#ue4-general

1 messages · Page 347 of 1

static viper
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but prolly only default lit

cerulean nova
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10 fps in the screenshot ... so i guess its quiet alot

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last comment sounds interesting tho

static viper
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what screenshot

glacial pecan
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I wasn't allowed to delete a folder, so I quit my Unreal project and deleted it

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Now when I start, Unreal complains about a reference from my level to that folder

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but I don't see where that reference is

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the reference viewer just says that it's in my level somewhere

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but the name of the reference cannot be found in the world outliner

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so how can I find where it is?

cerulean nova
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@static viper The ones posted from cool_da_noob

grim ore
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undelete the file and try again. you should never delete from the file browser. You might need to resave the file that is complaining and see if it helps.

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You can always try fixing up redirectors as well on the main content folder from in the Content Browser but that's a long shot.

glacial pecan
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hmm... but the weird thing is that the thing it's complaining about makes no sense, because that actor simply isn't present in the scene

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I don't want to replace it because I don't want it there, and as far as I can see, it's not there either and that's good

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it's just the message log that keeps complaining

vale silo
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@elfin jacinth is 4.21.1 being released today or next week ? Thanks 😊

high stone
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I blinked. I remember when we were talking about 4.0.

wary wave
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4.0 was a long time ago now

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6-7 years

sudden agate
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wat

ancient otter
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Xd

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I'm waiting for 4.20 Gameworks update

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So it has also Nvidia volumetric

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Because rn I'm using 4.17 Gameworks

high stone
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4.0 wasn't 6 years ago?

paper kernel
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4 years ago

high stone
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Phew! You had me there, March 19, 2014. I thought I was missing a few years.

wary wave
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maybe the general public release was 2014

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we had UE4 when I was working on Fable the Journey - and that released in 2012

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hmm, closed public access was 2013, according to my e-mail history

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Infiltrator demo was around then, hehe

tall pendant
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yep. some studios had ue4 prior to rocket or the public launch 😛

high stone
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I'm referring to public release. I was unaware of prior beta, closed testing.

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You have ruined my joke. ):

fierce tulip
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ahh the highly regarded "Fable the journey"

elfin jacinth
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@vale silo We'll announce when it is coming out as soon as we have a hard date. 😃

vale silo
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but, it's not today, right? @elfin jacinth 😄

elfin jacinth
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Nope 😛

paper kernel
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are we there yet?

elfin jacinth
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Yep

honest rune
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@elfin jacinth Just curious if the project file missing includes of generated headers is fixed in 4.21.1?

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(for source builds, binary build didnt seem to have this issue)

elfin jacinth
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I have not seen the .1 notes yet

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I'll see what I can find out - but no promises.

honest rune
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awesome thank you sir

cinder iron
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By the way Tim, I left you a message about a side thing for an external community, if you have any chance or time would be cool you could check it. Thanks.

elfin jacinth
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Where did you leave it?

cinder iron
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PM

elfin jacinth
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Replied

cinder iron
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Thanks!

strong mesa
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hey guys , i want someone to tell me about references and how and why they are used as they seem to play a major part in blueprints and i don't know how to arrange or use them

cinder iron
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what is your question?

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a reference is basically the way your computer has to access a particular data

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Imagine you have your character, and it has a weapon, which is a different class.

hollow quail
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Guys hello

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i getting error

cinder iron
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Your character could know from the weapon class just holding a reference to it

hollow quail
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while installing ue4

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how can i fix?

livid haven
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It would be helpful if you translated the Turkish text to English. 😉 Just a thought.

hollow quail
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okay

livid haven
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This is a predominantly English speaking community. You're not going to find a lot of Turkish literate people on here that are going to read that.

hollow quail
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Installation Failed

Installation is corrupted, please contact support team

Error code : IS-BV02

strong mesa
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@cinder iron but when do i use it though like sometimes thing just work out fine when i do a normal cast

livid haven
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Well, have you tried reinstalling?

hollow quail
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no

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it is 8 gb :/

livid haven
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Considering "the installation is corrupted", you should probably try redownloading it and/or fully uninstalling whatever is installed currently.

cinder iron
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@strong mesa do you understand inheritance?

hollow quail
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okay

livid haven
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These are fundamental troubleshooting solutions. Nothing UE4 specific.

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The equivalent of "have you tried turning it off and on again".

strong mesa
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i wish i knew what inheritance is

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@cinder iron

cinder iron
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okay so I'll explain it to you pretty simple

livid haven
cinder iron
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okay no, sion did

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read that

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he is the competence that I have to deal with 🕶

livid haven
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Er, que?

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I just figured I'd Google "OOP ELI5" and link that as a decent start.

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Because inheritance is only part of OOP.

strong mesa
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it's not loading bro xD @livid haven

livid haven
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Dunno what to tell you, loads fine for me?

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It's a link to a Reddit thread.

strong mesa
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i know but it seems like unreal related stuff hates me

plush yew
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Is Blueprint better then c++?

strong mesa
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it opened.. ... and i wish it didn't that's too much to read and i just want to understand how to use references xD

livid haven
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@strong mesa Well, you are diving into a professional enterprise grade tool with nearly no background in it.

strong mesa
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from my knowledge C++ allows you to program stuff that is not in blueprints

plush yew
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well i only want to make a parkour game

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and thats all

livid haven
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@plush yew If one was just plain old better than the other, one wouldn't exist.

plush yew
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:/

teal tulip
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@livid haven wait what, do you know spanish words too ? Sir Wizard

livid haven
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They are tools for different purposes.

teal tulip
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@plush yew that depends, BP could be better for start point ? or to draw the idea overall

livid haven
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@teal tulip I'm first generation American, my parents are from Venezuela.

teal tulip
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oh siet nice to know

plush yew
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Well i am new to Unreal Engine and c++ and bp...but still i want to make a parkour game

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pls give me some tipps or something

strong mesa
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@livid haven dear sion ,... i'v lived my entire life hustling through programs ,thank you

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xd

teal tulip
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Then I can explain the hard things to you better in spanish @livid haven haha _in these cases I can't really explain it in english _ 🤔

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:p

plush yew
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Well i am new to Unreal Engine and c++ and bp...but still i want to make a parkour game
pls give me some tipps or something

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how can i make 3d models?

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or animations?

cinder iron
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@livid haven just joking pal <3

teal tulip
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Are you sure you tag me correctly ?

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yeah now seems total fixed

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you can edit it

strong mesa
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@plush yew
you can make 3D models using 3D software and animation is also made in the same software but before animationg you need to rig the 3D models with Bones then you can animate
you can use [ 3Ds Max / Maya / Cinema 4D / ZBrush / Blender ] and much much more programs
the only free one is blender
But i Advice you use 3Ds Max as i'v been working with it for over 6 years now , you can get 3 free student version witch will work just as the normal version and you won't notice any difference
you just need to get started and be patient

worn granite
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@plush yew go with BP at first

plush yew
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okay

worn granite
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If you're totally inexperienced, it'll be more forgiving

plush yew
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can i make with BP a Parkour Game like Mirrors Edge?

worn granite
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that depends more on you than BP

livid haven
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Can it be made? Sort of.

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Can you? In 11 weeks? Almost certainly not.

worn granite
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I could make a ME clone in BP

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wait 11 weeks?

livid haven
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You're trying to build a nuclear reactor when you don't understand basic physics.

worn granite
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if you've got 11 weeks, stop asking these day 0 questions.

teal tulip
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Go an watch videos

worn granite
teal tulip
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download examples and check how them work

grim ore
worn granite
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^

livid haven
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If Mirror's Edge could be made by someone with no experience or training in 11 weeks, don't you think EA would have done that instead of spending millions on hundreds of artists and developers for several years?

worn granite
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pick you out a game concept, work with that.

