#ue4-general

1 messages · Page 339 of 1

dark depot
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add it before the rotation since you are checking the variable that is going into that

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but yeah it would be like that just flip it

fringe pivot
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done but it make no difference

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I think the BP the error is referring to is the sky sphere one

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I didn't touch anything there

dark depot
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then add it to that one 😛

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could just be the light variable inside the skysphere

fringe pivot
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The tutorial says: change the sun's "Mobility" property to "Movable and uncheck "Cast Static Shadows."

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That's all what I did

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I think something is fucked up in my project, I can't even see clouds

graceful lodge
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this chats unreal 😉

fringe pivot
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yay got some improvements, now sun moves and no errors

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still no dark sky or stars at night tho

fringe pivot
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wonder why the "refresh material" checkbox is disabled

maiden swift
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@fringe pivot It never stays checked on. It's basically a hack where they use a checkbox as a faux button.

fringe pivot
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ahh thanks, I guess it doesn't have anything to do with my issue then

maiden swift
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Yeah. That's expected behavior. 🙂

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You click it, it turns to true and refreshes the material, then immediately turns back to false.

fringe pivot
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it stays ticked at runtime 😃

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doesn't change anything for me tho

vivid girder
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Can anyone explain soft references?

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Pros/cons, what they are in general, when you'd use them?

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Is it always for cross-level functionality?

dim arch
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hey, I have a frustrating problem hoping someone can help me with it

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basically the BPP logic is not functioning correctly on a different platform. what could cause that issue?

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the project works on desktop and certain laptops, but seems like the bp function is breaking on a lower end machine, whats the best way to find the root cause

somber crown
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You could try comparing logs (using Development Builds) of what values you are expecting and compare them

dim arch
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well we tried debugging via printstring, it seems like an event in another bp is not firing after being called with a valid reference

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so im not sure if theres some kind of event priority process or if its an architecture issue

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actually if we run it about 100 times

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it works like once or twice

plush yew
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Not really advice but I've had Was Recently Rendered node breaking on Mac

dim arch
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seems like there is some issue with a null object reference because of a delay node

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has anyone tried the pixel streaming btw? is there some way to delay the input latency to increase frame quality

sturdy star
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i wonder, does anyoen else have a problem with F to focus zooming way out - and beign unable to accurately focus directly on an object - it;s liek some components of a blueprint cause it to not be able to focus properly - is there a solution?

fierce tulip
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select another thing in the blueprint and press F

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in cascade 9 out of 10 times camera decided to focus on the galaxy the emitter is in, instead of the emitter itself

digital anchor
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are packaged games supposed to generate crash logs? or any way to enable it? getting a crash and its not generating crash logs...

static viper
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you can use development build

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that generates logs

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shipping is only supposed to tell you that it broke

cloud cobalt
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@digital anchor They'll generate crash dumps, which you can debug in VS

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You can also add your own logic to check the validity of assertions, and report to you

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We've implemented a CHECK() macro that phones home to us with a call stack, for example

digital anchor
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on Saved/Crashes?

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i see theres a bunch of .logs and UE4MiniDumps but none for this crash

dim merlin
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Hey, anyone knows a better way then 'Procedural Mesh' or 'Runtime Mesh' for UE4. Ive been looking for about a year to do something like the terrain of Cities Skyline

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it cant be true its totally impossible with unreal, atleast i hope so

digital anchor
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what do you mean with a better way? procedural mesh seems like the better way, unless it only moves up and down, then maybe u wont need to generate more mesh

signal compass
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You could try voxels

digital anchor
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and if you dont feel like doing yourself, there are plugins for that

signal compass
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that too

dim merlin
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guys

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ive been investigating it for a year

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bought the best voxel plugin around

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but still, as i say. the procedural mesh seems not good enough

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cities skylines can have maps larger than 10 square km

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its not possible to do it without LODs

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but LODs for terrain is kinds odd

polar hawk
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im sure it'd be possible

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if everything was a triangle

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Flatland: The Game

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Flatland 2: The Game: The Sequel: The Next Dimension

dim merlin
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its not possible to render more than lets say 600k verts with procedural mesh, its to heavy

polar hawk
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Flatland 3: Super Turbo Spacetime Remixxx

dim merlin
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i might even move to another engine like unity, or a custom

hollow crescent
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So there was some info about UE4 getting real-time collaborative editing?

signal compass
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that's a plugin someone made

hollow crescent
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Scene something right?

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it's already out for unity

signal compass
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yeah

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looks like epic's making their own too

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but dunno when it'll be added

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scene fusion it was called

hollow crescent
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yep that's the one

digital anchor
hollow crescent
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I'm not ready to collaborate with anyone anyway

digital anchor
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im rendering 3 million triangles

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and the whole game is running at like 3ms

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with procedural mesh

dim merlin
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@digital anchor just how :0

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my fps drops like shit, really

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and my pc is pretty good..

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u must be using LODs after all?

digital anchor
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Im not using lods, (even tho the plugin i use support it, i disabled), but i dont see how procedural meshes are heavier than normal meshes, except when generating them

paper kernel
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surely regular mesh could be subject to some wizardy optimization

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ontop of my head, I could see issues with culling for example

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and shadows

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well, materials in general

dim merlin
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@digital anchor i dont believe it 😄

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what plugin u use?

digital anchor
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i see youre on their discord too

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using the same plugin?

dim merlin
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yes!

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i think the problem is something else then..

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so what fps would u have with 3m of tris?

digital anchor
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im getting 120fps

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probably cuz its capped, else would go higher

signal compass
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Yeah probably.

celest merlin
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Anyone knows if they changed PP Ambient Occlusion in 4.20? it worked fine in < 4.20

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The Buffer Visualization is completely white and no settings changes anything

static viper
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they changed it yes

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4.21 it is changed

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but its more like sorted out

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then changed

celest merlin
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hmm okey, but nothing in 4.20? any known issues with ProcMeshes?

lime cobalt
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there's a cool c++ question I posted in #cpp for those who want

plush yew
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hi hi ^^

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are here some people who uses the mobile up down unreal engine thingy? i got some questions

dense knot
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yo

plush yew
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Can unity projects be translated to UE4?

static viper
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by hand

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ofc

plush yew
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I’m making a game in an engine that exports to unity, (but I am terrible with c so I cant use unity) so I was wanting to know.

static viper
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err

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well

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assets will transform 90%

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you will loose all code tho

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i think there is a scene converter to get at least a few things

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but really its better to start over in ue4 rather then translate

left sphinx
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any one know where i can get some good ww1 themed assets for a trench scene im making preferable cheap or free I have 0 money im a graduate

plush yew
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anyone know how to put ure mmorpg mobile game into google play?

fierce tulip
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you submit it to them for some cash

wary wave
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'engine that exports to Unity' - what?

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Unity is the engine?

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what's the other thing?

plush yew
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How do I get rid of this "TEXTURE STREAMING POOL OVER (number) MiB BUDGET"

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It's really frikn annoying

digital anchor
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make lower resolution textures or use r.Streaming.Poolsize command

wary wave
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^

plush yew
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Tried the command, nothin happened

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Unless if Im suppose to put something after it

digital anchor
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ye sorry, r.Streaming.Poolsize = 2000

plush yew
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Whats the recommended uh.. number

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Oh

digital anchor
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idk the recommended tbh

plush yew
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Frikn

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What, do I put the equal sign or not

digital anchor
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ye

plush yew
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Well it's not solving anything..

