy an object that's in your scene, all you have to do is Ctrl+C and Ctrl+V

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And yes it works across different projects

primal ember
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I meant copying an object into another project all together

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how do I do this?

plush yew
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What type of object?

primal ember
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lets say an entire environment on my scene

plush yew
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There's a Migrate function to copy assets

primal ember
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with the lights and the post processing

plush yew
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Yes in that case, use Migrate. Right-click on an asset or folder and select Migrate. That will copy over the asset/folder and any dependent assets

primal ember
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can you give me a screen shot of this?

primal ember
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im not yet familiar with the user interface im so sorry. . .

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so the scene that can be seen in the viewport is a file in the assets directory?

plush yew
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Yes

primal ember
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will that also include the fps template?

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I just need the environment fully setup with the post processing volume and the lights

plush yew
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It'd be easier to just add the VR template to your FPS project using Add New\Add Feature or Content Pack

primal ember
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thank you @plush yew we managed to get it working

autumn turtle
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How can I spawn a character at mouse location on left mouse button release? I'm able to spawn in an actor, and I am able to drag an image from a bar... but I cannot get an actor to spawn at the location that I dragged my image to.

minor creek
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how is 4.21?! ๐Ÿ˜„

languid shard
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๐Ÿ‘Œ

icy bone
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wow ccdik, a new ik solver with constraints finally

ancient oak
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Seriously Epic Games is amazing, the new content they've just released for free is super great. Finally a company that cares about their customers lol

languid shard
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Thats another Fortnite benefit for us devs for sure

dim arch
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engine is crashing whenever I load a map file, deleted

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\saved

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any idea if I can do anything else

icy bone
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and before u know it they gonna release fortnite assets for free XD

wispy comet
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eh, i prefer the kite demo assets for free

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the fortnite ones are good, don't get me wrong

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but not my style

languid shard
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mod support for fornite would be interesting for sure

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custom maps and such

wispy comet
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oh yeah, definately

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i wonder if once that zombies mode thing becomes free we'll get something like that

languid shard
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not sure it will ever be free

bitter iris
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4.21 worth the update? Or not?

languid shard
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try it ยฏ_(ใƒ„)_/ยฏ

jaunty quest
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Has anyone experimented with Facebook ads to drive traffic to Steam?

unreal spoke
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Is possible to make a texture atlas in ue4 in runtime?

wary wave
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morning folks - looking at some basic profiling stats - can someone tell me exactly what world tick time is?

fierce tulip
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this one guy is spamming on all kinds of social media that he wants some things because he is already prepping for the upcoming ue4 gamejam

paper kernel
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without bringing the jam into context, a perfectly legit question

fierce tulip
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yea

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now though..

paper kernel
fierce tulip
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facebook, answerhub, even the realtimevfx forums

paper kernel
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@wary wave is it not just the sum of all ticks?

wary wave
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it could be

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I'm not so sure

paper kernel
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๐Ÿค” I would wanna know too how to do particle text

wary wave
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there's a 'tick time' and a 'world tick time'

paper kernel
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UWorld::Tick probably?

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Update the level after a variable amount of time, DeltaSeconds, has passed. All child actors are ticked after their owners have been ticked

wary wave
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possibly, but then what's the difference with 'tick time'

paper kernel
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world tick probably handles pre-render changes

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like transforms

earnest cape
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So is vulkan built in to UE4 now or do I have to install the sdk to get it to work?

wary wave
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hmmm, do we know where the session front end binary lives? want to open it manually

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think it might actually not be compiled -_-

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lol, trying to run the profiler tool is crashing

earnest cape
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Looks like vulkan just works now lol

regal mulch
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@wary wave Should be in the Binaries folder of your Engine

wary wave
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ta, yeah, I thought so too but it isn't there

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was able to launch it from the editor though

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no idea where it lives in this project

languid shard
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@earnest cape it crashed apps in 4.20 right ? On mobile at least

autumn turtle
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How can I spawn a character at mouse location on left mouse button release? I'm able to spawn in an actor, and I am able to drag an image from a bar... but I cannot get an actor to spawn at the location that I dragged my image to.

languid shard
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cant you raytrace your mouse cursor when you release your mouse button and spawn your actor here ? @autumn turtle

autumn turtle
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I'll try

digital anchor
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there is a get hit result under cursor or smth like that

languid shard
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yeah

autumn turtle
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didn't work for some reason

languid shard
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are you sure you aren't raytracing into your widget ?

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instead of behind it ?

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and by widget I mean your dragged image

hasty mortar
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Is there some kind of map or flow chart depicting the engine structure? Something that displays access, for instance that BPs inherit from C++ and C++ can't use Blueprint variables. Or that C++ can access certain systems or engine functionality that BPs can't.

fringe pivot
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how expensive is foliage in UE4, will it make my game unplayable if I paint a lot of grass?

autumn turtle
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hmmm, I am now able to spawn actors at my cursor location when pressing F... can't get it to work with left mouse button release.

leaden patrol
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Hello guys, i just wanted to ask why when i set the DirectionalLight to "Movable", shadows are cut like this :

languid shard
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@leaden patrol your cascaded shadow distance is too short

leaden patrol
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Oh how can i change it pls

languid shard
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in your light settings

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"Dynamic Shadow Distance"

leaden patrol
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it is set to the max already : 20000 and i can't go further

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oh nvm thank you

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I changed it manually and it works perfectly thx a lot man

fallow cliff
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could someone with a 4.21 release binary build installed (from the launcher) tell me its changelist (CL) number? it's shown in Help -> About in the Editor. I don't have access to my pc right now, thanks!

languid shard
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is that what you are looking for ?

fallow cliff
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@languid shard yep, awesome, thanks!

autumn turtle
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hmmmm my spawned actors (just using topdowncharacter atm) aren't falling when I add to the z value to get the to spawn in the sky. Any idea?

