#ue4-general
1 messages · Page 347 of 1
or if its not fixxed yet : https://forums.unrealengine.com/development-discussion/content-creation/125840-foliage-becoming-invisible-after-reaching-a-certain-amount-of-instances
Talk about Level Design, Static Meshes, Physics, and more.
10 fps in the screenshot ... so i guess its quiet alot
last comment sounds interesting tho
what screenshot
I wasn't allowed to delete a folder, so I quit my Unreal project and deleted it
Now when I start, Unreal complains about a reference from my level to that folder
but I don't see where that reference is
the reference viewer just says that it's in my level somewhere
but the name of the reference cannot be found in the world outliner
so how can I find where it is?
@static viper The ones posted from cool_da_noob
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.
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.
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
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
it's just the message log that keeps complaining
@elfin jacinth is 4.21.1 being released today or next week ? Thanks 😊
I blinked. I remember when we were talking about 4.0.
wat
Xd
I'm waiting for 4.20 Gameworks update
So it has also Nvidia volumetric
Because rn I'm using 4.17 Gameworks
4.0 wasn't 6 years ago?
4 years ago
Phew! You had me there, March 19, 2014. I thought I was missing a few years.
maybe the general public release was 2014
we had UE4 when I was working on Fable the Journey - and that released in 2012
hmm, closed public access was 2013, according to my e-mail history
Infiltrator demo was around then, hehe
yep. some studios had ue4 prior to rocket or the public launch 😛
I'm referring to public release. I was unaware of prior beta, closed testing.
You have ruined my joke. ):
ahh the highly regarded "Fable the journey"
@vale silo We'll announce when it is coming out as soon as we have a hard date. 😃
but, it's not today, right? @elfin jacinth 😄
Nope 😛
are we there yet?
Yep
@elfin jacinth Just curious if the project file missing includes of generated headers is fixed in 4.21.1?
(for source builds, binary build didnt seem to have this issue)
awesome thank you sir
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.
Where did you leave it?
PM
Replied
Thanks!
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
what is your question?
a reference is basically the way your computer has to access a particular data
Imagine you have your character, and it has a weapon, which is a different class.
Your character could know from the weapon class just holding a reference to it
It would be helpful if you translated the Turkish text to English. 😉 Just a thought.
okay
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.
Installation Failed
Installation is corrupted, please contact support team
Error code : IS-BV02
@cinder iron but when do i use it though like sometimes thing just work out fine when i do a normal cast
Well, have you tried reinstalling?
Considering "the installation is corrupted", you should probably try redownloading it and/or fully uninstalling whatever is installed currently.
@strong mesa do you understand inheritance?
okay
These are fundamental troubleshooting solutions. Nothing UE4 specific.
The equivalent of "have you tried turning it off and on again".
okay so I'll explain it to you pretty simple
https://www.reddit.com/r/explainlikeimfive/comments/1pyhng/eli5_objected_oriented_programming/ @strong mesa Understanding Object Oriented Programming is a good start.
168 votes and 107 comments so far on Reddit
Er, que?
I just figured I'd Google "OOP ELI5" and link that as a decent start.
Because inheritance is only part of OOP.
it's not loading bro xD @livid haven
i know but it seems like unreal related stuff hates me
Is Blueprint better then c++?
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
@strong mesa Well, you are diving into a professional enterprise grade tool with nearly no background in it.
from my knowledge C++ allows you to program stuff that is not in blueprints
@plush yew If one was just plain old better than the other, one wouldn't exist.
:/
@livid haven wait what, do you know spanish words too ? Sir Wizard
They are tools for different purposes.
@plush yew that depends, BP could be better for start point ? or to draw the idea overall
@teal tulip I'm first generation American, my parents are from Venezuela.
oh siet nice to know
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
@livid haven dear sion ,... i'v lived my entire life hustling through programs ,thank you
xd
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 _ 🤔
:p
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
how can i make 3d models?
or animations?