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Oh

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Nvm

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It did

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Just took a bit

clever niche
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I’m trying to get a sense of good practicing when using attribute sets. Yeah have attributes that apply to some classes but not other (I.e. units and towers share health but units have a movement speed and towers do not. )
What would be the best way to handle something like this? Should I just have a single attribute set or does it make sense to break them up or subclass them?

digital anchor
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if youre constantly getting into this problem, you probably should separate everything into components

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HealthComponent, MovementComponent... etc

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then you just drag and drop your components on the units that use them

ruby folio
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Quick question. I'm going for a flat shaded, low poly look.
Would a smooth shaded character look out of place? If all the characters and creatures were smooth shaded.

fierce tulip
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sounds like it would look out of place

ruby folio
thorn kayak
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anyone here experienced with archviz beds and stuff? talking about marvelous designer workflow

clever niche
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yo luos where did you learn particle effects. Did you just mess around or was the some resource that at least helpped you get started

fierce tulip
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pre udk I did a lot of vfx for littlebigplanet 2 (hobby)
and when I started using udk after a long unreal engine hiatus I just took a few of the vfx that came with the engine and rebuild them from scratch. afterwards I just practiced a lot, read/saw tutorials and took it from there.

frank escarp
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houdini on steam what

pallid compass
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232 euro lmao

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casual gamer reach ofc

tall pendant
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why would a casual gamer care for houdini tho? I think it's a good deal.

grave nebula
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subscription. meh.

tall pendant
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only limitation is it uses steams LM

grim sinew
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Marvelous Designer on Steam I think is worse for pricing on there

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$400 or something

frank escarp
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this seems the same

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270 dollas

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houdini really pays for itself if you can use it

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IF you can use it lmao

grim sinew
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Houdini if you just want to learn, grab it on Megascans for free imo

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It’s even a commercial license

frank escarp
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there is an education license

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that has everything, but has the export locked

grim sinew
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Isn’t it paid?

frank escarp
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no

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no student account either, its basically a free demo

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good to know if its useful for you

grim sinew
frank escarp
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oh thats interesting

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you pretty mch need to know programming to truly use houdini at its strenght

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without programming, you get some neat as fuck parametric modelling and some real nice VFX tools

grim sinew
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Houdini and speedtree, and unlimited megascans access, for royalty share. But if you’re just using it to learn, who honestly cares about royalties

frank escarp
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but you cant go anywhere on the procedurall bullshit

grim sinew
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It leaves the window open to go commercial if you want later on at least

tall pendant
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my issue with Quixels offer is that you have to use Megascans.

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it makes perfect sense tho

fringe pivot
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whats the name of the node at the left?

sudden agate
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@fringe pivot #graphics and what do you mean "on the left"?

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the 0,0,0 is a constant3Vector

wary wave
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anyone got a decent basic triplanar UV setup they don't mind sharing?

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want to project different colours onto walls, floor, ceilings respectively

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and for some reason some of my stuff is just coming out all blended at '0.5', so to speak

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for reasons I cannot fathom

fierce tulip
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@lethal hull has a neat one afaik

wary wave
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yeah, I had a look at that, but it didn't seem to work for me

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currently doing a lerp based on Vertex Normal->World to Local->Z

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all of these meshes are the same mesh with different scales

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you can see in the case of the four 'paths', they are correctly black

digital anchor
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vertex normal?

wary wave
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but the rest are getting values of 0.5 on every face

digital anchor
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it wont work on pixel shaders

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use world normal

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PixelNormalWS

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dafuq

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am i trippin

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It can only be used in material inputs that are executed in the vertex shader, like WorldPositionOffset.

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i though this was true but apparently not

wary wave
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I just took the conversion out xD

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didn't need to convert, already in world space

lethal hull
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here's a cheap one

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hard seams but it works in UV space so you can reuse the output for free

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and it is very very cheap

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I'd replace the CheapContrast_RGB there with a Round node, i made that before they added it in 4.12

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I use that mainly for grunge and other things where the seams aren't a big deal but you also don't want to waste a bunch of instructions on

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You can also combine that into a function with a traditional triplanar setup and use some textures with a high quality projection and some with that cheap projection, since sharing part of the graph should make things a bit cheaper

wary wave
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cheers, I tried that one

plush yew
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hi all

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is there a chanse i can do away all shadow without doing all the light compoments?

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components?

wary wave
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not sure what you're asking for?

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on a related note, my skylight isn't working

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I do have an exponential fog in there, but skylight isn't having any effect

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aha, made it moveable

stiff moon
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Hello where can i ask Questions about the new Pixel streaming? :)

grim ore
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probably in here depending on the question

stiff moon
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Well i got it to run on locahost not hard haha but with the documentation provided by epic i dont seem to find a way to stream it over Internet. Does anyone have an idea? :)

grim ore
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well it's just a server that hosts stuff and does stuff to someone else.

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so you would replace localhost with your IP address you want to connect to that is hosting it as the client

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and the server would host it and have it's ip as the one hosting it with all appropriate ports open

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It's the same basic premise as setting up a web server

stiff moon
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Yeah I understand that thank you:) but how do i find out my own IP so i can Distribute to others? I tried using what is my ip and i got the adress of the computer but i didnt seem to get inside.. Does it work with dyn dns or something similar?

grim ore
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well what is your ip is going to give you your outward facing IP. If you are using a router then you will need to forward the port for the server to your exact pc. If you have no router then you need to open up the port in your firewall.

stiff moon
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Ah ok.. Well i have a router. But if i open a port, in that case 90 or 9999 from matchmaking or the normal 2 run.bat files with Port 80/8888? And if ports are open then i can use the ip that i find on whats my ip?

neat geyser
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Is it possible to have a water source emitting water, or is it something that has to be baked at compile time?

grim ore
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you would need to forward the outward port, 80/8888 for example, to your local machine that is running the server. you would do this in the router and it's normally called port forwarding

safe rose
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Yo, is launcher down for anyone else?

stiff moon
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Ok i will try thx @grim ore :)

pallid compass
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Just a thought, you know the epic skin shader, how did they deal with having skin on something that was also another material if it was not all one mesh?
say Skel mesh for the legs, from hip to ankle, if you had skin showing how would you deal with it?

fierce tulip
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layering/multiple materials

pallid compass
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Yeah it would have to be multi materials

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kinda expensive i guess but u know

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cant really layer skin shaders

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afaik

fringe pivot
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Is there a way to do smooth sky transitions in UE4 rather than just replacing the skyspehere material?

paper sky
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Can anyone recommend any communities and meetups in the california bay area / san francisco?

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Especially for VR development. Kind of poking around on Meetup and have a few hunches/leads but am looking for ones that are well known or vetted

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Honestly, that or any other communities that anyone can recommend outside this one for that sort of space

high stone
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Unreal has a meetup page. There should be a bunch of areas in California. You can also try GDC next year.

wary wave
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blarg, skylight has stopped working again!?

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definitely needs some tips on using the damned things, and getting them to light ceilings nicely (dynamic lights)

pallid compass
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Anyone got a tip for away to feather this mask out a little to cover the white bits im missing? its a bi product of working in low res textures with out being able to cut UV's

plush yew
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yee

latent compass
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need a quick bit of help that doesnt fit in any channel

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I made a game back in february

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I just recently started working on it again

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I am trying to redo the sound system

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and I cant even find the node that plays the ambient music

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Find in blueprints doesnt work

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lmao

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wait

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nvm

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its a physical object in the world

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im a dumbass

fringe pivot
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wat?

tawdry raptor
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they told me if I made my lights static and built it that I would be able to see my shadows move but they stay still the fan shadow is suppse to move, does anyone know why my fan shadow cant move

latent compass
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whoever invented reroute nodes can legit have my babies

manic pawn
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those exec wires need straightening

latent compass
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dude

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i tried

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they wont

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they are all unaligned

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they get close

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but wont

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so I just made them curve around the value wires nicely

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and some of them are straight up close

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but not far away

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ex. Last wire of the "Set Defaults" section

merry mist
worn granite
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You'd benefit from some scripting and editing

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If your selling point is short and to the point I should never hear/see you reaching/guessing.

twilit quest
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Hey anyone looking to play with some paragon files?

minor creek
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I want whatever actor I click on last to become the current "target" for like attacks, how do I do this?

