#ue4-general

1 messages Β· Page 341 of 1

spring blade
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  1. For some reason, when I do online i cannot have the clients character face the listen servers character. it rotates on the clients screen but not the listens to that they cannot face each other
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  1. The listen cant see the clients animations
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  1. the client cant see materials that i changed in blueprint
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  1. I cannot set up a proper hud system
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meanwhile, i also have to make sure it works with split screen

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If somebody could answer any one of these, that would be greatly appreciated πŸ˜€

iron hinge
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Hey guys, I'm really new to this whole thing and I have what probably seems like a dumb question but:

I'm watching a tutorial on YouTube for beginners and when he makes a new level he has a grid that seems to stretch into infinity which I think shows where "sea level" is. When I make a new level it's just completely blank

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How do I make it so that grid shows up, it would make keeping larger things level much better if I have a baseline of what zero is

plush yew
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create a terrian

manic pawn
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make sure the viewport is in lit mode, and that show>grid is on

iron hinge
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Thank you!

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Can i change it's opacity?

manic pawn
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no clue

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could check editor preferences and search for grid

plush yew
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Anybody know why i don't have the parameters and options on this 2D blendspace like the guy on the right has?

vivid girder
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@plush yew Pretty sure they've moved some of that stuff

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Also IIRC you need to have one of your nodes selected in the graph

plush yew
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what do you mean?

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BS has a event graph?

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or in the animation BS

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BP*

vivid girder
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Drag one of your animations into the blendspace

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then click on it

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Then for the rest of the stuff it's under Asset Details -> Axis Settings now

plush yew
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you're the best, thank you so much

vivid girder
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@plush yew Also, Snipping tool is the one-stop shop for all your screenshot needs

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I'd recommend pinning it in your taskbar

alpine token
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You do not have sufficient permission to save the following content to disk. Any changes you make to this content will only apply during the current editor session.

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Someone knows why this happen and how to solve please ?

weary basalt
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Make sure you dont have 2 editors open at the same time.

alpine token
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Yes I do, but still the same

plush yew
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How good is Udemy? Is it worth spending money on to learn about UE? As right now they have a sale everything $10.

digital anchor
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Those sales are "permanent", everything is on sale everytime

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that said i really liked the multiplayer ue4 course

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so id say its worth

plush yew
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Thinking about buying that one

cloud cobalt
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Udemy in general is borderline scam, due to their sale practices

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Some content on Udemy is great, however

graceful sky
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sale practices? Like how everything is always on 90% sale? πŸ˜›

cloud cobalt
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Like pretending the price isn't the sale price, to get some people to shell out 10x as much as the course really is worth

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This is actually illegal in most countries

plush yew
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yeah I thought about that and found it strange. I know some other site that does this with liek textbook courses

plush yew
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@cloud cobalt i got sucked in by that

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the massive deal shit

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can't wait to get ssd to load unreal engine on and get to 32 gb of ram

tardy sapphire
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Is it possible to make an object in the editor unselectable? I wanna lock the sky sphere so I don't click it by accident while I'm moving around

sudden agate
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rightclick on it, transform, lock

tardy sapphire
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I don't see that under transform

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No lock option

plush yew
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Hello guys I have a problem with my project mobile game form the Virtus tutorial series

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he delete the gamepad input and mouse inpout then compile and save and he can't move-okay but I did this and I can move and the circles disappeared-hmm

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hmmm

plush yew
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hmmm

simple gust
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Hello everyone. I'm new on UE4 and programming in general.
I'm trying to do a "city builder" on a sphere (a planet to be specific, assuming you could go on other planet to make some buildings).
What I think could be nice would be to create a geodesic sphere -so I simulate a grid around the planet- and then clamp the building to the center of the grid case.
The fact is my knowledge is very limited in this domain and I don't even know where and how to start to make this possible. Could somebody help me with this subject ?

plush yew
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hrj

cinder pasture
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Hey

icy bone
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@simple gust if ure new i suggest make simple games first. Also take computer science classes, or learn programming

elfin jacinth
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Happy Monday super troopers!

tardy sapphire
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Happy Monday πŸ˜ƒ

cinder pasture
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Well, Monday Sucks:/

elfin jacinth
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It is indeed! There is snow on the ground.

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We had to drive 10 hours north to get it, but #worth

static viper
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hello

cinder pasture
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Nice

static viper
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it isnt such a great monday...

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smach z released a new video...

polar hawk
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monmonmonmonmonmonmonday

cinder pasture
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Monday Morning Blues

fierce tulip
polar hawk
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the pin

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the pin tho

fierce tulip
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fricking tiny pin next to delete button

tardy sapphire
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Guys, is there any way to view the quads, subsections and components of a landscape that was already imported?

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I wanna check the Kite demo tiles

regal mulch
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Anyone ever had a Pawn totaly being frozen?

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It's spawned during a custom matchstate with RestartPlayer for a Lineup.
It's spawned the same way at post match, but there the pawn doesn't seem frozen (so same code used).
The MatchState is before "InProgress", however the Pawn doesn't seem frozen during WaitingToStart, where the player can join a warmup.
Frozen = No Particles Play, No SkeletalMeshAnims Play, EndPlay isn't called.
The pawn prints a correct Player/AiController.

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Either it's something stupid I do and I can't find what, or it's some setting I'm missing

thorny cipher
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is there a way to detect when a player controller possesses a pawn from inside the player controller?

regal mulch
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OnRep_Pawn I would say

thorny cipher
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?

regal mulch
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Not in Blueprints, if your question aims for that.

thorny cipher
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Ahh

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It's not exposed?

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Stupid

regal mulch
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Welcome to Blueprints

thorny cipher
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Time to expose i guess

paper kernel
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well technically you can use OnRep for the purpose

thorny cipher
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why isnt there an event in the player controller

regal mulch
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There is also "OnNewPawn"

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It's a delegate

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But that's not really for usage inside of the controller

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SetPawn is also virtual. Could override that and react to the change after the Super call

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OnRep would be nice to have in BPs, so you can react properly in clientside too >.>

paper kernel
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afaik they added the clientside trigger too

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...at some point, dunno when

thorny cipher
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->restart()

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it seems

regal mulch
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That's all I saw in 4.20 Controller

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No idea

thorny cipher
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on 4.19.2

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atm

regal mulch
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Doubt they changed the process of possessing a pawn

thorny cipher
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trying to figure out what to actually expose

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Ah it's in the actual controller

regal mulch
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I really don't get why my Pawn is "stuck" in Animation/Particles etc. when in PlayerIntro MatchState and CountdownToBegin.
But not when respawned during WaitingToStart, InProgress and PostMatch

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Despite the fact that the later ones are build in states

thorny cipher
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{
    // Detect when pawn changes, so we can NULL out the controller on the old pawn
    if ( OldPawn != NULL && Pawn != OldPawn.Get() && OldPawn->Controller == this )
    {
        // Set the old controller to NULL, since we are no longer the owner, and can't rely on it replicating to us anymore
        OldPawn->Controller = NULL;
    }

    OldPawn = Pawn;

    SetPawn(Pawn);
}```
regal mulch
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When spawned in PostMatch, they continue working in MapVote matchstate -.-

thorny cipher
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is it possible to expose this?

