#ue4-general

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wary wave
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that vanishing effect looks like a basic masking effect?

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it's nice

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but I'm not sure I'd call it 'advanced technical art'

fierce tulip
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nah there is some shader-math at work to some additional oomph

wary wave
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you sure? it looks like it just uses a world space sphere mask

fierce tulip
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you can see the verts move semi-randomly and blow away

wary wave
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using the same mask, innit?

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guess we'll see on the stream xD

fierce tulip
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yea hehe

fiery harbor
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I can't log into answerhub... always get "There was an error contacting the remote service" when trying to sign in

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does anyone else see the same?

wary wave
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it's a common problem

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it'll resolve itself

fiery harbor
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ok

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thanks

hot drum
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Hey guys, simple question

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is there anyway to have 1 half of the viewport a camera where you can explore the game and the other half the gameplay itself?

fierce tulip
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yes you look good in a clowns costume

hot drum
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because I'd really like to see my game from the outside perspective

fierce tulip
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you can do splitscreen yea

plush yew
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myball doesn't move in forward camera directin -.-

zenith pewter
grim ore
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Pay ILM to remake it for you?

static viper
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Remaking this is... A massive task

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we can show you a few things with ue4 but...

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this will highly end into us telling you to google...

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bc its such a massive topic. bigger then ue4

plush yew
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If to think of it there are a lot of things ppl want to remake in ue4

static viper
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you will need 3D 2D rendering animation

plush yew
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What's the point of remaking this clip?

zenith pewter
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not clip

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car spawn animation

static viper
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yee

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luckily ends up with the same

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a very hard thing to create

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i see ue4 could render that yes

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but the animation will be the main thing

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and then sequenced material fades

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very tough bone

plush yew
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@static viper my question at least is doable kappa

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you stil not helping meh

static viper
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actually

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i was trying to not joke about your balls.

grim ore
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look in the content examples and there is one of using mesh animation to remake a building from pieces, you can use the same setup.

plush yew
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mattheww ๐Ÿ˜ฎ

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aer you getting paid for this

static viper
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he is actually ๐Ÿ˜ฎ

plush yew
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XD no way

grim ore
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I am not lol

static viper
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its your youtube job tho...

grim ore
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not for this, I get paid for doing some stuff for Epic in terms of video content

static viper
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๐Ÿ˜›

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hes getting paid

plush yew
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but that would be a thing? a official helper in discord. would coust them 4000 usd per month. that is nothing

static viper
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for the amount of nerves that get squished here?

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yee

grim ore
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Epic plays it very tight to the vest in terms of money going out so smaller "frivolous" things like that wouldn't happen from what I have seen.

static viper
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coding level payment

grim ore
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It's smart tho, expanding too much too fast can cost you too much

plush yew
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It is a casino game though. Helping hundreds per week. And some of those hundrends could make epic some money. More than they spend on the 1 helper.

grim ore
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If you consider the cost as a "cost of doing business" then yes from a customer service perspective it is good but not many companies are that customer focused

plush yew
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eh no?

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some in here and the forum will bring epic money back

grim ore
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yes but outputting money without direct inputting money is where the "cost of doing business" gets lost for some people. It's hard to say "Spend some money now and later you will get some back maybe"

plush yew
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that is a very good way to invest

high stone
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Companies have this temptation of automating a lot of processes.

plush yew
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like diablo immortal? ๐Ÿ˜„

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BUUUUUHH

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automatic money income

high stone
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I bet $5 Activision will charge money for their help desk in 5 years.

plush yew
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0.0

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for what questions?

high stone
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DLC help desk pack.

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I should stop there. I might give them ideas.

grim ore
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It's honestly like coffee for your employees. Some companies understand providing things like coffee is a cost of good business while others do not. It can go either way

frank escarp
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my office from pubg has free cofee, free drinks, and free sweets/chocolate

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its good

high stone
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I'm a water guy. /:

frank escarp
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becouse they buy stuff as a whole, its not like it even registers on the cost of the office itself

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sub 0.1%

grim ore
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yep I try and bring in donuts when I can for the office even tho I am just an employee here. It helps morale when your having a shite day.

frank escarp
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but ups morale

worn granite
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vblanco can I just hangout at the office and occasionally provide code?

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I can get down for some free coffee

plush yew
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free sweets.. can'T be a good company ๐Ÿ˜‰

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SWEETS

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how 'bout some carrots ๐Ÿ˜„

high stone
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I tried encouraging my employees to eat healthy by making home made pizza. The pizza helped them gain a few pounds. So... I need more practice.

worn granite
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You....

high stone
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It was good pizza.

worn granite
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wut

high stone
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I'm Italian. We have a problem.

worn granite
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Ah.

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Makes so much more sense now

grim ore
worn granite
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also mathew you're paid by epic? TIL, though it makes sense

grim ore
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I do contract work for them for videos from time to time. Some of the academy learning stuff and the new release highlights

worn granite
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Ooh

grim ore
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all the other stuff is 100% my time ๐Ÿ˜ƒ

worn granite
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Grats

grim ore
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Thanks. It's been fun but I would love to do more if time permitted

worn granite
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do they work with other UE4 yt educators?

grim ore
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yeppers

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You can see a few of the Academy people are general people

plush yew
worn granite
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just looked at academy again, they're really focusing on this stuff eh?

grim ore
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They seem to be yep plus a manager position opened up to make it more robust I think from the description

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@plush yew what do you have for your code now?

plush yew
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what is the site for saving bps online called again?

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maybe it moves in forward direction of camera cuz u r using "get forward vector"?

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perhaps i am missing something

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@plush yew there is no forward node

static viper
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what are you doing

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XD

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what is dis code

worn granite
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........ wut

plush yew
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XD

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i don't remember what the top code is doing

static viper
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ITS RAWWWWW (โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

plush yew
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he literally says no idea what in the blueprint kek

static viper
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i am literally abusing him

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ok ok.

plush yew
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Only the top most I don't know

static viper
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you can get camera forward

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and then multiply that

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you can use that as velocity

worn granite
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print the value of axis value

plush yew
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with what?

static viper
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multiplay with like 100

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and then

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clamp axis 0 1

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and multiplay that aswell

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so when not pressed nothing happens

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maybe not clamp ok

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if you wanna roll backo

plush yew
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hwo can you know all of this without being in the bp...

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this is theory 2350245$%

static viper
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...

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its very basic stuff

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๐Ÿ‘€

plush yew
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i know.. but nothing i understand

static viper
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mh

plush yew
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yes. i watched many tutorials

static viper
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...

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wat

plush yew
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i watched all epics tutorials

static viper
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i dont know how to handle. i cant post vids wat

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oh i am taking this literal

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ok

plush yew
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i just am not the coding guy ๐Ÿคท๐Ÿป

static viper
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wait

plush yew
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@worn granite axis value?

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which one

static viper
plush yew
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@worn granite it vies 1 and -1

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@static viper what with that?

static viper
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well

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did you look at the example?

plush yew
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yes.