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help :X

ancient sandal
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Hey, I got a ball actor (c++) I created, and a ball spawner (also actor), I was wandering what do you guys think is the best way to let the player/enemy access the spawned balls? its an array and it is inside the spawner class

plush yew
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@ancient sandal reference the spawner to player/enemy, and make a method to get balls array

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or upon spawn you can subscribe ball to player/desired enemy

ancient sandal
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Yeah I thought about referencing the spawner, I will probably do that, thanks!

plush yew
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might be also helpful to reference spawner in game mode, and then get it from there

austere hinge
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How to use pixel streaming outside the local network

ancient sandal
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@plush yew how would you get it from the game mode? I never really used game mode yet

plush yew
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you can get it with AYourGameMode* GameMode = Cast<AYourGameMode>(GetWorld()->GetAuthGameMode());

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and then GameMode->GetSpawner()->GetBalls();

ancient sandal
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Cool thanks!

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@plush yew One more question, how would you store the spawner in the game mode?

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you would search it at the start?

plush yew
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i guess it depends on your game design, do you need it at start, or on ball spawn

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if you need to interact with the ball on spawn, you can also create delegate that you will broadcast and pass the pointer to it

ancient sandal
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I need it at the start basically

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Is there another way to get it into the game mode instead of searching it at begin?

plush yew
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i guess your spawner is Actror, right?

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and you want it at a specific place in level

ancient sandal
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Yeah

plush yew
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ok, so make a property in game mode, and get and set methods for it

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on spawner begin play, GameMode->SetSpawner(this);

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you can also reference blueprint of your spawner in game mode

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and create it inside game mode

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on construct

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then you can be sure you will always have game spawner

ancient sandal
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Yeah that sounds better

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thanks I will try it!

plush yew
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np 😃

red shell
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my viewport is stuck... i can't click any of the buttons or use the mouse/wsad to move the camera

weary basalt
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Close/Reopen the editor?

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Its stuck in docking mode

red shell
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mmm, restarting the editor worked

muted apex
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can anyone explain to me why i should use any other lighting mode than moveable

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i don’t get it

paper kernel
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Static is cheaper for performance

muted apex
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yeah but like.. ugly?

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and i never really noticed a performance impact tbh

plush yew
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Static looks way better than dynamic if you do it correctly

muted apex
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can i see an example

digital anchor
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Vanishing of Ethan Carter, 100% baked light

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But you dont need to look at big games, light baking should be better in most cases

cloud cobalt
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Static is absolutely the way for better looks

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No questions

digital anchor
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the only reason to not use baked light is when you cant, fornite for example has day/night cycles and everything can be destroyed, so baked is not a choice

cloud cobalt
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Static is faster AND looks way better, unless you can't use it

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Day / night can actually be used with static, using lighting scenarios - as long as you don't need it dynamically (it's one or the other)

muted apex
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so dynamic lighting would not look as pretty as static does in that image

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can i get an example of that as well?

cloud cobalt
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Dynamic lighting would look worse yes

muted apex
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because dynamic just always looked better for em

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me

cloud cobalt
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Dynamic shadows are incredibly costly, and look like shit when parallel to surfaces

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Dynamic lighting also doesn't bounce

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(not until we have proper dynamic GI which we don't)

muted apex
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so global illumination only works with static light?

cloud cobalt
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It's the only scenario where it's really supported, yes. There have been 3-4 different projects to bring dynamic GI to UE4, but none of them is really production ready

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Not to mention it will always look worse than static

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Static lighting can require days of building on large levels, you can't have that in 16.6ms without compromises

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This is what dynamic shadows look like on a sphere

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There are some settings to make it less horrible, but mostly dynamic shadows will look like shit

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TLDR : use static lighting for all non-moving light sources

muted apex
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but what if the light doesn’t move but a character e.g. walks near it

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no shadows, right

cloud cobalt
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Stationary lights will handle that

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They're static lights that handle moving objects

muted apex
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and what is the difference between those

cloud cobalt
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Stationary handles changes in light intensity, and moving objects

muted apex
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and that does not look ugly

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or what

red shell
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lol

cloud cobalt
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@muted apex Anything dynamic will always look worse than static

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If you've got moving objects in your game, they'll get worse shadows

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But most game objects aren't moving, so you can at least enjoy faster, better lighting for them

regal mulch
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@red shell It's usually enough to take a docked window and wiggle it over the broken window.

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Don't have to restart the editor

red shell
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ah, thanks

fierce tulip
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Happy birthday @polar hawk

unreal spoke
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Is possible to make an explosion that only affects (damage-wise) actors in a cone? Currently my explosions are affecting stuff in the other side of walls. So the idea is to affect a cone of 180degrees aligned with the normal of the hit point.

hidden cairn
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on thinking about it, couldnt you make an area of effect hit box mesh? That way anything thats in the collision area partially or fully is damaged?

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ie make a collision mesh thats a cone

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theres other ways however for an easy way that would probably work

swift yarrow
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anyone hitting up unreal dev days in montreal today? on my way now

unreal spoke
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hmm. so on hit/explosion I create a collision box on the occluded part (inverted normal of the hit) , get the list of actors and when doing the radial force, using that list of actors as input in "ignore actors". Something like that?

hidden cairn
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yeah something along those lines - it would need tweaking however it would be fairly easy to reuse for different radius' etc once its working.

unreal spoke
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cool. Thanks @hidden cairn I'll give it a try

hidden cairn
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no worries - its worth a shot

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Hey Yoeri

fierce tulip
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sadly no @swift yarrow but hug everyone I know :p

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hug all the people!

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ello olblue

hidden cairn
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No idea why but my build is stalled at 0% on my very large level - was fine before that. I'm going to try kicking it, crying and alcohol.

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left it to build for two days

fierce tulip
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¯_(ツ)_/¯

hidden cairn
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same

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I blame the new version - my older version was corrupted in a system fail. Im hoping the next ue4 release doesnt have the same issues on radiosity builds

short coral
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I copied my project from UE4.20.3 to UE4.21.0
The engine notify me to update these assets.

But It does not tell me where these assets are.

unreal spoke
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@hidden cairn swarm thingy permission dialog? I got similar results when the windows dialog asking for permission when to background and I couldn't see it

swift yarrow
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if I hug everyone - you'll see me in the news

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@short coral you can set a break on the warning in c++

short coral
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Ah.
Sadly, I do not use c++. 😢

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I made entire project with Blueprint. 😢

swift yarrow
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sadly only way around scenarios like that as far as i know

restive eagle
silver crown
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Cuz it has nothing to do?

restive eagle
#

might be, unit graph shows "game" is 6ms while gpu is 20ms

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trying to narrow down whos the culprit behind everything. scene is not that heavy but im using world composition so get heavy freezes when new layer is being rendered

fierce tulip
#

Odd hehe, I needed a cannon, use search > "Cannon", only result is a mesh named "barrel" and its exactly what I needed.

ancient sandal
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Any idea why I cant rotate the SprintArm in the 3rd person blue print that comes with the starter content?

