#ue4-general

1 messages ยท Page 342 of 1

zealous cloak
#

i guess the button must be active and then be pressed through sth

plush yew
#

Uh... Is there a Nintendo Switch dev somewhere here ?

zealous cloak
#

ok i made a menu in vr, so i use it with wifget interaction, but its still not so good to us,
can i activate the button, when hovering onto the button and then hold a button to active it, while its activated a bar should fill up until the next page triggers

cinder locust
#

guys having an issue using aim offset, character is aiming about an inch to the left of the cross hair which is center screen. anybody have an idea how to get him to always point where the cross hair is?

grim ore
#

are you using the default FPS crosshair? if so it's not centered in the HUD

cinder locust
#

i setup a widget blueprint

#

and anchored it in the center

#

funny enough... i think i followed your tutorial ๐Ÿ˜›

grim ore
#

First or third person?

cinder locust
#

third person

grim ore
#

and using what to determine the offset is offset lol? line tracing or using projectiles?

cinder locust
#

i would like to use projectiles

#

heres my anim bp that controlls the yaw and pitch for the animoffset

#

just thinking out loud

#

im guessing i would have to get the difference between the characters rotation, or look at rotation and the cameras center point and somehow add that to the yaw/pitch?

#

this is what its currently looking like

lavish marlin
#

hey can i just cut in and say hey guys and why cant i find event interface when making inventory system XD

cinder locust
#

biggest issue is when walking sideways it goes way outside of the cross hair

grim ore
#

You might have better luck in #animation @cinder locust ๐Ÿ˜ฆ It's a math thing probably with animations and that is something I suck at

#

@lavish marlin we don't know why you can't find it. Where should it be and why should it be there?

cinder locust
#

damn thanks though

lavish marlin
#

it should be there as i made an interface interface blueprint class

grim ore
#

did you add that interface to your blueprints? did you then compile the blueprint? is it an event or a function interface?

lavish marlin
#

its a blueprint interface for an inventory system

#

basically its the function for ( press E to interact )

grim ore
#

go on...

lavish marlin
#

in the whole aspect and when i rightclick and type ( interface ) as the name of my blueprint it does not show up as Event Interact

grim ore
#

go on...

lavish marlin
#

change everything i typed to interact

grim ore
#

so... did you add the interface to that blueprint?

lavish marlin
#

it just doesnt show

#

oh yeah i did

grim ore
#

did you compile the blueprint?

lavish marlin
#

on the right i clicked add and typed in my BP

dusk mulch
#

hi!

grim ore
#

thats not adding an interface

dusk mulch
#

i need help just posted my issue in #blueprint can u guys help?

grim ore
#

In the Class Settings for the Blueprint you can add/list all interfaces that the blueprint implements. You need to add it from there then compile.

dusk mulch
#

thanks

lavish marlin
#

yeah i did add in the class settings i will think this over abit ant try to solve sorry for dropping in like that

grim ore
#

after adding did you compile?

#

and then in the interface itself is it an Event or a Function. Does it have a return value on the interface Function basically.

lavish marlin
#

well then its rly as simple as hitting compile which i was dead certain i did every single time ... man i just wasted time but still helped...

#

and 1 more thing i would love to know how to cut a tree and have the player to sit and wait to fill his inventory system kinda like runescape i just dont know what to search for that action..

grim ore
#

Never played runescape but chopping a tree should return some results from the webs. How does it fill it?

lavish marlin
#

prettymuch a click and wait function

grim ore
#

like click a tree, a bar fills up, profit?

lavish marlin
#

i would press e or interact with the object

#

prettymuch not not everytime kinda like 5050 random stream

grim ore
#

so click a tree, bar fills up, sometimes profit ?

lavish marlin
#

lets say yeilds 10 logs so 100% health it would get 1 log which then would down it to 90hp so maximum yeild of 10 logs i duno just reference i have wrote

grim ore
#

so click a tree, instant loot, repeat till no more loot?

ancient otter
#

Hi guys, im getting a problem with tessellation, is this the chat to ask?

lavish marlin
#

i make not much sense

grim ore
#

ooh or click a tree, progress bar fills up, collect loot. repeat till tree is empty?

lavish marlin
#

click tree ( you have failed to collect ) ( you have collected a log ) ( you have collected a log ) ( you failed... so on

#

tree will deplete after certain yeild like 10 moves to another tree to then carry on the filling up

#

u click and wait untill the tree depltes

ancient otter
#

Emm?

grim ore
#

welp clicking the tree is not the issue. Interacting shouldn't be as well with an interface. the tree should handle itself depleting since it should know how much logs/life it has.

#

if you have a timer just run a timer between attempts to harvest it and return a good or bad result to the player if they are still near

lavish marlin
#

i have made a tree into an actor by using linetrace thats all perfectly fine just would be great to search up some kind of ( click and wait ) i have no idea

grim ore
#

well timers are for waiting, and timelines are for waiting with fluff

lavish marlin
#

yeah so im guessing thats a random stream generator right?

#

that im after

grim ore
#

it's a timer, you fire it off and sometime later the event you want to fire off fires. you can use it for delaying actions.

lavish marlin
#

i want a few fails there

#

ah

grim ore
#

there are random streams and numbers as well for randomizing randomness

lavish marlin
#

ooooooh i see

#

how will i search up what your saying lmao

#

but i actually understand

grim ore
#

well the keywords I used would be a good start. Timers, timeline, delays, random stream, random "whatever" like int or float or bool or number

ancient otter
lavish marlin
#

i would direct ask u for help but im not sure howlong ittl take for this task i want to complete i would send pics but yh

#

its very bright on the bottom picture?

#

maybe a reason as i have had this issue on my landscape looking off colour

grim ore
#

you don't seem to be tessellating the actual material map you are using but more of the overall shape. maybe not enough density in your object you are trying to tessellate?

ancient otter
#

I tried it with a floor, a cube, etc. and nothing seems to work

lavish marlin
#

well mathew my good sir you have helped alot thanks alot for your time!

grim ore
#

well the default floor and cube won't have a very high density

#

its like what a couple vertices?

lavish marlin
#

๐Ÿ‘Œ

ancient otter
#

I also used a subdivided floor with lots of geometry and still same problem

grim ore
#

so what does your material graph look like?

ancient otter
#

Wait. Let me search the image

grim ore
#

oh

#

for your displacement map what does it look like? your using the RGBA output but should you possibly be using one of the channels?

ancient otter
#

Which one should I use?

#

You can find this texture in texture heaven, let me search the link

grim ore
#

well normally one of the channels, R G or B directly

ancient otter
grim ore
#

not saying that is it but a map is normally just the one channel in black and white

ancient otter
#

Maybe that's my error

grim ore
#

I grabbed em lets check it out

ancient otter
#

The thing is that the image that I sent you is a mat preset that someone sent me because I had this problem. So he sent me it to see if it solves it but still the same problem

#

I can send you the mat if you want

grim ore
#

oh wow yeah I think that displacement map is super weird

ancient otter
grim ore
#

yeah wow that's flat as hell

#

well it "worked" for him but you don't know what he was using or the settings

ancient otter
#

Yeah, I used the same mat as him

grim ore
#

and it's still super subtle for him

ancient otter
#

It supposed to be subtle

#

But no even like that

grim ore
#

ok so if you look at the link I gave you, you can see the map they are using is pretty clear on the low and high parts, the black and white

#

now open up the displacement texture in UE4 and look how flat it is, very little differentiation

ancient otter
#

Yup

grim ore
#

now try plugging in the bump map texture and watch it go nuts

#

then try something like 2 for the displacement multiplier and 2 for the tesselation mutliplier

#

and notice how much more apparent the bump map is when looking at it

ancient otter
#

I actually have 50

#

Nothing...

grim ore
#

I know but if you do that with the bump map it's going to go nuts lol

#

replace the displacement texture with the bump map texture and it should go nuts

ancient otter
#

This is how

#

It's flat

#

Oh ok I will try

grim ore
#

yeah just swap the texture you are using the for displacement map texture

#

the bump map is much more defined and gives an actual result

ancient otter
#

So if I swap I should be good?