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also, mouse clicks/releases don't spawn actor

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nvm, got physics working

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now I need to figure out how to get them to spawn on mouse release

grim ore
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unhook the other ones that are mouse pressed and F?

autumn turtle
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If I only link mouse release, it still does nothing

grim ore
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does mouse pressed work? just mouse pressed hooked up

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if not then you might have something else taking the left mouse button input away from you, like mouse down or some other input mapping. possibly in the character controller

autumn turtle
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I checked the character controller. There doesn't appear to be a conflict... I started with the topdown template if that helps at all...

grim ore
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I am not near the engine so I can't check the template. put a print string node in after the left mouse button press and see if it even fires off. If it doesn't then yes you have something else blocking input. I would assume your character is not set to take input at all but if your F key works then that is not the issue.

autumn turtle
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ok, I'll try. ty

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so only when I add print string to that upper section, I get messages.

grim ore
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yes the input action set destination is probably an input that uses the left mouse button

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and it's probably set if you click on the red input action set destination to absorb the input and not allow it to go anywhre else

autumn turtle
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you were right

grim ore
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but you probably don't want the movement code firing anyways so might be best to just remove the node or the input

autumn turtle
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So all I needed to do was use input action set destination instead of hit event

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it works now

rapid plume
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Hi there ๐Ÿ‘‹
Don't think I've talked here much as I've had a long break from things. Pondering on starting up a new little project so I'm not sure how to best get help from this server so I'll start here.
I want to look at options for using UE4 to create something similar to the style of a Visual Novel. Where would it be best to ask for help, advice or anything related to UE4 and text boxes?
Note: I'm using blueprints

autumn turtle
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I removed it too... like you suggested

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ty ty ty

grim ore
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and the #umg channel should be able to help if needed

rapid plume
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Thanks MathewW ๐Ÿ‘Œ

grim ore
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I think there is a VN marketplace asset for UE4 as well

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I am super disappointed to find out that I was not in that list as I could use the $800k to finance a trip to vegas for the UE4 Discord channel. Oh well, I guess we all don't get to go to Vegas now ๐Ÿ˜ฆ Sorry guys.

fierce tulip
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ยฏ_(ใƒ„)_/ยฏ

leaden patrol
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Sorry if it seems to be a stupid question, but how can i change in game camera movement? like i did change viewport inputs but this does not affect the ingame test and i can't find the settings for it :/

rapid plume
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I see. I'll have a search on the Marketplace too then

leaden patrol
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My goal isn't to move a character just the camera btw

grim ore
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so is this camera attached to anything?

leaden patrol
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it's the basic camera that you have when you start a new project and test your game

grim ore
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in the viewport? if so that's more of a spectator cam for the viewport itself or when you play it's a default pawn spawned in for that so it's a ghostish camera.

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You can't really override that you need to make your own actor and use it for your default pawn

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you would make a new pawn, add a camera to it as the only real component, set that up as your default pawn in your game mode, then hook up your inputs in the pawn you just made to have it do what you want

leaden patrol
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would it be like a freecam?

grim ore
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well it would be whatever you want as you would set up the input to do what you want. You might be able to find the actor for the spectator came and copy it out of the engine content.

leaden patrol
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ok i'll try it thank you for the answer

bitter iris
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@grim ore Hey sorry to bother. Do you know how often dev grants are given out? I know it's not a guarantee but I'm working on making a gameplay video at the moment and I would like to apply to improve some aspects of my game. Thanks.

grim ore
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They seem to be announced out ~3 times a year, sometimes 2. No real cadence but I do know that the actual giving out and the announcement are not the same. Many of those devs may have received them months ago before this was announced for example.

wary wave
#

the whole process is more or less a mystery tbh

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you can send an application in, but everything else is a black box

plush yew
#

Okay what the hell does this rotation rate thing even do

#

In a character pawn theres a rotation rate

#

And its changing absolutely nothing no matter the values and what I tick

#

Im just trying to get the AI to rotate slowly, not snap it's rotation

keen frigate
#

Evening ๐Ÿ‘‹๐Ÿ‘‹๐Ÿ‘‹ everyone ๐Ÿ˜

plush yew
#

That doesnt help me.

worn granite
#

wow so nobody can greet the chat if you've an issue?

grim ore
#

Chances are the rotation rate is from the controller. How are you rotating it?

plush yew
#

I wasnt tryna make it seem that way..

#

Well Im not sure how to explain it tbh

#

The only thing Im just fooling around with is this Orient Rotation to Movement thing

#

Obviously that isnt working.

#

And Im just not sure how to set up this RInterp thing to just generally give it a slow rotation.

#

Oh wait

#

I think I got it

#

No I dont.

#

Wait yes I do

#

Nvm

#

Im good

#

@keen frigate and hi. Sorry about that.

worn granite
#

Yeah so character rotation, how that interacts with the pawn class and the character movement component, and the "distance" between relevant settings was one of the biggest snags I hit in UE4 so I get it.

#

IIRC orient rot to movement won't use the rate.