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I can rotate it but nothing happens (the transform changes but visibly nothing happens)

#

I tried removing Use Pawn Control Rotation but it didn't help

#

any idea?

restive eagle
#

use this

cloud cobalt
#

@restive eagle Other thread is taking too much time

restive eagle
#

dont remember if its socket or target

#

@cloud cobalt i kinda figured out, problem is too many draw calls

#

get 40kk tris 😄

cloud cobalt
#

Yeah, that would do it

ancient sandal
#

@restive eagle This wont let me rotate though

restive eagle
#

then rotate the camera and not the spring arm

ancient sandal
#

the problem is that the spring arm is colliding with stuff in the wrong way

#

The spring arm orientation is wrong so I get weird zooming

restive eagle
ancient sandal
#

Alright removing this line from the CPP:
GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...
did the trick

spare steeple
#

still trying to figure out custom map support

#

potentially willing to pay for help if someone has enough knowledge on the subject

cloud cobalt
#

@spare steeple As in modding ?

#

User-made levels ?

spare steeple
#

yes

iron wadi
#

when I package the project, the final exe doesnt od anything

#

doesnt even create a log

#

process monitor didnt show anything weird

#

it worked like a week back and I only changed assets, source files etc, no settings, no engine changes

#

did something like that happen to anyone, if it's a common issue?

spare steeple
#

ive had it before

#

try deleting saved/intermediate

#

then package

#

also a setting to change that might help

#

let me load editor to find it

#

make sure this is set under packaging settings

#

i had your issue before and ive had an issue where setting that fixed it

#

not sure if it was the same issue though

cloud cobalt
#

@spare steeple Supporting user levels depends quite a lot on what exactly you want the experience to be like

#

As in, UE editor vs your own in-game editor

#

And whether Steam workshop is supported

#

And multiplayer

spare steeple
#

ideally users have an unreal project they can cook maps from

#

and upload to steam workshop

#

and yes its for multiplayer

#

the only real challenge i have is getting my main packaged game to load maps cooked from the editor project

cloud cobalt
#

Okay, so I'm working on this basically too, except no mutliplayer

#

Some insights :

  • You can't release the UE editor. You can release your project's sources, tell people to install the UE4 editor, and generate a mod based on the last release of the game.
  • You can release the UE editor if your company enters a deal with Epic about it to distribute it on their launcher.
  • You need your own software to upload content to the Steam workshop.
  • Currently, I fear 4.20 and 4.19 at least broke support for mods.
#

As to multiplayer, you'd need the server to tell connecting players about any Steamworks package used, so that they could download it dynamically. I don't know much about that, it's going to be quite involved

spare steeple
#

ive got that part figured out

#

attempting to connect to a server requests custom content via TCP

#

and downloads anything the server says the client needs

cloud cobalt
#

If you've succeeded in discovering assets loading from a pak file, i'd love to know about that, because no one appears to have done so

#

Maybe levels are different

spare steeple
#

not from a pak, but ive noticed if you put a umap in the game's content folder, it knows it exists

#

just doesnt load it

#

one sec

cloud cobalt
#

Right, an uncooked map might work

#

I've been trying to load fully cooked packages with many files inside

#

it looks like the AssetRegistry doesn't find the content afte rmounting the pak

spare steeple
#

right

#

i tried playing with pak files and nothing worked

#

but keep in mind im not using the standard DLC method

cloud cobalt
spare steeple
#

i cooked it from another project

#

but if i put "tester.umap" and all the associated files in my packaged game's content folder

#

anywhere in it

#

it gives me this error: ERROR: The map '/Game/eggfdgddasfr/tester' does not exist.

#

when i try to load

#

the khgfjdgkjdf folder name is just spam

#

no matter where it goes in there

#

it finds it

cloud cobalt
#

Well yeah that makes sense, it needs to use the DLC method

spare steeple
#

and apparently adds it to the asset registry

cloud cobalt
#

"apparently" ?

spare steeple
#

well it gets further than it does using a pak

#

it finds the file im talking about no matter where its located

#

all i type in the console is `open tester'

#

i could put that in 100 subfolders and it would still find that path when i just type open tester in the console

#

but a pak seems to give a complete error when trying to find it

cloud cobalt
#

So you can actually open the map unless it's in a pak file ?

spare steeple
#

i cant open it, but it finds the path and then tells me it doesnt exist

cloud cobalt
#

It's normal that it doesn't work if you cooked the pak file without the DLC method, it's basically a separate game

spare steeple
#

yeah

#

my ideal scenario is providing a separate project as an editor though

#

i just made a plugin to communicate map objects

#

they place plugin objects, main project converts them to real game objects on load

ancient sandal
#

I got an actor blueprint with a sphere collision in it, I enabled Simulation Generates Hit Events on the root + the collision, put collision presets to Pawn, and added event "BeginOverlap" on the sphere

#

Any idea why the event wont fire?

#

when the player collide with the sphere

paper kernel
#

check what the collision response is to to that channel you are looking for

#

trigger volumes are generally set to overlap all, thus triggering overlap events on channels

ancient sandal
#

this is on the sphere

#

Same is for the player

paper kernel
#

see, nothing is overlapping

#

so no overlap can occur

ancient sandal
#

oh

#

right

#

Thanks !

#

Is there a way to check if an actor is collided with the floor? (only the floor)

restive eagle
#

one way is to get overlapping actors and checking the tag

#

get overlapping actors - for each loop - get tag(= your added tag) - branch

#

or make a collision box and on overlap set boolean true, on overlap end boolean false

dim merlin
ancient sandal
#

@restive eagle Thanks !

teal tulip
#

@dim merlin terrain systems aren't included in the ship game so I think no

#

only with custom tools if you make a custom landscape system using the procedural meshes sytem

dim merlin
#

@teal tulip yeah however not possible for my game

teal tulip
#

that you see in that post are material no terrains

dim merlin
#

i know

teal tulip
#

so don't have collision

dim merlin
#

need more than 8km square , so ive no other option

#

i know

teal tulip
#

Well I made a mesh

#

as normal mesh sculpt in Blender

#

but that depends of your level of detal needed

#

you can use the normal landscapes too, but none of the both can be edited in realtime

#

probably @silver crown have a solution for you with the voxel terrain

dim merlin
teal tulip
#

then I have no idea what other thing you can do

dim merlin
#

i was thinking about faking using rendertarget

#

but its not very common i quess :/

#

and then i would need to program ai without navmesh

void palm
#

does anybody have any marketing contacts?

#

if so, please send me a message, i am looking for some help

neat geyser
#

Is there any way to have some legally secure place to talk about ideas? Maybe a place restricted to those who have signed NDAs and sent mods proof of identification.

grim ore
#

yes if you want to get an office somewhere, have them sign the documents, then discuss it?

#

alternately sign the NDA's then have a conference call over any phone service

#

or uhm... just discuss it and hope for the best?

cloud cobalt
#

@neat geyser The usual advice on this is that ideas are mostly worthless

#

The execution on them can have value

signal compass
#

^

#

More than 9 times out of 10

grim ore
#

aww I didn't want to say that

neat geyser
#

Yeah, but if someone has a great idea and working on the skills to develop it, but someone else already has the skills to develop it, the first person could mention it and be completely ripped off.

cloud cobalt
#

That doesn't happen

fierce tulip
#

lol

grim ore
#

that could happen anyways?

cloud cobalt
#

What happens is : people create a great game, with a great idea, like Battle Royale

#

The game works

#

The game is copied

#

That does happen

fierce tulip
#

that both wont and will happen, regardless of telling someone your idea or not

cloud cobalt
#

What doesn't happen is someone saying, "Battle Royale Zombie game, but with candy", and other people thinking "GENIUS, let's copy it immediatly"

grim ore
#

even then good luck getting an NDA to matter for an idea if that's what you want it to cover or for someone to sign an NDA to talk about ideas

worn granite
#

Also the more complex your idea is, the less likely it is to get scooped from under you. Candy crush but with emoji as an idea would be an easy steal, for example.