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Point being, its unlikely you'll hit your goal either way - but its certain you won't if you don't start.

strong mesa
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@plush yew
3Ds Max and Maya are made by a company called AutoDesk , and i advice 3Ds Max because it's more flexible with modeling than Maya , But Maya is a bit easier when it comes to Animating
and 3DsMax UI is easier to use and understand
https://www.autodesk.com/education/free-software/3ds-max
this is the official website for AutoDesk
best of luck

teal tulip
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@grim ore wow that videos have real bad quality plus ones are saturated and others no 🤔

worn granite
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lol, as to be expected

livid haven
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I think his point was just that he's asking questions that could be trivially Googled.

worn granite
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Likely also that he should just jump in

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Like yeah, you can find better content. But anything is better than hey guys is BP something I can use for what is it, three days?

livid haven
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It's alright to not know things. But, generally, you're expected to at least have tried before you ask other people to hold your hand. IMO. IANA-mod.

paper kernel
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almost got excited for the video "create movement from scratch" then just proceeds to create a regular character class 🤦

teal tulip
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well these videos are so basic

worn granite
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ofc

plush yew
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@teal tulip it does? athinking

worn granite
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not like Sion is making a tut

plush yew
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watched thru it

worn granite
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lemme watch it

teal tulip
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Still didn't seem yet a video or guide that talks about create the actual mirror edge auto sprint mode, something I asked the other day about if someone know how to make 🤔

livid haven
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That's kind of an overly specific thing to try to find a tutorial for.

worn granite
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oh jesus

livid haven
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What exactly do you mean by auto-sprint?

worn granite
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this video

teal tulip
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I mean there are a lot of parkour things even on marketplace and every single one that copy mirror edge miss that

worn granite
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hello 2009 youtube

plush yew
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🤣

teal tulip
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@livid haven You keep moving forward and at some point the speed up until the sprint level if you run forward

worn granite
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I dunno

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You can skim the docs and get this information.

teal tulip
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without press any extra "run" button

livid haven
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... so you just want to increase the maximum speed of the character as long as you're moving forward?

worn granite
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Why watch this 12 minute video

paper kernel
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I mean, you shouldn't bash the guy for doing a tutorial

teal tulip
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yeah the problem is that but how to calibrate the fact that if I move in other direction or backguard at turn the mouse it cancels the sprint @livid haven

worn granite
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If its misinformation of maltutorial I absolutely should. This case doesn't seem to be that.

paper kernel
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@teal tulip would that be just a timer based on time spent above certain speed treshold?

livid haven
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But why do you need a tutorial for that?

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That's just... problem solving.

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Do you want to reset sprint if they move backwards?

plush yew
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@grim ore so did u buy anything during the fall sale they had a short while ago? 😃

worn granite
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I can easily point out at least two users in #blueprint who are strugglign because of bad practice from a popular series.

plush yew
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i made so many great buys. was fun

livid haven
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Okay, then just reset their max speed when they press anything other than forwards.

grim ore
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I bought nothing and I am not proud of it lol

plush yew
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lol

worn granite
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Why should I not voice my opinion on educational material?

paper kernel
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@worn granite honestly, even the official tutorials have some malpractices. but most of the time there isn't one true answer

livid haven
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It seems like every part of asking for a tutorial on this auto-sprint system would involve asking a question that you'd have to think through for a few seconds to realize you can come up with the answer yourself.

teal tulip
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yeah is about the problem with the logic at turn and the % you turn

worn granite
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No, there's not one solution to anything.

teal tulip
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so will have to check how to calculate the %

worn granite
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Its not about whether they do things the right way

livid haven
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@teal tulip But that's just tweaking values.

teal tulip
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yeah I have to try these things first

worn granite
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Its like Today youtube I'll teach you how to get this toy handcuff off your leg. First cut off your ankle

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That's not just a smell, its actively bad for you.

teal tulip
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but just named it cause is funny every single person that sell on the marketplace or make a "mirror edge" alike pack miss that point

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thats basically the game main core feature

paper kernel
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@teal tulip I think it's a momentum check, like spring dragging on the character, and if delta time is too large -> no sprint

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imagine ghost

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catching up on the player

teal tulip
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I imagine you have to get the forward vector

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and then calculate the rotations difference

livid haven
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if (FMath::Acos(FVector::DotProduct(UserInputVector , ForwardVector)) <= FMath::DegreesToRadians(30.0f))
{
// Keep sprinting.
}```
worn granite
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and if I'm going to comment on any such content, I may as well be fair in my "coverage".

teal tulip
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uh

paper kernel
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doesn't have to be direction specific, I would actually test initially with invisible physics handle

livid haven
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There you go. If their input direction is within 30 degrees of forward, keep sprinting.

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That's what I mean by not finding a tutorial for it. You'll find a tutorial on vector math somewhere, for sure. But you just have to apply that general knowledge to your specific problem.

paper kernel
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and generic physics that mass wants to keep going at given direction

livid haven
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Most of the questions are design ones - realizing that you want to keep sprinting as long as the player is moving in a mostly forward direction. Then you need the vector math knowledge to know how to calculate that. Then you need to just test and tweak the values until you find values that feel good.

teal tulip
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by the way how you calculate the momentum of the player ?

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now you named it ?

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is the forward vector but

livid haven
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Is momentum the actual thing you want? Because momentum is mass * velocity.

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And I don't think you care about their mass at all.

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And you don't just want their velocity, you want their forward speed, which is a scalar value, not a vector value.

paper kernel
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well technically it is momentum, legs are just sticks trying to divert it

livid haven
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You don't design it in terms of momentum.

paper kernel
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if the desired direction and momentum are same, you should get maxium sprint speed

livid haven
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Sure, if that's the design you want

teal tulip
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problem is the CMC move speed don't get affected in all direction ?

paper kernel
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maybe even above maxium designed speed, if you go downhill

livid haven
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Maybe you don't want the player to be able to increase maximum velocity moving backwards.

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But you don't want momentum, you want velocity. Mass is not a factor.

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Calculating momentum (mass * velocity) so that you can then normalize it and compare it with your input direction is redundant.

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Why multiply the mass (a scalar) in if you're going to normalize the end result and end up with a unit vector anyways?

idle acorn
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which channel is ok for question about shadows? support-text? 😄

worn granite
teal tulip
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so yeah I had in mind something like that add a valie from 0 to x and if is forward add it, else remove or - from it @livid haven I was about apply it to the CMC move speed limit

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but idk if is good idea as will work in all directions ? not sure

livid haven
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@idle acorn the channels under "VOICE CHAT" are text channels for the two voice channels.

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IE: You're talking about an issue you're having in the Support voice channel and you post a screenshot in to #vc-feedback-support.

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I couldn't tell you off the top of my head what variables you need to modify or what methods to override in CMC, but yes, you'd be doing something like that. @teal tulip

hushed delta
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hi guys, is it possible to launch a project to another windows computer (on LAN) the same way you can launch a project to a connected android device?

dapper edge
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Hi, I'm trying to make a turn based combat (like ff saga) and I don't know how to start. Should I work with stream levels? How to manage between controlling in world map and combat map?

livid haven
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@dapper edge I don't imagine you'd want both the "overworld" and the "battle" loaded at the same time.