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or not really

regal mulch
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Show me the Header file part of it

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It needs to be declared as virtual

thorny cipher
regal mulch
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That's the Variable

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Check the function

thorny cipher
regal mulch
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Yeah, then you can expose it to BPs through your own PlayerController

thorny cipher
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Nice

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something like this?

regal mulch
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// HEADER
UFUNCTION()
virtual void OnRep_Pawn() override;

UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "OnRep_Pawn"), Category = "Pawn")
    void K2_OnRepPawn(APawn* NewPawn);

// CPP FILE
void AYourPlayerController::OnRep_Pawn()
{
    Super::OnRep_Pawn();

    K2_OnRepPawn(Pawn);
}
thorny cipher
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you're a god ty

regal mulch
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You should then be able to find the OnRep_Pawn event (be aware that I used a DisplayName!) in your BP child of your own PlayerController

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You need to create a C++ PlayerController for that of course

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Don't edit the source code :P

thorny cipher
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Yeah I have one

regal mulch
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Also I could have a typo in that

thorny cipher
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Should pawn be passed as an arg in the onreppawn

regal mulch
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In the Original one?

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Or the K2 one?

thorny cipher
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void AVoipPlayerController::OnRep_Pawn(Pawn)

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like that?

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or no

regal mulch
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If you override, you need to use the same signature

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The OnRep_Pawn isn't passing the pawn, so your override shouldn't either

thorny cipher
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does override use the existing function + my added code?

regal mulch
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override really overrides the original existing function.
That's why you call the Super part

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That calls the original parent code

thorny cipher
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Oh true

regal mulch
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The K2 function passing the pawn is just me making it "easier" to use the event.
You could also pass nothing here and do "GetControlledPawn" in the Blueprint

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Ah man, I hate bugs that I have 0 idea where to start fixing them

plush yew
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how do you give an aetherial flow to progress hp bars?

regal mulch
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(β•―Β°β–‘Β°οΌ‰β•―οΈ΅ ┻━┻

plush yew
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can you import gifs?

thorny cipher
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┬─┬ γƒŽ( γ‚œ-γ‚œγƒŽ)

regal mulch
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@plush yew What is an aetherial flow?

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Whatever it is, you most likely do this via Materials

steep pawn
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hey guys, im not too sure where to put this so just gonna put it here for now. Getting a crash in editor when loading a map after updating to 4.21. I've confirmed its working in 4.20 and crashes after updating to 4.21
anyone have any ideas where I should start to find the issue?

[2018.11.19-13.58.44:734][656]LogWindows: Error: === Critical error: ===
[2018.11.19-13.58.44:734][656]LogWindows: Error: 
[2018.11.19-13.58.44:734][656]LogWindows: Error: Fatal error: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 826] 
[2018.11.19-13.58.44:734][656]LogWindows: Error: Rendering thread exception:
[2018.11.19-13.58.44:734][656]LogWindows: Error: Fatal error!
[2018.11.19-13.58.44:734][656]LogWindows: Error: 
[2018.11.19-13.58.44:734][656]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffff
thorny cipher
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Hmm i put that stuff in and can't seem to find the function

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Would I need to build the editor?

plush yew
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you see a flow on an hp bar like a sort of animation?

regal mulch
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You just need to compile your code for DevEditor again

thorny cipher
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Gotcha

regal mulch
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@plush yew Yeah still via Material I assume

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@steep pawn It does say "Access Violation"

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Which sounds like a null pointer exception

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Something is accessing something it shouldn't

thorny cipher
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😒 why tho

regal mulch
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Do you ahve a custom engine?

thorny cipher
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Yes

regal mulch
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Oh lord, did you click build on the engine?

steep pawn
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hm, im not too sure what could cause it, atm the map is just a bunch of static mesh's and particles cause its still early in dev, would going through mesh's 1 by 1 be a start I guess? see if somethings corrupted

thorny cipher
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Nope

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i ran build dev editor

regal mulch
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Strange, it shouldn't rebuild your engine if your VS startup is the game

thorny cipher
regal mulch
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I usually just hit F5 xD

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@steep pawn It's the renderthread that causes it

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And I doubt you modified that

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So I would assume something that renders is broken

thorny cipher
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do you use vsc?

regal mulch
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If it doesn't crash on other maps, then it's def part of that map

thorny cipher
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or vs

regal mulch
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@thorny cipher c?

thorny cipher
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code

steep pawn
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time to go through the mesh's then FeelsAmazingMan

thorny cipher
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visual studio code

regal mulch
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The normal one

thorny cipher
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ah normal vs

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yeah visual studio code is a bitch

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always needs rebuilt

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and the intellisense is borked as

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guess ill just wait for it to build

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rip

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i have a i7 8700k waiting to be put into my new build

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can't wait for those build times

steep pawn
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so the issue was i had a material on a skeletal mesh that wasn't ticked to work with skeletal mesh's which worked fine in 4.20 but apparently 4.21 hates it LUL

thorny cipher
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really

steep pawn
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yup

thorny cipher
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i didnt know those tickboxes even did anything

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i never use them

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lol

steep pawn
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i ticked it, everything works fine

thorny cipher
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maybe they finally built the functionality in

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πŸ˜„

steep pawn
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i decided i'd work through all the warnings in my log to cross possibilites off

thorny cipher
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like "material used on splines"

steep pawn
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and low and behold that was it LUL

thorny cipher
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ah

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they are warning for it now?

steep pawn
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yea

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i cant remember if it showed up on 4.20 or not

thorny cipher
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i swear all my skeletal materials are not even ticked for skele

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Β―_(ツ)_/Β―

steep pawn
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but it clearly needs to be a full on error LUL

thorny cipher
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i would check but my editor is rebuilding LUL

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maybe some optimisations they added to mats

steep pawn
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i keep forgetting how UE4 works, tons of errors = probably just 1 error and any warning = pc will explode if this runs LUL

thorny cipher
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i remember when i first started with ue4 had 20k warnings on build

fierce tulip
sudden agate
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^ I guess he doesnt know how UVs work :D

wary wave
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0_o

fierce tulip
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or he knows, but wants to use it to manipulate chin chapes?

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or.. just resize the uv for a chin?

sudden agate
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πŸ€”

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make the UV bigger. it will increase Texture resolution

fierce tulip
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lol

lean yacht
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aloha

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πŸ‘‹

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whats up people

fierce tulip
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chins

lean yacht
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any ideas as far as far lighting

wary wave
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eh?

lean yacht
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like really long distance lighting doesn't work right?

wary wave
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define doesn't work right?

lean yacht
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I want to have a sun say 1000km from a planet.

fierce tulip
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only 1000km? man thats gonna be hot

lean yacht
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I mean I am the lead so I can't really describe the issue our programmer was facing.

wary wave
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I assume that's a point light?

lean yacht
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All I know is there was some issues with shadows and light scattering

wary wave
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I don't think UE4 really supports these kinds of scales

lean yacht
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so

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just use a raytrace

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and spawn a point light much closer?

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and then just have a sun texture further away
?

fierce tulip
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@wary wave you can actually make planets real-size and distance them from playfield with actual distances and it should take it.

wary wave
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why not using a directional light?