#

You can calculate the angular offset from the velocity vector and apply it as controller rotation input (yaw, pitch, roll - they're separate nodes) - rotation input should use the rotation rate.

plush yew
#

Or I just uncheck Use Controller Rotation Yaw,
Check Orient Rotation to Movement
And then fool with the Z Rotation rate..

#

Cuz that worked.

split stirrup
#

Anyone know how can we save in cache the HTML 5 package, in that way the user does not need to download the game every time?

keen frigate
#

@plush yew
No worries, it was me who just
Popped up. ๐Ÿ˜†

autumn turtle
#

So I was able to setup a 2d image of my character so I can have each character type on an action bar and drag that character around the screen. The only issue I am having now is dropping them in the map. Thanks to help from MathewW, I am able to click anywhere and drop a character in, but I want to be able to drop an character by dragging it from my widget.

#

The CursorToWorld variable with my topdowncharacter helped me with clicking to spawn at whatever location my cursor is at, but I don't have that variable option in my widget to do the same thing. I've tried get playercontroller and converttoworldspace, but that doesn't spawn in the correct location. Also, it only allows me to drag in one character only one time.

hasty mortar
#

Hey guys I know intellisense is pretty garbage for UE. I can live with the squiggles, but now my autocomplete stopped working as well, any advice?

manic pawn
#

๐Ÿšฎ intellidense and buy visual assist

hasty mortar
#

I know it's better, but it's not an option in this case. Any other advice though?

grim ore
#

restart the project until it starts working again =/

turbid wave
#

has someone link for ue4 game jam stream

#

where thema will be announced

tall pendant
cerulean coral
#

good evening

autumn turtle
#

still having trouble finding anything helpful on my previous post, what ways can I grab cursor location?

fringe pivot
#

How do you hide all those extras while visualizing a static mesh?

#

That building UE show behind, I want to display the object and nothing else

whole quarry
#

What?

vernal scaffold
static viper
#

that building likely is a cubemap

fringe pivot
#

I think so, w/e that means, I set that to none and now it show some kind of skybox

#

plus a plane below the mesh

#

Is there a way to hide all that?

whole quarry
#

Dunno, never needed it to

hollow crescent
#

Any card game tutorials?

#

don't see any in the learn section of the epic launcher

#

I also don't see any way to search

wary wave
#

fully dynamic lighting in 4.20 - seems shadow casting is a bit off?

#

i.e. things aren't casting shadows when they should be, e.g. from the main directional light

#

diddling the light gives me the 'preview' shadows, but force no precomputed lighting is checked :/

#

hmm, works in 'Standalone Game' at least, just not in editor

cinder iron
#

do someone have the command list cheatsheet by hand?

wary wave
#

lol, found a new bug

#

if you add a HISM component in construction script

#

the old ones don't get deleted every time it runs

#

but only if you store a reference to them in a public array

#

if the array is private, it doesn't

#

sigh

plush yew
#

hey can anyone link me to the site where a guy made an entire environment using only 1 texture?

#

nevermind i found

fervent kiln
#

Hey people

#

anyone got this while upgrading by any chance?

#

I have no idea what I'm missing, but something clearly is

#

it's 100% not an operating system error

plush yew
#

check that unreal isn't already running in another instance

fervent kiln
#

no, it's not

hard gulch
#

The docu states: Right now world origin shifting is not supported in the multiplayer games. .... But afaik this has been implemented since 4.14? Am I missing something or is the documentation off?

#

Ah documentation states 4.9...

plush yew
#

hey again, um how do i layer a texture on glass to make it look like its dirty etc.

south ridge
#

You... just do?

#

You can use dirt texture itself as a mask, for opacity and such

plush yew
#

never mind as soon as i asked i did it lol

unreal spoke
#

I upddated (copy in fact) my project to 4.21. When I try to play the game the "default pawn" is not generated. It works fine in 4.20. Any know bugs or breaking changes related to pawn/character or gamemodes?

earnest hornet
#

My lighting building is abnormally slow. Running 91 fps but almost 20 minuets to by and only 1% built on a decently small map

#

Any reasons this might be happening

unreal spoke
#

ah, my bad. I'm loading a savegame that doens't exist yet in the 4.21 folder ๐Ÿ˜›

south ridge
#

@fierce tulip making a 90's music video generator?

fierce tulip
#

ikr

autumn turtle
#

having a hell of a time with this... just trying to get something setup where I can drag images from a widget and my character spawns on the location that I release the image on... can anyone help with this?

fervent kiln
#

in case anyone having the problem I described above

#

I was missing DLLS

#

1fd0:3578 @ 04231500 - LdrpProcessWork - ERROR: Unable to load DLL: "UE4Editor-ReplicationGraph.dll", Parent Module:

#

check out this guide

#

it will print out what you need. And remember to turn off the option when you're done

#

in my case

#

{
"Name": "ReplicationGraph",
"Enabled": true
}

#

in my uproj file

scenic geyser
#

hello im new here

fervent kiln
#

welcome

scenic geyser
#

thx

plush yew
#

hi

#

hey any of you guys experience UE4 crashing instantly when importing a tiled landscape?

#

fucking happens every time i import a terrain, with or without a material. im using an .R16 image format, with a 12x12 tile setup, at 1009x1009 resolution.

#

๐Ÿ™‚

#

really getting a bit infuriating lol. its kinda holding my progress back by a lot. i have no idea whats causing the crash.

