#ue4-general

1 messages · Page 352 of 1

gleaming creek
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So you would use a different Voice for each localisation?

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I still don't see how that would help with the subtitles

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You can set subtitles on the sound asset, which also has options of multiple subtitles per sound clip at different times

livid haven
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Just a sec.

gleaming creek
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I have, but it's been a while, let me refresh my memory

livid haven
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Each context for a wave gets it own localization.

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Each context does not get a source text because it should be the same line of dialogue, contextualized based on the speakers.

gleaming creek
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That doesn't make sense

livid haven
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Even if the lines are different in English based on context, that means you needs to localize your English entries. Yes, that's a thing you can do.

gleaming creek
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In their example they mention a character talking to either Adam or Zoe

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And that they should be more friendly to Zoe

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But you can't actually change the dialogue between the two characters

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just maybe the tone

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because there's only one subtitle for both interactions

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So you'll have to make a different dialogue wave if you want the two interactions to have different words spoken, rather than just a different tone?

livid haven
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You localize the English entries per context.

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The spoken text field is not the subtitle.

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It is the source string that localizers need to localize, taking the dialogue context into account.

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In the absence of localization, you end up with the unlocalized spoken text.

gleaming creek
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So in order to use the system properly, you need to already have a localisation set up?

livid haven
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No.

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In order to change the subtitles based on the context, you need to fill in the localized entries for those contexts.

clear ice
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Is there a good channel to ask for recommendations on a complex project?

livid haven
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"Complexity" isn't really a subject matter.

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Best to ask a specific, answerable question.

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And for a general catch all, there's this channel.

clear ice
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Alright, I'll put it here, for the time being.

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I have a project. A fairly big one, and I need some pointers on where to start.
I'm looking to make a tool to aid in my work as a VJ. (VJs are the people who run the live visuals at concerts).
I treat it as a spontaneous and highly creative artform, and my needs in software reflect that.
I want to build an application that allows me to create real-time, shaded, 3D objects that have certain mesh effects and (potentially varied) materials applied to them. My intent is to prebake tillable textures that can work for any mesh, and throw them onto objects that I can add to the scene.
Live, I want to be able to animate a camera, usually following a path or object, and create repeating arrays of meshes to generate a looping effect. Those meshes should be variable, probably dupli-parented.
I realize that this probably a huge endeavor, but I'm up for it.
There are other things, but those are the basics.
Where should I start? Are there any utilities that exist that might aid in my project?

livid haven
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Doubt you'll find much in the way of pre-existing tech within UE4 for that.

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But otherwise, it seems like you're just creating a bunch of pre-existing assets in terms of textures and materials, applying them to meshes, and making a simple UI for yourself to control them.

clear ice
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Yeah

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I basically want to create a miniature, striped down UE4 in UE4.

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With custom scripts.

livid haven
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Probably all doable entirely through blueprints, for what it's worth.

clear ice
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Ok.

livid haven
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But really, you're just going to be making a bunch of simple UI (well, as simple as you want it) that runs some blueprint logic to spawn meshes, then apply materials and textures to them.

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Maybe use sequencer to animate them in some fashion and have UI to initiate those sequences.

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Or even procedurally animate them, in the sense of just translating/rotating/scaling them over time.

gleaming creek
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I must be blind because I can't find anywhere to enter localised entries for contexts in a dialogue wave, it just has a localisation key

livid haven
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ExportDialogueScript

clear ice
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Yeah, at it's core.
Thanks for the tips! I'll come back if and when I have a more specific question.

livid haven
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NP

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It'll be a bit of UI work but you'll most likely need the most hands on help with materials and sequencer, I'd imagine.

gleaming creek
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So, that's exported a csv file with everything in it

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Not exactly a user-friendly way to set up dialogue lines, having to run an export script and then edit a .csv file

delicate lintel
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evening

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so i'm working on using the mouse cursor to drive some UI button movement , but the variable reads zero every other frame. it's zero, the value, zero, the value etc.

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its the same for cursor delta, cursor position, and also for mouse delta when in-game

grim ore
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So what is get turn?

delicate lintel
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it's native i think

grim ore
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Why would it give you back the mouse x?

delicate lintel
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it says that " it returns the current value of input axis turn. "

grim ore
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Ah that's not mouse x tho. That's an input value from the input settings.

delicate lintel
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yea, i used it because it's similar to cursor delta, it acts like it

grim ore
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So what are you trying to get and is it in UI only space or viewport space?

delicate lintel
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and it also becomes zero every other frame

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btw your tutorial helped, about having a whole screen invisible canvas 😃

delicate lintel
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so, no one knows what may cause this?

grim ore
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I can say that on mine and duplicating your event tick, get turn, print code in my player I get expected results. 0.0 when not moving the mouse and a number when moving it. With that said my values are way smaller than yours as well. With that said as well perhaps you have this same code in more than one place?