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what is with it?

static viper
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and read the description

plush yew
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i dont think that is relevant to me

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and added camera control.

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whta is that

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i already am using pawn control rotation

worn granite
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Okay so if its -1 and 1, then you can expect to see movement... and I bet if you run the numbers on that top bit (the math you don't understand) it results in cancelling out the left/right motion and moving your guy forward.

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Best bet is to cut out the bits you don't understand.

zenith pewter
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@grim ore thanks.

plush yew
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still no idea how to make my ball rolling camera forward ๐Ÿ˜„

plush yew
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_<

charred tapir
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Hey guys, I am looking for a graphic designer for a game. anyone know anyone who might be interested? Just pm

cloud cobalt
fierce tulip
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"Fixed! UE-57086 Material Instance values lost when using Material Parameters inside of multiple Material Functions"
that was 4.19.2 and isnt actually fixed, just tested it. anybody could try this on 4.21?

hot drum
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someone help plz :

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c

grim ore
hot drum
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I would like it so one view port views the gameplay from a different perspective

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and the other one the game itself

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but as you can see

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the character is at the right door on the gameplay screen

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but It's still the editor on the right

ruby folio
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Just curious. What do you lot use for backing up source assets? Models and such.

fierce tulip
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my work/dev drives are backed up in its entirety to a server

ruby folio
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Hmm.... I have been using gitlab for my source art folder. Its typically just .blend files. But for some reason, GitKraken no longer recognises the local folder as a repo

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@fierce tulip When you say a server, can you elaborate?

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An in house server? What sorta size is your assets folder?

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Oh, and can I have your cave package?

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XD

fierce tulip
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basically just cloud storage, but for two of my drives.
I do have a backup drive as well, just in case

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and you can have the free one :p

unreal spoke
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I want to have all my used assets in the Art folder, is there a way to know if a used asset is in another folder? I have plenty of stuff from the marketplace and those folders are ignored in my git so I want to move all the used stuff to Art so git can track them.

idle sail
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Was epic games going to realease any more paragon content or is that it?

unreal spoke
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How to report a bug?
edit: found it

grim ore
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@idle sail That was it according to the last post

polar hawk
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I'm trying a thing. If @maiden swift would approve it as #unreal-news I'd be really thankful. Obviously its not proper #unreal-news though. https://www.gofundme.com/new-source-control-system-because-the-world-sucks&rcid=r01-1542334191-946407bba60742ae&pc=ot_co_campmgmt_w

gofundme.com

My name is Michael Allar. I code stuff really well. I do marketing terribly, which is why this is a terribly made GoFundMe. I don't have any pretty pictures or anything. Source control is not sexy. Most game developers in the trenches, as well as producers responsible for pu...

vivid girder
sharp trail
oblique sorrel
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UE4 Mannequin-kun

weary basalt
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Haha thats crazy. No idea why thats happening lol

oblique sorrel
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Neither do I

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Any checkbox only makes it go higher

weary basalt
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Just remember that the Green mesh is only an approximation and doesnt represent it at all.

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Does it still function correctly?

oblique sorrel
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Well, the enemies aren't moving anymore, so I assume not

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Okay, changed cell size, moved the bounds, it rebuilt itself.

swift spindle
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anyone know where I can get a list of the console commands for ue4 and their defualts ?

oblique sorrel
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Docs?

swift spindle
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not giving me the ones I need

honest rune
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for something like that, you're probably going to be best off looking through the engine source for available commands

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did you try dumpconsolecommands already?

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I'd never seen that before

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just clear out the r.* in the filter at the top to view full list

oblique sorrel
manic pawn
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the shaders are being decompiled

lean junco
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@idle sail What is missing? I thought they released all the characters

idle sail
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@lean junco nothing missing I just wish they'd released some of the BP's and such

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so that you can play the character in an empty level, I saw the tutorials they did on it but

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the actual assets woulda been cool

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i MEAN

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BP's

lean junco
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yeah, i would love them to release it so that we could just bring it back to life on the original map

plush yew
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hi there how can i post work in looking for talent>

static viper
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theres a pinned message

plush yew
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OKAY

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oops caps

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this bot is annoying

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it cancels after 30seconds

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but im stil trynna type

paper kernel
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I'm pretty sure the bot says it's only valid for short time and tells you to write everything ready and copypaste it

potent kraken
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Hey my dudes, is there a difference between duplicating a material instance versus creating an instance from an instance material?
If so which is preferred? Cheers!

languid shard
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soo double instance ? ๐Ÿค”

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instanceยฒ

potent kraken
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yeah I guess so, but ultimately it references the same master material

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so I thought it should be the same as duplicating it? Not sure if one is breaking anything

languid shard
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yeah I guess so

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not sure that if you change some values of instance A it will change the same values on instance Aยฒ

digital anchor
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it will change unchecked parameters iirc

potent kraken
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Interesting, I guess duplicate the instance just to be safe

languid shard
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so it'll act like the master then

potent kraken
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Sure yeah, if I duplicate the instance it's gonna have the master material as its reference

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I was thinking maybe instancing that instance, so I'd have Master Material > Instance > Instance, would be better?

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This is what Im not sure, which is proffered

languid shard
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what use case would you have ?

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for instanced instances

golden locust
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can anyone help me with some borderlands 2 texture stuff ๐Ÿ˜„

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i wanna learn to remake the textures to my own

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i think i understand how it works (RGB texture then change the values of R G and B to their own colors

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or am i in the wrong channel?

brittle gulch
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Hi guys,
How something like in the gif below could be achievable?
I've heard of baking animations within a vertex shader, or creating instantiated skeletal mesh so there would be only one SK mesh and multiple instances.
I admit that I have no Idea at all of how to start and where. Have you got any idea or any direction about this subject?

icy bone
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@brittle gulch ask the dude who made ultimate epic battle simulator

digital anchor
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I dont think ue4 supports instanced skeletal mesh, but vertex shader shouldnt be hard, just save the vertex pos difference into each pixel of a texture and play back on the material

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obviously it will have a fixed animation, you wont be able to control that after baking

sudden agate
brittle gulch
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@digital anchor Is there a tool out there to save the vertex pos into a texture? And does that mean a texture per vertex or not at all?
I guess the animation, as it's baked, cannot be changed later. But I think it's still possible to offset it (like in the gif), or switch Material (So animation)?

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@sudden agate Hey thats good stuff thanks! Abzu is a good reference, didn't thought about it

digital anchor
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there is for blender and for maya i believe on foruns

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i think they save Time on the X axis and Vertex count on the Y, or something along these lines

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so you can have like 8k vertices in 8k frames (max texture size)

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im pulling all that from the back of my head, gotta research a bit more if you wanna be sure

brittle gulch
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Ah cool, it seams coherent, I'll do some research from what you told me. Also gonna watch the Abzu video

digital anchor
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and as the vertex position is a difference you can easily stack one on another like on the abzu fish

brittle gulch
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Yeah sure, I'm more thinking about terrestrial creature like ants and such

obsidian ore
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i'm at a loss. does anyone have a clue as to why this RedrawViewports entry could only show up in packaged builds, murdering my performance?