#

unless UE4's memory requirements have shot up exponentially, and i need 64GB of RAM or something.

honest rune
#

anyone here do a lot of work in current versions of the engine using vehicles? I'm hoping to find some more complete learning resources than the current docs

#

The official documentation seems like it might be missing a fair amount of info and possibly more modern approaches

thorny cipher
#

@fiery harbor Hey mate, did you figure out the DMP files from 2017 in visual studio? ๐Ÿค”

fiery harbor
#

@thorny cipher I still use the workaround described in the thread

thorny cipher
#

Like this?

fiery harbor
#

yeah

thorny cipher
#

Still getting this ๐Ÿ˜ข

fiery harbor
#

do you have the correct DLLs?

thorny cipher
#

Used the ones that someone anon dumped

fiery harbor
#

and obviously, it only works with DMP files that were generated after you copied the dll files in there

thorny cipher
#

Oh weird, so you put them in your projects binaries or engine?

fiery harbor
#

so are you sure youre using a new DMP file?

thorny cipher
#

No I just added these, that must be it then

#

These dmp files are from other people's computers

fiery harbor
#

you can trash them now

#

you need those dlls first, dmp files generated without them are worthless

thorny cipher
#

Do I need to ship the dlls with the exe, or are they referenced during build?

fiery harbor
#

you need to ship them with the exe

thorny cipher
#

ew why isnt this fixed

fiery harbor
#

I agree by now it should have been fixed

thorny cipher
#

Did you submit a bug report to epic?

#

Also "I'm not 100% sure about if you're allowed to ship your game with copies of microsoft dlls inside" did you research further into this?

fiery harbor
#

I didn't submit any report, but someone else surely did, I think theres a post on the AH somewhere

#

if you look at other software, you'll see a ton of software ships with those 3 (or even more) dlls

#

so I assume its fine

thorny cipher
#

True, do I need to build with these, or could I send them to someone having issues and it'll use these for the dmp

fickle topaz
#

just got Zbrush time to learn it never thought I would say this but a 3D software has worse ui then blender

thorny cipher
#

Also John: what engine version are you on?

fiery harbor
#

@thorny cipher you can also send then manually to people, only thing that matters is the .exe loaded them before it crashed

#

and I'm on 4.19 at the moment

#

back when I wrote the thread I was at 4.15

thorny cipher
#

@fiery harbor i gave it a bump, maybe theres some updated methods other people know about

amber sedge
#

Is Begin play for when the level opens or when an individual player joins?

thorny cipher
#

When that actor is born

amber sedge
#

Ohh yea that's right, it's in the actor blueprint, thanks.

idle sail
#

can some one link the tool for pasting material graphs online?

#

dw found it

fringe pivot
#

any idea how can export a static mesh to png including its material?

thorny cipher
#

@fiery harbor Nice got it debugging, thanks mate!

fiery harbor
#

@thorny cipher great, no problem ๐Ÿ˜„

zenith pewter
#

hello, getting some error after update on 4.21
Linear color curves now accurately handle RGB values > 1. If you were relying on HSV clamping, please update Dark_Color_4

what does it means

little helm
#

does anyone know if their is a way/plugin that can place multiple static meshes at certain locations on a landscape so you don't have to place them manually?

zealous harness
#

Like the paintbrush?

plush yew
#

is anyone using UE under Linux? I'm considering switching over to a distro

vivid girder
static viper
#

or in evil hell

#

i think even my enemies code better

#

XD

vivid girder
#

I wouldn't wish this code on a real jungle

plush yew
#

why not use a select?

vivid girder
#

I am now lol, this was in the middle of both a refactor and a migration

#

you can see the select on the left

graceful sky
#

I've heard selects are less efficient ๐Ÿ˜ฎ

#

altho switches easily turn into spaghetti code..

vivid girder
#

Probably not by much tho, the c++ equivalent is probably a long list of if/elses

#

Started with a switch because I didn't realize i could cast to the base class before a spawn in order to expose the instance editable variables

graceful sky
#

Yeah if you're using inheritance, that can make your life alot easier

#

I found using them on the PC saved me alot of work, being able to just cast to the base class and it would be true for all of them etc

#

.... I felt brilliant when i figured it out lol .. didnt even know they could be inherited.

vivid girder
#

You using a lot of different PCs in the same level?

graceful sky
#

No, different levels

#

but they share some logic

#

or events **

vivid girder
#

Interesting, I haven't had a situation that needed different player controller classes in the same level yet

#

This is all that other shit cleaned up

plush yew
#

thats alot of classes

vivid girder
plush yew
#

Think thats bad?

#

imagine having to assign physical materials to over 47k materials

vivid girder
#

How did you have different physical materials for 47k mats?

plush yew
#

We assign physical materials to let us have different footstep sound effects and bullets hitting different material sound effects

graceful sky
#

sounds like there should be some master materials

#

do you really have 47k different sounds to play ?

plush yew
#

Each material has different texture sets

vivid girder
#

I wouldn't even hand assign materials when we had 50 different lumber meshes

#

Wrote a python script to do it

plush yew
#

I think you misunderstood

#

We dont have 47k sound effects

#

the file size for that would be impossible

graceful sky
#

I got that you most likely dont have 47k sound effects ,

#

meaning alot of them will share the same physical material (with their sounds and whatnot) , correct?

plush yew
#

yes

#

but they need to be assigned one by one to over 47k materials

vivid girder
#

oh hell no

graceful sky
#

That's where i thought the master material came into play : )

vivid girder
#

I'd be all over the python script on that one

plush yew
#

Even then, each material has a different texture set

graceful sky
#

so you'd assign them to 'categories' or whatever makes them have the same physical material