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@Luos - I'm not so sure

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I would have thought things like shadows would collapse under the those circumstances

fierce tulip
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Hour did that with solus afaik

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but didnt do shadows I think

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looks @prisma phoenix

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@lean yacht could do that, or just use the global light thingy

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hungry and no ue4 open else id use proper names :p

wary wave
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it really tends what you're trying to achiece

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*achieve

lean yacht
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true

wary wave
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if this is a space sim, you have much bigger fish to fry

lean yacht
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yes we do lol

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stuff like voxel asteroids, volumetric water, a ton of shit xD

wary wave
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no part of the engine is built for this kind of thing

wary wave
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I wouldn't even start worrying about stuff like voxels....

fierce tulip
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good luck though πŸ˜ƒ

lean yacht
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well we already have voxel stuff taken care of

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we are working on biomes and player ships rn

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once we do that we (almost) have a playable game

tardy sapphire
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Why is my landscape material rightly previewed but turns the whole thing black? :/ I don't think its a lighting issue

regal mulch
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@tacit hatch Worth depends on what you can spend :P

vale silo
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any ETA on 4.21.1 ?

regal mulch
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@tacit hatch I never actively used it with a small or big game, only implemented it for clients

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If you know what a full server of yours needs in terms of resources, then you could calculate the costs

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Each Server costs x cents per minute or hour or so.
If the tier of server you've chosen can run 10 full DedicatedServers, then you can calculate how many servers at the same time you expect to be running

manic pawn
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launcher lets you update to some kind of beta without telling you what it's about?

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genius

dim merlin
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[Edited]

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Hi guys, ive just edited my old question to a new one..

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getting this error on launch

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any idea?

manic pawn
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what'd you do to cause it

dim merlin
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not totally sure.. I dont know what data is corrupt πŸ˜ƒ but i might disable some plugins and test again

manic pawn
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could put a breakpoint at where this message is spawned and see what it was trying to load further up the callstack

dim merlin
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@manic pawn i fixed it by disabling mac and other platforms for the supported platforms

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thanks anyhow

regal mulch
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Nope, not really despite just testing

regal mulch
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@β•²βŽ OvO βŽ β•±#0796 Found the issue

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And can't tag here >.>

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@static viper

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Aha!

static viper
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πŸ˜„

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i wasnt online

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what was it

regal mulch
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But it's kinda technical nature. UE4 (given you use the GameMode and GameState, not Base) calls "NotifyBeginPlay" on the World in the GameMode (For the Server) and in the GameState (For the Clients).
That happens in "WaitingToStart" if it's not ready to start, as well as in "HandleMatchHasStarted".

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In my Editor Case, I do entry the state "WaitingToStart", but it's already "valid" to start in the same frame

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So it doesn't execute NotifyBeginPlay.

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Usually that doesn't matter cause it goes from WaitingToStart to InProgress

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So the HandleMatchHasStarted would catch it

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But I don't go into InProgress, but into a custom State called "HandleCountdownToEndWarmup"

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And that never calls BeginPlay on the world

static viper
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yee that you figured out with c++ XD

regal mulch
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So nothing ticks. Not even particles in the world.

static viper
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mh

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i was pretty close

regal mulch
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Or rather nothing "beginsplay"

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I now do this

// In case we went into this so fast that the world isn't playing yet, notify it!
    if (!GetWorld()->bBegunPlay)
    {
        GetWorldSettings()->NotifyBeginPlay();
    }
#

In my Countdown state

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It's probably an editor only bug for me anyway, as people will usually always end up in WaitingToStart for more than one frame

static viper
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mh

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but it will look ugy

regal mulch
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This will never happen in a packaged game

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Might even wrap it into #if WITH_EDITOR

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Anyway, DINNER TIME

plush yew
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while packaging my project the packaging failed and then showed me this
ERROR: F:\ue4 android\android-ndk-r12b/ndk-build.cmd failed with args APP_ABI="armeabi-v7a " NDK_DEBUG=1

grim ore
#

my twitter was getting notifications so I check and there's a twitter thread going on about the new spyro release not having subtitles and people where like "they should have added them in, the engine supports it" and linked by video on how to use the system lol.

exotic jackal
#

guys, i have a question: after packaging the game to have the exe of the game that i created, and there are other files..can i continue to, lets say, to add a character in engine, and after to update the package(the game) and if i open that .exe to show what i added?

trim tusk
grim ore
#

When you package the game it puts all the stuff you need into the correct place or the .pak file and creates the .exe to run it. Any changes you make to the game will then only be for the project until you re package it then it will take those changes and remake the files and now your files are updated.

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the engine doesn't "patch" it just replaces and remakes everything into new files when you package and cook. This is a simplified version but your basically deleting the old and making all the stuff again with your project.

exotic jackal
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Well, ok, I got it

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So basically I need to replace it every time I make a change

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In engine

trim tusk
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yeah

grim ore
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basically yes if you aren't doing anything special your entire project will be remade when you package and cook it out

plush yew
#

how can i change clouds texture on the sky

grim ore
#

You need a paint brush and a 747, oh and I guess some paint might help.

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If you mean the default sky sphere, you can go to the Sky Sphere. Then in the details panel the material is on the Sky Sphere Mesh, then you can open up the instance in element 0 and edit the material. From there you can change out the cloud texture.

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If you just want to change the colors those options can be changed in the sky sphere BP itself but not a texture override

latent moth
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did the unreal sale start? marketplace has many discounts and website is kinda not working πŸ˜ƒ

fierce tulip
#

working for me?

latent moth
#

images are not loading... oh well

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no prob

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apparently back

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but did the sale start?

grim ore
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the twitter said it did?

fierce tulip
#

yea it did

grim ore
wary ferry
#

i am looking for the place to ask about why unreal has a 10GB data storage on my main drive, when i install every version on my secondary one?

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C:\Users\mispa\AppData\Local\UnrealEngine

fierce tulip
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it stores cached shaders and what not in that directory

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you can occasionally empty it, only annoyance is that itll need to recompile your shaders

wary ferry
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oh ok thats fine. i have very much optimized my shaders so i am working mostly with instances anyway πŸ˜„

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good to know thanks a lot for telling me

fierce tulip
#

those are also part of it ofcourse hehe

wary ferry
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lets delete this and see whats happening xD

fierce tulip
#

error loading win10, cannot reboot, error :p

wary ferry
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xD

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compiling 130 shaders done in 15 seconds πŸ˜„

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and now its only 1 instead of 10 GB yay

ancient tulip
#

hey, why does UE 4.21.0 feel like it takes longer to compile c++ code

errant burrow
#

the first time I play a particle effect, it has a tiny delay at the start and after that it always plays smoothly--any ideas for how to fix?

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I'm using the blueprint spawn emitter

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I assume it's because it has to load the emitter into cache, but how can I do this ahead of time?

plush yew
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how would you guys approach playing an animation during yaw input change??

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thought it would be simple, but i can't even get close

grim ore
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put that input into your animation BP and then drive your animation state based on the input?

plush yew
#

omg duh, use states

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you're a genius thank you

grim ore
#

πŸ˜ƒ

tawdry raptor
#

anyone here use a quest system for their game?

true swallow
#

how big should a soft mmo be?

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like generally

pallid compass
#

about tree fiddy i would say

fierce tulip
#

^

true swallow
#

im trying to fit around 150 players per server

pallid compass
#

yeah so err

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lets see...

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carry the 1

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10kb/sec per player

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so x150

true swallow
#

okay thank you math man

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i now know how to create ebic game

pallid compass
#

10,000 byte * 150 players

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add 10% offset

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How big is the world?