#

But I'd argue that such simple ideas are literally worthless

cloud cobalt
#

IMHO,

  • Most ideas never ever make it to a game because they simply don't work
  • Most games share 90% of the same ideas, and the value lies in how well the ideas are implemented
  • Game ideas are always way more vague than they appear
  • Competent game developers always have a backlog of ideas
neat geyser
#

Eh NDAs don't really matter anyway. It's a deterrent, though.

cloud cobalt
#

Just go through a list of best selling games ever

#

The idea was never new

#

Minecraft was a novel concept that was a full decade in the making as an open-source project

#

PUBG was like the 5th iteration of the same idea

neat geyser
#

Eh, I don't really care about best selling. I care about making something i care about that could possibly produce a living for myself.

cloud cobalt
#

Most AAA are the 46780° iteration of the same idea

worn granite
#

minecraft actually wasn't even all that novel though

cloud cobalt
#

The point is, no game has ever succeeded out of a great unique idea that was never tried before

#

Games succeed because of a great implementation of such an idea

grim ore
#

well the longer you take to discuss your idea the less time implementing it and the less time producing a living so.......

fierce tulip
cloud cobalt
#

Discussing your ideas is great, because you're mostly going to find out that it sucks

#

And then find a new one

grim ore
#

man where is the lebouf emoji for just do it

fierce tulip
grim ore
#

there we go 😃

worn granite
#

get your idea "down" and actually test it

tall pendant
#

wasn't Infiniminer where notch got a few ideas from for MC?

fierce tulip
#

aaaand back to cooking

cloud cobalt
#

Yup @tall pendant

#

And I'm thinking Infiniminer wasn't super novel either

worn granite
#

I'm just sitting here compiling 900 items in VS.

pallid compass
#

wow just read up

worn granite
#

wtb threadripper

pallid compass
#

10/10 slaughter

cloud cobalt
#

@neat geyser The best advice I can give you is to discuss every idea you have in depth with as many people as possible, show them gifs of your prototype, get as much feedback as possible

fierce tulip
#

^

worn granite
#

rei go away you're not meant to know I wake early

neat geyser
#

Luos, did you literally just say not to share ideas, then agree with someone saying to share ideas?

cloud cobalt
#

He means your idea isn't amazing

worn granite
#

he did

cloud cobalt
#

Because it's not

#

If I had a dollar for every "great game idea" that turns out to be "last year's best-selling game, with ZOMBIES", I would be richer than Notch

worn granite
#

I think the sentiment is to develop ideas to the point where there's substance. Have gifs, flesh out the details, actually iterate on your own. Bring in others for feedback.

sleek solar
#

FlightSimulator but with zombies 🤔

worn granite
#

Elevator pitches with no backing are the amazing idea nobody wants to hear.

#

Worst case, you hook me on your idea and I want involved. I find out you've got.... a game.txt.

neat geyser
#

Ok, well this was fun and 10% helpful. Thank you @cloud cobalt, and @grim ore for giving actuall advice.

cloud cobalt
#

Ideas have no value in game development because they're too abstract. They're not copyable. Game jams often work exactly like that

#

You're given a vague idea and 100 teams produce 100 games

#

What's the difference between Breath of the Wild and Horizon Zero Dawn ?

#

You'll need to get very specific to spell out real differences

#

Yet both games came out a week apart, and feel fairly different

#

I mean, both games are open-world exploration games with medieval combat, fighting animals and decaying, advanced creatures to repel an evil force, with some story elements, side quests, an inventory, food crafting

#

Core differences would be on art direction, story structure, and weapon management

#

My point is that an elevator pitch for both games would look similar, but the results don't.

paper kernel
#

you can probably do better pitch on horizon if you step on the spoiler territory

plush yew
#

I dont think I can continue with this coding crap

#

The computer I use.. it's so bad

#

Im constantly editing at 11-13 fps.

#

It's driving me effing nuts.

worn granite
#

in game?

plush yew
#

The engine itself

worn granite
#

OH.

plush yew
#

Or anything really

worn granite
#

BP?

plush yew
#

What??

worn granite
#

Are you using BP

plush yew
#

Im not even running the game

worn granite
#

aight

plush yew
#

I said the engine itself, that applies to everything, running or not.

worn granite
#

And I asked if you were talking about the BP graph not being performant.

#

¯_(ツ)_/¯

plush yew
#

The blueprints work fine, they do what they're suppose to

#

Just at 11-13 fps as I said

worn granite
#

Aye.

#

Surely.

#

Nevermind.

plush yew
#

...

#

Im at a lost.

hushed delta
#

Guys, if you have 100 animations, and every one of them needs to apply different types of damage on specific frames, how do you avoid ending with 100 diferentes anim notify events?

sudden agate
#

make a generic Anim Notify which has some parameters to determine what happens @hushed delta

plush yew
#

Im so happy with myself

#

I just imported my first model from blender into the engine having no idea what Im doing and it was successful

#

😎 feels good

#

Ye it does

#

Except the model itself just looks ridiculous xD

#

Not like, ridiculous as in it screwed up. Ridiculous cuz I made it

#

i can make cube

#

and scale it

#

my modelling skill

#

I made some weird polygonal...Thing.

#

Its bipedal and actually has a skeleton so I mean not bad for someone who doesnt know what the fuk hes doung

clever niche
#

i'm having issues importing a csv into ue. I've attached the csv and i get an error saying that it can't convert it to a string

#

my guess is i structured it wrong but idk how

grim ore
#

do you have the first column which is the row name?

#

and how is your data table structured

#

I would say you have to insert a column at 1 with your row names as your first issue, the other columns are your data table properties

teal tulip
#

lol

fierce tulip
#

lol

frank escarp
#

wrong chat

clever niche
#

Oh i don't have it as row name it's unit name

#

i'm not even getting to the dialogue to select a class

#

still nothing

grim ore
#

ok so when you drag and drop it into the content browser what happens?

#

also I fixed the file and it works fine here sooo... lets see if we can figure it out on your end

#

the new file works fine btw, that is the correct structure (but you dont't need anything in A1 as it's the row name and it ignores it

clever niche
#

i click import and click on the file

#

and it goes nope

#

what did you do to fix the new file

#

hmm now it's working 🤔

#

no clue what was wrong before.

grim ore
#

ah I never import CSV files I just drag/drop

#

and yeah my fix was the same thing you did, added a column with the row names which you did in your 2nd file

clever niche
#

well now at least i get the dialogue it't not showing hte stuct

grim ore
#

did you create the struct?

#

and make sure the names match the columns exactly so you might want to make them all uniform. CamelCase or Space Case but the same would help out in the future

clever niche
#
struct FUnitDefaultValues : public FTableRowBase {
    GENERATED_BODY()

public:

    FUnitDefaultValues() {};

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
    FText UnitName;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
    FName UnitClass;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
    FName Team;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
    int Health;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
    int HealthRegenRate;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
    int Aura;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
    int AuraRegenRate;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
    int MovementSpeed;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
    int SpawnTime;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
    int SupplyCost;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
    int DustCost;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
    int AttackRange;

//     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
//     TSoftObjectPtr<USkeletalMesh> Mesh;

};```
#

oooh ok

#

i'll fix that

#

i have spaces int he csv

grim ore
#

UnitName is not spaced 😛

#

thats why i brought it up

#

but besides that I have never made a struct in C++ so.... #cpp might be able to help with that. I make my structs in BP

clever niche
#

do i even really need the name column in the csv then?

grim ore
#

the first column has to be the row names yes, then every column after that is a property in the struct

clever niche
#

ok

grim ore
#

so A1 is blank, B1 is the first property name, C1 etc..