#

yeah true, alot of work by hand in any case

plush yew
#

I mean

#

We got it done

#

Me and the team devoted a whole week to it

graceful sky
#

GJ ! daym

plush yew
#

yeah

#

Thanks

graceful sky
#

Was it a good payoff?

plush yew
#

oh god yes

graceful sky
#

In terms of immersion and game experience

plush yew
#

it sounds amazing

graceful sky
#

good good

#

would be sad to spend a week on something that barely sounds like steps ๐Ÿ˜‚

#

and bullet-hits

plush yew
#

actually what makes it sound super good is the projectiles

#

not the footsteps

#

we made a concept of what it sounds like to pitch it to other people before we worked on it

#

that's a good way to spend a week, I spent a week injecting Doom into my UI so you can play Doom if you get bored of the game

graceful sky
#

I havn't played much with physical materials, Can you assign different vfx aswell for the bullets ?

plush yew
#

yes you can

graceful sky
#

sweeet

plush yew
#

also thats what it sounds like ingame usually

vivid girder
#
import unreal, sys

#Instantiate class to use for getting user Content Browser selection
@unreal.uclass()
class MyEditorUtility(unreal.GlobalEditorUtilityBase):
    pass
    
editor_util = MyEditorUtility() # Only works on an instance of GlobalEditorUtilityBase
dir_assets = editor_util.get_selected_assets()

#**INPUT ARGUMENTS***
try:
    material_slot_id = int(sys.argv[1])    # Try getting the material_slot_id
    material_to_assign = unreal.EditorAssetLibrary.load_asset(sys.argv[2]) # Try getting the material_to_assign
except(ValueError, TypeError):
    print "Material or Id incorrect, format should be py \"FileName.py\" material_slot_id material_to_assign"
    quit()

    
#********************
        
#Actual logic to modify materials
with unreal.ScopedEditorTransaction("SetMaterials.py") as trans:
    for asset in dir_assets:
        mesh = unreal.StaticMesh.cast(asset)
        mesh.set_material(material_slot_id, material_to_assign)```
plush yew
#

you hear a sniper, projectile flies by, misses, hits metal and makes that clank sound

#

really good

vivid girder
#

That's all it takes to automate setting materials

#

Same thing would probably work for setting properties on a material

plush yew
#

The only problem i see is i cant get it working on landscapes for some reason

#

for physical materials

graceful sky
#

That's odd. Thought it was much of the same..

#

You dont happen to have some "grid" experence by any chance? ๐Ÿ˜„

plush yew
#

nah

vivid girder
#

Doing grid for my current project

#

Mixed with perlin

graceful sky
#

with a heightmap then yes

plush yew
#

alsoo

vivid girder
#

The perlin could be used as one, but we're not doing it like that

plush yew
#

some of my vertex colors wont import for some reason?

#

like I import the model, and I click "show vertex colors" in the model viewer, but when assigning the materials they dont work even though I set up the materials the correct way

graceful sky
#

I assume you're using c++ aswell ? Joseph

plush yew
#

blueprint

vivid girder
#

Just for the intense generation

#

I prefer blueprint for most things

#

Faster iteration

plush yew
#

I've done almost the entire game off blueprints

#

ik, makes me look like a total noob

#

But I suck with C++

vivid girder
#

Hit a pretty big bottleneck having a 128x128 grid on the screen

#

16k draw calls

vapid sable
#

lol wut

vivid girder
#

switching over to instanced static meshes and it went down to 100

graceful sky
#

yeah im using instanced aswell

plush yew
#

wait

graceful sky
#

gonna do it all in blueprints tho

plush yew
#

Im going to ask a REALLY stupid question

#

But can you instance projectiles and AI?

vapid sable
#

that's not how instancing works

#

at least, not to my knowledge

vivid girder
#

@graceful sky you're not doing noise gen are you?

plush yew
#

Im just wondering because i have ALOT of ai on the map at once and I need to find ways to reduce draw calls

vivid girder
#

that'd be a shit show in bp unless you're using a basic random noise algo

vapid sable
#

well you can reduce draw calls if they use the same mesh (and material?)

graceful sky
#

Not yet atleast. I'm gonna look for some algo's to insert,

plush yew
#

Most of them use the same mesh

graceful sky
#

trying to recreate a settlers 2 map generator

plush yew
#

I have maybe 6 different AI max

vapid sable
#

@vivid girder can you confirm? Do you need to have the same material as well or is the mesh enough for instancing?

graceful sky
#

afaik the instances share material

vivid girder
#

Hmm, not really familiar with settlers 2. I'm using a perlin-like algo, but any gradient-based noise you'll want to do in code

plush yew
#

Well

#

Anything that helps

#

I have around 500-650 actors using the same 2k material

vivid girder
#

ISM all have to have the same material, that's the whole point

#

There's also a big difference between instances and ISM

#

You can have an instance of a ISM in the level

vapid sable
#

what's an ISM

graceful sky
#

instanced static mesh

plush yew
#

I think the only time i use instanced meshes were on forest maps

graceful sky
#

the lesser of a HISM , altho i quite frankly dont get the difference ๐Ÿ˜›

vivid girder
#

For ISM, you add children to an array. Each of them can have a unique transform, that's about it

plush yew
#

Speaking of which

#

I should probably get to working on the next map

#

last time i worked on a map for this damn game was like 6 months ago

vivid girder
#

Hierarchal can render different LODs i think

vapid sable
#

right. so for foliage and trees and such

vivid girder
#

bingo

plush yew
#

yes

vapid sable
#

but you can still instance particles and the like

#

or your 1m+ ultramarines ๐Ÿ˜‰

plush yew
#

You can?