#

Let me try and I will send you image

grim ore
#

well that might give you more of what you want, the actual roughness map gives some results compared to the tessellation map

#

It would explain why the outside of your mesh, the orange ring, was so far away from the mesh itself. Your blowing the hell out of your tessellation with almost a flat map (no peaks or valleys to tessellate)

ancient otter
#

intersting

#

its weird

grim ore
#

yeah it's going to be. I don't know what he used to render the image but his tessellation is really spot on so unless you get his settings it's going to look odd in UE4

ancient otter
#

makes actual sense

#

all of the texture used from texture heaven are weird

#

on ue4

grim ore
#

It's probably some really funky setup using math and stuff to make it not go wacky because that actual tess map is super subtle

#

maybe ask in #graphics as those guys are smarter lol

ancient otter
#

lol

plush yew
#

you're using tessellation ?

ancient otter
#

Yes, but its bugged

plush yew
#

it's not

ancient otter
#

Its not for a game so i dont care about optimization

plush yew
#

it's how it works

ancient otter
#

How should i do it then?

plush yew
#

use POM / Parallax, not Tesselation

ancient otter
#

And how do i use that???

#

Sorry if its an stupid question

plush yew
#

Tessellation subdivides your mesh ; here your texture is too small for your geometry

ancient otter
#

At first i tough it was my vxgi so thanks @grim ore

plush yew
#

Too DENSE, sorry

ancient otter
#

Oh, ok

plush yew
#

That's the word

ancient otter
#

So how do i make it the rigth way?

plush yew
#

Try to increase the heightmap texture size and see how it reacts on the sphere

#

Parallax

ancient otter
#

this rigth?

plush yew
#

yes

#

tessellation is for a proper mesh which the heightmap can be adapted to, not too dense in general

#

parallax is for smaller details

#

and the mesh is not subdivided

ancient otter
plush yew
#

I'm restarting to use UE4 so I don't remember how to make Parallax, but it should be simple

#

it's in the default outputs

ancient otter
#

Ok, i will watch the tutorial and see how to do it.

#

So Parallax would be for the more detailed stuff rigth?

plush yew
#

Right click in your Material window and type Parallax

#

It's Parallax Occlusion Mapping

#

Yes

ancient otter
#

O man

plush yew
#

It doesn't affect the mesh

#

The result you show is because the pebbles density on your heightmap is not adapted for the sphere

#

If the sphere was more subdivided, it would be better

ancient otter
#

Ok so how do i use that parallax?

plush yew
#

But it would take a lot of ressources ofr nothing since you can achieve similar result with Parallax

#

umh

#

Right click in your Material Window and type Parallax

#

You'll see POM

ancient otter
#

I dont care about resources, remember

#

I have the parallax thing, but how do i use it?

plush yew
#

Then it should be linked to World Displacement

#

Link your heightmap texture on the left

ancient otter
#

im watching the tutorial

#

The tutorial explain 0

#

nice

plush yew
#

oh yes, with Parallax you can set things "under" the heightmap

#

I guess the water here is a different plane that intersects into the parallax

ancient otter
#

Oh! So this is the puddles!

plush yew
#

but by default Parallax does not that I think

ancient otter
#

Finally

#

Still, i just want the solution for my bump

plush yew
#

Well it's simple

ancient otter
#

im opening ue, we will see

#

what do i put on heigth?

#

or mettalic?

plush yew
#

what ?

ancient otter
#

nevermind...

#

It seems to not work

#

Im confused now

ancient otter
plush yew
#

I guess so

ancient otter
plush yew
#

disp

#

when you see it's ghostly like this, it's a disp

ancient otter
#

ok

cinder locust
#

@grim ore i think i figured it out, probably not the correct way but it works decently. the weapon has a laserpointer that gives me a destination point. i basically rotate my camera to look at the laserpointer with some lag, kinda works ๐Ÿ˜›

ancient otter
#

Yuki, nothing happened

#

@plush yew

plush yew
#

I'd say none

#

Or it's very weak

#

Oh yes, you have to set you heightmap to GreyScale

#

Click on the Texture Object, it's on the left

ancient otter
#

what?

#

Where and how

#

@plush yew

#

I will have to go to sleep now... Pls dm me so we can finish this conversation

plush yew
#

I have to figure out how to make POM

#

Is Light Propagation Volume an expensive thing for the Nintendo Switch ?

lavish marlin
#

btw agent MathewW

#

this is what i meant ( this is from the game runescape ) if u scroll down it will show skills im trying to replicate mining and woodcutting gather rates

#

ticks are intervals of 0.6 seconds in this games terms mostly called game cycles i rly want to replicate that timeframe as i was meaning earlier by ( click and wait )

brittle gulch
#

Hey guys, what would be the most potentially expensive, an array or a map dictionary?
Assuming that I have about 1000 values to store and I want to loop through them.

regal mulch
#

A TMap is hashed

#

So lookup should be cheaper than Array

#

@brittle gulch

#

Anyone here knowing if the "SetMouseLocation" of the PlayerController is the proper way to actively set the mouse cursor to a location or if there is a better/cheaper way?

rose bison
#

if you want to loop through them, array is always fastest

#

same if you know the index you have to access at all times

#

TMap shines at random access if you want to avoid looping

#

if you don't know the index

regal mulch
#

Yeah, should have been more specific with my answer! Sorry

languid shard
#

anyone with some AutoLOD knowledge around here ? ๐Ÿ˜ƒ

#

I've made some custom LOD groups, but it looks like some values arent changing when I swap to a different group

#

namely the percent triangles values, it keeps staying at 100

#

; Small Props LEG_SmallPropNoReduction=(NumLODs=4,LODPercentTriangles=100,PixelError=10,Name=LOCTEXT("LEG_SmallPropNoReductionLOD","LEG Small Prop NR")) LEG_SmallPropMediumReduction=(NumLODs=4,LODPercentTriangles=50,PixelError=10,Name=LOCTEXT("LEG_SmallPropMediumReductionLOD","LEG Small Prop MR")) LEG_SmallPropHighReduction=(NumLODs=4,LODPercentTriangles=10,PixelError=10,Name=LOCTEXT("LEG_SmallPropHighReductionLOD","LEG Small Prop HR")) LEG_SmallPropUltraReduction=(NumLODs=4,LODPercentTriangles=1,PixelError=10,Name=LOCTEXT("LEG_SmallPropUltraReductionLOD","LEG Small Prop UR"))

#

these are my settings, based on the default ones

#

the Percent Triangles value keeps staying at 100 no matter what group I use

languid shard
#

now its acceptable for VR rendering ๐Ÿ˜„

cloud cobalt
#

Much better yeah

languid shard
#

with HLOD it should shave off a few more drawcalls

inner mountain
sudden agate
#

why do you not instance them?

inner mountain
#

@sudden agate it's for enemies, so later I will use skeleton meshes โ€“ I suppose it's not the case for instancing