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say around x4 entities?

true swallow
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right now im trying to balance my attention to gameplay

worn granite
#

when you wanna do a meme answer, give it a way, and then fumble your own bamboozle

true swallow
#

so i dont have a lot of the game world completed

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just rough sketches of how i want it to look

pallid compass
#

((Floor((10k * 150) + 10%) *4)) / (100 / CarryTheNoodle)

#

so i think ur looking about around errr

true swallow
#

its a tight first person shooter where you can go to different points of interest with friends and part take in devils daggers like gameplay

pallid compass
#

three fiddy

worn granite
#

/r/overdonememes

true swallow
#

it be like that sometimes

pallid compass
#

so about 35

#

id say

true swallow
#

i see

pallid compass
#

35gb*

true swallow
#

of ram?

pallid compass
#

yes

worn granite
#

yes

true swallow
#

ah hah

#

i only have 4

#

rams

pallid compass
#

u gotta pump them rookie rams up then

true swallow
#

i tried twiddling the FDD drive and decoupling the hypertime mod unit and i cant seem to fit the players still

worn granite
#

its all about the turbocombobulator.

high stone
#

DDR5 has been announced for the consumer market! In... 2020... /:

worn granite
#

You need to have enough silicon flux

#

In all seriousness.....

Team size, budget, length of time you have for the project all factor into it.

#

I can just give you a generic answer, but it wouldn't be super useful

true swallow
#

me by myself in my room unemployed as a hobby project

#

i have some of the gameplay done

high stone
#

@true swallow true indie dev.

worn granite
#

Do you expect to finish it, or is it merely a tinker project?

true swallow
#

both

#

its just something i know i want to finish no matter how long it takes

#

i started it about 2 months ago when i got diagnosed with aspergers and i needed to cope with that.

worn granite
#

first proj?

true swallow
#

not really

#

i went to id tech camps when i was 12 and dabbled with unity and modding when i was 14-15

worn granite
#

Oh, okay cool. What metric were you curious about? World size? Content density?

#

time to "endgame"?

true swallow
#

but im like 19 now moved out on my own and im doing independent music production full time and trying to intergrate my music with video games

pallid compass
#

You ever shipped a game before?

true swallow
#

no but ive released an album

pallid compass
#

Oh well im sure it wont be a concern at all then

fierce tulip
#

just keep practicing and moving forward

true swallow
#

I’m gonna be working on this for the rest of college

pallid compass
#

How much metal do you think i would need too build a plane?

#

ops

#

wrong chat

#

meant for lounge

frozen crater
#

Hey guys, Im stuck trying to compile 4.20 from source with VS2017, i get the error "mscoree.lib cant be opened" when trying to build SwarmInterface, all I found was this 2 year old comment on it:

"finally got master branch built and running with VS 2017.... what trouble... the latest was SwarmInterface not compiling, looking for metahost.h, etc.., not having the include path C:\Program Files (x86)\Windows Kits\NETFXSDK\4.6.1\Include\um. so i had to move some .h and mscoree.lib files around.. grrr.."

Any idea what he means/where I should move the mscoree.lib file to?

true swallow
#

make sure that when you pull its all going to one directory

#

are you pulling it from the github?

#

why are you compiling from source in the first place? spatialOS?

frozen crater
#

yes, i did a fresh install of vs17 with .net dev, c++ dev, desktop dev and game dev with unreal engine installer, then downloaded the 4.20 zip, unpacked it, ran setup, and then ran generateprojectfiles

#

I need to compile for a windows server, and I think it only works with engines build from source

true swallow
#

make sure you click setup first

frozen crater
#

yes, I did that first, waited till its finished and then generated the files

true swallow
#

ah okay

#

idk i didnt have any problems

#

so im just shooting in the dark\

#

have you tried spatialOS instead?

#

for multiplayer?

#

its a cluster computing solution as a service

frozen crater
#

no, I will look into that aswell! thanks a lot for you help

true swallow
#

its much more convenient, im building a whole mmo by myself using it

#

its very prototypey and alpha

#

but it works really well

#

and for small prototypes (like my game) its free

plush yew
#

woohoo, excited for the fall sale! unreal

dawn vessel
#

Same here πŸ˜ƒ Literally just on time for when I was going to be looking to buy assets. πŸ˜ƒ

plush yew
#

what causes the outline around everything with the glow? i really need it to not show up

#

yes i know the glow causes it but i need other objects to not read it

plush yew
#

@plush yew you can try anti aliasing. if that doesn't work perhaps something else will.

#

@plush yew yeah i tried that, this is coming from the decal only

swift spindle
#

hey all!

#

got a brain teaser for you!

#

Why would my FPS be low and my GPU not be used properly (no framerate cap enabled) But I can get more gpu useage with a simple change to the bloom type (showing my GPU speed is not limited)

#

whoever answers this soon and leads to a fix will win some kind of nice prize!

spare sun
#

If that means that your fps skyrockets together with ur gpu usage, I'd say load not big enough for gpu to count it as such?

swift spindle
#

well

#

I need 90 fps... and I'm getting about 50

spare sun
#

vr?

swift spindle
#

yes

#

PIE also having shitty fps

#

octacore 3.2 ghz... 2200 ram... geforce titanXP

iron hinge
#

Is there a quick way to snap water to the size I want? I have a river running through the map and I just watched a tutorial on making water and he did it all in a pool and just used geometry to make boxes

#

Do I have to make each shape in geometry the entire length of the river matching all the bends and curves?

swift spindle
#

there are a few diff ways to make it

#

depending on your water and how it is

#

you could use planes... or you could do it in a 3D app... or you could generate it via splines

#

some terrain apps can create it also

iron hinge
#

He used a few different layers to make the water physics work

#

Virtus learning, basically I have a river running down from one corner to the other and to fill it with water by shaping an object would take a ridiculous amount of time lol

steep crystal
#

@rugged fable Got any more details? What kind of changes are you making, did it work before in that project or at all, etc

cloud cobalt
#

Don't multi post

weary basalt
#

@rugged fable Dont make the same post across multiple channels. Read the #old-rules thanks.

languid shard
#

hey lads ! Say, is it normal to have a high frametime (20ms) for the BasePass Dynamic on a scene with only static meshes ? πŸ€”

#

using forward shading

#

I have a lot of tris in my scene in somes places, it might be the problem

cloud cobalt
#

How many tries is a lot ?

#

What's the hardware, is it in editor ?

languid shard
#

overclocked GTX1080

#

6 core xeon

#

80M+ tris

#

with LODs one the most expensive objects T_T

cloud cobalt
#

Well, 80M is basically one zero too much

#

For PC

languid shard
#

😬

cloud cobalt
#

I mean I'm sure some rigs can eat up upwards of 10M now

languid shard
#

my max debug is eating the average number πŸ˜‚

cloud cobalt
#

That it only takes 20ms is actually surprising

languid shard
#

25ms yeah

#

havent built any lighting yet

cloud cobalt
#

Means a 8M tri scene would run in 2ms in forward, which is amazing performance

#

For the bass pass in forward

languid shard
#

well there's a lot of instances in here

#

all these platforms are composed of instances

cloud cobalt
#

This isn't a game, right ?

languid shard
#

nah

#

this for AEC viz

cloud cobalt
#

Thought so

#

But well, yeah, cut down on this tris hard

#

These paltforms should be 50 tris in lowest LOD

#

If only so that it doesn't alias like hell

languid shard
#

I have to wait for Dell to update their workstations before ordering one with RTX Quadro cards

#

well to give you an idea

#

this small highlighted bit here

#

47k tris

#

even at lod3 it looks exactly the same as lod0...