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in-editor everything is fine, packaged it stutters

fierce tulip
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@potent kraken
instances are for tweaking values on the fly, if you create an instance of an instance, and you tweak the first instance those changes are passed to the instance of that instance.

and thats generally not a good way to go.

on the other hand for instance (pun intended)
If you have a static switch in your master, (mask on, mask off) its better to make two instances of the master where one has the switch set to "masked on", and another with "masked off" and create instances from these two so you dont have to constantly change the switches per instance which would result in a bleepload more instructions and overhead.

obsidian ore
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weird, the whole "GameEngine Tick" stat group does not even show up in the profiler when running in-editor. does that make sense? i feel like i'm missing something obvious

cloud cobalt
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@obsidian ore I wouldn't bother with profiling in editor

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Things are very different in that situation

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For example, the built-in UI framework powers both the game and the editor UI, so the profiling entry for UI also profiles the editor

obsidian ore
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i see

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can you think of anything that could cause the game thread to be much slower in a packaged build?

cloud cobalt
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No, it should be way faster if anything. Have you profiled the packaged build ?

obsidian ore
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yes, it really is the "redrawviewports" entry, the same as the one that shows up in "stat engine" (see screenshot above)

cloud cobalt
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Sounds like vsync blocking the thread.

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Or the GPU thread

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Since I don't see a 60.0fps here

obsidian ore
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the target is 90fps (VR)

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but does that mean the game thread finishes in time, and simply waits for the GPU?

cloud cobalt
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Well, if you're targeting 90fps, it looks like you are there

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So the entry you highlighted is very likely just vsync

obsidian ore
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but in many other frames it goes over 12ms, and this causes the stuttering

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i screenshotted the wrong frame

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it also happens if i disable drawing of everything: static meshes, landscape, particles, etc

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even when nothing is on the screen this happens, and only in the packaged buidl

cloud cobalt
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Well your CPU thread looks fairly relaxed, what's the GPU like ?

obsidian ore
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the GPU is fine, almost always renders within 8ms

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vr.pixeldensity to 0.1 doesn't even change anything

cloud cobalt
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Can you show me a missed frame in the profiler ?

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Like one where the frame time is too high

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Is it also RedrawViewports ?

obsidian ore
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the bulk of it is redrawviewports

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but i have no text or scenecapture things going on

cloud cobalt
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Did you chekc other threads for time spent on something not "stall" ?

regal mulch
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Isn't there a way of putting VS on the packaged project and then profiling the code of "RedrawViewports" itself for what takes how long?

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That might get you closer to what exactly is causing it to spike so hard

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Is there really no way of forcing an override of a function in BP to be a function even with no return value?

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I'm so sick of my overrides sitting in the EventGraph, not allowing for LocalVariables etc.

obsidian ore
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@cloud cobalt every other thread seems to be >90% stall

cloud cobalt
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Weird

obsidian ore
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i'm not sure i understand the Inc Time column. i should read more about how the profiler works

cloud cobalt
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Inc means inclusive

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This function + code called from within it

regal mulch
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Shouldn't "self" then be equal to the excl time for the function itself?

cloud cobalt
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Dunno what excl does tbh

regal mulch
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e.g.
RedrawViewport Incl 9.9ms Excl 8.2ms
Self Incl 8.2ms Excl 0ms

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Hm

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Me neither, I find that whole graph often very confusing

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What is "self" in that regard anyway

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The function "RedrawViewports" itself?

polar hawk
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yes

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self basically means there are no deeper scope stats

regal mulch
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Does that include or exclude function calls inside of that function?

obsidian ore
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maybe i should set up some extra stats myself within that function

polar hawk
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it includes the entire functions scope

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and it means

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that function is not calling anything else that is stat tracked

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what I do on the job if I run across something like that is open up engine code

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and start making a fuckton of quick scope stat blocks

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theres a macro you can use somewhere

regal mulch
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Wasn't there this ability of showing the % of and ms of how long the Function took when debugging with VS?

polar hawk
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VS profiling is weird and I don't fully understand it

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imo its just easier to add the scope stats and let ue4 do it

regal mulch
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Fair enough

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However if you work with a launcher version it's probably maybe easier to get that VS debug to work

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If that properly tells you "Function Call XY took 5ms of the total 9ms of this function" then that helps already

polar hawk
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aye

regal mulch
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@obsidian ore If you have easy access to the source of UE4 do what Allar says

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Or, spend some time to check if the profiling tools of VS help you finding out where the ms come from

obsidian ore
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i'm using the source version now so i'm going to add the stat counters

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but i'm interesting in using the profiler as well so i'll take a look at that too

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thanks for the help, everyone

versed orchid
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is there any way to parameter-ize a Mesh for a particle with mesh typedata?

brittle gulch
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Hey, when I import the mannequin Idle animation into 3ds max I get some displaced bones, do you know why?

languid shard
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he's tired @brittle gulch

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let him rest for a bit ๐Ÿ˜„

brittle gulch
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๐Ÿ˜„ he sure is tired! Everybody makes him do everything. Poor thing...

languid shard
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๐Ÿ˜„

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you sure your import settings in max are right ?

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animation and all

brittle gulch
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I think... I import the mannequin first. everything looks normal.
Then I import the Idle animation (exported from ue4). And boom, the animation takes place in the scene but some of the bones are nor correctly placed

plush yew
#

Hey can anyone help me with removing reflections (world reflections) thanks.

unreal spoke
#

a radial force generates damage all around even if it's triggered when the actor (a grenade in this case) hits a wall. So it would damage actors behind the wall. Is there a standarized way to solve this issue?

signal compass
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Do a ray trace check for line of sight?

unreal spoke
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@signal compass with a radial force? hmm, getting somehow the list of affected actors then tracing one by one?

signal compass
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Basically, yeah.

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If you would trigger and apply damage with your "grenade", do a line trace before applying it. If it succeeds, apply damage.

fierce tulip
elfin jacinth
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Hey all

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Ya'll are awesome.

fierce tulip
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I do like unreal stuff

shell jetty
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Tim is awesome right aka @elfin jacinth

elfin jacinth
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Dammit, Luos. You were not supposed to see that

fierce tulip
#

im everywhere :p

elfin jacinth
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Any how, we are super honored and humbled by all of the work people put into Unreal Engine

fierce tulip
#

sweet, tell everyone congratulations @elfin jacinth

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thats much win

shell jetty
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need to shoulder tabs for that

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right luos all people who work for Unreal Engine need shoulder tap

fierce tulip
#

yup, and a hug

frozen crater
#

Hey guys, can anyone recommend a good tree asset pack from the marketplace? I searched for hours, but couldn't find a high quality/good looking one, it's for an open world game, so they should not be too heavy on performance and look great even from close distances, any suggestions are really appreciated! ๐Ÿ˜ƒ

grim ore
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Check out the open world examples from learn tab and the ones in the kite demo along with the content examples. You could always use the higher quality ones and lod them down for performance

brittle gulch
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Has someone already used the Vertex Animation Tool in 3ds max?
I'm trying to use it with the mannequin but it doesn't work at all. It gives me a dull animation instead of the walking animation that I try to bake with the tool.