#

though I've found some forum thread about instanced skeleton meshes in ue4

fossil ore
#

Does anyone knows if there is a Live Link addon for Blender to connect a bridge between UE4?

whole quarry
#

What?

rare axle
#

Any idea how I can make the scene fully dynamic, no baking required, so I can switch objects and materials around all the time in real-time without having to re-build

#

?

icy bone
#

yes turn all. lights to movable, as well as objects

void drum
#

Hi, If I have any question about UE4, should I ask it here, or other channel?

fierce tulip
#

try to find the channel related to your question, if you doubt, can ask here ofcourse.

void drum
#

Oh, ok. Thank you!

icy bone
#

this channel is unreal chat so any unreal related is ok

ancient otter
#

@plush yew you here?

fierce tulip
#

<_< I broke moderation on the ue4 answerhub

grave nebula
#

Everyoned there ?

fierce tulip
#

no, have to ban about 50 bots

#

and new moderation system is fubar, slow, and annoying

#

oh, and crash prone

unreal spoke
#

Does a render target supports postprocess? I mean if the scene has postprocess, will I get a render of the world with or without postprocess?

grave nebula
#

It is lovely though, that I know when is next formula 1 race through answerhub bot spam โค

fierce tulip
#

imagine being able to select them all..

#

and then realizing there isnt an option for it

#

<_<

#

also funny if you ban the last person on a page, it forgets other pages exist and tell you there are no more things to moderate until you go back to main moderation tab

#

oh god, each time I ban one, another one appears

brittle gulch
#

Hi guys, how could I achieve something like that? https://www.youtube.com/watch?v=SJSGfnZ9cz8
I can move my instances with a simple UpdateInstanceTransform. But as soon as I have too much instances and that hey use a little complicated behavior in their movement, I have huge problem with frame rate (when I try avoidance for instance)
https://www.youtube.com/watch?v=SJSGfnZ9cz8

Moving Test. 40,000 Cubes. Graphic Card : GeForce GTX 970M UE4 Version : 4.15 โšซTwitter : https://twitter.com/selflash

โ–ถ Play video
wary wave
#

you need to be clever about how you do movement updates

#

I've done this a couple of times - once for a game jam (made an MMOG, seriously), and once for fish schools

#

for the latter I used a separate thread entirely

grave nebula
#

@brittle gulch It is done in material itself.

wary wave
#

in order to avoid locking up the main thread

#

and yeah, it could also be in the material itself in this case

brittle gulch
#

Although, If I want to use this in gameplay, like moving them with the joystick or giving them a simple Ai (attack and die). Would it still be possible while using a separated thread?

Otherwise, would it be faster to calculate the movement in the material instead of inside BP? I think the movement of the cubes in this video is pretty simple, I don't see if there's avoidance or such a behavior in it. But would avoidance be possible to achieve in a material?

grave nebula
#

Virtually any kind of movement can be done in material.

fierce tulip
#

<_< dozens of new spambots. i give up

static viper
#

you are the only thing that keeps the world from darkness

#

besides me.

fierce tulip
#

warned whoever controls the unreal engine twitter acc about it.

#

its out of my hands, because foods

#

aand error 503 just when I finished an answer for someone

elfin jacinth
#

I'm here

fierce tulip
#

TIIIM spambot invasion on AH

#

hundreds

#

(not kidding)

elfin jacinth
#

Ok

fierce tulip
#

its thanksgiving, its always a spam-mess on AH around those days.

#

I banned about 50, and removed even more messages

#

but they just keep coming

manic pawn
#

need a bot to remove the bots

grave nebula
#

There is nowhere to retreat. It is only answerhub that lies between bots and forum!

fierce tulip
#

need a filter, almost all spam same messages.

dim merlin
#

Hi, would it he possible to trace on a material height map and move ai on it?

static viper
#

you could do that, but not in bp.

#

well

#

except if it is just one material

#

there could be a solution with a special case

dim merlin
#

Hhm okay.. I'm looking into a possible solution for large editable terrain, but found that procedural mesh is to heavy

#

The only thing I found that I could use a render target material that figurates as terrain..

#

Anyone could already say I should quit on that idea?

static viper
#

mh

#

you should google this

#

there are some solutionjs for this

#

but live ue4 landscape editing is a massive issue

#

bc epic seems to have locked that code up...

#

but maybe someone else has a different input on this topic

#

like voxels or so

dim merlin
#

Voxels still would use procedural mesh.

static viper
#

it could be 2d voxels

#

well

#

if you want 2D terrain

#

like ue4 does by default

dim merlin
#

Hhm

#

2d terrain is the goal yeah

#

Any info on how that works?

versed girder
#

Hey everyone! I'm trying to find a plugin that's supposed to be native to UE4 from 4.18 onward, but I can't find it! It's called Android Camera Player, and it's not in my list of plugins. Does anyone know where it might be located?

static viper
#

@fierce tulip i just applied your align math to my cave meshes material...

#

its absolutly perfect now.

#

0 seems on everything

#

its absolutly perfect

#

goood joooob

fleet jay
#

Hey guys I need help regarding exporting a scene as APK and running it on a mobile

#

Will anyone help me out for that please ?

grim ore
#

@versed girder it's in 4.20 for sure, i searched for Android and found it plus it is under the Media Player category

versed girder
#

Ah, is the camera functionality now part of the media player?

grim ore
#

it's part of the new media framework yes as an input source

fleet jay
#

Does anyone know about the error ''No Obb found or store key to start to download '' when u run the APK on mobile ?

versed girder
#

Yeah Saurav

#

inside your project settings, go to android and tick a box called "package game data inside apk"

#

Then re-build your project and install the new apk

#

@grim ore that's pretty handy. Is there any documentation on how it works?

fleet jay
#

OKay Ill try

#

Thanks

pallid compass
grim ore
versed girder
#

Ahha, so I can use Enumerate Webcam Capture Devices and specify a rear camera with this?

grim ore
ancient otter
static viper
#

atmospheric

#

the ground is a bit under tho

#

and there is no props really

#

like the furniture is there but no books ๐Ÿ˜„

ancient otter
#

Its not supposed to be a videogame

#

Its a csgo game

grim sinew
#

The light cone should be larger, doesnโ€™t look correct unless thereโ€™s someone with a spotlight 6 inches behind his head.

ancient otter
#

So the light cone should be larger? Ok

#

Also @static viper i forgot to put the parallax ground. Let em add that also

grim sinew
#

Yeah. More directional. Like itโ€™s coming from the whole alley, not some ghost thatโ€™s pestering the guy with a flashlight.

ancient otter
#

Ok

#

Its done with vxgi so i try to make it clean

#

Thats a csgo map btw, i didnt made it xdxd

static viper
#

ue4 hammer mh?

ancient otter
#

yup

#

and some agr also

#

better?

#

I also used a tool that imports agr (the replay with cam, players, etc)

grim sinew
#

Yeah better. Too bright now though. Darken the light and then raise the midtones of the rest of the scene.

ancient otter
#

ok

grim sinew
#

You need less contrast, itโ€™s taking away from the image.

ancient otter
#

I guess i can do that with post process

grim sinew
#

Better to do it with the lights. More control.

ancient otter
#

ok

#

also remember that with vxgi i have also more control on the post process

grim sinew
#

Doesnโ€™t change anything here.

#

Also make the spotlight cast shadows.