#

why the fuck do they make these as detailed as that

cloud cobalt
#

Time to use the LOD tool

#

This shit can have 200 tris and not look any way different

#

Except better, because not aliasing like a christmas tree

languid shard
#

welp, at least I'm glad the Revit plugin gave us mesh instancing

#

only 1898 items to lod properly, could have been 5x that amount with the max workflow that wasnt instancing

cloud cobalt
#

I wonder if Simplygon has bulk processing

languid shard
#

I think so

#

who uses simplygon now thou

cloud cobalt
#

Well if it does bulk and I have 1898 assets to LOD, I'm going to be using it quick

languid shard
#

I have a confcall tomorrow with the Studio dev team

#

I will ask if they intend to at least do an import LOD interface

#

I've been told there's a bunch of QOL stuff coming with 4.22 regarding datasmith

oak pumice
#

Hi all, is the Fall sale the same as black Friday sales on market place?

languid shard
#

@cloud cobalt getting there, doing some agressive triangle reduction (down to 10%, at least the geo is good enough to not be crushed)

ruby folio
#

No ladies here?

static viper
#

owls tho

plush yew
#

When you're thinking to make a website with the username you choose 10 years ago

#

and you see someone made a crypto currency with the same name 🀦

left ridge
#

Hi, I want to have the camera of my 3D menu to have kinda random movements...side to side while still looking at menu, zooming slightly, then going back out...what's the quickest way to achieve this?

plush yew
#

are there any good in depth animated materials guide?

languid shard
fierce tulip
#

@plush yew depends on what you want/expect

plush yew
#

I want to add UI animations

languid shard
#

still a lot of tris, but now I have the framerate necessary for reatime πŸ˜„

plush yew
#

to be able to do that

cloud cobalt
#

@languid shard Nice job. Still way too high tbh πŸ˜„

fierce tulip
#

"ue4 umg animation" should give you quite a few recourses

languid shard
#

need to have a look at some other high poly meshes in the scene

#

good thing is, refreshed datasmith file keeps the mesh properties for LOD and stuff

fierce tulip
#

unless you want shader animations, thats mainly just math and textures combined

languid shard
#

@cloud cobalt 10k, give or take πŸ˜„

weary knoll
regal mulch
#

Is it possible to have "EditorStartupLevel" different per user, without having locally different DefaultEditor configs?

#

Is there some "Per Dev" setting?

static viper
#

you could trick p4 maybe

#

write a thing that changes the config

#

yee it must be driven by a project config ini

#

for maps n modes

pseudo iron
#

Morning everybody... or evening. Just wanted to drop a friendly hello.

rare axle
#

Anybody here help a nooblet? Just starting out Blueprint, trying to access a variable from my UI widget from an actor class. Can't seem to figure out how to cast to it or access that variable. Basically setting up a variable in my UI, button turns it on or off, the actor needs to change colour according to that variable.

regal mulch
#

For that you need to know what classes you can easily access everywhere

#

For UI that's usually the PlayerController.

#

So if you create your UI Widget in the PlayerController and save the return value of the "CreateWidget" node properly to a variable, then you can easily access the Widget via "GetPlayerController".

#

@rare axle

marsh swallow
#

So i am getting not so great performance on lower end systems in the game after my first map build. Is this because many of the things i am using only has 1 LOD and lighting / Materials are not baked?

#

when it comes to Level building and optimization i am not so great. lol. Blueprinting and Mechanics are more my thing. haha. But on my system i have no issues on lower systems its bad. lol like 10-15FPS bad

molten tusk
#

optimizing views tend to be my solution.

plush yew
brittle gulch
#

Hello here, I want to move a mesh that is representing a character. But I would like, in the end, move a thousand of them. Is it better to use AddWorldOffset or is it better to create a Pawn class with a floating movement component and use AddMovementInput?
I'm talking about performance.

grim ore
#

You can ignore installing the nsight when installing the android stuff as it is not "needed" and causes problems like this

latent moth
#

do you guys know if there's a way to have an overlapping event with add spline mesh component?

signal compass
#

Yeah

#

Same as normal meshes.

latent moth
#

but i can't seem to define the event

signal compass
#

The spline mesh likely isn't triggering overlap.

latent moth
#

ah

#

so it cannot?

#

ok let me rephrase that

signal compass
#

let me launch UE4 so I can remember the exact BP node you need.

latent moth
#

can I just add an actorbeginoverlap event into a spline

#

oh thank you

signal compass
#

alright make a new node

#

"Set generate overlap events"

#

and check it to true

#

that should fix it

#

obviously pulling off of the return value of your spline mesh

#

Like this.

#

If you're still having problems, employ a combination of these nodes.

#

Some combination of those three nodes should fix any problems you might have.

#

It just depends on what you're using and what you're trying to do with it.

edgy totem
#

I converted my pawn that i was doing some stuff with in C++ to a blueprint, is it possible to access my c++ code again?

wary wave
#

define 'convert'

vale silo
#

@grim ore one BP tutorial I'd love to see is about how to implement proper actor pool manager (for projectiles, etc.) I don't think there are any good ones on youtube.

wary wave
#

something like that is probably not going to be on Youtube, but I do think there are both actor and component pooling articles out there

vale silo
#

well, I don't know about that.. I had to make my own from scratch

worn granite
#

I'm sure virtus will eventually do a take on it, thus defeating the entire point

grim ore
#

lol. I can look into it but honestly it's a simple concept that is covered in most game engines already a few dozen times, unity especially.

#

and by simple I mean covered to death πŸ˜› But I tossed it on my list

supple totem
#

anyone else ever had trouble with foliage tool leaking memory?

#

I run it, and I'm sitting at 11gb used memory after

icy bone
#

i love u guya

#

guys

#

@supple totem well u know cus plants grow and spread, like in nature

plush yew
#

Aight uhm

#

You know how when you edit a static mesh, theres a collision tab and if you click on it theres Simple or Complex Collision....

How can I actually set it to be that complex collision?
(Ive tried using Convex Decomposition but it doesnt turn out good.)

cerulean coral
#

hello all

plush yew
#

Oh nvm got it

#

Also hello!

plush yew
#

how I can access custom depth buffer in custom node?

plush yew
#

probably sounds like a dumb question, but for implementing weapons, do i need to create entirely new player animations for every gun?

spare sun
#

if you want your character movement to be entirely different with each gun, yeah

plush yew
#

i don't, i'm just not familiar with meddling around with animations inside of ue4. i only know how to create an animation and just stick it in there. is there a way to just change the animation of the arms?

#

i have a whole character, all animated by me, blendspaces, blueprints. Just not sure where to go from here with adding weapons. every tutorial i see is someone slapping the ue4 gun on the ue4 manakin. which is not what i want lmaooo

#

does anyone know a free city builder for unreal? cause i dont wanna hand place all my buildings 😦

icy bone
#

@plush yew no dont make anim for each gun, use attachment for that

#

@plush yew not built in, not sure about marketplace

plush yew
#

@icy bone i can't seem to find a tutorial on the subject 😦 any chance you you know of a good one??

#

if i have a different sized gun am i able to move the arms and hands to match within ue4? i mean it looks like i can, but how does that affect the animation?