@livid haven just joking pal <3
@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
@plush yew go with BP at first
okay
If you're totally inexperienced, it'll be more forgiving
can i make with BP a Parkour Game like Mirrors Edge?
that depends more on you than BP
You're trying to build a nuclear reactor when you don't understand basic physics.
if you've got 11 weeks, stop asking these day 0 questions.
Go an watch videos
Go get your hands in some spaghetti https://www.youtube.com/watch?v=EFXMW_UEDco&list=PLZlv_N0_O1gY35ezlSQn1sWOGfh4C7ewO
This video gives us an overview of the Introduction to Blueprints video series as well as jumps into a high-level overview of the concepts behind Unreal Engi...
download examples and check how them work
here you go, random google result. https://www.youtube.com/watch?v=NhyZHxGYSQ4&list=PLF6hXTfcosOhOGA6vvTM2ctXNBjPNXyTr
Title:- Creating Parkour Game in Ue4 Unreal Engine From Scratch Begginer Friendly Tutorial Hi I'm a Noob Indian👳Dev who develops small gaming prototypes🎮 And...
^
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?
pick you out a game concept, work with that.
Point being, its unlikely you'll hit your goal either way - but its certain you won't if you don't start.
@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
Autodesk provides students, educators, and institutions free access to 3ds Max software, in addition to learning tools. Get a free 3-year education license now.
@grim ore wow that videos have real bad quality plus ones are saturated and others no 🤔
lol, as to be expected
I think his point was just that he's asking questions that could be trivially Googled.
Likely also that he should just jump in
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?
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.
almost got excited for the video "create movement from scratch" then just proceeds to create a regular character class 🤦
well these videos are so basic
ofc
@teal tulip it does? 
not like Sion is making a tut
watched thru it
lemme watch it
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 🤔
That's kind of an overly specific thing to try to find a tutorial for.
oh jesus
What exactly do you mean by auto-sprint?
this video
I mean there are a lot of parkour things even on marketplace and every single one that copy mirror edge miss that
hello 2009 youtube
🤣
@livid haven You keep moving forward and at some point the speed up until the sprint level if you run forward
without press any extra "run" button
... so you just want to increase the maximum speed of the character as long as you're moving forward?
Why watch this 12 minute video
I mean, you shouldn't bash the guy for doing a tutorial
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
If its misinformation of maltutorial I absolutely should. This case doesn't seem to be that.
@teal tulip would that be just a timer based on time spent above certain speed treshold?
But why do you need a tutorial for that?
That's just... problem solving.
Do you want to reset sprint if they move backwards?
@grim ore so did u buy anything during the fall sale they had a short while ago? 😃
I can easily point out at least two users in #blueprint who are strugglign because of bad practice from a popular series.
i made so many great buys. was fun
Okay, then just reset their max speed when they press anything other than forwards.
I bought nothing and I am not proud of it lol
lol
Why should I not voice my opinion on educational material?
@worn granite honestly, even the official tutorials have some malpractices. but most of the time there isn't one true answer
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.
yeah is about the problem with the logic at turn and the % you turn
No, there's not one solution to anything.
so will have to check how to calculate the %
Its not about whether they do things the right way™
@teal tulip But that's just tweaking values.
yeah I have to try these things first
Its like Today youtube I'll teach you how to get this toy handcuff off your leg. First cut off your ankle
That's not just a smell, its actively bad for you.
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
thats basically the game main core feature
@teal tulip I think it's a momentum check, like spring dragging on the character, and if delta time is too large -> no sprint
imagine ghost
catching up on the player
I imagine you have to get the forward vector
and then calculate the rotations difference
if (FMath::Acos(FVector::DotProduct(UserInputVector , ForwardVector)) <= FMath::DegreesToRadians(30.0f))
{
// Keep sprinting.
}```
and if I'm going to comment on any such content, I may as well be fair in my "coverage".
uh
doesn't have to be direction specific, I would actually test initially with invisible physics handle
There you go. If their input direction is within 30 degrees of forward, keep sprinting.