#

Can someone link me this

#

So I can work on it tomorrow

vivid girder
#

ISM is different than instances

#

You can't use ISM for anything but meshes

#

It's in the name

graceful sky
#

even with instanced , when you reach a high number things get real shitty really fast tho ๐Ÿ˜„

plush yew
#

Whats a good excuse for why the player cant jump '-'

graceful sky
#

lack of input

static viper
#

a weak spacebar

plush yew
#

No like

static viper
#

your keyboard clearly

#

get a new one

vapid sable
#

@vivid girder well ISM is an instance, just that they're static

vivid girder
#

^

plush yew
#

Cuz I have it set up to where he doesnt jump.

static viper
#

common softwre bug

plush yew
#

Hes not suppose to for a reason.. to fix a loophole..

vivid girder
#

@vapid sable They can be movable

vapid sable
#

..

#

then by definition they're not static

#

unless it's just that they're not animated meshes

vivid girder
#

In unreal you can have movable static meshes

vapid sable
#

or skinned meshes

vivid girder
#

Epic is out to get you

#

But actually, what they mean is that the vertices don't need to deform

vapid sable
#

lol yes, naming things that are contradictions

#

right, gotcha

plush yew
#

At least you dont have my habit.

#

I dont name anything that I place. Or even group them.

#

I just place it down.. and pop a material on it..

#

Unless if we're talking about somthn else.

vivid girder
#

Nobody names instances, that'd be weird

graceful sky
#

very weird actually

plush yew
#

Oh.

#

I thought you meant objects

vivid girder
#

We mean code

plush yew
#

ohhh.

vivid girder
#

Class names to be more specific

plush yew
#

Gotchya.

graceful sky
#

I tried a 3d grid once to create a "dungeon" with instanced meshes ,

#

but reaching z=40, with X and Y above somethinglike 50 made it pretty slow

steep crystal
#

"Static" in static meshes usually just refers to the fact that a mesh cannot be vertex animated.

vivid girder
#

That's really weird, i instanced 65k meshes in a ISM and was running 120fps

#

@steep crystal sounds more accurate

#

Think we're saying the same thing

graceful sky
#

Sounds like it ๐Ÿ˜›

steep crystal
#

yeah, just to clarify what the word has meant in the industry in most cases ^^

vivid girder
#

I didn't say vertex animated because a lot of SMs have materials that animate the vertices

#

But everyone is on the same page

vapid sable
#

I might take the opportunity to ask, do you guys usualyl have like a master material with a ton of settings or do you make tailored materials for each mesh type?

#

I know there's cases for both, but in general

vivid girder
#

I've tried it both ways

#

ayyyo

vapid sable
#

weyyyyooo

#

which do you prefer?

vivid girder
#

For our last project it was targeting photo-realism and we wanted to vertex paint a lot of stuff in the level. The solution for that was creating a material library

#

So we had a bunch of tileable master material functions

#

Then we'd create materials for whatever use case we needed

#

So we'd have stuff like M_VP_Wood_Dust_Paint

steep crystal
#

Very project-dependent imo

vivid girder
#

^

steep crystal
#

for some scenarios, like stylized, it can be super handy to have one or a few huge materials

#

I usually prefer splitting it up at least a bit

vivid girder
#

Yea, cause the day will come when you need to tweak the master

#

And that'll be shit

graceful sky
#

I guess that goes for all inheritance aswell

#

if you've inherited alot, it can be really fragile to tweak the supermaster class...

vivid girder
#

I've found that a BP with a lot of references is wayyyy slower than one with a lot of derived children

#

I guess anytime you reference another BP in a class it includes it's headers or something, no clue really

vapid sable
#

probably

#

what about interfaces vs superclasses?

graceful sky
#

I prefer interfaces* (was still stuck in our instance talk )

vapid sable
#

I've seen some project structures where they use instances for promising functionality, but then just include the specific class anyway

graceful sky
#

and so does Conan Exiles i believe

vapid sable
#

so it's like, what's the point

vivid girder
#

Instances are objects of a class in the level

#

ah, just see it lol

graceful sky
#

its early here ok, give me a break ๐Ÿ˜›

vapid sable
#

did I miss a whole conversation here

vivid girder
#

ISMs

vapid sable
#

oh we're back to that now?

vivid girder
#

oof

graceful sky
#

Was just me, fucking it up. I typed instances instead of interface

#

which instantly triggered Josephs response ๐Ÿ˜›

vivid girder
#

I generally use inheritance for most things

plush yew
#

has anyone here gone from the ryzen 1700 to the 2700?

vivid girder
#

Interfaces for a specific thing that i'll need across very different classes

#

Interaction stuff i generally do through interfaces

#

Also came up with this really fantastic foundation for animation/interactions in my last project

#

I'll snip

graceful sky
#

yeah same, interaction goes through interfaces here aswell

#

its just so simple to setup

vivid girder
#

Interface for everything that tells the character what transform it needs to lerp to before the interaction