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You're in one or the other.

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(Disclaimer: I don't know much about FF Saga, I imagine it's another tactics game)

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Obviously you need to track some kind of overworld state that you restore when you load up the overworld map.

dapper edge
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So I load different maps normally? And save the position of the player before the battle and restore after?

livid haven
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Yep.

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That is, in essence, what any game does with regards to persistent changes to the world/level/map.

dapper edge
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Just make a persistent elements and restore after the battle

livid haven
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There's the world/level/map in its initial state that you ship with, and a person's save contains info about modifications to it, which you apply after loading in the world/level/map.

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Not that you can save UE4 level assets in a shipped game anyways, as that's editor functionality, but you wouldn't want to anyways - most of the level is the same.

dapper edge
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Okay, so to search the information and tuts I should watch about savegame parent class?

livid haven
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🤷 Maybe?

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At the end of the day, you want to take a whole set of data about the overworld state and write it somewhere, then read it and apply those changes later.

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Probably write them to disk, too.

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All of that falls under the general subject of serialization.

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You'd have to design the data structure you want to serialize and you'd have to write the logic to serialize it to disk at the appropriate times.

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And serialize it from disk when loading back up, reading the data and doing whatever it is to restore that state.

dapper edge
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okok! thx a lot 😄

livid haven
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There's not much system to it that can be generic - serialization is already implemented, but you need to decide what data to serialize and actually decide to do things with it. Whatever save game functionality exists might be usable for that I guess? I don't think you want to tie yourself to that. You don't want to write your logic such that the user is forced to have their game saved when going into a battle.

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Maybe you want that by design, but you don't want to write the system such that you literally can't make it not do that.

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Undoubtedly, you'll probably want to have your save games contain this overworld state, too.

plush yew
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woot, 4.21 is looking great

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having such a great experience right now

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looks like we're seeing the beginnings of the fortnite revenue and r&d being poured into actual deployments

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so happy! 😃

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the marketplace sale helped too. lol

livid haven
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The beginnings? 🤔

latent moth
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are there known issues with ATI radeon vs nvidia on unreal? We’re seeing fps issues for all of our alpha users with ATI but the ones with nvidia are going great. Main impact is from shadows.

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I can see old threads on differences but not recent ones

lunar palm
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Has anyone ever ran into the issue of UE4 crashing randomly because of the NVIDIA graphics card?

dense patio
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Is there anyway to control UI widgets in an cinematic ?

gleaming lagoon
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@lunar palm I ran into an issue like that, but I think it's because the Nvidia card was having issue with buffer overhead.

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Too much graphical utilize causes instability on 4.21

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I have a question, does unreal engine allow you to have multiple window instances of the content browser? I'm tired of digging through the folder to find the materials I'm looking for and then reapply to the models, it's very time consuming.

lunar palm
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@gleaming lagoon Do you know a method to try to fix it? I’ve tried the solutions on the Unreal forums and unfortunately no luck.

gleaming lagoon
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As far as I know, it seems that having too many other apps running at the same time is what cause me to crash. Once I just have unreal engine 4 open by itself (no photoshop/maya/3ds max/etc.) seems to work fine.

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What's your graphic card? I'm using 1080 gtx

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Also just noticed something. Unreal Engine 4.21 crashes if running multiple instances at the same time. Intentional design?

cinder iron
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I was able to run 4.18 and 4.21 at the same time

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do you mean any, or specifically 2 4.21 at the same time?

sonic pagoda
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how much memory do you have

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memory will decide how many apps you can have open

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at same time

cinder iron
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I can't remember what I ate yesterday, so you can judge Imagine

sonic pagoda
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lmao

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250mb

cinder iron
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😸

gleaming lagoon
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@cinder iron 2 4.21 at the same time.

vivid girder
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For your mulitplayer back-end, do you guys normally write a webservice in node.js/typescript?

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Then what database implementation do you go with? mongodb/sql...

wary wave
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@dapper edge - I'm a little late to the party, but I would actually try to keep both elements loaded at the same time if possible; just hide and unhide them as necessary

gleaming lagoon
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I could imagine one table that contains user's inventory list grow exponentially large... database administrator would cry somewhere....

vivid girder
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Can't be that large, also not storing stuff like that

wary wave
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the reason for this is loading times - games like Total War as an example can become very tedious when you have a busy turn where you have to wait 2-3 minutes for combat to load, fight a 10 minute battle, then wait another 2-3 minutes for the overworld to come back

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in my current game it's taking about an hour to resolve a turn because of the combats - and I suspect about 25 minutes of that is just loading times :/

vivid girder
#

This new discord update is so buggy

wary wave
#

I don't see a bug?

vivid girder
wary wave
#

you have the list compressed

dark depot
#

Hit the drop arrow

wary wave
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click on 'General'

vivid girder
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oh, lol

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So have any of you guys done back-ends for ue4 multiplayer?

gleaming lagoon
#

Joseph, I believe this question would often best answer in the #multiplayer channel.

dense patio
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mine doesnt crash...

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i have two open at once

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get more ram? 😃

gleaming lagoon
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Yeah I guess 16 gb isn't good enough..

honest rune
#

@vivid girder MariaDB ftw

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MySQL is popular too but Epic's lawyers will give you a hard time about it. They have an interesting opinion of what constitutes a "distribution"

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Postgre sees some action too. And of course SQLite for client-side DBs is great because it's headless and portable, just don't use it for high-concurrency

vivid girder
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I'm looking to implement leaderboards, player experience/stats/unlocks, purchases, etc...

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Currently trying node.js/typescript with express and mysql

honest rune
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yeah thats all server side. I'd suggest MariaDB.

vivid girder
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You think MariaDB is a better fit than MySQL?

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What issues did you run into specifically?

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Or what are the pros

honest rune
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oh hells yeah. Look into what MariaDB is. You'll get a good laugh. It is MySQL but better. Made by the same guy but you get access to all the db engines

polar hawk
#

stone tablets

honest rune
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No issues at all. Its actually a binary drop-in replacement for MySQL

polar hawk
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IO rate sucks but persistence is great

honest rune
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for MariaDB? Hard no

polar hawk
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for stone tablets

honest rune
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oh yeah definitely

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lol

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There's lots of database options, just be aware of licensing issues and limitations.

vivid girder
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Is the api for interaction the same?

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like i just npm install mariadb or something and most of the functions are similar?