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Exact same settings with a character of mine and here's what I get : (the result is exactly what I have in the animation, animated with mixamo). The only difference I see is that the UE4 mannequin is pieced appart, my character is not. Could that be a problem?

fierce tulip
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@brittle gulch make sure the animmap is set to the right settings, that the mesh has "use accurate uv's" enabled, and if you want to use the normals you need to disable "normal tangents" in the material.

golden locust
#

is anyone able to help me out with some borderlands 2 texture editing?

fierce tulip
#

its best to explain your problem, what you tried, and what you want to achieve and hope people answer ๐Ÿ˜ƒ

frank escarp
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simon has been talking a lot on the houdini discord

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as he was learning the software

golden locust
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its not really my problem, i just need a way to edit the borderlands 2 gun textures

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i think i can do the whole make it only r g b and then chnage values to make the r g and b different colors

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but idk what values are where and what i need to change

plush yew
languid shard
#

Congrats on the prize @elfin jacinth !

fierce tulip
#

god, spyro does look amazing

unreal spoke
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@signal compass Thanks

signal compass
#

Worked out well?

supple totem
#

Hi all

#

I have a 4.20 project... is there any downside to going to 4.21?

spare sun
#

good question

regal mulch
#

Theoretically, no.

#

Pros:

  • New Features
  • Bug Fixes
    Cons:
  • Possible new Bugs
  • The need to adjust existing project code to match possibly changed engine code
  • Chance that something breaks by the update
#

But it depends on the size of your project and if you are open to fight the cons

#

Chances aren't high, but also not low enough to discard them

#

If you don't need any features or bug fixes of 4.21, then stay on 4.20.
You can obviously also update to stay "uptodate" so if 4.22 comes out and you want something from that you don't need to jump 2 version

#

Note: I never really had issues with updating a project, not even with 10+ versions in between.
Changes to Engine code are usually minor and easy to fix.
Code should not break if you coded properly.
Only issue that I fear is the introduction of new bugs that could break the game.

#

So, create a copy of your project. Update it to 4.21. Check if everything still works after fixing changes that came up.
If something really breaks or you find an engine bug. stay with 4.20 for now

supple totem
#

thanks for the write up

#

and if a marketplacet asset was made for 4.20, in general will it work with .21?

regal mulch
#

No. It falls under the same rules.

#

It should work, but there is no guaranty

#

But yeah, you can say in general it should work

unkempt isle
#

hey guys

#

would you use a website that gives you free assets?

#

because i want to make a website with free assets made by me or others (copyright 0)

regal mulch
#

There are a lot of these already. They all lack the quality that paid assets have.

unkempt isle
#

i know

regal mulch
#

I would use them, but only for temp stuff and throw it out before release.

unkempt isle
#

ok thanks

fierce tulip
grim ore
#

yeah I saw that and a tweet from Kenney about it. They company replied they are going to change it.

regal mulch
#

The license is crap even for people who use the GDM itself

#

But good they gonna adjust it for the humble people

grim ore
#

yep was not expecting a buy it once use it once license for sure

fierce tulip
#

hehe design 5-10 games, spread the licenses over them, making sure that each piece of content only appears in one of them.
especially mix each pack over all games so itll will drive em crazy to be 100% sure if you did or did not use the same sprite twice.

vagrant iris
#

Wait what?

#

Well what a coincidence.

fierce tulip
#

no need to spam twice

grim ore
#

I think a bunch of the stuff was moved from the wiki to the main pages or the other way around, I found alot of the missing docs stuff on the wiki when I went looking for it

#

pretty much all the missing docs files are there somewhere

rain pagoda
#

well if its not packaged it requires the editor to power it sort a speak imagine a bunch of tubes interconnected pumping water now imagine one tube has a hole in it, itll spill everywhere

dim arch
#

anyone know the main cause of a 'failed to save' error

#

I deleted a function out of a BP graph and now it wont save

earnest cape
#

Is there a way to change the color space ue4 uses?

plush yew
#

@dim arch for me 2 editor instances running 99% of the time

plush yew
#

I was rewatching Silicon Valley and I noticed that UE4 was open in the background

icy bone
#

Hello Unrealers, anyone familiar with how to get level contents from a blueprint loaded level?

#

except for using GetallActorsOfClass and checking tags

plush yew
#

Are you trying to set a variable as a blueprint from a level?

icy bone
#

im in persistent level, and need to retrieve actor location from streamed level

#

i have put Point Actors in each of my streamed levels

plush yew
#

Oh I donโ€™t have experience with that sorry

icy bone
#

ok thanks

sonic pagoda
#

Aryyya made a question ive always wondered

#

Why are there no 5 star books about ue4

#

Sometimes i just want to read a book, get the hell away from my pc, can someone write a good book please

tardy sapphire
#

Hey guys

#

This free for the month section, if I get these now do they stay with me forever? I don't quite understand how it works as a lot of people told me different things

sonic pagoda
#

Yes

tardy sapphire
sonic pagoda
#

As long as you press the button

#

To add to your account

#

Its kinda like amazon prime/twitch free games

#

Or ps plus/xbox gold

#

If you missed the content, you lost it, but if you got it

#

Yours forever

tardy sapphire
#

Wow haha

#

So I just add to cart and checkout

#

So there are a number of these assets every month?

#

I'm new to Unreal

sonic pagoda
#

They just started this month

#

So

#

Maybe

tardy sapphire
#

Awesome, thanks ๐Ÿ˜„

sonic pagoda
#

๐Ÿ‘

fleet jay
#

hey

#

is Light Building really 60 percent faster in UE 4.21 or is it a myth ??

tall pendant
#

lol where did you hear this?

#

i'd say its a myth... a big one.

fleet jay
#

here only

#

when it was released it was posted here

#

i think it was a hoax

tall pendant
#

probably. as i didn't noticed any significant decrease in lightbuild times on my 4.21.x branch

static viper
#

thats not a bug actually

#

this is going on for a while

#

ue4s tonemapper is at fault here.

plush yew
#

THEN FIX IT OWL!!

static viper
#

there is no bug tho

#

there is nothing wrong

#

ue4 just interprets colors different

#

that doesnt mean that you cannot have your set colors

plush yew
#

i cannot have orange colors

static viper
#

not with that low effort.

plush yew
#

and my taskbar doesn't show up when going to it and when in UE

#

this is UE, of course everything low effort here.

vivid girder
#

Y'all have any standard setups for collision?

#

Like what presets you typically give your projectiles, enemies, players, buildings, environment, etc

plush yew
#

@static viper how do i get orange?

vivid girder
#

@plush yew You sure that's not an sRGB difference?

plush yew
#

srgbpreview is on as you see

vivid girder
#

correct

plush yew
#

red == orange ๐Ÿ˜„ ?