#

It looks weird that the character doesnโ€™t have any

ancient otter
#

he does has one lol

grim sinew
#

Find a way to make it more obvious then.

ancient otter
grim sinew
#

And I mean volumetric shadows. You need to tick it on manually

ancient otter
#

oh ok

#

better, rigth?

grim sinew
#

Thatโ€™s with the volumetric shadows?

ancient otter
#

what do you mean by volumetric shadows??

#

i tough you meant volumetric light

grim sinew
#

The spotlight has a checkbox for it. Volumetric shadows.

#

Turn it on.

#

Itโ€™s only on by default for directional lights.

ancient otter
grim sinew
#

The color is subjective , I think it should be somewhere in the middle of where it was and now. Also the foot isnโ€™t touching the ground.

ancient otter
#

no its not

#

he is walking

grim sinew
#

With where his weight is shifted, the heel would be making contact.

#

Or he would fall over

ancient otter
#

lol

grim sinew
#

Also once you get all that stuff, add more set dressing to the left and right of the frame. Right now it looks a little barren.

ancient otter
#

Thats the agr i cant do anything about it

grim sinew
#

Move him down an inch until his heel touches the floor. Easy.

ancient otter
#

i just advanced a bit the timeline

#

Also, the color is in-betwen

grim sinew
#

Still doesnโ€™t look like his feet are making contact.

#

Could maybe add a shadow manually there to help it

#

Or some sort of AO

ancient otter
#

I just saw and they are not

#

But.. I cant do anything about it

#

What else should i change?

grim sinew
#

If you canโ€™t move the character down, move the world up.

ancient otter
#

i will make it a bit less night, but just a bit

#

I can move my character down, i can.

grim sinew
#

Set dressing. It needs some. Left and right sides.

ancient otter
#

But still looks weird when he dies

grim sinew
#

Add set dressing.

ancient otter
#

now let me do the dressing

#

Oh wait, i dont know what is that

#

For real, what is that

grim sinew
#

Iโ€™m on a phone with a phone keyboard. Have mercy, use google :p

ancient otter
#

true

#

Set dressing is where you add objects into your scene to add more realism or to simply add things into your object for detail.

grim sinew
#

It comes from old stage plays. Basically describes objects in the world to better tell the story of what that place is.

ancient otter
grim sinew
#

More. Take a step outside into the world and walk around a city. Every single inch will have something someone did.

#

I shouldnโ€™t see flat ground anywhere. At the very least, rain would warp the concrete and make indents where puddles form

ancient otter
#

i dont know how to put puddles

#

puddles are my enemies

#

I dont know what to add to the other image, adding something else would be too much

grim sinew
#

Iโ€™m not saying to add puddles. Just where they would be.

#

Parking lots are not flat. Potholes exist.

#

Get reference photos of cities and use them

ancient otter
#

i know, i know

#

I would like to add puddles but i dont know how to

grim sinew
#

I donโ€™t need to tell you what to add. You have eyes. Find photos of cities and itโ€™ll give you all you need

ancient otter
#

Ok

#

Welp, i will go now. But thanks ๐Ÿ˜ƒ

iron wadi
#

hey what format is required for startup screen and loading screens plz?

#

MPEG4 codec in MP4 works, but I need something higher quality, like H264

#

it works in media player but for some reason not in startup movies?

grim sinew
#

MPEG4 is H264...

iron wadi
#

not really
H264 is MPEG4, but MPEG4 can also mean xvid

#

I'm using ffmpeg to transcode and if I set mpeg4 it outputs a different file

grim sinew
#

Also you can just RTFM for this one pretty easily

iron wadi
#

the manual said H264 should work, that's why i'm asking here

grim sinew
#

And if the manual said it would work, why are you asking here if it would work

#

Sorry Iโ€™m just a little lost as to what youโ€™re even trying to get out of this that you donโ€™t already know

iron wadi
#

Because it doesn't? Are you this helpful to everyone? ๐Ÿ˜„

humble yarrow
#

hi guys

grim sinew
#

Only to those with unclear questions.

humble yarrow
#

if i have a question where should i post it ?

iron wadi
#

I am looking for some format requirements specifications, since the docs don't really provide anything other then H264

hoary charm
#

So is Cascade still supported or do we use Niagara now?

humble yarrow
#

its a need for informations

grim ore
ancient otter
#

Ok good. @grim sinew i know finished it. It was an scrapped project that i openned just to learn a bit and because im a noob.

#

For the age that i have i think my second project was good.

#

Now i have to start a new one lol

iron wadi
#

@grim ore yeah I read that, the problem is the file works fine in media player, but not as a startup movie

#

and I can't find any info about that

plush yew
#

Anyone know is LPV can be used for the Nintendo Switch ?

#

It's a 2014 feature so I guess it shouldn't be a problem, but I don't know how much ressources it takes.

honest vale
#

is it not possible to define CSV data rows in blueprints only?

#

do I really need C++ for this? ๐Ÿ˜

supple totem
#

Maybe there is a bp solution in marketplace?

#

Hi all, I'm looking to make a benchmark for my game with a camera flyover through a level.. is sequencer the tool to learn to do this?

clever flare
#

where do i ask for troubleshooting?

grim ore
#

well sequencer would be your cinematic tool so you can record a playthru and then play it back yes, that might work for a benchmark.

supple totem
#

Hm, I want players to be able to run the benchmark and report back their stats

#

Just a bodyless camera touring the level

grim ore
#

well you can hard code a blueprint to do that for sure or you can record a camera movement sequence and use that as well

supple totem
#

Cool, thanks, what terms should i be googling?

honest vale
#

hmm, I wonder if UE 4 chokes on a 20 MB string constant in blueprints ๐Ÿค”

grim ore
#

ue4 camera fly thru ?

supple totem
#

Haha makes sense, thanks. Just wanted to make sure I wasn't missing anything important

iron wadi
#

@honest vale you need to create a blueprint structure and a data table from that structure

#

Then set the table to the csv file

#

Look up ue4 data tables for more info

vivid girder
#

Anyone know how to rotate a rig in Maya so it'll face X forward?

grim sinew
#

Build the rig correctly.

#

Or just rotate the whole thing from the root and freeze transforms

fathom ice
#

Hi Everyone,

I have a question and perhaps someone has the answer. I recently upgraded my project from 4.16 to 4.20 and using visual studio 2017 to generate my project files. For some reason building my VS solution I am not seeing any packaging binaries that the solution should create. That is resulting in a packaging error saying I am missing a win64/shipping binary. Anyone know why this is happening and how to fix it?

#

as you can see I seem to be missing binaries and I can't seem to figure out why

manic pawn
#

you just haven't built those configurations yet

#

also turn off the hide common extensions thing in explorer

fathom ice
#

isn't the VS building of the solution supposed to create and add the binaries?

manic pawn
#

you aren't supposed to use build solution

grim ore
#

I would assume in your older version you built all the different targets for some reason and in the new version you have not, hence the debug and etc.. missing from the new version.

#

Build all the Things! ๐Ÿ˜ƒ

manic pawn
#

just manually build the 3 or 4 targets you need

fathom ice
#

ok I will try and figure that out, I am not sure how to manually build anything, I currently use visual studio to create and build my project solution

manic pawn
#

not sure why you'd get a packaging error anyway, the required binaries are built automatically during packaging

fathom ice
#

usually creates all my intermediate and binary files etc

#

no sure, my package fails with an error saying it cant locate the binary file

#

i will package again and post it here, perhaps the binary is not even the issue at all

#

this is the error i get

#

i seem to be able to package a debug build though

#

just not a shipping version

grim ore
#

it says it cant build the shipping version, have you tried building it in VS itself to see if there are any errors?

fathom ice
#

yes no errors, build successful in VS

grim ore
#

so then those shipping files are in the directory it's pointing to?