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The stone tablets joke went right over my head

icy bone
#

@vivid girder i suggest Playfab, it has alot of server features

honest rune
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The connectors are the same basically, just a different license mostly. As for node.js I'm not familiar

vivid girder
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node.js is just javascript on the server-side

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Like php

icy bone
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@vivid girder there is a Playfab plugin for ue4 already, besides database it offers tons, like payment handling, stats, and can run on azure cloud

vivid girder
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Can you run custom sql against created databases?

icy bone
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yes i believe so

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yes it allows custom logic, etc... its a complete serverside solution for games

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i only just started using it but love it already

vivid girder
#

How much are you paying for it, and how many hits are you making to it?

honest rune
#

Damnit, why did I not think of that name first 😦

gleaming lagoon
#

@vivid girder sounds like your running your game with some kind of website interface with concurrency transaction.. of course you did mention p2p... I'm interested in what you're working on.

vivid girder
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An easy tower defense game cross-platform

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A confidence builder for my team, but trying to learn something myself during it's development

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Would have preferred Unity for this one, but not really worth it to switch engines for 11 weeks of work

icy bone
#

@vivid girder its free

gleaming lagoon
#

I used unity and it has its pro and con. Each game engine has it's own tools you can use. Some tools aren't available and some tools does. It's a risk to dive into a tool your unfamiliar with, but it provides you great sense of challenges and learning curve. plus it makes your resume look good too!

vivid girder
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Yea, I started with Unity in 2010...but came to unreal in 2016 for the Materials and Lighting fidelity

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Should have gone back to Unity for this because Unity has a better framework for 2d

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But don't think we could have learned how to import fbx and assign materials in 11 weeks

ancient otter
#

My displacement is dead

thin hemlock
#

Quick question, should I worry about LOD's for models such as house interior objects like tables and chairs, cabinets, etc... when the only time that these objects will be seen is if you're in the house or looking through a window? (occlusion culling when outside or not looking at)

#

now that I've researched this more I see that Unreal can automatically generate LOD's for objects. Is this a good system to use vs manually creating LOD's?

vale fossil
#

If you’re not too worried about how precise it is, the auto lod generator is actually really good

#

You can set shader property levels and also triangle percentage

grim sinew
#

It's a mixed bag, and thankfully on a per-asset basis. Try it, there's no harm in it, but be prepared to do it manually if it fails

vivid girder
#

@thin hemlock Note that each LOD is a full copy of the mesh with it's own UVs and everything. If you decide not to use them, you might consider removing the LODs to clear diskspace in the packaged build

ashen brook
#

lalala, engine building time...

steep mantle
#

okay guys can i make a voxel game where the blocks spawn like these?

abstract relic
#

Use Voxel farm or other frameworks

steep mantle
#

that will work for world generaion?

#

*generation?

abstract relic
trail grotto
#

good night

analog wave
#

Hi, do you have any idea how long the wiki is going to be temporarily disabled ?

#

This is really a shame!

hollow quail
#

Hello

#

im getting error

#

i downloaded ue4 new

#

but when i try to open it

#

i get this :

#

"api-ms-win-crt-runtime-l1-1-0.dll" Startup error

#

can someone help me?

gentle nebula
#

@honest rune because you can probably grow a proper beard?

honest rune
#

Sadly, no. When i let it grow in it goes all white-trashy like in Joe Dirt. It's my "I'm not going anywhere this week" look

gentle nebula
#

same.

#

hugs it out with @honest rune

copper flicker
#

any of these chats helpful for noobs?

#

or is this discord server just as involved and useful as the unreal forums?..

#

I'm wondering if there is some Unreal community somewhere

cloud cobalt
#

@copper flicker People ask noob questions here all the time

#

More helpful than the forums

plush yew
#

I want to make an inventory system. I've heard using widgets for logic is not a good idea. And I also want to do some c++. Whats the best:
-create an actor for every slot
-create a component who has all the logic in c++ and manages widgets through blueprints

cloud cobalt
#

@plush yew Depends a lot on whether your inventory contents are more RPG-style as gameplay objects that get shown in menus, or more shooter-style in 3D

plush yew
#

Rpg style. Not sure if I want to make it as a list or grid

icy bone
#

@plush yew u could also do a 3d inventory and use collision detection for realistic space management

fiery harbor
#

I'm having a very weird issue at the moment: One component in one actor does change it's relative transform when I do one specific action in my game. I never adjust the transform of that component though, and I need it's relative transform to never change. It is set to 0/0/0, 0/0/0, 1/1/1 in the details panel. Once it changes, that breaks a lot of things.

#

and I'm wondering how to debug that...

icy bone
#

@fiery harbor did u use logic or have code to change relative transfor.m?

#

or physics

fiery harbor
#

that component does not simulate physics

icy bone
#

then there must be code that change it

honest vale
#

is it possible to limit download speed in launcher?

fiery harbor
#

that component is a box collision component

honest vale
#

kinda annoying that I can't watch netflix or anything because launcher is hogging all of my 100 Mbps worth of bandwidth

fiery harbor
#

@icy bone I think most likely, some internal stuff from UE4 decides to change it's transform - just hard to find out what exactly

#

what I'm doing is attaching different childs to that component and detaching them again

icy bone
#

@fiery harbor and how do u do thia

#

this

fiery harbor
#

using AttachToComponent and DetachFromComponent

icy bone
#

maybe u can track when the relative transform actually changes in this process

#

print to screen

fiery harbor
#

it never changes while doing that

#

its only changed the next tick

icy bone
#

then there is something else... but does it change at all if u dont run the attach detach stuff?

#

did u somehow detach the box component by accident...

fiery harbor
#

its only triggered by doing one specific set of actions in a very specific order

icy bone
#

ok u gotta debug that, cus we would have no idea

#

since we dont got the code

fiery harbor
#

as I said, very hard to debug. I check in the actors tick if the components relative transform is still correct, and that check at some point fails. to be sure I also check if simulate physics might accidentally be enabled, or if the component might no longer be attached correctly to it's parent - but that stuff never changes, that always stays the way it should be

#

so I definitely don't accidentally attach it anywhere else or enable physics on it

#

I think its not unlikely this is some bug in UE4s PhysX implementation or PhysX

icy bone
#

does it change slightly or alot

#

a workaround can be to force the relative transform. by setting it with code every tick

fiery harbor
#

the location changes by a few hundred units

#

rotation also changes, to something around ~40°. always seemingly random values though

#

I could set it every tick, but I don't like having such workarounds in my code - I want to fix it correctly

abstract relic
#

Perhaps do a loop that resets all components transformation once instigated? At the very least, you can find the problem child if it’s the case of an inherited value

fiery harbor
#

@abstract relic how could there be a "problem child"?

#

well I think I actually found the issue, it's enabling simulate physics on a child and immediately disabling it the same frame again and in between attaching it to my component

#

which is actually a workaround for a PhysX welding bug that existed back in ~4.15

#

but I probably don't need that any more, so I can just remove it

#

thanks for your help

icy bone
#

@fiery harbor i have a level where hundreds of boxes are welded and unwelded all the time and never encountered this bug. The boxes are also box component attached to a root scene component

fiery harbor
grim ore
#

Free Shit, come get your free shit!

static viper
#

ok

#

ok

gleaming creek
#

Oh, I see they are now actually free not just listed as free \o/

static viper
#

where in the launcher can i find this

grim ore
#

The marketplace under the free tab

static viper
#

it only shows paragon stuff

grim ore
#

keep scrolling

carmine marsh
#

hi

static viper
#

oh no way

#

the pack i wished for

#

ohhhh

#

@gleaming creek

#

were in luck 😄

gleaming creek
#

You can filter the free stuff for "Free" and "PermanentCollection"

#

to see the monthly rotation and permanent free collection, respectively

#

Which one were you wishing for, Owl?

static viper
#

the one with de weaps

#

de big hammer

#

and sword

gleaming creek
#

Ah yes

#

I was looking at those cliffs last week, now they're free :3

static viper
#

yee

#

tho they look over the top

#

dont know if its something for me

gleaming creek
#

Fantasy weapons look nice but a little too stylised for me

static viper
#

the cliffs use tesselation

#

a big nono for me

#

mh

#

but maybe he has map included

#

the water is nieato

gleaming creek
#

it includes the sunchair

#

Oh, the comments say the water is included too

#

Another says the map is included

static viper
#

I WILL OPEN AND LOOK AT

#

ha lol

#

i just drop em into gav

#

thats a pbr project

#

Oh no...