#

the circle is correct. it's the organge. but the right bar is wrong

#

it works i supose ๐Ÿคท๐Ÿป

#

thread /closed

#

โญ โญ now to todays MOST FAMOUS USER ON THIS DISCORD ROOM @vivid girder
JosephToday has a Question for you!

Y'all have any standard setups for collision?(edited)
Like what presets you typically give your projectiles, enemies, players, buildings, environment, etc

#

@static viper

#

@plush yew I usually just use spheres at the boundary of missiles and lasers, works well usually. For more advanced custom collision check out Dean Ashford's tutorial on youtube (UE4 - Tutorial - Custom Collisions)

vivid girder
#

You use overlap for your projectiles?

#

Or do they block

plush yew
#

yeah collision sphere

#

is there another way you do it?

vivid girder
#

Well, i'm more interested in the block vs overlap choices for things

#

The sphere here could trigger overlap or hits

plush yew
#

i have logic like that to prevent certain hits that are not wanted

tall pendant
#

i'd say a simple col sphere should be more than sufficient for projectiles

plush yew
#

using tags

#

i had to add in the tags actually. became an issue for me.

vivid girder
#

Yea, i avoid tags completely. Kinda prefer enums, just a personal pref

plush yew
#

i had some rudimentary coding practices when i started out. still learning ๐Ÿ˜ƒ

vivid girder
#

np ๐Ÿ‘

plush yew
#

i have like 3 enums right now lol

#

in an entire steam game

#

well i think its more probably

#

nm

#

lol

vivid girder
#

So are you guys using overlap or block tho?

#

nah

plush yew
#

++___apply changes in material editor TAKES SOOOOO LOOOO0000NG

paper kernel
#

throw more money at the problem

fossil ore
glass roost
#

It is saying that the variable is not in scope, and so I cannot get the function that relies on this function, to work. Any thoughts?

undone phoenix
#

Hello
I'm using unreal for broadcast and I'm curious if there is a way to control the engine and feed live data in to it.
Any help is appreciated.

plush yew
#

@paper kernel more money throwing?

sharp crest
#

rip bot

charred raptor
#

Can someone help me with setting up a blueprint?

#

I am working on a small project where you suck up ghost similar to how Luigi Mansion does it

plush yew
#

Hi guys I was wondering if there was any downside to just using blueprint. I understand someone familiar with C++ would naturally use that rather than look up unfamiliar nodes but I have done everything so far without feeling the need to learn C++. Are there any roadblocks where you absolutely have to use code, or it is much more efficient? Or for example is there some performance lost if you use blueprints?

hot ledge
#

Hey guys I want to create a camera actor object reference instead of class and Iโ€™m using TSubClassOf is there a way to make an object reference in c++

hot ledge
#

@here please help

spare sun
#

there is some performance lost if you use blueprints, so I'd avoid doing loops in them

plush yew
#

You mean only for each loops?

static viper
#

the only thing you should avoid is: working dirty and working inefficient.

#

Once the game is packaged it doesnt matter anymore

#

ue4 by now can translate blueprint to a large portion

tall pendant
#

bp's are also more prone to breaking entirely compared to code

static viper
#

well you cant really break something that is data driven XD

#

c++ in ue4 is almost always the right answer

#

but not always the only option

spare sun
#

well yea, there are games out there made entirely in BP

static viper
#

you can create large complex games soley with bp

#

only minor c++ extras needed

tall pendant
#

large complex games soley with bp i think thats just epic's marketing talk tbh

#

i dont know any bigger project using only bp's tbh

static viper
#

we have different definitions then

#

i am clearly not talking gta

#

more like

#

singleplayer games

#

skyrim

#

god of war

#

cod

#

those kind of games

#

ofc ue4 is invalid with netcode XD

tall pendant
#

skyrim with bp's ๐Ÿ˜„

static viper
#

well good coded ofc.

#

not a direct clone

#

i mean even if it would still be better

#

but the general idea that ue4s engine is much more stable then skyrims

#

XD

#

People are usually just scared of working clean and thinking out of the box.

#

thats the downfall of most projects...

spare sun
#

Im pretty skeptical about bps in large, complex games nonetheless. The more complex it becomes, the bigger the cost for doing it in blueprints.

static viper
#

on the large run tho... we arent talking huge numbers

#

ue4 can pack quite a punch

#

the cleaner you work the less it matters. It might take a few seconds longer... but it will not fail you

grim ore
#

Man the BP vs c++ debate is almost as frequent as the what game engine or unity vs ue4 debate now.

static viper
#

its better tho XD

grim ore
#

And you never really hear the problem from devs who make games they just use what works and get it done.

static viper
#

id rather have this then unity vs ue4

#

yee

#

gettin it done is also my favorite

#

what ever works

#

ue4 is really flexiable.

tall pendant
#

actually you hear a lot of devs talking about exchanging their bp's with c++ code

#

recently epic did a few talks on that

grim ore
#

If your making a game and you get to that point to ask and you've done games before then you don't ask you just do it and determine the answer yourself. Your projects needs determine the answer.

spare sun
#

here's ur answer I guess @plush yew

grim ore
#

I'm using unity right now for a small project as I need webgl pc and Android all connecting to 1 dedicated game server and for the life of me I can't get that working in ue4 :( it's what fits my needs lol

plush yew
#

Ok the impression I got is it doesn't matter unless you're a pro or working on something really big ๐Ÿ˜ƒ

plush yew
#

i've got one player reporting that theyre playing a game of mine with Mouse+KB but with an xbone controller which they always have plugged into their computer, and theyre saying that the xbone controller causes the camera to move on them sometimes. Outside of their controller having some issue or something specific to just their computer does anyone have any leads as to what might cause that?

static viper
#

yes

#

this the movemehnt is a known issue

#

you cannot fix this

#

its a controller thing.

#

mechanical

#

tell em to decide. either controller or mouse+KB

plush yew
#

what keywords could i google to learn more about this phenomenon

static viper
#

they cant just have both plugged in

#

oooof

#

mh

plush yew
#

yeah they dont use the controller to play this game, they just have it plugged into their pc 24/7

tall pendant
#

or is it related to how ue4 reads controller input? who knows... ๐Ÿ˜›

static viper
#

maybe "random controller" movement

#

i had this error with a setup too

#

you cannot fix this

plush yew
#

hehe okay thanks. yeah that will definitely bring up broad results but i appreciate your insight

static viper
#

its all hooked up to axis

#

and that ofc gets input of 3 or 4 sources

#

he has to unplug the controller like every normal beeing XD

plush yew
#

i remember on N64 if you were holding the joystick in a direction when the console was turning on it would glitch out

#

i actually cant recreate the issue when I connect my wireless xbox controller and turn it on when my game is running, while playing with mouse+kb, so it's a mystery

#

I think his is wired, might make a difference

tall pendant
#

nah. i have an wireless one. still the same issues..