#

the one you showed us before it was not

#

and if all else fails, restart the editor it could be a sync issue if VS can build the files properly.

fathom ice
#

i was mistaken about the binaries looks like, i thought they were created when building the VS solution but seems they are created when you package

#

so they just seem to not get created as they should when trying to package a shipping version

#

I have restarted many times with no success

grim ore
#

ok so they don't get created when packaging but you are saying they are getting created when you build them out in VS?

fathom ice
#

well I thought you meant if my VS solution gets built with no errors

#

I am using a custom version of the engine and generate a solution from it to run the project

#

i have not tried to package the project directly in VS, I use the editor tools to package

grim ore
#

ok so I guess we see what the error log says that it mentions? any blatant errors in there

fathom ice
#

no, the logs mention nothing else differently that the editor output log

grim ore
#

I see an error right before the failure but I am assuming that is not the issue?

fathom ice
#

oh my that is blurry, yes that is the error

#

will try and clear that up

#

oh wait, you are looking at that image I posted above?

#

if so, the error is what is in red

grim ore
#

well that's the UBT error but not the error preventing the shipping build from being built

fathom ice
#

the error in white is not really an error and not related

#

i see, well i dont see anything clear about what is preventing the build

#

i guess I will keep trying to figure it out, was taking a chance that perhaps someone had this issue already and may have known what was wrong

#

if it was project related errors, I dont think even a debug version would package

grim ore
#

might end up with more luck in general #cpp then

fathom ice
#

ok will try that

untold steppe
#

I am trying to integrate an AI system called AI Toolkit I bought from the Marketplace. I don't quite understand what he means by adding a Proxy Actor to my VR Pawn. Here is the message I received in my email "Thanks for using the toolkit. In VR, you should create a Proxy actor to put the AIStorage component in. And then attach that proxy actor to your VR Pawn (preferably to the camera so the AI actually targets your headset)." I do not see how to attach an actor inside of my VR Pawn Blueprint.

#

Googled Proxy Actor and found nothing.

plush yew
#

This is really annoying - I keep having to re enter all of my materials on my statics

#

Not sure if this got posted earlier ~

I'm trying to rename and move some files around for organization and the materials keep getting cleared from my statics forcing me to go through every single one and redirect them. Anyone know why this keeps happening - really annoying?

fierce tulip
#

only move folders inside content browser, not in explorer.
make sure you arent deleting redirectors in explorer either, fix them up in the content browser.

#

@untold steppe proxy actor is just something you can attach the AIstorage in, as in, can basically be anything

plush yew
#

hi does anyone know How to integrate guns with Advanced Locomotion System v3

#

do i have to redo the whole blendspace or something

#

@fierce tulip That's all I've done

#

Never moved anything in explorer

onyx apex
#

hola a todos tengo una duda
hello
๐Ÿ˜„
I have a doubt

plush yew
#

Do I just have a glitchy engine?

cedar comet
#

Guys when trying to code with visual studio 2017 i get errors that are intrusive because if i compile the errors dont affect anything like false errors

weary basalt
#

Are they errors or red squiggles?

spare pilot
#

hi all

cedar comet
#

red squiggles @weary basalt

weary basalt
#

@cedar comet Mate, you posted this in #cpp already, please read the #old-rules, dont post the same message across multiple channels thanks.

cedar comet
#

sorry its just that this is really important for me

#

and wasnt sure if you guys would see it

weary basalt
#

People will see it mate, be patient.

cedar comet
#

ok

untold steppe
#

@fierce tulip can I use a Child Actor Component and put the AI Storage in it?

onyx apex
#

it is possible to use this control in unreal engine for linux
it is possible to use this control by bluetooth

manic pawn
#

ok?

supple totem
#

allright, not to be corny

#

but on this thanksgiving

#

I'm thankful for unreal 4

#

its a super cool engine folks

plush yew
#

need help quicck
why is my car floating in the air
as soon as i start the game

bronze tree
#

can I use unreal engine to build multiplayer games for android?

lavish marlin
#

im sure u can Arghya

#

im suffering a problem as my inventory wont stack after following the whole video ..

#

this is myadd to stack

#

add to inventory

#

has partial stack

#

create stack?

#

also i have selected is stackable on the item bp i want to stack .. works for the guy in the video but not me so i cannot continue this series unless i find out

pseudo saddle
#

Do computer specs matter when making games on UE4?

weary basalt
#

Yes

pseudo saddle
#

Even if it's just 2D games?

weary basalt
#

You dont just have to think of performance.

#

Productivity is a huge factor as well

#

Id much prefer to be working with a 1440p res than 720p for instance.

#

This would be especially more important for designers and artists

grim ore
#

at the basic level if your game, regardless of what type, can't run on your machine when you make it then how is it going to run on other machines? so yes you need to meet atleast your minimum specs if possible

weary basalt
#

Compilation times are heavily affected by computer specs

#

Exactly what @grim ore said.

#

How can you expect to test your game properly on its target hardware if your workstation doesnt even meet those requirements.

plush yew
#

Well you'd really have to have a crappy computer to not be able to run 2D games.

#

The best way to know is certainly to start making games.

pseudo saddle
#

Well I wanted to get a new computer, I wasn't sure if simply getting an up to date computer was enough to make games on UE4 2D or not

plush yew
#

I dont' see where's the issue, but it depends what you want to make.

lavish marlin
#

so does no1 know how to correct my stack issue?

lavish marlin
#

right i will leave that for next time

#

but does anyone know where i can find a tutorial on how to gather something? i have a full inventory system made

#

but i would like to have a click and wait gathering system where it gathers untill its depleted ? kinda like runescape?

#

like this it will start at the point i want to show you

spare sun
#

wdym tutorial how to gather

#

it's a game-specific mechanic

#

from what I see on the vid, it simply spawns wood in ur inventory every tick, as long as ur chopping wood (and by tick I mean gathering tick frequency)

from a more practical standpoint, tree represents a collection of wood and it's value gets decreased while the amount of same resource on the character chopping it increases if speaking in numbers

honest vale
#

@iron wadi thanks, I have done this using C++ previously so I was looking for the FTableRow struct or related BP stuff but couldn't find anything

plush yew
#

how to create lightning effect at fully dark night

I created the lightning particle but I need the whole terrain to get the lightning effect

need help guys

dim merlin
#

Hi, whenever i google 'deform static mesh' i read it cant be done. But how is the spline mesh component than working?

whole quarry
#

magic

barren delta
#

You may create procedural mesh from static mesh and deform it

#

Also you may create destructible from static mesh

#

Spline mesh makes you able to modify it a lil

wary wave
#

spline meshes don't actually deform mehses

#

what actually happens is the visible mesh is modified in the vertex shader

#

and new collision geometry is generated for that unique spline

dim merlin
#

@wary wave but the collisions are updated right?

#

hhm

#

i might look into the technique that is used for spline mesh

brittle gulch
#

Hi, is somebody familiar with steering behaviors here? There's a problem when the force vector is pointing 180 degrees in the opposite direction f the velocity, the vehicle would make an instant turn and go there.

It's not just a problem on ue4 or whatever, it seems to be a problem of the steering behvior itself wherever it's implemented.
I think it has to do with the fact that the vehicle doesn't know if it has to turn right or left.

dim merlin
#

@barren delta cant use procedural mesh, i need alot of mesh its to heavy

#

basically want to create a 2d terrain with the technique

wary wave
#

if you want to make terrain, you'll want a procedural mesh based system

barren delta
#

One procedural mesh gives tremendous boost for such task versus spline meshes

wary wave
#

spline meshes aren't even an option, I don't think

dim merlin
#

not spline meshes, but the technique using the shader would be possible i think..