#

A2 is the first row name, B2 is the first property value, C2 etc

#

stupid stuff

uneven fractal
#

So what do you guys think of the new replication graph thing? Useless, Niche useful, or game changer?

clever niche
#

@grim ore random question. can i have enum values in a csv get imported properly?

#

i mean they are just ints so it should be fine

grim ore
#

I want to say yes if they are of the right format in the CSV file, I tried this if I can find the video lol

#

ok so you can do a struct and array, I tested that, but your asking about just setting the value of an enum basically?

#

yeah it looks fine. I created an enum with (Melee,Ranged,Building) as the values. Added "Type" property with the variable of that enum I just created to the struct.. Added a new column to the CSV and set it to the values I wanted and when I imported it set the enum correctly.

clever niche
#

cool

#

mine has confused me 😛

#

in the unit class it shows the right values but in the table view it's invalid

#

also if i click on the drop down i don't have the option to select elite unit

grim ore
#

is elite unit in your enum then?

clever niche
#

yeah

#

thats the wierd thing

grim ore
#

weird then, it should work if the spelling is correct and the enum has the value

clever niche
#

i figured

#

i'm trying to see if there is something wonky

nimble egret
#

Hello guys

#

I need help

clever niche
#

because in the picture if you actually look at the unit class int he picutre for the row i selected it looks normal

nimble egret
#

I am unable to type in paid work section?

clever niche
#

i just can't change it cuz then i can't go back

nimble egret
#

What I do?

#

Please tell me!!

#

Thank you!

clever niche
#

i don't even see a paid work channel

nimble egret
#

Job board section

#

Looking for work tab

clever niche
#

oh read the pinned message

#

it's all generated by the bot

nimble egret
#

Where?

clever niche
#

at the top of the screen there is a pin next to the searchbar that explains how to use the channel

nimble egret
#

Ok thanks I will se

#

See

clever niche
#

@grim ore it was a hot reloading issue. I closed down the client and rebooted and it's all good now

grim ore
#

oh yeah.. C++..... good times!

clever niche
#

lul

dapper obsidian
#

does anyone know where the ue4.sln file is located in windows 10?

clever niche
#

for like the whole engine or for the project?

teal tulip
#

@dapper obsidian For the game is on the main root of the game folder, for the engine in the main root of the engine folder, if you want to use sources you rather download a version from Github, need to download it then press Setup if I don't remember bad and then is the other batch that one generated the sln

plush yew
#

Alright Im in my model's skeleton editor, how do I make a blank, new animation for it (I didnt make any animation in Blender)

grim ore
#

It looks like you can go up to the top and do create asset and create a new animation if you have none

plush yew
#

Uhhhhhhh

#

Is it infront if my face or somthn

grim ore
#

Maybe it's only in the newer versions but on 4.21 it's on the toolbar in the Animation section at the top

plush yew
#

I dont have an animation tab '-'

grim ore
#

but you are going to find doing animations in the editor itself is going to suck

plush yew
#

Meh

#

But no I dont see an anim tab..

#

Did I somehow import it as just a static

#

I have Skeleton, Mesh, and the Physics tab

grim ore
#

no if you see a skeleton its a skeletal mesh, perhaps without any animations there is no tab

plush yew
#

Okay

#

So how do I create that tab

vivid girder
#

@plush yew You can create a blendspace from your mesh in the content browser

grim ore
#

ok it looks like you need some sort of an animation so yeah creating a blendspace will trigger it

plush yew
#

Blendspace? Ooh

#

Like, from the skeletal mesh or the mesh itself

grim ore
#

but again, good luck getting animations with just the editor.

plush yew
#

I know.

#

But Im more familiar with that

grim ore
#

right click the skeletal mesh in the browser, and create at the top

plush yew
#

Oh hey I see the anim stuff

#

Thx

vivid girder
#

I have a ton of BP_Building derived children that can be built on any tile. I'd like to make it so none of them can take damage or execute their code in the world until their "building" phase is done. I'm thinking of making another class to do all the building (that could take damage and stuff too), then allow the original building to start executing it's code and render itself in the world. Thoughts?

#

Because apparently Construct Object doesn't spawn it in the world

grim ore
#

objects are not in the world, correct. they would have to be an actor or other derived object that exists

vivid girder
#

After the Building is constructed, do i spawn it the normal way to have it start executing code?

#

The big reason i need it constructed is so i can access default variable values

grim ore
#

you can get the default variables from an object without constructing it

vivid girder
#

You can do static access in BP?

grim ore
#

There is a node for Get Class Defaults that gets your default values for any variables

vivid girder
grim ore
#

but besides that if your items is executing code and you don't want it to you can always just set a boolean that is checked whenever something fires to see if it's built or not

vivid girder
#

Yea, that'd be a pretty large refactor and make the code a little less clean imo

#

The building class has like 30 derived children, and they each have specific functions

#

I really just don't want them to be able to execute beginplay until I specify, but i would like a reference created

#

Would I still get that with Construct()?

grim ore
#

Construct should fire when the actor is spawned in, so should begin play unfortunately.

#

If there was a way to spawn it in disabled and then enable the parts you want to run but BP's really don't work that way

vivid girder
#

This should be pinned somewhere if it's not

grim ore
#

well it's in the docs so close enough 😉

vivid girder
#

Thanks for posting

#

I'm actually a bit confused

#

Where does Construct play into this

#

I assume it stops before spawn

#

But it seems in the diagram that construction comes after

grim ore
#

well it's on the right side and called before initialize and begin play, so during spawning but before spawned

vivid girder
#

In that case, wouldn't Construct halt before PostActorConstruction()?

grim ore
#

well it would run before it, I guess it depends on what code you have in it. I don't think it blocks spawning as far as I know.

#

well it might I guess, I never checked lol. I would guess a blocking call like an endless loop might stop the actual spawning

vivid girder
#

Time for a test 😄

#

Seeing your tutorials on every search

grim ore
#

😃

silver crown
#

Mathew is da best

grim ore
#

What would have been cool is if a parent could stop a child function easily so if the child calls the parent the parent could stop the function from continuing but no such luck

vivid girder
#

Guess that would be doable if Super() calls were macros with exec flow

#

It'd be the purge of the century

grim ore
#

yeah I think it's just going to need some work to get what you want to work lol, yay for programming

vivid girder
#

Seems I can't Construct an anon(?) class

#

Not sure what it's called

grim ore
#

well I think that's trying to construct a blueprint by calling construct object?

#

I would assume it is expecting you to spawn it

vivid girder
#

I can't just construct an actor?

grim ore
#

I've never tried, I always spawned in actors as they exist in the world

vivid girder
#

Alright, seems I can't construct Actors with this node

regal mulch
#

That is only for UObjects

#

Actors have to spawned differently

turbid wave
#

hi

#

can someone pls tell me if its correct in english "EXTRA LIFES: 2"

regal mulch
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Well, AActor is also UObject, but for BPs at least only children of UObjects you create

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The plural of LIFE is LIVES iirc

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But not sure if there are some rules to using LIFES instead ? hm

turbid wave
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so extra lives

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thanks

regal mulch
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Yeah afaik, LIVES is the correct plural. LIFES only exists because people seem to use the rule "Noun + s = Plural" too often on it

grim ore
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Make a picture of a face or your ship or whatever you character is then have that and x2 next to it or even 2. Look at how they handled it for mario. No need for language 😃

regal mulch
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But you might want to wait for a person who has english as their first language

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Yop, text is usually quite "ugly"

grim ore
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more pictures, less translation!