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.
and generic physics that mass wants to keep going at given direction
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.
by the way how you calculate the momentum of the player ?
now you named it ?
is the forward vector but
Is momentum the actual thing you want? Because momentum is mass * velocity.
And I don't think you care about their mass at all.
And you don't just want their velocity, you want their forward speed, which is a scalar value, not a vector value.
well technically it is momentum, legs are just sticks trying to divert it
You don't design it in terms of momentum.
if the desired direction and momentum are same, you should get maxium sprint speed
Sure, if that's the design you want
problem is the CMC move speed don't get affected in all direction ?
maybe even above maxium designed speed, if you go downhill
Maybe you don't want the player to be able to increase maximum velocity moving backwards.
But you don't want momentum, you want velocity. Mass is not a factor.
Calculating momentum (mass * velocity) so that you can then normalize it and compare it with your input direction is redundant.
Why multiply the mass (a scalar) in if you're going to normalize the end result and end up with a unit vector anyways?
which channel is ok for question about shadows? support-text? 😄
#level-design #graphics, or here I'd think
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
but idk if is good idea as will work in all directions ? not sure
@idle acorn the channels under "VOICE CHAT" are text channels for the two voice channels.
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.
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
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?
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?
@dapper edge I don't imagine you'd want both the "overworld" and the "battle" loaded at the same time.
You're in one or the other.
(Disclaimer: I don't know much about FF Saga, I imagine it's another tactics game)
Obviously you need to track some kind of overworld state that you restore when you load up the overworld map.
So I load different maps normally? And save the position of the player before the battle and restore after?
Yep.
That is, in essence, what any game does with regards to persistent changes to the world/level/map.
Just make a persistent elements and restore after the battle
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.
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.
Okay, so to search the information and tuts I should watch about savegame parent class?
🤷 Maybe?
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.
Probably write them to disk, too.
All of that falls under the general subject of serialization.
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.
And serialize it from disk when loading back up, reading the data and doing whatever it is to restore that state.
okok! thx a lot 😄
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.
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.
Undoubtedly, you'll probably want to have your save games contain this overworld state, too.
woot, 4.21 is looking great
having such a great experience right now
looks like we're seeing the beginnings of the fortnite revenue and r&d being poured into actual deployments
so happy! 😃
the marketplace sale helped too. lol

The beginnings? 🤔
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.
I can see old threads on differences but not recent ones
Has anyone ever ran into the issue of UE4 crashing randomly because of the NVIDIA graphics card?
Is there anyway to control UI widgets in an cinematic ?
@lunar palm I ran into an issue like that, but I think it's because the Nvidia card was having issue with buffer overhead.
Too much graphical utilize causes instability on 4.21
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.
@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.
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.
What's your graphic card? I'm using 1080 gtx
Also just noticed something. Unreal Engine 4.21 crashes if running multiple instances at the same time. Intentional design?
I was able to run 4.18 and 4.21 at the same time
do you mean any, or specifically 2 4.21 at the same time?
how much memory do you have
memory will decide how many apps you can have open
at same time
I can't remember what I ate yesterday, so you can judge Imagine
😸
@cinder iron 2 4.21 at the same time.
For your mulitplayer back-end, do you guys normally write a webservice in node.js/typescript?
Then what database implementation do you go with? mongodb/sql...
@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
I could imagine one table that contains user's inventory list grow exponentially large... database administrator would cry somewhere....
Can't be that large, also not storing stuff like that
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
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 :/
I don't see a bug?
No #ue4-general
you have the list compressed
Hit the drop arrow
click on 'General'
Joseph, I believe this question would often best answer in the #multiplayer channel.
Yeah I guess 16 gb isn't good enough..
@vivid girder MariaDB ftw
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"
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
I'm looking to implement leaderboards, player experience/stats/unlocks, purchases, etc...
Currently trying node.js/typescript with express and mysql
yeah thats all server side. I'd suggest MariaDB.
You think MariaDB is a better fit than MySQL?
What issues did you run into specifically?