#

and i'm almost sure it's how ue4 reads input data...

plush yew
#

ยข:

static viper
#

who would have thought

#

that

plush yew
#

WTB epic staff comment on subject

static viper
#

a simnple lowpoly pack takes so many ressources

plush yew
#

ss or didnt happen

static viper
#

mh

#

water mill isnt so great ๐Ÿ˜ฎ

solemn ocean
#

Hi everbody

static viper
#

you can activate collision on the camera boom

#

and then you let it touch blocking volumes

#

i think you can even set up collision channels for the trace

uncut forge
#

ok ima give it a shot thanks

plush yew
#

hi. when I learn something. is see everything double, when i let my eyes relax. but when I do something easy like watch a movie, my vision is normal..

pallid compass
#

using too many brain cells

uncut forge
#

so i think i may be almost solved but the boom is not reacting to the block volume. or maybe i got it all wrong XD

hidden cairn
#

hey friendos, anyone give me an idea what the problem might be on a build for a large level Im working on thats constantly stuck - literally for days - at 0% until I cry and eat the mouse. I tried resetting cache and I have a lightmass importance and that good stuff. All my other levels seem to render fine too.

#

I realise its ambigous as a question however Im happy to elaborate on my sad time

uncut forge
#

whats the last thing you added before it was stuck

hidden cairn
#

Well theres the problem really - my system was on an earlier version and crashed so I had to port the files to the new version from a backup

tall pendant
#

how long did you wait for the lightbuild? lightmass usually stays at 0% for quite some time as skylights aren't included in the % preview iirc

hidden cairn
#

its never built since last version when it took about 30 minutes

#

about 3 days Disco

tall pendant
#

ohh. well thats odd then

hidden cairn
#

I checked all my meshes for problems and my lighting stuff

#

its for VR so lighting is static

obtuse wagon
#

Help on NavMeshBoundsVolume. Anyone can help me?

tall pendant
#

but theo. its possible if you made changes to the lightmass ini files or using very highend settings

hidden cairn
#

perhaps the new version doesnt like too many lights

#

its possible actually Dizco

#

how can I check?

#

I have the project open, should I close it up ?

#

Map check complete: 0 Error(s), 0 Warning(s), took 744.126ms to complete - its loaded up

#

I could reset the lightmass.ini - just going to hunt it down

tall pendant
#

as for .ini changes only you can know if you edited them. For the other option look up the Lightmass -> World Settings window

#

actually it's World Settings -> Lightmass

hidden cairn
#

I'll check - Im pretty sure I never changed them

uncut forge
#

โฌ›๐Ÿ“ท๐ŸŽฅโฌ›๐Ÿ“ท๐ŸŽฅโฌ›๐Ÿ“ท๐ŸŽฅโฌ›๐Ÿ“ท๐ŸŽฅโฌ›๐Ÿ“ท๐ŸŽฅโฌ› This is a new version! โฌ›๐Ÿ“ท๐ŸŽฅโฌ›๐Ÿ“ท๐ŸŽฅโฌ›๐Ÿ“ท๐ŸŽฅโฌ›๐Ÿ“ท๐ŸŽฅโฌ›๐Ÿ“ท๐ŸŽฅโฌ› - add First Person Camera and attach it to the head - MultiGate with 3 options 1. Zoom in (with time...

โ–ถ Play video
azure geyser
#

Anyone know of any intermediate/advanced UE4 tutorials? Preferably a video series, I used Virtus in the beginning, he did a 50-video series tutorial on making a basic FPS, but looking to upgrade my skills further

supple totem
#

hi all, is it possible to copy and paste nested folders in the content browser and keep the folder structure?

#

I just copy and pasted a bunch of folders, and it just dumped the contents of the folders into the pasted dir

#

nvm got it, just did it through windows

polar sierra
#

Hi do i need a thousand dollar pc b4 i can make games like fortnite

#

Or my low end pc will do the trick. Specs: i7 cpu and gtx 430 gpu

cloud cobalt
#

You need a great computer, and you won't do a game like Fortnite

manic pawn
#

lol

polar sierra
#

Lmao

#

Will gtx 1050 do it?

cloud cobalt
#

Well take the kind of game you want to do, does a similar one runs maxed on it ? If not, then no

#

You need a gaming rig + a great CPU + loads of memory and disk space

polar sierra
#

Okay

cloud cobalt
#

A game engine editor is just a game, except much heavier

polar sierra
#

Thanks i guess I'll just go and play minecraft to chill up

#

Getting a gaming rig is impossible for me

gleaming creek
#

Well, at a minimum, your development machine will need to be able to actually run your game

#

And the editor will have some overhead on top of that

azure geyser
#

A 1050 is more than fine

plush yew
#

How to remove C++ class from UE?

#

I delted .h and .cpp files

#

but it still in content browser

bright plume
#

is ue4 more cpu taxing or gpu? and if gpu whats better a workstation gpu or a gaming gpu?

#

and is this the right location to discuss this if not please link me to the right location

grim ore
#

it taxes both based on what you are doing and gaming is probably better for the engine.

#

building stuff in engine like lightmaps or shaders or compiling C++ is CPU bound, pretty pictures are GPU bound

bright plume
#

sooooooo????? if im making a game that has lots of shaders and such cpu is taxed more than gpu??

#

and if i have say... HD textures???? then its the gpu?

rose bison
#

you can check stat commands to figure out what is taking long times to compute

bright plume
#

well you see im building a pc dedicated to game design

grim ore
#

Then put in the most ram, CPU, fastest SSD and gpu you can afford. Oh and the monitor of course should be higher resolution and refresh rate and size.

#

But this assumes no budget

rose bison
#

you can't go wrong by focusing on cpu, ram and ssd

#

you can make games that aren't graphicly demanding and still benefit from faster compile times and everything in the editor should be faster and more responsive

bright plume
#

does a build like that also aid in modeling as well a running the engine?

grim ore
#

Sure why not

#

Your gonna need to figure out your specific requirements and go from there if you want real info tho

bright plume
#

define specific requirements?

grim ore
#

What software you are running. What you are doing with it. Expected results such as timeframe and responsiveness.

#

Otherwise sure we can guess and say get something fast with a ton of cores and some fast memory and an SSD along with a high end gpu and you will be fine.

bright plume
#

any suggests for sub1k budget?

grim ore
#

Like sure get a 5th gen 4 core 8 thread I7 and it will work fine. Most projects should work well and compile times are 40 minutes for the editor. Most shaders shouldn't take long to compile. Stuff like that.

#

But if you want 25 minute compiles and no delay on shaders your gonna need more.

rose bison
#

go by the minimal gpu requirement you have for games you want to make, then spend rest on cpu/ram/ssd

grim ore
#

So your requirements determine your requirements lol. And 1k requirements is a start.

rose bison
#

if you want to make tetris2d, you can get a 1050 for 80bucks

#

if you want to make crysis, you better get a 2080ti

grim ore
#

^^^

#

16gb ram, SSD for windows and your projects. After that get at least a quad core with hyperthreading, the faster clock the better. After that your gpu is based on your target project.

bright plume
#

lets say

grim ore
#

1k is gonna be tight so go for older generation if you can so you don't skip on ram or drive size

bright plume
#

i want to combine crysis and tetris together :3

plush yew
#

maybe a 1080ti instead of a 2080ti

rose bison
#

I'd honestly start with a 1050 for a gpu and focus on CPU*

#

you can always upgrade gpu later if you find a nice sale

grim ore
#

Go in the order I suggested. Your ram and cpu is gonna be the big bottlenecks for annoyances

#

A 1050ti is nothing to sneeze at for the price either if you get lucky.