#

Then enter/perform/exit montage sections

#

This is inherited by most things that can be interacted with

#

Made it so new interactions/animations were a 1 minute hookup

#

But yea, 90% of the time I use inheritance for the solution vs interfaces

graceful sky
#

This looks pretty sweet

vivid girder
#

That procedural head system was cool too

#

Just can't just it this month

#

ayyyyyyyyyyyo

graceful sky
#

Gonna be interesting to try and do it in blueprints. Any RTs with some self respect should have random maps so i might as well get it out of the way early ๐Ÿ˜›

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not sure how the material will blend when using ISM's tho

vivid girder
#

We're 2 weeks into our current project and this map looks similar to our minimap

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Minimaps are fun asf if you have a solid tech art background

graceful sky
#

what i'll use for a map/landscape, you use for minimap x)

vivid girder
graceful sky
#

Ahh cool stuff!

vapid sable
#

looks cool

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also

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montage whore

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I love you

vapid sable
#

damn it one misstake and then three fuck-ups

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fkn settlers man

graceful sky
#

altho abit prettier, the concept is the same

vapid sable
#

but for something like an equipment system, would you model interaction through interfaces and then use a base "equipment" object?

vivid girder
#

i'm unsure how you'd do the roads

vapid sable
#

and should the interface be shared by both interacting objects

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or one for equipper and one for equipment

graceful sky
#

roads will be overlaying i believe

vapid sable
#

I've tried a few varieties and can't say I'm too happy with my outcome

graceful sky
#

so ill poke the instance, inform the array

vivid girder
#

But some of the curves seem to tie into the height

graceful sky
#

yepp

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it will be interesting to try and make it tbh

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also the build symbols,

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there's no easy way of finding out how they're defined

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but it looks to be related to nearby empty tiles along with slopes and no slopes

vapid sable
#

heightmap?

vivid girder
#

Build symbols?

vapid sable
#

bread?

graceful sky
#

construction symbols *

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the flags and the houses /huts

vapid sable
#

naw just throw some assembly on the map

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it'll look fiiine

vivid girder
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They're just on the tiles, not sure what you mean

graceful sky
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nvm ^^ Was merely saying that im not sure what defines them

vivid girder
#

I also have no idea how this game is played

vapid sable
#

looks like settlers, but also not

vivid girder
#

not familiar with settlers i mean

vapid sable
#

ah, well, RTS

vivid girder
#

Are build flags just every tile you can build on?

vapid sable
#

not surre about the older ones, but I don't think you really had tiles like that

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you had "suitability" blobs where you could put buildings

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and they needed to fit in between obstructions of course

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but stuff like mines you needed a prospector to find out where the mineral types were

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idk about those icons, looks like it might be the older one

graceful sky
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yeah its settlers 2

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they do have a tilesystem tho

vivid girder
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It'd be a nightmare without

graceful sky
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yeah exactly

vivid girder
#

are you creating the polygon graph?

graceful sky
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yeah i believe so

vivid girder
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I mean like...present tense

graceful sky
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should it change my answer? ๐Ÿ˜›

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I will be creating it , i believe

vivid girder
#

So you haven't implemented it yet?

#

Fortune's algorithm is a sweep line algorithm for generating a Voronoi diagram from a set of points in a plane using O(n log n) time and O(n) space. It was originally published by Steven Fortune in 1986 in his paper "A sweepline algorithm for Voronoi diagrams."

vapid sable
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ughhhhhhhhh

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I hated that damn algorithm

graceful sky
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correct, i have not done it yet

vivid girder
#

I really dislike Math-focused pseudocode, their variable names are always shit

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let T be the "beach line"

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There's not one T in beach line

vapid sable
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lol

graceful sky
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Im not sure if its the right way tho

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will it not complicate things in terms of nearest tiles and whatnot compared to a linear grid ?

vivid girder
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I'd say the polygon grid is purely cosmetic

graceful sky
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I was thinking about doing it first, making the underlaying map , and at the end refactor it into the grid

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just to make the maps abit more diverse.. but im not sure if it will work^^

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Anytime i've come to a map gen algo before, i've given up and done something else

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Hopefully i wont this time lol

vivid girder
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Looks like you're already trying to make it more complex, maybe that's why

wary wave
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haha, math and engineering focused code is like that in reality though too

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it's a nightmare trying to debug something complex and mathematical when absolutely everything has meaningless one or two letter variable and function names

vivid girder
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It's almost like a dick size thing

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Who can have the most unreadable engineering code

wary wave
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hehe

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people falsely equate it to 'job security'

vivid girder
#

I'd just turn in a nativized blueprint ๐Ÿ˜‰

wary wave
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obfuscation through bad programming standards ๐Ÿ˜„

graceful sky
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Im trying to do a step by step approach so i clearly see what's getting done, and can disconnect them for troubleshooting etc

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problem is i cant c++ ๐Ÿ˜„

vivid girder
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Only I know what var Axx01847; is for

graceful sky
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and havn't cared to learn it so far

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it makes you special ๐Ÿ˜‰

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I've heard that tying yourself up to a company in that way is a good way to secure your job lol

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"Ey George, what does function XX77ETA do? It's in all of our games! If i remove it, it breaks!"
"Dunno, ask Joseph! He made it"

vivid girder
#

all the documentation -

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@param enter param doc here

wary wave
#

#define tt ts

vivid girder
#

Like a Wix website template

wary wave
#

#define ts ab

#

wargarbl

graceful sky
#

We'll see how it goes anyways. Gonna work some more on it today. Keeping it steady

vivid girder
#

i'd kill a man over that wargarbl

languid shard
#

wargarbl sounds painful

vivid girder
#

Not sure who you're replying to, but holy shit

vapid sable
vivid girder
#

How many of those were in the level

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solid programming meymey

vapid sable
#

thanks โค

languid shard
#

shit I posted that in the wrong server

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too many servers dammit

vapid sable
#

@languid shard #shameforlife

vivid girder
#

These are not the channels you're looking for

languid shard
#

boo

vivid girder
#

you in the complete wrong server? damn

languid shard
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yeah

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too many T_T

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the list doesnt even fit on the screen

vapid sable
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wow, sad

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F

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F

languid shard
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F

vapid sable
#

@vivid girder did you happen to read my equipment system question?