#

this thing is 2.2 gbs big O.o

gleaming creek
#

<3

#

All the nice asset packs are huge, yeah

#

Now you know why new games are 50-60GB

static viper
#

half of this pack

#

will literally be baked unness data...

gleaming creek
#

baked...?

sharp crest
#

Taking so long to exit out of play in editor mode... Anything I can do to make it faster?

#

Or does anyone know what affects it the most? the map? the player bp? ping me pls

kind mulch
#

Does anyone know if I should look at the wiki or at the docs if I want information? Since I'm a bit confused which one is updated and which isn't xd

gleaming creek
#

Sometimes it feels like neither

#

Google it?

kind mulch
#

Google gave me the wiki and docs

#

Even better, now I get the forums as well

#

Better question perhaps, where should I start if I want to know how Garbage Collection, Actors and all that kind of stuff works? Since I can't imagine that there is just not 1 properly documented place for beginners to look at how they should start working in UE4.

grim ore
#

the docs are more up to date than the wiki, the forums might be more up to date than the docs.

#

go to the docs, go to the get started section, and look up each topic or look up the quick start guides. there are sections for Garbage Collection, Actors, and all that kinds of stuff.

kind mulch
#

Thanks 😄

willow stump
#

Hey guys, how can I create a dynamic UI(Not sure if its UI or something else) to display parameters like a value from -1 to 1(for example Fuel levels or something similar) on the display of a similar object

#

I have no idea how I can achieve that because its not UI because it stays on the object and its not stuck to the screen

grim ore
#

material, mask park of the material, lerp the mask to show the value you want in the material. change the value with a parameter from wherever

#

technically you can also use world space ui widgets

willow stump
#

Thanks for the insight Mathew!

icy bone
#

@willow stump Widget Component is what you need

supple totem
#

hi all, everytime I package I gotta cook like 200 packages, is that normal?

#

sorry meant 2000

#

this is even if I only did something like moved an actor

harsh tiger
#

i've made a animation blueprint for my enemy bp. an when i kill the enemy the death boolean is set to true. an it plays the death animation. which is what i want but, the issue is the death animation plays for all enemies in the scene. an not just the enemy i shot. is there a work around for this? i only want the death animation to play for the enemy i shot

pallid compass
#

Sounds like ref issue

gleaming lagoon
#

Sounds like a singleton variable issue...

livid timber
#

guys, can i change the pivot in an already created static mesh so it changes in all the actors?

pallid compass
#

if u change it outside the engine and reimport yes

livid timber
#

i created the mesh inside the engine itself

woeful crane
#

Hey guys, i'm trying to import an FBX file but the option to " combine mesh " is nowhere to be found in the FBX import options, any way to get this back?

livid timber
#

is not external

short onyx
#

Yes...... Everytime i try to apply my material on a landscape : Out of Memory

#

Super cool 👌

spare sun
#

what gpu u got

#

from the looks of it both ur vram and ram are filling up. And seeing how much ram it takes, either ur paging file is disabled or ur on internal gpu with no vram whatsoever

short onyx
#

vram was not even at 2% use

#

and i have a 1080 8gb

#

and 16gb of ram

dry moon
#

I've finally created something to avoid going into some modeling program to make stacks of foliage

#

instead use proxy merge to create it all within engine

#

So much easier to create piles of leaves and what not

fierce tulip
#

offgrid nodes...

gleaming lagoon
#

Does.. the ps4 controller works out of the box for ue4 or do I have to manually map it by it's inputs?

grim sinew
#

It should be read as a normal controller... but you have to manually map the inputs for any controller. How else will your game know what to do with the inputs

gleaming lagoon
#

well I mean I'm using the standard third person view blueprint

gleaming creek
#

The first-person blueprint project has bindings for a controller anyway

grim sinew
#

Should work fine for something like movement, but anything specific to your game you need to do yourself.

gleaming creek
#

^

gleaming lagoon
#

Well I gotta do some research now for figuring out which face button it is then hmm

#

thanks

plush yew
#

I downloaded the latest UE4 version and it seems that there is a bug whenever Im using the console command ''setmouseSensitivity'', it then locks my mouse on the X axis (horizontally)

gleaming lagoon
#

Going to try that

#

can confirm, it's a bug

#

it locks horizontal axis

plush yew
#

Damn

gleaming lagoon
#

Create ticket?

#

DS4Wireless works just fine. Just sad that I have to do this procedure separately..

#

I don't blame ue4.. I blame sony and microsoft not making things more universal and compatible.

plush yew
#

I submitted the bug.

versed spear
#

Anyone know the correct settings to make a flipbook unlit? All my other materials look good but my flipbook is black because I do not use a light source.

gleaming lagoon
#

Do I find it odd that User interface has a similar interface as making WPF XAML Controls??? Only minus the actual XAML code itself that we can modify with....

ember jasper
#

hmm

#

or remove it and repost?

#

there doesn't seem to be any info in the pinned messages

late olive
#

Is it okay to import models and maps from a game if you’re basically making a shitpost of that game and you’re letting people play it for free on some third party site? (Not Steam)

icy bone
#

@versed spear add emissive color

versed spear
#

how would I do that to a flipbook I know how with a material

icy bone
#

@late olive commonly no, but u can do so until someone complain or u can ask author beforehand

late olive
#

I wanted to make a stupid fortnite parody that plays differently from the source material

#

Also Hunt Down the Freeman costs money so I think doing this for free wouldn’t hurt

#

And maybe I’ll get some practice with coding along the way so maybe there’s something to get out of it

icy bone
#

@versed spear never used flipbook, but i had a read and theres a material function for flipbook textures

versed spear
#

ok I found the default materials so I am trying to edit them now.

#

If I put a light in my level it gets lit up. If I have no light it is black. I wish it worked like all my other materials but it is not.

ancient otter
#

@fierce tulip nice work man!

#

I like it

tough zephyr
#

Just a quick question. When I set a skeletal mesh to a hand socket, it works for this hammer but doesn't work for this sword (it's the wrong way) ... is there a way to switch the orientation of the sword skeletal mesh?

grim ore
#

If the hammer is right and the sword is not it might be best to re import the sword so it's correct. Alternately you can rotate the mesh sure.

tough zephyr
#

I got it from an asset pack

#

Fantasy weapons

#

The sword came upside down

#

And how would I go about rotating the mesh?

#

When I rotate and save it just opens up upside down again

grim ore
#

Rotate it after you attach it in your socket on your blueprint. Since you don't have the source item you can't really reimport it to fix easily.

#

Weird an asset pack has it incorrect tho. Maybe give feedback ok the asset

tough zephyr
#

I attach it via blueprint

#

so that won't work lol

#

alright thanks for the advice tho

dawn vessel
dawn vessel
#

not really.

#

There has been a lot changed in terms of Replication, and Physics, etc

spare sun
#

^

leaden dust
#

could you guys link me a good tutorial for distance fields, thanks in advance

supple totem
#

For lighting? I think epic made some videos on them.

gleaming lagoon
#

Question, seeing how UI looks like XAML, is it possible we can write our own resources library and staticresources information into the UI?

hollow quail
chrome trench
#

press the build button

hollow quail
#

okay

#

i clicked?

chrome trench
#

did it finish building?

hollow quail
#

oh it is

#

wait

#

oh thakns

chrome trench
#

basically it's an artifact of landscape system trying to make a quick preview of what is going on

gleaming lagoon
#

hail default UE grid!

livid timber
#

hello guys, im having troubles applying textures to bsp tilesets, wherever i put the material upon the result surface of the sustractive box, the material adapt to the sustractive box, not the piece of surface visible, how can i fix this?