#

I've got a work machine with an SSD, 1050ti, i7-2600 and it's slower but was cheap and does the job

#

And I paid $300 USD used :)

bright plume
#

for the whole rig?

grim ore
#

250 for the machine and 50 for the SSD yep. Got lucky but it's out there. The older i7s are strong still for raw performance

plush yew
#

@bright plume
''well you see im building a pc dedicated to game design''
Did you mean Game Development?

bright plume
#

i guess

grim ore
#

I've ran the engine on everything from a 3rd gen i3 to a 7th gen i7 and the biggest complaint is not enough cores, no hyperthreading, then slow as suck mechanical drives.

plush yew
#

Game designers could just need photoshop and a wordpad.
So, I assume you meant game dev ๐Ÿ˜ƒ

#

I need to swap over to an SSD sometime soon

bright plume
#

my current rig consist of amd 8350 , rx480 ,16g ram ddr3, and a 256ssd

plush yew
#

Next time, go with Intel CPU and Nvidia GPU

#

go with what your softwares work best with

#

And sometimes those software devs give you a list of the hardware they use to do their testing

grim ore
#

Keep all that but the cpu and replace it with the fastest i7 you can slap that memory in

bright plume
#

what im working on is kinda high graphics wise not exactly crysis level but its also has lots of mutiple highly destructible objects

plush yew
#

Why?

#

Fully destructible map or worlds? Like minecraft?

#

Fortnite?

#

Battlefield?

#

maybe like Red Faction guerilla?

bright plume
#

ehhh Characters :3

spring blade
#

hello

#

how is everyone?

#

would anyone be willing to playtest my game?

plush yew
#

@bright plume as in dismemberment?

bright plume
#

its a mech game :1

plush yew
#

oooooh

bright plume
#

the mechs will consist of lots of pieces

#

as of now i have around 300 parts on them may go up

plush yew
#

Do you have to make it all physics?

bright plume
#

think of car simulator but for mechs

#

well i wanted to have the parts fall off and stuff

#

but if it at the level im invisioning it becomes to much for anything i curently have to handle then which is why im asking for advice to upgrade

#

even now it does not run so i need to upgrade

grim ore
#

Well most physics are run on the CPU but even then I don't think most Sims are multi core so raw speed would win on that.

spring blade
#

hello

#

would anybody like to playtest my game

#

i would really appreciate it

plush yew
#

Sure

spring blade
#

nice

#

i have to finsih up a few things

#

then i will send it to you

plush yew
#

No pressure

icy bone
#

hi all, this is prolly a stupid question, but is it true that GameMode and GameStates are destroyed whenever a new level is loaded?

#

looking at the actor lifecycle i see that all actors are destroyed when level changes or is loaded. Since GameMode ande GameState are derived from actor, i assume this is true as well?

#

will it then be most logical to store cross level stuff in the gameinstance?

static viper
#

you cant

#

and you should not ask this question

#

there is no help here for this.

#

were not helping with piracy.

sudden agate
#

Is there a way to paint Vertex Colors in an automated way, i.e. can I change them in the editor via a script?

static viper
#

i asked myself the same already

#

there seems to be a way to paint it automated

#

in bp so also in c++

sudden agate
static viper
#

oh my

#

you actually found it

#

now i can try that

sudden agate
#

it only paints in a single color or along an axis...

static viper
#

found dis

frail sail
#

Hello, the enum data does not support with nativization?

latent moth
#

what can I do to avoid this? There are no reflection spheres in the scene

static viper
#

that looks like skylight

#

your gun prolly has a high metallic value

latent moth
#

yes

#

well, it is metallic ๐Ÿ˜ƒ

static viper
#

yes

latent moth
#

what should i do

static viper
#

but what color is your skylight

latent moth
#

this happens only when it's closer to ground BTW

static viper
#

yes

#

skylight

latent moth
#

skylight is controlled by a sky plugin, hold on

#

light color is white

static viper
#

search for green

#

there must be something green in your scene

#

other metallic objects should be green too

latent moth
#

yes

#

the green is all the plants

static viper
#

but besides them

#

fog

latent moth
#

a little, often none though (like in the pictures)

static viper
#

i cannot see a whole lot in picture

#

you should make a video of the error

latent moth
#

like "indirect light"

static viper
#

did you try yet?

latent moth
#

yes but it doesn't change

#

hold on, gif coming hopefully you can see better

static viper
#

that looks 100% good

latent moth
#

another lighter one coming up

#

what do you mean good... the gun becomes green ๐Ÿ˜ƒ

static viper
#

50% of that gif is just black

latent moth
#

i know sorry ๐Ÿ˜ƒ

static viper
#

there no green on the textures of the weapon?

#

i quite sadly looks absolutly normal

latent moth
#

no

#

no green on the textures

static viper
#

when looking up

#

eject from player

#

and look if the weapon is green from above

latent moth
#

ok

#

one sec

#

(thank you for helping...)

torpid sierra
#

change lower hemisphere color? but im not sure

latent moth
#

changed to black, same thing

#

yes it is still green

static viper
#

ok thats good

#

erm

static viper
#

deactivate the skylight

#

just

#

intensity 0

latent moth
#

ok

static viper
#

and then somewhere where light is

#

place point light or so

#

and check again

latent moth
#

green is gone

#

with intensity 0

static viper
#

as expected

#

good

latent moth
#

do i need to try point light?

static viper
#

nah

latent moth
#

(good catch!)

static viper
#

this error was abvious from the start

latent moth
#

ok ๐Ÿ˜ƒ

static viper
#

your skylight is working better then you expected it too

latent moth
#

lol

static viper
#

it actually captured your green somehow perfectly

#

your system wont work anyways...

#

you cant have tod with a static skylight.

#

you will have to use something else or it will always stay one color

#

and rebaking skylight dynamicly at runtime for large worlds is quite bad

#

if you get the skylight in with a dark scenario

latent moth
#

it is dynamic anyway

static viper
#

you will see the green go to dark blue

latent moth
#

nah it stays green at night

static viper
#

no

#

you remove it

#

and place it in editor with all dark

latent moth
#

so what can i do

static viper
#

so that it bakes in dark

#

mh

latent moth
#

my skylight is completely dynamic

static viper
#

i ofc have a solution but that is specific

#

the other solution tho has todo with the sky_bp

latent moth
#

(movable)

static viper
#

that thing can actually adjust skylight actors

#

so you should be able to create a system to adjust your skylight auto

#

tod scenarios

#

but first you need to get rid of all the colors in your skylight

#

i never saw it going green tho.