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but yes to answer the question lol, it is Lives for plural and Life for single.

turbid wave
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for this case is it ok ?

grim ore
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for that yes

turbid wave
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thank you guys

teal tulip
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interesting light/fog/ post process in that scene

grim ore
high stone
#

Tell Tale is removing their games from Steam. Beware.

worn granite
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@rugged fable just setup a VS snippet to do that

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google it

idle sail
#

Any option to repair or restore files? it seems like some of my files just wont show in unreal

plush yew
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what files do you mean?

unreal comet
#

So I'm not sure what's happening and would love some input. I was working on my project in UE4 4.20 and all of a sudden I got a total black screen and my PC was frozen. I couldn't do anything. I thought maybe it was just UE4 that did it but I wasn't even doing anything. I had 2 blueprints open. So I restarted my PC and I got it right off the bat on the Windows blue load screen. This time it was a total blue screen freeze. I restarted again and made it to YouTube where I got a total orange screen freeze with wierd buzzing sounds. So I used Display Driver Uninstaller and removed all drivers and then installed the newest driver. But I still get the freezing. What the heck?? I just had a gtx 780ti die on me so I got a gtx 780 and now this 780 is doing this. Anyone have an idea on what could be wrong? Another bad GPU? Or something else like PSU?

spare sun
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check what ur bluescreen said. It can be anything, ranging from bad ram to overheating.

unreal comet
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@spare sun It wasn't that kind of bluescreen of death lol It was literally the color blue. It was a Cyan blue screen. It had no info like a traditional BSOD. It must just pick a random color and freeze with it on the screen. I had Orange, Black, and Cyan

spare sun
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I've seen the orange one once, it should still say the stop code

unreal comet
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you mean on the screen or in a crashfile somewhere?

spare sun
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on the screen

unreal comet
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There's nothing on the screen

spare sun
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can you reproduce it? Does it simply crash everytime after you startup?

unreal comet
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It stays orange or black for a few seconds then my monitor displays the searching for input like my PC's not plugged in

spare sun
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so the pc itself doesnt reboot?

unreal comet
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No it doesn't. I did one time get the "driver stopped responding then recovered"

spare sun
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ah but its not a real bsod at all then

unreal comet
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Nope

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No BSOD

spare sun
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thought you meant bsod by blue screen

unreal comet
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lol I knew that would throw people off lol

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I thought maybe it was just a bad driver so I removed it and installed the newest fresh driver but It started again today

spare sun
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does it crash even if you do nothing for a while after rebooting?

unreal comet
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So that's the strange part. I thought It was UE4 because thats what I was using the 1st time it happened. But I restarted and was just on YouTube and it happened. Then I restarted and didn't even make it past the "starting Windows" screen that appears right before your desktop appears.

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It got worse and worse

spare sun
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worse and worse? The fans are spinning, right?

unreal comet
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That's another thing I'm not sure about with the MSI GTX 780. One fan barely spins and the other spins fast unless I do something demanding then both spin fast. Is that normal?

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My friend gave me the card about a month ago because my gtx 780ti died on me.

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so I don't know much about it

spare sun
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what are the temps

unreal comet
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I don't have it in right now because it was so broke. I'm using my old 550ti which sadly seems to be working and more stable than the 780. But I did check msi afterburner and the line was flat. It wasn't climbing

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I even ran Kombustor after installing the new driver just to test it and see if I could stress it enough to cause it to happen again. But got nothing. I watched a movie last night and nothing happened. But all of a sudden a few minutes ago I was on UE4 and it froze again. 😦

spare sun
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few minutes ago on 550ti?

unreal comet
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no on 780

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I just put in the 550ti in order to use my pc. I don't have a built in gpu on my motherboard

spare sun
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well if 550ti works just fine under same circumstances I think you found the answer before even asking the question

unreal comet
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I would agree with you usually but I'm a little worried because it hasn't even been 2 months since my gtx 780ti died in a similar way

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I don't want to go out and buy a nice new GPU and then find out my PSU or Motherboard is killing them lol

spare sun
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well if ur overclocking it could

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if ur undervolting it could simply make it crash frequently without permanent damage

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if ur psu isnt strong enough it could crash too

unreal comet
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I don't overclock and My PSU is the EVGA 850 g2 Gold

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I should be set right?

spare sun
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if its overheating, which I thought about when you said worse and worse - it could

unreal comet
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Hmm Maybe it is. Should I use MSI afterburner and just max the fans all the time?

spare sun
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just check if ur hitting critical temps during heavy load

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also you gotta reinstall drivers (depending on the gpu ofc) but you probably know it. Its not like 550ti automatically work for 780 - though they might.

Just sounded like you simply swap them out

unreal comet
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UE4 and discord shouldn't be a heavy load though right? I was just editing blueprints. I use DDU to uninstall the driver and then replace the card and install the newest driver. I know I did it fast but I did it correctly lol

spare sun
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ue4 can be

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but I'd just benchmark and watch the temps during it

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ofc if ur idle temps are in the 70 deg range something went quite wrong anyway

unreal comet
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Ok So I guess I'll get the 780 set back up then run the benchmark and see if I can reproduce it again.

spare sun
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ah yea also

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it might be nvidia's fault

unreal comet
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Ok that's another question i had

spare sun
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with the new drivers

unreal comet
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I had no issues for a month then yesterday I get the message telling me to update to the newest driver. I declined and started having these issues..... 😦

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Smells fishy to me but could be a coincidence

spare sun
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you can always choose to install older ones

unreal comet
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Can nvidia effect the driver you have installed? I mean i didin't have any trouble until yesterday. Could they even do that?

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IDK probably just my conspiracy theories

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lol

spare sun
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well, technically they could without even knowing. Like declining could reset your profile or smth. But I wouldn't count on that

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I'd sooner believe windows has installed another of his silent updates and broke the driver

unreal comet
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True Windows is evil too lol

spare sun
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ikr. But for now just check ur temps and try to rollback to older drivers.

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worst case it's a hardware fault

unreal comet
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I'm getting the older driver now and am about to uninstall and shutdown. Hey Thanks for letting me vent and helping me out. Its just frustrating when this happens, especially when your in the middle of something. I'll let you know what happens.

spare sun
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np

unreal comet
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@spare sun well I'm on my phone now. I uninstalled the 550ti driver and shut it off. Then I plugged in the 780 and it didn't even make it to the desktop. Lol nothing but a solid white screen

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Has to be a hardware issue right?

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Guess I'll be using the 550ti. I sure know how to kill 780 gpu's :(

swift spindle
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holy shit..

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I'm 1 step away from force deleting 2 years of work over this bloody bug

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anyone know why unreals volumetrics randomly seem to fade in and out

rose bison
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just randomly found a nice engine blueprint

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epic sure keeps their blueprints clean

swift spindle
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does noone know why volumetrics fade in and out ?

languid shard
swift spindle
vivid girder
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Anyone know a way to get FindPathToLocation() to work reliably?

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I have to assume it's some sort of collision issue at this point

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This is returning -1

red shell
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epic please fix

grim juniper
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I wonder if EPIC will actually push out a version of the engine with RTX support before the end of the year

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Well, I suppose it's actually DXR support

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technically DXR will be the first time we get an actual real time dynamic GI solution since LPV was abandoned

cloud cobalt
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Probably not

teal tulip
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@grim juniper don't expect it until 2019

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and tbh the cost will be huge pretty sure

grim juniper
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Well, since 4.21 just came out I'm not really expecting it, but iirc they said it'd be in by the end of the year LUL

teal tulip
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uh idk never read that tbh

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but all total aims they will wait until the 2019 show

regal mulch
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I don't mind playing around with it, but that's all. The whole RTX stuff feels like another Hairworks.
Looks pretty, but no one would buy an overpriced GPU for that.
At least that's what I can read out of all the Battlefield 5 posts.