#

just, its almost impossible for my project to use procedural mesh

#

imagine a city builder that wants a big terrain, without ugly lod switches...

wary wave
#

you'll want collision geometry though

#

which is probably going to be identical to the visible geometry

#

so you might as well just use a procedural mesh

#

ยฏ_(ใƒ„)_/ยฏ

cloud cobalt
#

Yup

wary wave
#

IIRC, GPU Gems 3 has an article on procedural terrain generation on the GPU; parts of that would be very relevant

#

particularly the mention of the marching cubes algorithm

#

but there are also loads of other ways to achieve a terrain system

dim merlin
#

okay thanks for explaining then @wary wave !

wary wave
#

no worries

#

I've done it before myself (in blueprint no less xD)

#

I never used LODs though, just had highly tesselated planar meshes with basic triangulation

#

if you break that down into tiles then individual tiles can be occluded

#

limit camera as necessary

dim merlin
#

hhm yeah tessellation is interresting but i havent found out how to properly use it

#

i dont even notice the difference

wary wave
#

I meant in terms of just the geometry, not the technique, hehe

dim merlin
#

right now my vertex distance is 5 meter per triangle

wary wave
#

but you can use shader based tesselation too if you need to

#

I had one meter per triangle, IIRC

#

and something like a 4kmx4km map

dim merlin
#

have 4x4 now to

#

1m / 4x4 sounds nice

#

u remember the frame rate?

wary wave
#

at least 120Hz

#

(GTX970)

fathom gust
#

Epic/Unreal guys removed the edit mesh option from mesh editor to change normals ? Its not there for me right now although it was there before.

#

please help

languid shard
#

@fathom gust do you have unreal studio installed ? isnt the mesh editing stuff for Studio subs ?

fathom gust
#

I have Unreal engine and I had used the edit feature earlier this month but I find it missing right now. updating it to latest version.

languid shard
#

yes but do you have Unreal Studio ?

#

the plugin

fathom gust
#

I dont think so.

brittle gulch
#

does someone knows how to use DrawDebugFrustum? Why it's drawing a cube?

#

I just have a simple transform as input

fathom gust
#

I am reinstalling ue4 right now. so Ill check and let you know when its done

languid shard
#

@brittle gulch do you want to use it for a camera ?

brittle gulch
#

no no, it's just for debugging an angle, I thought it would have like a direction and an angle

languid shard
#

yeah looks like it doesnt

#

gotta make your own function with a bunch of drawdebuglines :p

#

have you tried with the cone debug ?

brittle gulch
#

yeah I'll do it with debug cone ๐Ÿ˜‰
By the way, do you know how I could find the rotation between two vectors?

fathom gust
#

@languid shard Hey I checked and I dont have it installed

languid shard
#

try to sub to it then

#

@brittle gulch so you need the rotation difference (XYZ) or just an angle ?

brittle gulch
#

I just need an angle between two vectors. FOr instance between the forward vector of an acotr, and the direction of a wind

languid shard
#

I think dotproduct is what you are looking for ? ๐Ÿค”

wary wave
#

dotproduct will give you a 0-1 value which you can use to determine the angle, yeah

icy bone
#

@brittle gulch dot product is what u need mathematically, otherwise ue4 may have built in functions for this

languid shard
#

something like that graph, and you can change from ACOS to COS/TAN or radiants instead of degrees

brittle gulch
#

Oh okay yeah, I was watching the theory in video just right now. I need to get more familiar with appliying trigonometry on vectors. Thanks guys

icy bone
#

vector algebra is what u need, its goos for computing cus the calculations are often simple

#

running cos, tan, sin is usually performance intrnsive

#

intensive

#

ofc for simple usage just use whatever u need, but for performance, always try to avoid specials functions

brittle gulch
#

Hmm.. I noticed that vector maths are often costly in performance unfortunately..
What could I do to avoid these special functions? THere's no way right?
I'm trying to make a flock of character so I need to apply a lot of vector maths to have a steering behavior on a lot of characters

icy bone
#

vector math is not costly, only when u use special functions. to avoid these u need yo use matrices, quaternions for modifying vectors etc

#

this is why the gpu is so good at graphics, it can run these things insanely fast

#

if u check ue4 source code its also using matrices for transforms and quarternions for rotations

#

for ur flocking system i assume it runs CPU, and if ure not familiar with all the math then just stick to special functions

#

optimizing ur system require u to go into coding

fathom gust
#

@languid shard Hey I signed up and Installed it but it gives me this error

languid shard
#

nvm that

fathom gust
languid shard
#

is it saying subscription status = active ?

fathom gust
#

yes

languid shard
#

you're good then

#

just start the editor

fathom gust
languid shard
#

be sure that the "Mesh Editing" stuff is checked in your window menu

fathom gust
fierce tulip
#

O_o

fathom gust
#

what should I do ?

languid shard
#

๐Ÿค”

#

try to uninstall the plugin

#

and reinstall it

#

just the plugin

fathom gust
#

I did that just now.

#

It still says 'Install plugin'

languid shard
#

yeah

#

to other engine versions

#

mine also says that

fathom gust
#

and the mesh editing feature is still not there.

#

and its not with only one project but all of them.

#

I have lot of assets to work and I dont want to keep on switching between Maya and Unreal for each mesh.

#

I think I should unistalll epic launcher and reinstall after restarting my pc.

languid shard
#

cant help you more sadly :/

fierce tulip
#

if the problem persists, might want to do a bug report

fathom gust
#

no other way ๐Ÿ˜ซ

rare axle
languid shard
#

@rare axle thats not bleeding, that is flooding :p

rare axle
#

Well... Yeah.

languid shard
#

are your walls onesided ?

#

by any chance

rare axle
#

There's two layers there

#

One with normals facing out, one facing in

#

Big shell with two-sided material

languid shard
#

hmm shouldnt bleed then

#

I wonder where all your shadows went btw

#

there's absolutely none in your scene

rare axle
#

There are but they're just not accurate at all

#

All lights set to movable.

languid shard
#

have you changed your display distance for the shadows ?

#

since your scene is quite small you can lower it a lot

rare axle
#

Where do I find that option?

languid shard
#

in your light parameters

#

the cascaded shadow maps part

honest vale
#

shadows or not, the side facing away from light should not be illuminated at all

#

are you sure the surface normals are pointing the correct way?

static viper
#

it prolly bleeds in from below

royal plover
#

Hey everyone. I'm making a card game in ue4 and wanted advice on how to construct the actual card. In unity I used ui parts together as a prefab using a script to populate data. How would you suggest doing this in ue4?

wary wave
#

that would depend on how you want to present the game, but you can take a very similar UI based approach in UE4

#

I probably wouldn't use UE4 to make a game that's entirely UI elements though, seems overkill

royal plover
#

I'm not great with coding and the blueprints seemed like they could be easier to get used to.

#

What would you use?

wary wave
#

using blueprint is just fine and I could see most of, if not the entire game being made in Blueprint

#

as for the game itself, I'd probably use meshes for the cards themselves with additional elements for various art

#

you'd get a Hearthstone-style result that way

royal plover
#

I'm sorry if I'm asking a bit much, but do you have an example of it being done that way?

wary wave
#

there's a complete working example on the marketplace of an MTG / Hearthstone style game

rare axle
#

Is there a way to check surface normal direction in UE4

#

Also surely it wouldn't matter if my material is twosided?

languid shard
rare axle
#

As far as I can tell, normals are correct

languid shard
#

looks...