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ignoring all that what is the goal of what you are trying to do and is this in viewport space or ui space?

delicate lintel
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oh nice

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it's in UI space, im trying to drive the animation speed of a sprite by the cursor delta X when you click on it ( a button activates it )

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so the faster you drag it, the faster it rotates

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i've looked at your video as well, that's actually the tutorial i used for this, and see that every frame you have some value in the cursor x and y ( as long as you move the cursor )

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it doesnt become zero every second frame, so it's weird

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but then again, the same thing happens with that turn value, which isn't in UI space

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i guess a good idea is to try it in a fresh project

grim ore
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well you will notice that I did handle the 0 delta by ignoring it

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so it's just printing out when I move and it's a valid value

delicate lintel
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hmmm

grim ore
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well there was no reason to not do it all in the mouse move node but printing the screen space position from the mouse event gives me the valid value every frame

delicate lintel
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yes so this is a thing that happens in this project

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thanks for the feedback , this is valuable

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i should try it in a fresh project then

grim ore
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if you slow down your fps to like 5 you will find it doesn't always return 0 every other. I think your fps is just up so high and your mouse sensitivity is just causing that to happen

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and if you only care about the actual factual deltas then throwing away invalid data like nearly equal to 0 should be done anyways

delicate lintel
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i have just tried that , and the resulting variable reads well, but when i hook it into the parameter it still behaves the same weirdly O_O

grim ore
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well I got that basic idea working just by taking the cursor delta and adding that to the render angle on a umg element. no idea if that is what you were looking for but I don't think the 0's are going to be an issue as that would just not add anything. Alternately I guess you could get the position from the 2 frame and do it that way

delicate lintel
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hmmm

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that time variable when you change it , it makes the sprite move faster or slower

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when its 0 it's stopped

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so i used this material and created a dinamic material instance for it and brought that var in UMG

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but it twitches and keeps reseting when i hook the cursor x into it

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how it looks like seems consistent with the delta x reseting to zero every second frame though

grim ore
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which makes sense since wont it be changing it to 0 yeah, it sounds like you want it to only set it when it's a valid value that's not 0 otherwise keep it as is

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so the faster you move the mouse in a direction the more it adds to the delta which means more rotation per tick

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probably not the best way but it's kinda cool lol

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since it never stops rotating but a steady decrement of the delta on tick might solve that, to the blueprints!

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stupid math... how do you drag a number towards another number in the right direction regardless of it being negative or positive lol

delicate lintel
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im almost finished testing the cursor delta in another project

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im gonna try what you posted

grim ore
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it's a weird post just hoping it might show something that helps

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I can guarantee this is stupid as well but it's fun lol. Added this on the delta part so it slowly brings it back down to 0 so it doesnt spin forever. https://i.imgur.com/ohga63S.png

delicate lintel
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haha

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is that the image angle?

grim ore
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uh yeah setting the render angle on an image

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but the concept is solid(ish). you get a positive or negative number and can apply that to adjust a value in a direction

plush yew
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@delicate lintel Gotta watch out with multiplying time by changing variable. It doesn't work as you might expect because it scales down time and results in your animation reversing

delicate lintel
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hmmm

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okay

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so is there some maths or nodes to add to solve this?

plush yew
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Accumulating your delta in BP to a variable and then send that over to material. Use that to add to time instead of multiplying

delicate lintel
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yea, it directly sets it

delicate lintel
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ill continue tomorrow and post updates, thanks a lot!

steel shuttle
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omg i'm getting headache. how can dedicated server execute blueprint before the server shut down?

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event end play and shut down did not work

plush yew
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@small summit
"Hi, everyone. I'm completely new to Unreal Engine and have a keen interest in becoming a level editor. A friend told me about this channel. Looking forward to learn and help as much as I can. 🙂"
I think that what you meant was ''Level Designer''.

dawn vessel
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The Epic Games Launcher is so slow and annoying. Takes me so long to go through the Marketplace Page and look at stuff due to it's forever loading. Anyone else get this issue as well?

grim juniper
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The marketplace is slow for me, but that's most likely because I have slow-speed internet smile2

fathom gust
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Hey, I got a windmill fan with its pivot in the centre, I want to rotate it using a timeline but when I play the simulation its considering the centre somewhere else.

static viper
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are you sure the pivot is in the center?

fathom gust
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yeah

earnest cape
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So I'm still trying to figure out how to use umg navigation to wrap around

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I don't know why this doesn't work

fierce tulip
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:p

static viper
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No does the mesh have right pivot

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Not the actor

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The mesh

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@fathom gust

earnest cape
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I posted in umg last night and never got a response lol

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I'll post this in there now though

static viper
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N show code

fathom gust
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@static viper you mean when I import it from my modelling software ? whenever I import from maya the pivot is always somewhere else so I manually set the pivot to wherever I want, in this case the centre

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That is the mesh

static viper
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Maya always sets the pivot in the same spot

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0 0 0

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You need to learn how maya works

earnest cape
fathom gust
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but other assets that I am animating using timeline are working perfectly with the offset I had set in unreal.

fathom gust
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I managed to rotate it from the correct pivot, but now I have this new issue when I turn it in the world the animation is still played in previous axis.