#

i don't know why i can't find any tutorials of anyone doing this. do people only use built in stuff and assets from the marketplace?? i don't want to do that lmao

#

i'd even buy tutorials if i could find somebody that does it.

grim ore
#

There is an example for animations in the Content Examples that might help? It shows how to do the targeting with IK so you can have your arms and hands match up to the correct positions for example. You can also do this a bit easier with the new CCDIK system in 4.21 where you can assign points on your weapons and then have your arms solve itself in the anim BP for that target.

plush yew
#

@grim ore incredible! thank you i'm gonna check it out. -also relieved to hear about the CCDIK system

neon current
#

anybody here know how to use photoshop?

plush yew
#

i can use GIMP really well lmao

tardy scarab
#

do you guys know if there is a plugin for UE4 that allows 2 people to work on a game simultaneously?

#

instead of like one person working on it and then uploading and then the other person downloading and updating and uploading etc

weary basalt
#

Probably, but i doubt they work very well.

tardy scarab
#

there is one that is coming soon but you have to be a studio to use it

#

and I'm just a thicc boi who wants to make a game with a friend

weary basalt
#

If you dont already use Source Control you probably should, Source Control helps teams build a project together.

tardy scarab
#

I've never really collaborated on ue4, only on unity

weary basalt
#

Use Source Control.

vast pine
#

Anyone ever accidentaly close out unreal with Use custom depth mask on so everytime poject loads it sows it

rustic hollow
#

hey guys can anyone help me with paragon animation retargets πŸ˜ƒ

vast pine
#

and entering highres screen shot fixes it till you exit, even with it on it tickets back on only way to keep it off is to not be in cinematic mode

#

oh found it finally show->use defaults

#

gg

rustic hollow
#

um...where can i find help with anim retargetting? @weary basalt

weary basalt
rustic hollow
#

ok already posted there i just thought i did it in the wrong p[lace xd

weary basalt
#

Wait for someone to reply. Dont post the same message across multiple channels.

#

Thanks.

misty sparrow
#

hi every one i am new and nice to see you all

#

so i have some of project want to import it to unreal so i hope some one help me i will be thankful

#

need help how to export a scene from maya to unreal engine 4 i did the unreal export in maya and what i get is fbx file and include all my files in a single fbx file the problem is when i import it to unreal it take to long to finish maybe more then 15 hours so any way to import my scene to unreal in

#

size of the scene 1.3 gb
faces 10 mil i guess
the reason way i need to import it all to gather because i don t need to reassembly in unreal i don t want to waste time so i think this is a fast way to import all the scene and drop mats in unreal and add any other stuff

cloud cobalt
#

@misty sparrow There is no silver bullet for a 18M tri scene, it's going to be really slow

#

You shouldn't work like this

misty sparrow
#

so how can i import the scene it most be a way

cloud cobalt
#

Don't import a single scene at once

weary basalt
#

Try breaking it up into more modular components and importing them separately and assembling them together in the Editor.

#

You have alot of obviously repeating structures that could easily be made modular.

misty sparrow
#

dame that what thought

cloud cobalt
#

Basically if your FBX file takes more than a few seconds to import, you're doing it wrong

#

Not to mention the overall polycount is too high if this is for a game

misty sparrow
#

ok but how can i assembling them together in the Editor it will not be perfect as the scene i did in maya i will face some problems and there is way to snap mesh s

#

in ue4

#

because i facing problem in the axis

plush yew
#

am i the only one who can't delete a state without it crashing? lmao

#

how would i make ai peds walk along sidewalk like gta?

#

where they can also like talk

cloud cobalt
#

@misty sparrow I mean, I don't know anything about Maya, but you don't import an entire scene in a game engine. You'll need to split it into objects and put them at the correct locations

static viper
#

even maya cannot magic

hot drum
#

Man, unreal is a REAL pain in the ass

sudden agate
#

Speaking of Modularity in scenes;
Is there a way to have instanced meshes in an FBX Scene and import them as Static Meshes with the same Mesh in UE?

hot drum
#

ok

#

soooo

#

I have a game

#

once he reaches the door (hits the trigger box

#

It plays a fov animation where it slowly zooms in

#

when you go back, it stops the animation correctly

#

There's another thing you can do at the door

#

close it

#

and when you spam the door button and go back while doing it

#

I've set many measures for stopping the timeline event that I have for it, and setting it back to the original FOV

#

B u u t

#

unreal being the unrealy thing it is

#

decides nah, I aint gonna listen

#

and It just continues playing the animation, even at the center of the room

#

I've made it so when you leave the trigger box it stops the timeline and sets it back to normal

#

I've made it so when the "Back" event fires it does the same thing

#

same with reaching the center of the room

#

Yet it still has NO effect when spamming the door

#

I have no clue why this happens

#

this happens with the other door as well

static viper
#

this looks more like you didnt code it properly

#

show some code

hot drum
#

Probably

#

I'm still a beginner

#

still frustrating though

static viper
#

your text is very long too

#

can you make video instead?

#

right now i have no idea what you are trying todo

#

something with doors, i see the bad trigger volumes and sequences clamps

hot drum
static viper
#

i can not read it XD

#

ok

#

tell me in one sentence what you are trying todo

#

bc this looks like its many things at once

#

and i will prolly tell you to start smaller

hot drum
#

Ok ok

#

sooo

#

basically, when I overlap the trigger box on the door

#

It will start an fov animation

#

and I can close the door

#

and open it freely

#

go back

#

and it will be fine

#

however

#

If I open and close the door

#

really fast

#

and then go back

#

The animation will keep playing, despite the three measures I put to stop it

#

I'll record a quick vid

#

@static viper

#

Like I said, I'm still basically a beginner

static viper
#

we had dealings before

#

over 2 months ago

hot drum
#

Huh?

#

GASP

#

I SEE

#

a hint.

#

It's the trigger volume

#

basically when you overlap it

#

it allows you to door

#

and if you close the door right as you go "back"

#

It will play the animation

#

triggering and stopping the fov animation at the exact same time

#

I think

#

I might create a bool

#

for when you can close the door or not

#

and it triggers when the go to door matinee is finished

#

rather than a trigger volume

#

and when you hit back

#

it will set the bool to false

#

eUrIkA

#

I'm a growing newbie

#

This would require a complete recoding of the system though

#

shet

#

oooh boy

#

Hey on the bright side it could fix some flashlight glitches I've been having as well

#

so... Hurray?

#

e n d m e

#

This triggers when the animation is done playing forward, AND BACKWARDS

#

ugh

#

You know what, fine. I'll just create another matinee for going back

gleaming crane
#

Does anyone know the max amount of polys and scene set up needed to achieve 90fps in a VR game?

regal mulch
#

@hot drum Do yourself and us a favor: If you have an issue involving code that is not just 3 nodes, clean up your blueprints.

#

You can rightclick pins and choose to straighten wires.