#

normal

#

๐Ÿ˜„

rare axle
#

I do have some shadow information

#

But also odd things like this

languid shard
#

have you baked your scene at some point ?

rare axle
#

Yes, but now switched to dynamic completely and moved everything, so all baked information should be gone, right?

languid shard
#

try to rebake

#

if there's some static stuff left it'll build

#

if not it'll clean your scene

#

you can also check this "Force No Precomputed Lighting" toggle in your world settings, lightmass parameters

#

and start a light bake to clear every previous baked lightmap

dim merlin
#

@wary wave what the fps ?

wary wave
#

?

dim merlin
#

u said 120 hrz

languid shard
#

?

#

120hz = 120fps

wary wave
#

^

dim merlin
#

๐Ÿ˜„

#

right ๐Ÿ˜„

languid shard
#

1hz = 1 frame per second, so fps

dim merlin
#

Right, clear!

languid shard
#

๐Ÿ‘Œ

dim merlin
#

@wary wave so, it seems that procedural mesh really depends on GPU? (i like that though)

#

seems like a go for us if we handle some good settings

wary wave
#

GPU treats it like any other mesh

royal plover
#

Thanks, I'll take a look

waxen dock
#

Is it possible to make an RPG using Unreal Engine?>

icy peak
#

idk

bronze tree
#

Packaging (Android (ETC1)): Caused by: java.util.concurrent.ExecutionException: java.util.concurrent.ExecutionException: com.android.tools.aapt2.Aapt2Exception: AAPT2 error

#

i am getting this error while packaging for android. only in unreal 4.21

#

anyone knoe what to do?

lavish marlin
#

redfrag yeah awesome also in this game 1 tick is 0.6seconds and every 4 ticks for woodcutting u get 50% chance to gain a log it would be cool to half a 50% delay on that too or something i do think 50 is fair

grim ore
#

Dragon Quest XI was made in UE4 impossible to type in persons name

manic pawn
#

what

wispy raven
#

Hey, is there any way to get the real-time weather in ue4?

#

Like, if outside is raining, it toggles a variable or something like that

modern kite
#

Does anybody know must have packs on ue4 that have a good sale on it?

unique vigil
#

Ive seen wildly different estimates for the cost to make a game engine, from 100K to 250M. What would an accurate estimate be for an engine tailor made for one game?

grim ore
#

if the engine is for pong sure, estimates seem good. If it's for a MMO like FFXIV, probably a bit low.

unique vigil
#

250M for pong?

#

So I am guessing that 500M is more like it then for a 3D game?

dark depot
#

it depends

wary wave
#

'How long is a piece of string'?

#

How much does it cost to buy a car?

#

ยฏ_(ใƒ„)_/ยฏ

unique vigil
#

okay lets use Bigworld engine

#

how much would something like that cost?

pallid compass
#

Something like UE4

#

Millions

#

something like RPG maker

#

100k

unique vigil
#

but how many millions?

#

are we talking half a billion or a quarter of a billion

manic pawn
#

no one can predict that

unique vigil
#

if we use UE4 as an example

manic pawn
#

as with any software project of that scale, you'll know the cost when it's done

wary wave
#

getting a ballpark figure for something like this is more or less impossible

#

you need to work out what features you need, how much time each will take, then work out how many people of which varieties you need to hire and for how long

latent moth
#

hey all, how can I get the velocity of an actor? GetVelocity returns a 0,0,0 vector on am actor which contains a falling particle system

wary wave
#

if get velocity is returning 0, it isn't moving

vivid girder
#

I'm trying to make a popup that will appear on top of buttons to show more info

#

Having a lot of issues getting it to scale correctly though

#

Do i need to parent a separate scale box for each textbox?

paper kernel
#

maybe

#

UMG occasionally requires a lot of repetitive work

vivid girder
#

Seems like i need scale boxes for each element

paper kernel
#

technically one scale box should be enough for same size texts

#

so, one scale box for header, and one inside of it for minor text

vivid girder
#

Scalebox can only have 1 child

paper kernel
#

yes, but you can add say, horizontal box inside of it, which counts as one

vivid girder
#

But then it doesn't scale the text

paper kernel
#

it should, but you're out of luck if it doesn't ยฏ_(ใƒ„)_/ยฏ

vivid girder
#

ooof

paper kernel
#

UX coding takes patience my friend

#

you just gotta ask "how can a monkey use this"

latent moth
#

@wary wave it is moving... it's just an actor, no movement component or anything else

#

it is attached to a custom bullet implementation

#

anyway... i was interested on knowing when the descent started so instead of getvelocity i am comparing Z ontick event, when the previous Z is higher than the current, it is descending

vivid girder
#

I must be missing something

#

Size box is set to min of 256p

misty creek
#

Hey all!

I was wondering if anyone had any insights to using Patreon to make money? I'm a pretty good dev, and can do most anything in the engine. Is there anything in particular that people would like to see?

regal mulch
#

Usually Patreon is used to do what you like the most

#

And then gaining people that are interested in what you do

#

And then you can give these people what they would like as a patreon

paper kernel
#

no key to success in patron, unless you go for cleavage shots

spare sun
#

start with cleavage, end with code

plush yew
#

I've seen competent devs make a career out of patreon

#

It's a little too high-stress for me

paper kernel
#

it heavily relies on making cool shit

#

as if you're competent shader magician, I doubt you will have no problem gaining stable income

static viper
#

you need to get attention first

carmine wind
#

can someone help me with this im making so is getting all the items from the data table and loads all of them in the crafting menu but i wana make so it detects a bollean i added to the data so if its checked its gona load the,

icy bone
#

if ure good with shader and linear math, then u can make all kind of awesome lighting effects. like Sonic Ether who made sick lighting for minecraft, all shaders

autumn turtle
#

So how can I get my projectile to spawn in front of me? every time I spawn one right now, it pushes my character backwards.

regal mulch
#

@carmine wind You wanna do "GetDataTableRowNames"

#

Then ForEachLoop

#

And then "GetDataTableRow"

#

While plugging the Element into the RowName input

#

Then you can get the struct from the return pin and in that is you boolean

#

@autumn turtle Well you are setting the spawn location to the Actor Location

#

Disconnect the Transform Node

#

Split the SpawnTransform Pin so you have Location, Rotation and Scale

#

Leave scale at 1,1,1

#

Get the ActorRotation

#

Put that into the rotation input

#

And for the Location you now want to do some vector math

#

Get the ActorLocation

#

and do "+ GetActorForwardVector * Distance"

#

And use that for location

autumn turtle
#

ok ty

dusty cypress
#

Heya

#

My PC crashed (completely froze) when I built lighting

#

Any ideas?

cerulean nova
#

Someone here with knowledge about licensing?

#

i was wondering how far it goes and if it only takes action if "published" or "sold" where are the lines? where to read it up get informations about some licensed stuff?

brittle tapir
#

Not sure where to put this, I made a post about some of the unreal engine 4.21 changes and my findings with some of the new features

#

Figured some people would be interested

royal plover
#

My understanding is that the license does not rely on sales, or money the game makes, but money the company itself makes.

cerulean nova
#

but lets say i make a game just for the sake of doing something and it is basicly in the "Harry Potter" universe... stuff like "hogwarts" and all that... ๐Ÿค”

#

but its not a story based game that resemble the books/movies

#

only the names of stuff

#

like the spells

regal mulch
#

What License are you talking about anyway?

cerulean nova
#

if i need one at all?