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large N for Nphasis

vivid girder
#

You were asking about how to structure inventory management/interactions

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Kinda depends on what you do with the items

graceful sky
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I use a switch on item type when using items from the inventory

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assuming your equipment go via the inventory

vapid sable
#

well for putting the item on the character, visibly as well

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currently I have some monstrosity that keeps them "alive" when picked up, just hidden and childed to the player, and when equipped just snapped to the attachment point

vivid girder
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That can work

vapid sable
#

but I feel like I should throw the whole item is the equipment idea out the window and just use a structure for the details of it

vivid girder
#

Did a 1 week prototype 3 weeks back with that exact same implementation

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DO NOT

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Use a struct in BP if you're going to need to make changes to it after created

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Or even more so if you need an array of structs and to make changes to structs in the struct array

plush yew
#

Yoi

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Hi guys

vapid sable
#

is that a DO use that, or does the DO NOT relate to your later comments?

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hi bear

plush yew
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Im a unreal game creator

vivid girder
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nah, u a bear, bear

vapid sable
#

a bear game dev

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you could say he's, bearely a game dev

vivid girder
#

ayyyyy

vapid sable
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I'll go kill myself now, thank you

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anyway, regarding this item and equipment stuff

vivid girder
#

If you can't bear it

vapid sable
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ahhhhhhhhhhhh

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stop bearating me with these puns

vivid girder
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Don't use arrays of structs with the intention of making changes to them

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oh man

vapid sable
#

right

regal mulch
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Put your Structs into C++

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Even in BP only projects

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One simple Header File. and small bit of learning how to write them.

vapid sable
#

what I wanted was to decouple the effects logic from the player and keep it on the item itself. Like the sword would have an "onActivated" function that would modify the return value

regal mulch
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Doesn't even need much programming knowledge.

vapid sable
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@regal mulch I'm not looking to optimize my code now, but noted

regal mulch
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That's not about optimization

vivid girder
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This is always the conversation

regal mulch
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It's to make sure your Project doesn't fuck up cause of breaking Structs.

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Small structs that are barely used and probably never modified (The struct asset itself) are fine

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But if your project depends on a lot of structs, the potentially get modified (still the asset itself), you are asking for it to break

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But well, back to coffee x2

vivid girder
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"Do this thing that will require you to be mind fucked for a few hours but make things way better"
"It'd be cool if I kept things sorta shitty to just make a little progress"

vapid sable
#

lol

regal mulch
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Getting Structs into C++ will most likely, for the first struct, take you 15-30 min.
Every additional one is just copy pasting and giving it a new name + different properties

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Given you never did C++.

vapid sable
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well I happen to know C++ so that's not the issue here

regal mulch
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It's really just to save your Struct Heavy Project from rbeaking. You are free to stick with BP structs

vapid sable
#

what causes the structs to break?

regal mulch
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No one clearly knows, otherwise it would be fixed.

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It's in the engine for ages.

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People usually open up their project one day and the struct has the GUID behind each property and suddenly reports errors everywhere

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Or when modifying the actual struct asset cause you add another property later down the road

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Can break, doesn't have to, however did it often enough to give the advice to put structs into c++

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Cause fixing that "error" usually requires you to recreate teh struct and swap it out everywhere

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By hand.

vapid sable
#

and this issue doesn't pop up with structs in C++ i presume?

regal mulch
#

Never had it pop up with C++ Structs, correct.

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You should also almost never split struct pints

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But rather break them

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even if it's one annoying node more

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(same with "make" instead of splitting)

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Idk if that's fixed, but that can cause it too

vapid sable
#

you're making it sound like Unreal is a rangely bundle of sticks

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๐Ÿค”

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"throw these sticks at it an you'll make a game" - Epic probably

regal mulch
#

I haven't heard anyone confirming that this is fixed and doesn't happen anymore.
Also the only thing I can really suggest, next to Fixing up Redirectors if you move or rename a file.

static viper
#

Structs break in higher definition when you change their structure. Adding a var and then restarting the project

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Its a very old bug

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And can sadly go horrible worse

vapid sable
#

yay..

vivid girder
#

Or just use source control and YOLO

regal mulch
#

What does SC help if you can't update your Struct anymore?

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You can go back to the "working" state, but if it always breaks at that point when altering the structure, it won't help

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It's of course always good to have source control

vapid sable
#

I'll put my structs in c++ then

vivid girder
#

you can always reverse commit back to initial and use your learned lesson

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YOLT

static viper
#

C++ clearly is a valid solution

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As soon as you get struct arrays in bp... You are in hot water

vapid sable
#

I'm always in hot water ๐Ÿ˜‰

vivid girder
#

Sounds cozy

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scoot over

vapid sable
#

it's getting steamy in here

vivid girder
#

ooof

vapid sable
#

time to sliiiiide into the dm's

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so what about combat systems then

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mainly melee