Or what are the pros
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
stone tablets
No issues at all. Its actually a binary drop-in replacement for MySQL
IO rate sucks but persistence is great
for MariaDB? Hard no
for stone tablets
oh yeah definitely
lol
There's lots of database options, just be aware of licensing issues and limitations.
Is the api for interaction the same?
like i just npm install mariadb or something and most of the functions are similar?
The stone tablets joke went right over my head
@vivid girder i suggest Playfab, it has alot of server features
The connectors are the same basically, just a different license mostly. As for node.js I'm not familiar
@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
Can you run custom sql against created databases?
yes i believe so
yes it allows custom logic, etc... its a complete serverside solution for games
i only just started using it but love it already
How much are you paying for it, and how many hits are you making to it?
@gentle nebula Sold
Damnit, why did I not think of that name first 😦
@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.
An easy tower defense game cross-platform
A confidence builder for my team, but trying to learn something myself during it's development
Would have preferred Unity for this one, but not really worth it to switch engines for 11 weeks of work
@vivid girder its free
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!
Yea, I started with Unity in 2010...but came to unreal in 2016 for the Materials and Lighting fidelity
Should have gone back to Unity for this because Unity has a better framework for 2d
But don't think we could have learned how to import fbx and assign materials in 11 weeks
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?
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
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
@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
lalala, engine building time...
okay guys can i make a voxel game where the blocks spawn like these?
Use Voxel farm or other frameworks
Have at it https://www.voxelfarm.com/index.html
good night
Hi, do you have any idea how long the wiki is going to be temporarily disabled ?
Hey everyone,
In an effort to provide a better platform for our community to share their knowledge with one another, we are going to begin migrating our
This is really a shame!
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?
@honest rune because you can probably grow a proper beard?
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
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
@copper flicker People ask noob questions here all the time
More helpful than the forums
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
@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
Rpg style. Not sure if I want to make it as a list or grid
@plush yew u could also do a 3d inventory and use collision detection for realistic space management
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...
that component does not simulate physics
then there must be code that change it
is it possible to limit download speed in launcher?
that component is a box collision component
kinda annoying that I can't watch netflix or anything because launcher is hogging all of my 100 Mbps worth of bandwidth
@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
using AttachToComponent and DetachFromComponent
maybe u can track when the relative transform actually changes in this process
print to screen
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...
its only triggered by doing one specific set of actions in a very specific order
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
does it change slightly or alot
a workaround can be to force the relative transform. by setting it with code every tick
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
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
@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
@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
@icy bone this was the bug I had to workaround back then: https://issues.unrealengine.com/issue/UE-40783
The latest selection of free content is now available on the Unreal Engine Marketplace. Get the latest plugins, props, and kits today!
Free Shit, come get your free shit!
Oh, I see they are now actually free not just listed as free \o/
where in the launcher can i find this
The marketplace under the free tab
it only shows paragon stuff
keep scrolling
hi
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?
Fantasy weapons look nice but a little too stylised for me
the cliffs use tesselation
a big nono for me
mh
but maybe he has map included
the water is nieato
it includes the sunchair
Oh, the comments say the water is included too
Another says the map is included
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
<3
All the nice asset packs are huge, yeah
Now you know why new games are 50-60GB
baked...?
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
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
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.
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.
Thanks 😄
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
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
Thanks for the insight Mathew!
@willow stump Widget Component is what you need
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
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
Sounds like ref issue
Sounds like a singleton variable issue...
guys, can i change the pivot in an already created static mesh so it changes in all the actors?
if u change it outside the engine and reimport yes
i created the mesh inside the engine itself
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?
is not external
Yes...... Everytime i try to apply my material on a landscape : Out of Memory
Super cool 👌
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
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
Does.. the ps4 controller works out of the box for ue4 or do I have to manually map it by it's inputs?
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
well I mean I'm using the standard third person view blueprint
The first-person blueprint project has bindings for a controller anyway
Should work fine for something like movement, but anything specific to your game you need to do yourself.
^
Well I gotta do some research now for figuring out which face button it is then hmm
thanks
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)
Damn
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.