#

Lets say i make a game that plays in the Harry Potter Universe ... spells and Places are 1:1 where is the point where i would need a license only if i sell it? what if its free "fan artwork" reather?

#

i was doing something simular years ago in the Valve Hammer Editor but the source engine is way to limited...

regal mulch
#

They can always get you to shut down the project

#

Even if you don't earn money with it

#

You do not own the rights on the Harry Potter Universe

dusty cypress
#

What if you made a video on it but never released the game he was talking about to anyone? Curious :P

regal mulch
#

You need the rights to use their intellectual property, no matter for what you use it.
You can of course privately do something that never sees the light of day

cerulean nova
#

for myself basicly

regal mulch
#

If only ever you will use it and no one else, then do whatever you want.

cerulean nova
#

mhm

regal mulch
#

But you can't share any things that are based on stuff you don't own the rights on

cerulean nova
#

yeah it often seems alot of "mods" fly under the radar in that case

regal mulch
#

People are trying

#

But if you get mail one day, you basically wasted all your time on it

#

Rather put the time and energy into something you create

#

There are enough fan projects reportedly taken down

cerulean nova
#

its sad because the Harry Potter games besides the first 2 are all realy bad and single player only ^^

regal mulch
#

ยฏ_(ใƒ„)_/ยฏ

cerulean nova
#

but seems to be right about doing something own has a better future

#

maybe one day it is ready to see the world and i can then share it without having to worrie

dusty cypress
#

How difficult do you think it'd be to obtain the right to make a game using your own assets (and making it free) that is specifically based on another game? Obviously depends on what the company is but in general?

cerulean nova
#

impossible if u ask me

regal mulch
#

Difficult enough

dusty cypress
#

Like for example

#

Installation 01 is an upcoming fan-made Halo game

regal mulch
#

Everything that even remotely is known wants you to earn money with whatever they give you

#

and then they take a big % of that

#

Well, you can always base stuff on stuff

#

Yo ucan make a wizard game

#

that plays in a castle

#

As long as nothing looks, or sounds like Harry Potter

cerulean nova
#

As i see it getting in contact is one thing but pitching it the right way is another and it will not be worth the time and effort u put in it ^^

regal mulch
#

No names, no places, no art, nothing

#

Why would they choose a random UE4 dev if they can use big companies that are schooled in that

cerulean nova
#

unless u have a ready project to present and they see potential

#

then maybe

regal mulch
#

Doubt that's worth any persons time

#

They rather shut you down the second the notice it

cerulean nova
#

but like i said getting in contact with big studios who have these licenses is like trying to reach out for some Star....

dusty cypress
#

This one YouTuber was about to release a 'demo' of his prototype project that had all of the Bioshock asset files in it. Basically he was seeing how it all looked in UE4

#

You think he'd get in trouble if he released that demo?

icy bone
#

@dusty cypress ofc he will

spare sun
#

is he tryin to make money off it

dusty cypress
#

Nah

#

@icy bone that's what i thought

spare sun
#

then I think not. Same with fanart, really

#

technically you are breaching ip, but

icy bone
#

@dusty cypress if its bioshock assets he will be in trouble, if he made them then np as long as hes not selling without license

dusty cypress
#

yeah he used the Bioshock assets from the original game

#

And ported it all to UE3 or UE4

icy bone
#

then trouble for sure

#

its not his

#

thats stealing

dusty cypress
#

That's probably why he didn't do it come to think of it

#

lol

spare sun
#

its not like they'll sue you for such a demo I think. Usually they dont care at all about small personal projects

cerulean nova
#

i saw something simular with Half Life 2 and World of Warcraft

icy bone
#

they wont sue but will report for it to be taken down

cerulean nova
#

its crazy how good hl2 looks in UE4

dusty cypress
#

Question, I am getting a few 3D models, but one of them has a "Non-commercial" license. Does that mean I can use it for my project as long as my game remains free?

#

Or does it mean I can't use it at all if I release the game?

icy bone
#

@dusty cypress yes

spare sun
#

yes you can use it if ur game is free

dusty cypress
#

Awesome!

cerulean nova
#

@dusty cypress that includes your not allowed to have any kind of ingame purchases either

dusty cypress
#

That's alright

#

Are donations fine?

cerulean nova
#

no

#

i dont think so

#

not 100% sure

icy bone
#

its like ue4 is free non commercial, commercial its 5% above certain limit

#

@dusty cypress donations are ok

cerulean nova
#

not if the creators are not agreed to

spare sun
#

what kind of donations though

icy bone
#

cus donations aren legally commercializing, its more about supporting u, not related to any product

#

depends on ur wording

spare sun
#

and as far as ue4 goes, its just royalty based commercial or not mhm?

cerulean nova
#

the Original owner of that can prohibit accepting donations based on what u use tho ๐Ÿคท also is there not something that goes into detail like are they getting any benefits from donating?

#

same goes for credits and all that

spare sun
#

donations don't neccessarily have to be tied to one project

icy bone
#

@cerulean nova yes but if nothing is said and the owner says non commercial, then u can use it for all non commercial scenarios

cerulean nova
#

sure but what if i make a game promoting my ue4 game and they can make a account on my page when they register and donate < 50 bucks they get acces to premium membership wish allowes them to login to the gameserver the game i made with ue4 and not give a single penny to UE4 or anyone else because its donation based ๐Ÿคท ๐Ÿ˜‚

dusty cypress
#

If I have to credit 3D model authors from sites that I downloaded them off, would the best place be a Credits option at the main menu? (and the end)

cerulean nova
#

and sure they can download it for free but not connect to the servers ๐Ÿ˜‚

#

thats bogus

spare sun
#

I'd put it in the credits if they don't say where

icy bone
#

@cerulean nova thats not really donation anymore, if u tie a given functionality to money. it means that feature is commercialized

cerulean nova
#

but thats how its often done

#

thats why i say there are conditions

#

that come with "donations"

icy bone
#

its like saying, if u donate 50 bucks, u get the game

dusty cypress
#

Would I name each 3D object (that I have to credit) and put their name?

#

because I have a lot of 3d models lol

plush yew
#

Star Wars used to license their IP out to various video game studios

cerulean nova
#

just because u call it donations and dont "guarantee" something for 100% for money doesnt make it a legit donation ^^

icy bone
#

@cerulean nova well it boils down to localized laws now. like here if u give tip to waiter/waitress, its taxable now

dusty cypress
#

What would you call those sounds in games that are super mysterious and are important to the storyline/character? Like you find something big and it gives off that weird, huge vibe? Not 'mysterious' but I'm looking for specific names of types of sounds lol

cerulean nova
#

not 100% since ur using the internet or not ?

icy bone
#

so same can go with donation, thats why lawyers have work

cerulean nova
#

i live in a country that has not much laws for the internet because the people who are sitting in charge are to old to understand it ๐Ÿคท

#

well another theme

#

whats happening with all these "simulator" games ๐Ÿ˜‚

#

Thief Simulator for example

#

i got it its fun but why the simulator in the name

#

why not make a good story for it

#

so much wasted potential ^^

icy bone
#

this is unreal chat btw

#

:p

cerulean nova
#

๐Ÿ˜„

#

i sometimes laugh when i play indi games and see that they translated my language with google transalter wich just sounds fun and terrible at the same time ๐Ÿ˜‚

plush yew
#

Hey

#

My .umap ends with .uasset

#

anything I can do?