#

oh, and btw, this happens when i select the "align to surface" option in the alignment menu of geometry

#

this is for a university work

gleaming lagoon
#

Don't teach them to build their level with only BSP....

#

This isn't Source SDK... lol

livid timber
#

¯_(ツ)_/¯

#

im just doing what they ask me for

#

i know that there are better tools

#

the final work is a whitebox with the tileset

#

nvm i do belive i managed to fix it

#

and i say "belive" because i dont qualify as a correct fix, tampering with the scale of the surface

#

but hey, it looks good now

#

thanks for the time guys!

hollow quail
#

Hello guys

reef python
#

Could someone check what the hard drive space for Unreal Engine 4 is and If you have VS17 could you check that too, thanks

rose quartz
#

Is it possible to make more levels under 1 landscape ?

ancient otter
#

@dim hemlock i use 4.17 gameworks lol

#

Its 👌

weary knoll
#

brrrrrrrrr

#

anyone knows how to import and creat use or anything model/ in Unreal engine

grim ore
#

@reef python my UE4 source build of the editor/engine is 60GB. my launcher version of 4.21 editor is 10.5GB. my VS 2017 install is 4.6GB. This does not count the derived data cache for the engine, any local cache for the downloaded content, any of the "other" VS stuff like SDK's and toolsets that install to other folders which is multigigs

hot ledge
#

does anyone know how i can use the advanced steam plugin in c++

gleaming lagoon
#

@grim ore Sounds like a killer for 128 GB SSD...

#

I am a bit confused now... Particle system seems to only work when I have the emitters in the player's drawing window??

#

So... moral of the story, if it doesn't show changes, recompile?

void geyser
#

i'm following a tutorial that has us create a GameInstance class in a blank project - I'm using the third-person template, but can't seem to find a GameInstance class to create in the Modes window

#

I assume my game already has a GameInstance class because when I check Maps&Modes inside project settings there's a default "GameInstance" listed (engine C++ class)

latent moth
#

why is a collision on a grenade working perfectly in editor, but the same game packaged then has the grenade fall through the landscape?

static viper
#

does it always fall through?

latent moth
#

yes

#

in packaged

#

in editor, never

static viper
#

is there a framerate difference?

latent moth
#

no, 60

static viper
#

or multiplayer

latent moth
#

let me try multiplayer in editor

gleaming lagoon
#

I see where you're going.

#

Client has collision, but host doesn't see it.

latent moth
#

nah

#

happening on host

#

let me try in editor MP

static viper
#

i am going no where 😄

#

just trying to get more info then: help my grenade falls through the ground 😄

latent moth
#

working in editor MP

static viper
#

and you have ccd on?

latent moth
#

I haven't checked "disable CCD"

#

if that's what you mean

gleaming lagoon
#

Grenade { Position=Vector3 { 0, 0,0 }, Velocity=Vector3(0,0,-1), Collision=CollisionState.Dynamic } , Ground { Position=Vector3(0,0,-1}, Collsiion=CollisionState.Static }. Console.WriteOut("The grenade went through the ground"}; @static viper 😉

#

Sorry, figured I joke a bit.

latent moth
#

no worries

#

very weird

gleaming lagoon
#

I really need to invest getting more rams <_<

#

UE4 keeps crashing non-stop

signal compass
#

I finally gave in and got 64GB.

#

Life has never been better.

static viper
#

its not about the ram you guys... XD

plush yew
#

is there a hotkey to place things in the middle of a level?

static viper
#

i only have 8 and my projects rarely crash

signal compass
#

Your projects are not necessarily everyone's projects.

plush yew
#

oh i can reset the transforrms manually

static viper
#

well yes...

#

noone can be as good as me

#

you are absolutly right

gleaming lagoon
#

@plush yew Yes you can set the position to 0,0,0, not sure about the hotkeys

#

literally had to go through all of my assets and reduce the lightmap...

plush yew
#

is there an option to somehow turn that light off in the blueprint viewport?

gleaming lagoon
plush yew
#

so you can see the effects of lights you place

gleaming lagoon
#

have your property exposed as a variable

#

ffs

#

@signal compass Your 64 gb memory, is it DDR3 or DDR4?

signal compass
#

DDR4.

gleaming lagoon
#

gonna hurt my wallet for a 64 one...

signal compass
#

Yeah it's rough. What do you have now?

gleaming lagoon
#

16 gb...

#

-.-

signal compass
#

8 gig sticks?

gleaming lagoon
#

4x4 gb

signal compass
#

ouch

#

I was going to say if it was 8 you could try going to 32

gleaming lagoon
#

yeah... oh well

#

this machine about 3-4 years old now... ddr4 back then was hella expensive.

#

at least I don't have to worry about my cpu for awhile now 😄

signal compass
#

True true. I just updated a little while ago to a threadripper 1950x and 64GB DDR4. (4x16)

gleaming lagoon
#

Does GPU Particle collides with terrains?

signal compass
#

Assuming both have collision, I don't see why not.

gleaming lagoon
#

both does have collision, and yet they just go through 😐

#

I'm on the same boat as you are @latent moth

signal compass
#

Weird...

#

Are they not colliding at all, or are they colliding wierdly?

gleaming lagoon
#

not colliding at all.

#

here wait

#

Orange dots is the particle

signal compass
#

Are other things colliding with the terrain/particles?

gleaming lagoon
#

It's basically rain particle.

signal compass
#

Like if you put an object in-between, would they both collide with it?

gleaming lagoon
#

Let me try something

red perch
#

Do you know how I can assign a task to my AI character ? (like a rts game but in Third person character)
I don't know how to start. I think about to let my AI found automaticaly the resources and then do the "job"

gleaming lagoon
#

Spawn a giant physics ball, still collides with terrain well, rain do not.

latent moth
#

Skibur that's particles, different from my case FYI

gleaming lagoon
#

collision is the problem isn't it? xD

latent moth
#

yes absolutely

static viper
#

well collision would be the issue if his grenades would only fall through the ground

latent moth
#

but you're talking about a mesh and a particle

static viper
#

but bounce of statics

latent moth
#

so... i've removed all cache assets, the intermediate and saved folders, rebuilt clean and now it works, i have only but crossed fingers when i do stuff in UE

#

literally the same code, maybe something weird got corrupted in cache.

gleaming lagoon
#

added static mesh, rain goes through regardless.

#

ahhahaha

latent moth
#

hum

#

GPU particles?

gleaming lagoon
#

yup

latent moth
#

i assume you have a kill event right?

gleaming lagoon
#

maybe it's the bounding...

#

yes

latent moth
#

(sorry for asking, you never know)

gleaming lagoon
#

I understand

latent moth
#

yeah that looks about right

#

(BTW out of experience I recommend not using emittive on your material as in the provided examples, but that's a different story)

#

did you do anything on your terrain, like on tesselation

gleaming lagoon
#

good question lemme check

#

0.8 tessellation...

latent moth
#

there's also a setting to avoid cracks

#

sorry i'm shooting random stuff here...

static viper
#

🔫

latent moth
#

yeah kinda

gleaming lagoon
latent moth
#

this is?

gleaming lagoon
#

terrain collision

latent moth
#

can you try increasing thickness?