I submitted the bug.
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.
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....
hmm
is there anyway to update an ad in #looking-for-talent ?
or remove it and repost?
there doesn't seem to be any info in the pinned messages
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)
@versed spear add emissive color
how would I do that to a flipbook I know how with a material
@late olive commonly no, but u can do so until someone complain or u can ask author beforehand
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
@versed spear never used flipbook, but i had a read and theres a material function for flipbook textures
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.
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?
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.
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
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
I attach it via blueprint
so that won't work lol
alright thanks for the advice tho
I'm guessing a bug or did Epic change it to a Preview again lol
^
could you guys link me a good tutorial for distance fields, thanks in advance
For lighting? I think epic made some videos on them.
Question, seeing how UI looks like XAML, is it possible we can write our own resources library and staticresources information into the UI?
Helllo I'm new, how can i remove these borders
press the build button
did it finish building?
basically it's an artifact of landscape system trying to make a quick preview of what is going on
hail default UE grid!
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
Don't teach them to build their level with only BSP....
This isn't Source SDK... lol
¯_(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!
Could someone check what the hard drive space for Unreal Engine 4 is and If you have VS17 could you check that too, thanks
Is it possible to make more levels under 1 landscape ?
brrrrrrrrr
anyone knows how to import and creat use or anything model/ in Unreal engine
@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
does anyone know how i can use the advanced steam plugin in c++
@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?
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)
why is a collision on a grenade working perfectly in editor, but the same game packaged then has the grenade fall through the landscape?
does it always fall through?
is there a framerate difference?
no, 60
or multiplayer
let me try multiplayer in editor
i am going no where 😄
just trying to get more info then: help my grenade falls through the ground 😄
working in editor MP
and you have ccd on?
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.
its not about the ram you guys... XD
is there a hotkey to place things in the middle of a level?
i only have 8 and my projects rarely crash
Your projects are not necessarily everyone's projects.
oh i can reset the transforrms manually
@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...
is there an option to somehow turn that light off in the blueprint viewport?
This bump is why I need more memory, @static viper
so you can see the effects of lights you place
have your property exposed as a variable
ffs
@signal compass Your 64 gb memory, is it DDR3 or DDR4?
DDR4.
gonna hurt my wallet for a 64 one...
Yeah it's rough. What do you have now?
8 gig sticks?
4x4 gb
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 😄
True true. I just updated a little while ago to a threadripper 1950x and 64GB DDR4. (4x16)
Does GPU Particle collides with terrains?
Assuming both have collision, I don't see why not.
both does have collision, and yet they just go through 😐
I'm on the same boat as you are @latent moth
Are other things colliding with the terrain/particles?
It's basically rain particle.
Like if you put an object in-between, would they both collide with it?
Let me try something
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"
Spawn a giant physics ball, still collides with terrain well, rain do not.
Skibur that's particles, different from my case FYI
collision is the problem isn't it? xD
yes absolutely
well collision would be the issue if his grenades would only fall through the ground
but you're talking about a mesh and a particle
but bounce of statics
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.
yup
i assume you have a kill event right?
(sorry for asking, you never know)
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
🔫
yeah kinda
this is?
terrain collision
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
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...
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 -.-
Guess I'll be having those instant ramen noodle for awhile now...
Q2 2019
Hmm enough of this, did you get your grenade issue resolve, Roberto?
not good!
yo ovo go to work in progress
ok
cool people these days go into #cave-in-progress
how does that work
😎
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
@ancient otter That's good, you save money by not going out!
-$$$ -Productivity
and the game crashes on ovo again
xd
So uh... there's no stack panel in UI??
at this point its really just teflar for me...
xd
can any of u guys help me out on #blueprint
Does anyone know how to remove a job listing from #looking-for-talent ?
I found an artist, but I keep getting more PMs since I cannot remove the listing
Ive spent the last 3 days trying to figure out how to load a blueprint from a pak file
why do you want to load a blueprint from a pak file
Because the blueprint cannot be stored with the original release of the game
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.