#

No one here wants to spend extra time trying to read through that spaghetti mess

#

@gleaming crane Pretty sure no one can answer that. It depends on your game. Code it, put stuff in and then check the FPS.
If they aren't stable 90FPS, start optimizing

gleaming crane
#

@regal mulch yeah I've done that created a full profiling game just wondered if i anyone had any docs or anything

hot drum
#

Welp I just screwed up my game

#

now it's not functional

#

ahem

#

nice

gleaming crane
#

@hot drum What did you do to break it?

hot drum
#

eeeeeeeeeeeeeeeehhhhhhh

#

I tried to recode something and for some reason it completely broke the flow of everything I've done

#

and I have no idea what I'm doing

#

uhm

#

I'm really tired

gleaming crane
#

"Ctrl + Z"

#

worse thing to do is code when your tired and mad come back too it in an hour and you'll figure it out much better

hot drum
#

Nah I've gone too far into the matrix

#

oh ok

#

I have to go back and figure this out again

#

Oh haha ok I only broke the right door

#

nice

regal mulch
#

Do you use Source Control?

hot drum
#

?

regal mulch
#

Do you or not?

hot drum
#

what is that

regal mulch
#

Then you don't. Do yourself a favor and save your current project. Close it, and learn about Source Control.
It's a software solution aimed at storing revisions of your code files, making sure that if something breaks, you can go back to a previois healthy state.

hot drum
#

Hmm

#

sounds interesting

#

sorry for being afk

#

I had to go do something

lavish cosmos
#

has anyone done any rendering to EXR passes with Unreal? I am running into a problem where it starts defaulting to PNG files despite me using -CaptureFramesInHDR and -MovieFormat=CustomRenderPasses πŸ˜•

latent moth
#

does anyone know anything on how to set up VOIPTalker with Steam, I mean an explanation on what needs to be done to make that component actually work

#

from what needs to be set in .ini (pushToTalk?) to how exactly it is supposed to work

regal mulch
#

Afaik the VOIP Talker is just an addition to the default VOIP

latent moth
#

right, except that I cannot understand how to use it

#

I just want to be able to add an EQ to simulate walkie talkie effects on voice

earnest cape
#

Why are normals disabled on transparent materials in 4.21?

fierce tulip
#

only if its unlit afaik

#

and need to set the lighting mode to one of the directional ones.

earnest cape
#

I'll try that

#

Ah thanks

vernal sage
#

I may be too tired as I happen to see you guys talking about this and was wondering the same thing recently. I got the normal to hook but I cant actually see any normal no matter which of the lighting modes I select. I might be missing something super obvious.

earnest cape
#

I did surface forward shading

vernal sage
#

Omg haha "every one except the last that I thought I had tested but you know didn't" XD many thanks I can finally see the normal again too, yay. πŸ™Œ

earnest cape
#

Yeah I thought I was losing my mind when I updated and all the glass in my project was blank

vernal sage
#

Oooo I noticed on a tester material and had made a note to figure out what was wrong later had not even looked at the glass yet as I only just updated in fact this was a problem in 4.20 because I only just updated to 4.20 a few days ago so at least i'll know what is wrong when I dig in to the other stuff / if it somehow breaks between 2.20 and 21. πŸ˜„

earnest cape
static viper
#

ITS TRYING HARD C19

earnest cape
#

So I had a second viewport opened and when I applied settings to a material instance, that second viewport just completely closed itself

#

Idk what's going on

#

*restarts editor

cinder pasture
#

Is Unreal Engine 4.21 stable?

static viper
#

i had alot of crashes and freezes with it

#

i would say no.

cloud cobalt
#

Not any more or less stable than any UE version tbh

#

All of them have different kinds of crashes

#

Depends on what you need.

#

4.20 crashes when I change the preview mesh on a material, and 4.19 can't build game mods

#

🀷

static viper
#

can you build mods on 20ß?

cloud cobalt
#

Yeah, 4.20 works for mods

cinder pasture
#

Shit:/
I'm installing it. Let's see if it works

cloud cobalt
#

You shouldn't really worry about engine versions not working well, imho. Pick the latest when you start, work with it, and if you have issues, try a newer version, until you settle on something

#

The version model in UE4 means no version is ever bug-free

cinder pasture
#

Indeed^^

static viper
#

i hadnt issues in new 4.21 projects

#

only in 1 upgraded out of 1

cloud cobalt
#

Just on top of my head, I think 4.18 had rare random crashes in our packaged game, 4.19 doesn't support mods and crashed on some weird driver versions, 4.20 fixed both but we haven't deployed it yet so we might learn more, and 4.20 has the preview material crash

#

4.21 I think wouldn't package our game, so we didn't test it in depth

#

I wish we had more long-term support on releases

cinder pasture
#

Yeahh

static viper
#

they just need to focus on one version for a while

#

like

cinder pasture
#

4.18 was the most crash-free version I guess

leaden garnet
#

^

static viper
#

4.21 a whole year

cloud cobalt
#

4.18 was broken for us, for example

#

4.19 is the one we stayed the longest on, we'd still be there if not for modding support

languid shard
#

only complain I had since 4.19 is the lag of the plugin makers

#

other than that the new engines have been quite stable

fierce tulip
#

4.19 messes up cascade so much it hurts

cloud cobalt
#

The preview mesh crash in 4.20 breaks my mind, like how could it go through testing

languid shard
#

uh ? what crash ?

#

logged an issue for it ?

static viper
#

i think on the long run

#

its really easy to fall through

#

it might have worked a few versions of bug fixes earlier

#

so they didnt tested that in the end anymore

#

bc it was fixed

#

this is sadly how it works :c

cloud cobalt
#

@languid shard Engine crashes 50% of the time when I change the preview mesh on a material

languid shard
#

O_o

#

never had that kind of bug

#

on 4.20

cloud cobalt
#

It's literally half the time here, and 4.21 was already out when I tried 4.20, so it's never getting fixed

#

Fortunately the game is done so

languid shard
#

😬

#

seeing how cases of bugreports are being handled by the Studio team is quite funny πŸ˜„

#

new case handler/owner ever 6Hours or so

wary wave
#

@cloud cobalt - monitor DPI scaling has been broken ever since high resolution "support" was added as a feature

#

Β―_(ツ)_/Β―

cloud cobalt
#

As someone who's ported a project over from 4.1 to literally every later release - it's getting slowly worse, imho

languid shard
#

UE's Editor isnt working with Gsync either

cloud cobalt
#

We never had any breaking issue before the "tonemapper" release (4.8 IIRC), but half of every subsequent release have been broken

wary wave
#

I have a project on 4.19 that I can't currently do anything with until it's fixed because no screen space UI elements can be used (can't even do math manually, the actual conversion under the hood is wrong)

opal ocean
#

My player pawn is controlled with a behaviour tree, but I'd like to have the camera pawn attached to the player pawn... whats the best way to attach?

#

Use an attachto? or set actor location ontick?

#

Hmm, AttachToActor rotates the camera,

wary wave
#

player pawn / camera pawn?

opal ocean
#

My main player pawn (the visible character) is controlled with a behaviour tree, so it has its own AI controller

plush yew
#

UE when in-game needs extremly big ram, storage etc compared to unity. true or false?

opal ocean
#

the main camera pawn is just a camera, and I had it set up to be able to move around freely, RTS camera ish

#

but now I think it'd be better if the camera was attached to the main visible pawn

wary wave
#

in that case I would stop using the camera pawn entirely

opal ocean
#

I cant seem to get it to use a behavior tree in the player controller tho

cinder pasture
#

That's true @plush yew

wary wave
#

it still needs to be possessed by an AI controller

cinder pasture
#

But UE4 is far better than Unity afterall

wary wave
#

I mean a lot of this setup is going to depend on exactly what you're trying to achieve

plush yew
#

@cinder pasture apple users also say that they are better than anything else kappaross

cinder pasture
#

You in favor of UE4 or Unity?

plush yew
#

IN favor of money.