#

i doubt it honestly

gleaming lagoon
#

worth a try

#

hopefully it doesn't crash -.-

latent moth
#

lol

#

if it does... code versioning hopefully?

gleaming lagoon
#

Set it to 4096

#

just doesn't stop the rain :\

#

ahhahaha

latent moth
#

woah

#

that would make it crash

static viper
#

there is a thing with DF to stop rain

#

that should work everywhere

#

and then thickness has no meaning anymore

#

i never tried that out tho

gleaming lagoon
#

annnddd it crashed

#

but it only crashed when I reduce the number down to 16 instead.

#

funny how that is

#

Gets even funnier when UE4 over buffer my memory and crash discord altogether

#

almost as if "If I'm gonna crash, I'll take ya with me too!"

#

Sigh

#

guess I'll have to put credits on memory sticks then...

latent moth
#

well that looks like an interesting memory reference 0x0000000000000000

#

😛

gleaming lagoon
#

Well there's my null pointer

#

should have done nullptr checks there and there ;P

#

(And that's discord btw.. not UE4 lol)

#

annddd.... that's 500 bucks for 64 gb ddr4 mem -.-

latent moth
#

well what, you wanted to eat this week?

#

or the one after that?

#

😃

gleaming lagoon
#

Guess I'll be having those instant ramen noodle for awhile now...

latent moth
#

Q2 2019

gleaming lagoon
#

Hmm enough of this, did you get your grenade issue resolve, Roberto?

static viper
#

oh crap

#

i just removed my map

gleaming lagoon
#

not good!

ancient otter
#

yo ovo go to work in progress

static viper
#

no

#

there is work in progress anymore

ancient otter
#

GWfroggyBlobWokeThink ok

static viper
#

cool people these days go into #cave-in-progress

ancient otter
#

how does that work

static viper
#

😎

ancient otter
#

im not cool

#

im a lonely kid with no friends

#

that its all day making something that has to be with ue4 or something like that

gleaming lagoon
#

@ancient otter That's good, you save money by not going out!

ancient otter
#

I go out sometimes

gleaming lagoon
#

-$$$ -Productivity

ancient otter
#

But idc about "saving money"

#

im jew

static viper
#

gonna restore map

#

copy content

#

and make new levlelvelvl

gleaming lagoon
#

and the game crashes on ovo again

static viper
#

it didnt crash XD

#

i just removed my map

ancient otter
#

xd

gleaming lagoon
#

So uh... there's no stack panel in UI??

static viper
#

at this point its really just teflar for me...

ancient otter
#

xd

cedar comet
ember jasper
#

I found an artist, but I keep getting more PMs since I cannot remove the listing

raw flare
#

Ive spent the last 3 days trying to figure out how to load a blueprint from a pak file

static viper
#

why do you want to load a blueprint from a pak file

raw flare
#

Because the blueprint cannot be stored with the original release of the game

static viper
#

why not?

#

you surely can update the binaries

raw flare
#

Unfortunalty in this instance I cannot. I feel like to scowerd every google result. Ill just have too keep smashign my face against it till I get it.

static viper
#

A WEIRD INSTANCE

wary wave
#

you can't load a blueprint from some random package not included with the game

#

one wonders what you're actually trying to achieve

pallid compass
#

@raw flare if your trying to do some sort of security or some shit, this is 100% not the way to do it

ancient otter
#

I may have subdidved it too much

#

Ok now it crashed

reef python
#

@grim ore Sorry for a late reply, but why is your engine size so big?

#

Or is everyones engine size that big?

static viper
#

thats exactly it

grim ore
#

The source engine is big once you download it and build it. Between all the temp files and the git repo and then the build files and blah blah its the way source code works

reef python
#

So it will be around 60 gig?

tribal pebble
#

shittiest backup system ever

#

lost an entire project

#

unrecoverable

#

why,because light went out

#

amazing

livid timber
#

excuse the interruption guys, if i wanted to add a material to a whole side of the stair, should i create one material for each rectangle?

tribal pebble
#

just let me suffer @livid timber

livid timber
#

na, you are not allowed to suffer

#

thats reserved to the rich

#

you just be quiet and suffer inside your mind, slowly melting in this dark and cold world

#

until you become a unity user

tribal pebble
#

no solutions on internet neither

fierce tulip
#

@livid timber get with the times, use meshes, even if you just use them for blockout, Id use a blockout pack, or make simple placeholders in a 3d package.

tribal pebble
#

everyone blames the user ,saying oh you should use Github Source COntrol

#

ohh f*ck off

#

i even dragged and dropped the files from the backup to the contents

#

the map still doesn't open

#

all black

#

minimal_default.umap appears to be an asset file

fierce tulip
#

you should use version control, and if the latest doesnt work, revert to one earlier

livid timber
#

@fierce tulip sorry luos, this is not my wish, is a requirement for a assigment in the university

static viper
#

you know that the map files from the backup are renamed?

fierce tulip
#

teachers <_<

tribal pebble
#

renamed?

#

what does that change

livid timber
#

yeah 😦

static viper
#

you dont really understand how ue4 works right? XD

tribal pebble
#

i'm panicking too much to care

static viper
#

the redirector system will see if the mapname is different to what it is in the engine

tribal pebble
#

dude

#

do you have a mic?

#

i show you my screen and u see wtf is here

livid timber
#

the question is... anyone does know how ue4 works?

static viper
#

so when you rename it... it cant recognize the key anymore...

tribal pebble
#

dude

static viper
#

your map is locked until you rename it

#

back to old.

tribal pebble
#

what the fuck

fierce tulip
#

@livid timber back in the day you could shift-click on a side and it would select all on the side.

#

@tribal pebble behave

tribal pebble
#

i don't even know what's the name

#

of the old one

static viper
#

...

#

thats why its a backup system

#

the name is everything else except the date

tribal pebble
#

k

static viper
#

remove the date and you are off togo

livid timber
#

i think ill step aside lous, there is a much important matter here at the moment

tribal pebble
#

i still get the error

#

when opening the project

#

doesn't work

static viper
#

you did all that in 5 seconds?

#

there is nowhere in hell you did that

#

even i struggled to get this right the first time XD

#

you didnt even tried

tribal pebble
#

dude

#

call me

static viper
#

dude

#

fix your map name

#

XD

tribal pebble
#

i don't

#

UNDERSTAND

#

ANYTHIGN

#

i removed the date

#

still nothing

static viper
#

ok

tribal pebble
#

its in the content folder too in the maps folder

static viper
#

maybe its time for you to chill XD no more answer for you until you chilled XD

tribal pebble
#

when i try the map

#

you try to chill after losing a project that took a frustrating week to do very tiny things

#

while also having a deadline

pallid compass
#

u didnt make any backups?

static viper
#

youre not making backups in a project with a deadline?

tribal pebble
#

HOW AM I SUPPOSED TO KNOW

#

when every other program does its own backup

static viper
#

...

grave nebula
#

Looks like someone is learning a lesson about version control usage.