#

no idea what you did to your light

#

mhmhmhmh

latent moth
#

๐Ÿ˜„

static viper
#

there might be some solution on youtube

#

it definitly is a daynight cycle issue

latent moth
#

yes

static viper
#

your sky plugin doesnt take that into account?

latent moth
#

take what?

static viper
#

what a weird sky plugin.

#

the skylight

latent moth
#

yes it does

#

(take it into account)

static viper
#

but why is your weapon green then

#

XD

latent moth
#

yeah

#

well

#

i will turn down intensity to 0 at night anyway it seems like a good thing to do

crisp fable
#

guys im incredibly stupid and need help

#

im trying to work out price/performance

#

if i buy a $500 GPU that takes 100 minutes to bake

#

its the same as a $1000 GPU that takes 50 minutes to bake

#

but i cant work out the formula that would spit out an equal figure

#

500/100 = 5, 1000/50 = 20

static viper
#

it doesnt work like that

#

prices have nothing todo with that XD

#

and they change on season

crisp fable
#

yes i know im saying in principal

#

if i can get those to spit out the same number then the formula should be correct for the actual data

paper kernel
#

except performance isn't linear in real world

#

price isn't linear either

#

but they are somewhat mirrored of each other, thus intersection point results "best bang for buck"

dawn vessel
#

What is this 'Replication Graph' thing in 4.21.0?

#

Just saw that in the notes of the update and never really understood correctly.

latent moth
#

is for great MP numbers

#

it allows you to have finer grain control over how objects are replicated

#

used in fortnite to allow 100 players or so

#

@static viper gotta ask, what are "tod scenarios", because that damn green is bothering me

static viper
#

crysis did time of day right 2007 already

#

you should look it up ^^ its the min you should have

latent moth
#

i did...

#

Honolulu TOD Scenarios | UrbanFootprint

#

The Network TOD scenario | Download Scientific Diagram

#

๐Ÿ˜„

static viper
#

no idea what that means

#

google crysis time of day

dawn vessel
#

Where do I find this "replication graph" ?

#

Im in 4.21 and cant find it

latent moth
#

aaah! time of day!

#

i have that, using a plugin of the unreal marketplace for it

#

what I'd like to understand is what options do I have for eliminating the green reflection on the guns

#

maybe the gun material itself then

#

but it's also on characters

#

it feels like glowing aliens+

hasty mortar
#

Guys when I activate Generate Overlap Events on my collision, the actor stops moving around with the one it's attached to. Why is this and what should I do to have a collider/trigger follow my player around that causes overlap events?

latent moth
#

@static viper FYI I just had to disable the "Lower hemisphere is solid color" ๐Ÿ˜ƒ Thanks for the help

pale obsidian
#

Guys

#

Need help

#

Timer on unreal c++

plush yew
#

How is the character crouching? And how it knows whats my camera, and move it?

ruby folio
#

@plush yew There are loads of examples of that on the marketplace or learn tab
The Animation Starter Kit for example. Shows exactly how to crouch.
Lots of info on the documentation site for it also.

plush yew
#

The problem is I know how to crouch but does the crouch function know to move my camera, I havent specified it anywhere

grim ore
#

Look at the character component, look at the crouched half height property

sage bough
#

if somebody know well the AR here please check the thread about it I have a question ty

livid timber
#

hello guys, i have a problem with the spawning system and the levels, i do belive it has something to do with the fact that im missing something from my own inexperience, but i dont know how to solve it, and google didnt provide much help

#

my player just spawns in nowhere all the time, even when i change the player start. but i must say, is not exactly that the player spawns in air, is more like that the entire geometry just dosent appear, because when i go back to the editor, the camera clearly shows that the character was near the level

#

what it could be?

#

it is for sure something silly, but i cant find it

static viper
#

show player start

#

you need to load the levels when you want to play in them

icy bone
#

set levels to always streaming

livid timber
#

oh, that might be it! i remember that

icy bone
#

:)

livid timber
#

let me see

icy bone
#

yes

static viper
#

either that

#

or you do it with the node

#

load streaming level

livid timber
#

where is that option if i can ask?

icy bone
#

Blueprint means u gotta call a bp function to show the levels

livid timber
#

oh, ok

static viper
#

itzs dere

icy bone
#

always loaded will load for u

livid timber
#

ok, got it

#

thanks a lot guys ^^

steep token
#

@echo onyx Sup Mikey

echo onyx
#

lol, sup

steep token
#

How your project lookin', homeboi ?

#

You need to program us out of the hood, tired livin' among these folks

echo onyx
#

Meh, it's overrated anyways

steep token
#

Are you given up ?

#

you do me like that

#

@maiden swift Maybe you can help us

maiden swift
#

With what exactly?

silver crown
spring blade
#

hello

#

could somebody please help me set up online for my game

high stone
#

It's that time of the year when everyone starts going on vacation. ):

spring blade
#

could someone help me set up online for mu game

#

*my

long comet
#

Hey guys! what tool do you use for vertex snap to make levels?

grim ore
#

UE4 has vertex snapping in the engine or just use a fixed size for objects with proper pivots and the default snapping if you want to piece together levels

unreal spoke
#

Can I access the level blueprint from a regular actor blueprint?

#

I mean to call a custom event there

frozen crater
#

@unreal spoke I dont think its possible without digging deep into c++

unreal spoke
#

@frozen crater oh, well thank you

frozen crater
#

just try to put the event in a different blueprint, for example "event handler" and drag one of them in each level

#

then you can get all actors of class "event handler" and get the first index to reference it

unreal spoke
#

can try that. Thanks

frozen crater
#

Hey guys, maybe someone here can help me... I am unable to build UE4.18.2 from source, I completely reinstalled VS2017 with all necessary componenets (C++ Desktop, UE installer, ..), and downloaded the source code from github again, ran the setup.bat without issues, ran the GenerateProjectFiles.bat without issues, but I get tons of errors when trying to build UE4 in VS2017 after opening the .sln.

Full output log: https://pastebin.com/suKC0gd8

Full error log: https://pastebin.com/51Ycsbkr

Any help would be really appreciated!

long comet
#

@grim ore thanks for the answer ๐Ÿ˜ƒ

vivid girder
#

How do you allow a material instance to keep animating off a time node in the viewer?

#

It only seems to budge while panning

manic pawn
#

check realtime in the viewer

#

it's off by default

vivid girder
#

The Material viewer works fine, not the material instance tho

manic pawn
vivid girder
#

Gotcha

spring blade
#

hello

#

could somebody please help me set up online for my game

amber sedge
#

Anyone know how to add a pose from another animation to an animation, and basically have an animation from pose 1 to the pose you added?

pure stratus
spring blade
#

ok, i have 0 experience with online and would like an expert to answer multiple of my questions, thank you

tawdry storm
#

you still haven't asked your question...

dark depot
#

^

#

i have seen you ask a couple times. we cant answer questions that are not asked

south ridge
#

@spring blade I would like an expert to answer multiple of your questions too