#

πŸ’Έ

#

u?

cinder pasture
#

UE xD

#

Obviously

plush yew
#

... like appleers like apple?

cinder pasture
#

I hated GameDev only because of Unity, but soon I discovered UE4 ^^

#

Naa man xD

#

I m myself an android user and love it xD

plush yew
#

.

opal ocean
#

I want my camera to follow my AI character, from an overhead view. Trying to activate the camera I put on the AI character, but its not working

plush yew
#

@cinder pasture wanna make curve fever in 3rd person view with me? πŸ˜„

opal ocean
#

I have: HeroCharacter - The visible pawn, which is possessed by HeroController - which runs the behaviour tree. MainPawn - just has a camera and a floating movement for moving around. MainController - all the actual control logic, tells the HeroCharacter what to do via setting blackboard variables

cinder pasture
#

Will see, @plush yew. Please Dm me regarding this;)

opal ocean
#

Right now, I move the camera around seperately from the Hero Character. I want the camera to stay focused on the HeroChar, but not rotate

#

ah, I think I've got it. Just a SetViewTarget blend node

cloud cobalt
#

@plush yew The requirements of both engines are pretty debatable tbh

#

UE4 has a higher default requirement

#

But arguably it also scales better to hardware

#

You might get Unity to run on a shittier machine than UE4, but I found most Unity games to perform badly on super high end hardware

tall pendant
#

tho the question might be is it actually Unity's fault or is it the fault of the common Unity user?

#

in regards to horrible perf

wary wave
#

both

grim ore
#

everything that works badly is the fault of the dev, it's always the devs fault even if it's not πŸ˜›

cloud cobalt
#

Well, the dev picked the engine in the first place

#

So no matter what, it is definitely the dev's fault

plush yew
#

lol

#

XD

grim ore
#

yep even the smart people will recognize that the engine is at fault, like the recent Fallout 76 issues, but then still blame the dev for using it lol

static viper
#

but i am not blaming the engine...

#

they totally revamped the creation engine for f76

#

its clearly the devs faults...

rose bison
#

well, in bethesdas cases they make the game and the engine, so you gotta blame em

wary wave
#

"totally revamped"

#

(introduced network code)

#

everything else is more or less the same as before, looking at it

fierce tulip
#

some new lines of code to stuff

static viper
#

have you ever rewritten a sp game to multiplayer?

#

XD

wary wave
#

yes

static viper
#

they definitly had all the chances to make it right

supple totem
#

beth is just a small studio guys go easy on them

#

they dont have billions of dollars of revenue or anything

static viper
#

a small 200 head studio with 8 more companies linked to them πŸ˜„

supple totem
#

they arnt like guaranteed a huge return on their investment

#

they took a risk with multiplayer fallout

#

we gotta respect that

static viper
#

they are huge

supple totem
#

haha

#

im being very sarcastic

static viper
#

yee XD

#

dicing it up

#

almost eaed there

#

man

#

battlefield

supple totem
#

it is a shame what happened to fo76

#

beth has the resources to make something incredible

#

it seems they went for kind of easy cash grab

rose bison
#

they've obviously going downhill for years

#

their games keep getting worse

supple totem
#

they peaked with Morrowind, and I would say FO3 was another peak

#

down hill from there IMO

rose bison
#

morrowind was a high point

supple totem
#

so good

rose bison
#

fo3 only if you never played fo1 and fo2

#

if you compare it that, fo3 was trash

supple totem
#

i beat fo1, I'm very dumb and like my games first person

#

and honestly fo3 had some decent writing and world building

rose bison
#

I actually preferred new vegas, but it wasn't a bethesda game

supple totem
#

yeah Id love obsidian to make another first person game

#

i think theyve been sticking to isometric

livid lantern
#

!help

plush yew
#

@livid lantern, Sent you a DM with information.

stray smelt
#

is there a hotkey for expanding all collapsed nodes when you are in details view of a blueprint or datatable?

#

instead of clicking that TINY > button

fierce tulip
#

in most things ue4, rightclick > expand all

#

not sure about that

spare sun
#

is there a guide or something like a bunch of tips on publishing anywhere?
Like stuff to watch out for before doing so, etc?

misty sparrow
#

have issue how to export texture from painter to unreal i did some stuff but did not work any help pls

#

i export it to unreal and i did some mat in unreal trying to get what i want but something wrong in the texture maps not show any metal so i don t know.... is this right i am new to unreal i just know maya modeling and other stuff i am happy to get to unreal

grim ore
#

I would say we need to see what your material in UE4 looks like

#

plus how it looks in Substance will not be the same in UE4 due to how your lighting is set up in UE4

stray smelt
#

@spare sun i suggest just googling for that question with reddit gamedev or gamasutra. there should be loads of info on that

leaden garnet
#

is there a way to download an asset from the marketplace without having to say "Add to Project"?

stray smelt
#

i think everything is saved under some folder in %appdata% but not sure if you can get it from there

keen stream
#

hey, i'm getting this out of nowhere. i can't save the map, therefore i am not able to do my work. i haven't changed anything and i was able to save it a few days ago. any quick fixes? i can't seem to find anything useful on the internet

grim ore
#

make sure it's not open in your source program and make sure you only have one copy of the engine open

keen stream
#

i only have once instance open and the git client is closed. that error is still showing up

forest orchid
#

Guys i need help

#

😩

#

how to fix that

true scaffold
#

anyone using 4.21 - are autosaves working for you?

#

Used it all day yesterday and just noticed my autosave dir is empty, even though it should be saving every 10 min\

fierce tulip
#

hugs Spoondog

crude totem
#

Does anyone have any recommendations for learning resources on a grenade that you can cook? I found some resources for a grenade that just spawns at a point with a projectile component that launches it. But I need mine to be attached to the mesh while they are cooking it then release it with a forward velocity at the end of the animation. I'm having trouble with the projectile component, it seems to remember the initial rotation when the grenade is spawned and goes in that direction once activated, and it is a multiplayer game, so I'm also having trouble with collisions with the grenade and the TPP mesh and FPP mesh and the weapon meshes.

hot ledge
#

hey @everyone im trying to use the advanced steam session plugin but i get an error when i compile anyone can help Could not find a part of the path 'C:\Program Files\Epic Games\UE_4.21\Engine\Plugins\AdvancedSessions\AdvancedSessions\Intermediate\Build\Win64\UE4\Development\AdvancedSessions\AdvancedSessions.precompiled

hushed monolith
#

@hot ledge I'm guessing you didn't compile. If you're on a bp only project that would make sense

hot ledge
#

do i have to open the source and compile it there or

hushed monolith
#

you shouldn't be able to open the project without compiling

#

this is a bp only project then?

hot ledge
#

i just added the plugin in the plugins folder

#

and enabled it in plugins settings

hushed monolith
#

this is a blueprint only project then? no code?

hot ledge
#

sure but why do i get this error when i try to build my project to windows

hushed monolith
#

did you put it in your project /Plugins folder?

#

or the system plugins folder? (C:\Program Files\Epic Games\UE_4.21\Engine\Plugins)

hot ledge
#

system plugins folder

#

@hushed monolith

hushed monolith
#

is that file there? or do you just have code?

#

meaning AdvancedSessions.precompiled

hot ledge
#

no that file isn't there i have the .uplugin file and source

#

@hushed monolith

modern root
south ridge
#

Chill unreal engine, you don't need to open up every single asset completely to remove them πŸ˜„

#

This is slightly bizzare and not very well thought out

#

Removing objects loads them first

#

Conceptually sounds OK, but textures and models start building themselves and take up ages

plush yew
#

Hello

zealous cloak
#

is there a easy way to convert a menu, that made for pointers to ove throught it with a analog stick and button press?