#

The hard way.

pallid compass
#

go in to your project content directory

#

and delete the map

#

least u might be able to load in then

tribal pebble
#

load in

#

i can open the project

#

its just all black

#

the map

#

its when i try to open the map that it crashes too

pallid compass
#

make a new map then

fierce tulip
#
  1. get a copy from the map in saved/nackup (iirc)
  2. Rename it (remove the date) (so its exactly named as it was originally)
  3. place it in exact folder the map was originally located in.
  4. start project, load map.

if that doesnt work, deep breath, and start over.
If you have version control

  1. revert map
  2. start project, load map
tribal pebble
#

where is the level sequence located

#

the map opened luckily ❤

#

but the sequencer doesn't open

#

nvm

#

lemme tr

#

whew thx ❤ @fierce tulip @pallid compass @╲⎝ OvO ⎠╱#0796 85% of things were backed up

#

time to bring back what is missing

pallid compass
#

before u do that

#

back up ur project

#

incase u mash it more

tribal pebble
#

is there a big red backup button?

hot ledge
#

can someone help me test my steam intergration pliz

pallid compass
#

try copy paste

hot ledge
#

wot

raw flare
#

Well, im trying to mod a game. It used to have a modkit, but it has not been updated and no longer works. But if UE4 can't load pak files in that way, it would make it more difficult.

static viper
#

if you are not the developer of that game we sadly can not help you gain access

latent moth
#

ok so today’s the day of weird bugs. 😃 I’m trying to nativize some blueprints, so I simply added my main character BP. The result is that the position of the held gun gets completey messed up (the gun is spawned from server and attached to socket). Works perfectly in BP, gone wild in nativization. Any ideas?

reef python
#

Do you guys use the templates when you start new projects?

latent moth
#

yes

#

just as a starting point.

high stone
#

I start with a design doc. There should be a PDF of Torrin's Passage free to download online. Highly recommended for starting out designers.

#

Then I begin by blocking out the scenes in measurements. Size of character, size of buildings, props. Then I start the scene size. I always do props first followed by designing 1 character.

pallid compass
#

Nope never use templates

spring blade
#

@pallid compass Why not?

pallid compass
#

Because i know what im doing.

#

Its good to know how to set stuff up.

olive yew
#

can you have a character made up of different meshes in ue4?

#

please answer fast

silver crown
#

fast

spring blade
#

fast

silver crown
#

I'm faster

pallid compass
#

GAS GAS GAS

#

i mean fast

#

u know what be faster

#

google

frozen halo
#

holy shit my unreal launcher just updated

#

it's complete aids

#

WHAT A SURPRISE

#

more of the cancer 'windows 10 metro tiles' look

sonic pagoda
#

Okay if you are a noob on unreal, google should be your first source , ue4 + "question here"

#

You can even search unity + question if its a general programming question

#

NoW if you cant find the answer

#

Then discord

#

Or answerhub

versed spear
#

is there a way to make flipbooks all ways draw on top of certain meshes instead of clipping into the mesh?

pallid spoke
#

Hi, i've accidentally done something very stupid and deleted an important file from the engine which i don't know how to get back. I'm not very experienced with this so help asap would be much appreciated

paper kernel
#

why not just reinstall it

spring blade
#

How do I make open level not clear the screen of widgets?

pallid spoke
#

short on time so didn't want to but don't think i have a choice

spring blade
#

which file and which version? i might be able to drop it to you

versed spear
#

just have the hud get added to viewport in your level blueprint but I think mine is in the player controller after loading screen.

spring blade
#

yes, but i have the widgets change location and widgets are changed whileplaying so that wouldnt be possible

versed spear
#

lol you telling me you widges can be moved?

spring blade
#

yeah

#

wanna see?

versed spear
#

Then your going to have to use save game object and save those locations to a saved slot. Then when your controller spawns load the information to the hud after you created. once all that logic is done add to viewport.

spring blade
#

what is a save game object?

versed spear
#

It is the built in way to save data and load it when switching levels saving games. So basically an object that holds variables and can be reloaded when you start the game up every time.

spring blade
#

Oh ok thanks. That would take me forever though, I guess ill just settle for recording the location when the player spawns, then when they die teleporting them back. Thanks

inland patio
#

Hey all.. Starting a new project. Should I go with 4.21.0 or 4.20.3 for stability sake?

#

I know often the first release of a new version can be rough and buggy.

unreal spoke
#

PIE + ListenServer with 2+ players lags for seconds in 4.21. Is that a know issue?

versed spear
#

still on 4.19 =P. If you want to use those features you will have to take the risk.

inland patio
#

Yea.. just flipping through change logs..

#

I'm even considering 4.18.3 atm

silver crown
#

That's old

inland patio
#

So many new features I really don't need.

silver crown
#

I'd go for 4.20.3

spring blade
#

4.20 for the dank weedz

silver crown
#

And then whatever the latest 4.21 is when 4.22 will be out

inland patio
#

Is is pretty stable.

spring blade
#

seriously though, i think you should do 4.2o

inland patio
#

4.30.4

#

er.3

#

No.

#

I never use .0 of Unreal engine.

silver crown
#

👍

spring blade
versed spear
#

my inventory messes up if I go to 4.20 lose all the images for umg. Don't feel like messing with it for this game haha.

flat stump
#

ok weird thing - i rebooted and opened epic games launcher and it did an update... now my 4.21.0 install says 4.21.0 preview 4 all of a sudden

#

this is pretty weird

#

ok i went into the epic launcher settings and turned off "beta" and now it says 4.21 regular instead of preview 4

#

that was bizarre

ancient otter
#

Guys i need help doing a sandstorm

#

I searched thrue every place and i forgot i was on this server

high stone
#

You start with basic fog effects, then add from there.

grim ore
#

check out the racing car learn tab thingy I think there is a basic sand storm in there

restive basalt
#

Curious, is cel shading an expensive feature to use? Or when aiming for a cartoonish style can it increase performance?

south ridge
#

Cel shading usually means simplified lighting, so yes, it can increase performance, though not entirely by itself

plush yew
#

If you use the Guilty Gear Xrd technique, if Im correct, every character needs a light so it can become quite expensive for a 3D game.

regal mulch
#

Does anyone know if there is a setting somewhere that controls when moving a thumbstick up/down etc. triggers the action event?

#

Currently it seems to be either 1.0 or something very close to it

#

Wondering if I can set that to .8 or so to not have the user fully move the stick

#

This is for UI navigation, so I have no control over that. Otherwise I would setup my own system to just check the axis value

whole quarry
#

in the project settings you should be able to set a dead zone or something

regal mulch
#

DeadZone is the opposite though

#

DeadZone defines at which point the stick should count as moving

#

e.g. 0.25 would mean from 0 to .25 nothing happens

#

I want to know if there is a setting that makes ActionEvents, for things that are usually Axis based, call earlier

leaden dust
#

how do I minimize opacity overdraw for my grass

#

there is TOO much overdraw

wary wave
#

well, reduce overdraw

#

less density, cut out parts of the geometry that have alpha

#

use LoDs to fade it out at distance more etc

#

also, what in the heck have they done to the launcher?

#

it's so slow and the UI doesn't seem to scale properly 😐

languid shard
#

beta

wary wave
#

also there are two tabs called 'Library' now, which isn't confusing at all

fierce tulip
#

update launcher
doesnt add some sort of sorting tech in vault

whole quarry
#

If they would put Fortnite items in a launcher inventory/vault, you would get the most awesome and insane sorting techs in the launcher in notime

wary wave
#

yeah, my vault isn't even that big, but sifting through it is nightmarish

fierce tulip
#

yuuuup

wary wave
#

I think I have about 60-70 items, but I suspect a lot of people have 3-4 times as much, if not more 😐

#

mine is mostly the free Epic stuff, hehe

fierce tulip
#

last sale alone I purchased for 500 euro of content

#

cant find half of it

languid shard
#

some kind of custom category would be nice

cedar snow
#

while they're at it, maybe add persistent filtering for ue4 projects

#

like ue4 version used

weary basalt
#

I dont even use the Launcher anymore. Just create .uproject shortcuts and sort them yourself lol