A WEIRD INSTANCE
you can't load a blueprint from some random package not included with the game
one wonders what you're actually trying to achieve
@raw flare if your trying to do some sort of security or some shit, this is 100% not the way to do it
@grim ore Sorry for a late reply, but why is your engine size so big?
Or is everyones engine size that big?
thats exactly it
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
So it will be around 60 gig?
shittiest backup system ever
lost an entire project
unrecoverable
why,because light went out
amazing
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?
just let me suffer @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
no solutions on internet neither
@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.
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
you should use version control, and if the latest doesnt work, revert to one earlier
@fierce tulip sorry luos, this is not my wish, is a requirement for a assigment in the university
you know that the map files from the backup are renamed?
teachers <_<
yeah 😦
you dont really understand how ue4 works right? XD
i'm panicking too much to care
the redirector system will see if the mapname is different to what it is in the engine
the question is... anyone does know how ue4 works?
so when you rename it... it cant recognize the key anymore...
dude
what the fuck
@livid timber back in the day you could shift-click on a side and it would select all on the side.
@tribal pebble behave
k
remove the date and you are off togo
i think ill step aside lous, there is a much important matter here at the moment
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
ok
its in the content folder too in the maps folder
maybe its time for you to chill XD no more answer for you until you chilled XD
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
u didnt make any backups?
youre not making backups in a project with a deadline?
...
go in to your project content directory
and delete the map
least u might be able to load in then
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
make a new map then
- get a copy from the map in saved/nackup (iirc)
- Rename it (remove the date) (so its exactly named as it was originally)
- place it in exact folder the map was originally located in.
- start project, load map.
if that doesnt work, deep breath, and start over.
If you have version control
- revert map
- start project, load map
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
is there a big red backup button?
can someone help me test my steam intergration pliz
try copy paste
wot
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.
if you are not the developer of that game we sadly can not help you gain access
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?
Do you guys use the templates when you start new projects?
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.
Nope never use templates
@pallid compass Why not?
fast
fast
I'm faster
holy shit my unreal launcher just updated
it's complete aids
WHAT A SURPRISE
more of the cancer 'windows 10 metro tiles' look
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
is there a way to make flipbooks all ways draw on top of certain meshes instead of clipping into the mesh?
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
why not just reinstall it
How do I make open level not clear the screen of widgets?
short on time so didn't want to but don't think i have a choice
which file and which version? i might be able to drop it to you
just have the hud get added to viewport in your level blueprint but I think mine is in the player controller after loading screen.
yes, but i have the widgets change location and widgets are changed whileplaying so that wouldnt be possible
lol you telling me you widges can be moved?
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.
what is a save game object?
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.
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
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.
PIE + ListenServer with 2+ players lags for seconds in 4.21. Is that a know issue?
still on 4.19 =P. If you want to use those features you will have to take the risk.
That's old
So many new features I really don't need.
I'd go for 4.20.3
4.20 for the dank weedz
And then whatever the latest 4.21 is when 4.22 will be out
Is is pretty stable.
seriously though, i think you should do 4.2o
👍
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.
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
Guys i need help doing a sandstorm
I searched thrue every place and i forgot i was on this server

You start with basic fog effects, then add from there.
check out the racing car learn tab thingy I think there is a basic sand storm in there
Curious, is cel shading an expensive feature to use? Or when aiming for a cartoonish style can it increase performance?
Cel shading usually means simplified lighting, so yes, it can increase performance, though not entirely by itself
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.
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
in the project settings you should be able to set a dead zone or something
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
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 😐
beta
also there are two tabs called 'Library' now, which isn't confusing at all
update launcher
doesnt add some sort of sorting tech in vault
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
yeah, my vault isn't even that big, but sifting through it is nightmarish
yuuuup
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
some kind of custom category would be nice
while they're at it, maybe add persistent filtering for ue4 projects
like ue4 version used
I dont even use the Launcher anymore. Just create .uproject shortcuts and sort them yourself lol