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For Games that is.

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For ArcViz or so it's probably cool.

grim juniper
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Yeah, it's definitely not a game changer at the moment, but it's important to get it out there and have support for the day when everyone can afford a GPU that can run it

frosty moon
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@wary wave - I have undeleted the thread ... please get me added to the moderator group here

wary wave
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o/

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I'm not sure who controls that - might be Pfist?

grim juniper
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Aha, I knew I wasn't making it up. This article says "Running on what Epic still refers to as “experimental code” (planned to be introduced to Unreal Engine for production later this year) the raytracing in the demo..." https://arstechnica.com/gaming/2018/03/star-wars-demo-shows-off-just-how-great-real-time-raytracing-can-look/

Ars Technica

See how an entire scene bounces off Captain Phasma's armor at 24 frames per second.

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I know it doesn't say for sure, just pointing out that it was at one point planned to be before the end of the year. Doesn't look like that's happening though

frosty moon
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@wary wave -- who is the user ... let me just reach out to them?

wary wave
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@mint sequoia

frosty moon
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I have sent them a DM

wary wave
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cheers ^^

iron wadi
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hey, how does filling shared DDC work? we have shared DDC setup on a NAS and two machines, ran a fill on one machine over night and the second machine is now still computing shaders and loading maps slowly

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and still sending data over to the NAS

frosty moon
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@wary wave - all sorted, user is happy.

fierce tulip
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@iron wadi @pallid compass might know, but not sure how much this is related to unreal engine so might be better to take it in lounge

wary wave
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great ^^

iron wadi
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eeeeeh it's shader cache in unreal engine? not sure how it would be unrelated, but thanks for the tip

wary wave
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yeah, it's very much a UE thing

fierce tulip
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I missed the dcc thing, only the nas thing :p

wary wave
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we used shared data caches at Bohemia, but unfortunately I don't know much about how that was set up

fierce tulip
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@grim ore purchased, thanks 😃 could use some placeholders.

regal mulch
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@frosty moon Forum Mod?

frosty moon
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Yes boss

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I can send you a DM on the forums if you want

regal mulch
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Na it's fine.

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If you lied I'll slap you.

frosty moon
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Shot

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I like getting slapped 😃

regal mulch
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Damn.

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Anyway, let's not go into offtopic :P

harsh tiger
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does anyone know why i get this error every time i load up a project? Old or new is still the same?

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@ me if you know the answer please

tiny fable
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I need a good idea for sustainable development app. Does anyone have any ideas? It's for a school project. Post the idea her or DM me.

wary wave
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@harsh tiger - you get the error message because those assets are not there and it thinks they should be (something, probably the level, references them)

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I mean it says exactly which meshes want those materials, and it says they're not there

cedar snow
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is there a way to get the complete (asset) path of a level? e.g. the level is located in maps/world1/level1 though GetMapName only returns the last part (level1)

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context: after that level has been exclusively loaded

fierce tulip
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Is there a console command in preview that unlocks camera?

unreal spoke
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Is possible to change texture configuration (texture group, filtering, use of mipmaps, etc) on runtime using blueprints?

plush yew
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can anyone please tell me why my TriggerBox isn't working? I'm using the OnActorBeginOverlap

lean junco
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Hey guys. work has kept me out of UE for almost a year now so pardon the noob question. I'm trying something with one of the paragon characters.
I would like to pause the animation on a certain frame.
In other words, I would like to define the pose from a specific frame in one of the animation clips.
I don't even know where to start.

plush yew
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@lean junco have you tried creating a notify in the animation timeline?

lean junco
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@plush yew Nope, that sound like a starting point.. then what do I do? Where and how would I reference and set it?

plush yew
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open up the animation, then at the timeline at the bottom, put the cursor over the time of where you want to create the notify, right-click and create notify, name it

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then in the event graph of the animation blueprint, you can refeerence it

lean junco
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@plush yew I'm hesitant to try and assist you with your trigger box question, because I'm sooo rusty, but, are you overlapping with an actor? I remember having problems with it when I used a pawn, not an actor

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@plush yew Thanks dude! I will try that

plush yew
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yes, i have it overlapping with the third person character

lean junco
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I had so much S@#t with that on the last game jam I did... I will try and see if i can find the project to see what worked.. remember it having something to do with the type of collisions it would trigger

plush yew
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thanks

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i lost marks on a test because this all of a sudden didn't work

lean junco
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ouch

plush yew
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because i never use box triggers, i just use the collision boxes you can create in an actor blueprint

lean junco
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jeeze just chatting with you makes me realize how much I have forgotten in the last yeart

plush yew
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lol

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i figured it out. apparently, you aren't even supposed to hook up the reference to the third person character. it just automatically knows. <.<

lean junco
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oh hell. I'm glad you found that, cause I would have totally overlooked that 😃

errant fable
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Hello guys. I'm having a little problem with Overlap Events. Attached a Capsule to my Third Person camera, so when it Overlap with a Wall it fires an Event. The problem is that it only fires when the Characters Moving. If i just move the camera without moving the player it doesnt fire.

dawn vessel
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Do Server's lose lots of performance if Collision is too intensive on Meshes?

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Like using complex collision on everything?

wary wave
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I would assume they would

cloud cobalt
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"Lots of performance" and "too intensive" isn't really clear

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Overall, unless you're doing things really wrong, collision is unlikely to be a major problem

digital anchor
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Complex on everything may not even work, as two Complex wont collide with eachother.

cloud cobalt
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... Complex collision everywhere is definitely wrong

unreal spoke
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@errant fable screenshot of the blueprint viewport?

cloud cobalt
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@dawn vessel The problem with complex collision is that you'll have gameplay problems before you have performance problems (which are only a financial problem, server-side)

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Needing complex everywhere means your assets are fucked up

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You'll have characters bumping into stuff all the time

dawn vessel
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Complex meaning they are as on point collision as possible.

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Is what I was aiming for.

cloud cobalt
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You should strive to avoid that

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Collision is deeply linked to movement, and no one enjoys bumpy movement in games

errant fable
dawn vessel
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how is it bumpy movement though?

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It just makes the mesh very precise I thought.

digital anchor
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well it will make the character walk like that

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over stones

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xd

cloud cobalt
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I guess you should say more about your game, but mostly, collision in games is always very simplified because it makes the gameplay much cleaner, easier to understand, and more reliable

digital anchor
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btw, if you want your character to precisely walk over the mesh, use IK setups

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your capsule wont bump, but his feets will stick to the ground and stuff

unreal spoke
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@errant fable That box seems to be parented to the spring, not the camera

errant fable
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Tried both

unreal spoke
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@errant fable which one has "use pawn control rotation"? The spring or the camera?

errant fable
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@unreal spoke Spring

worthy oyster
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guys, i need some help

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i need to remove starter content from my project

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but even if i delete it, after a full build, the content keeps getting re added by the engine

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is there a config i'm missing?

neat geyser
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So, anything called on a pawn with a player controller is done on client, while everything called on a pawn using and AI controller is done on server. Is this a correct statement?

worthy oyster
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found it guys

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DefaultGame.ini

InsertPack=(PackSource="StarterContent.upack,PackName="StarterContent")

found it xd

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sorry!

plush yew
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Where do I post models just to show em off

fierce tulip
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#work-in-progress if its ue4 related @plush yew

plush yew
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Okay

unreal spoke