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sorry for the audio.

spare sun
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windmill rapping

stark tulip
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If you can link the fbx, I will change the pivot point to the correct place for you

fathom gust
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@stark tulip Thanks but I managed to do that. The issue right now is rotation. I am rotating 360 in x-axis but then I want to rotate the windmill a bit.

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FIXED

stark tulip
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@fathom gust well done

cursive dirge
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@fathom gust you don't need the position for that tho

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just pick the node you used originally on the right for it

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also your logic makes no sense

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why would put put world location to relational location

fathom gust
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I am weak at blueprints and terminology so I don't know how to do stuff but I just try different nodes and try to make it work.

kind bolt
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Hi i'm trying to make a main menu with an animated back ground. So far i have the background working with an intro at the start. Currently I'm trying to add a mouse cursor but i have no clue since im only a beginner

fathom gust
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Plus I have a new issue guys, lol. I have to niagara particle systems in my scene which doesn't have a blueprint or anything else controlling them. I just drag and dropped them. When I package my scene the red one plays fine but the yellow one doesnt play, only in packaged file, it works fine in ue4.

fierce tulip
fathom gust
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oh shit, got it.

kind bolt
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Hi i'm trying to make a main menu with an animated back ground. So far i have the background working with an intro at the start. Currently I'm trying to add a mouse cursor but i have no clue since im only a beginner

severe glen
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hi there

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is there anyway to get last index of datatable?

regal mulch
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GetDataTableRowNames

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And then the last index of that array

silk torrent
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Is there a way I can specify Unreal to log in some random directory on my computer?

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-log LOG="test.txt" only changes the name of the file, but I want to change the entire directory

glacial pecan
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@cursive dirge could you explain a bit more what @fathom gust did wrong? I bet I'm going to run into that soon, and I'm a beginner too. My pivot point will most likely be in a separate object though, because it's setup with helpers in Max.

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Or rather, no, then you'd just put the blueprint on the pivot object and not the mesh object that's supposed to rotate...

heavy ether
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since i want to do a tiny bit of changing to an old ass mod for a game, there's some possibility that i might even produce an extension that adds support for building old UC code

upper heart
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@frosty torrent Did you every upgrade from your i7 2600? I'm on the same and curious as to how it went for you

plush yew
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so, now we can publish games on EPIC Store?

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pff

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@plush yew now that sounds epic

earnest cape
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Are there any reliable upload sites I can use to post an example project?

cursive dirge
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@glacial pecan he set the relative position again on each rotation, but you shouldn't need any of that, just set the mesh so that your submesh in right angle and just add relative rotation to it each tick

earnest cape
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I guess I'll just use google drive

fierce tulip
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@earnest cape try dundoc

grim ore
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@glacial pecan if you mean the pivot issue, the problem is even if you set one in your DCC program when you export it out to UE4 UE4 will import the pivot at the 0,0,0 (origin) point of the mesh. You can change it tho at import time/edit time if you have the original mesh if needed and don't want to fix it back in your DCC program.

plush yew
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@earnest cape just make a script file

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and use pastebin

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@earnest cape if you're a student with a .edu address, use the github student pack. It gives you a free 50$ in digitalocean serverh osting

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which equates to ~1gb of quality

earnest cape
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I just used google docs. I have another email for stuff like this lol

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I will look into dundoc though

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Trying not to over explain things in a tutorial is not easy

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Maybe I should just be like, hey here's a bunch of pictures, good luck

clear ice
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Does anyone know how to prevent shadow pop-in? I’m having a lot of trouble stopping it from happening. (I’m using movable lights and objects)

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I’ve messed with LOD a bunch, but it doesn’t seem to effect shadows.

earnest cape
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for the directional light?

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Check your shadow quality settings too

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Cascaded shadow maps in the directional light might be what you're looking for

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Every light also has draw distances

clear ice
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I’m using point lights.

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I’d love to use cascade, but I can’t 😦

earnest cape
clear ice
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No. I’ll try that

stray smelt
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is it possible to replace this icon with one of my own? if so, how?

grim ore
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if it's a new actor that is the default root. Replace it with a scene component and it will be blank

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so basically replace the default scene root with a new one and it will go away.

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you can also use a billboard component to put a sprite in to use as a replacement in the scene if you are trying to do that as well

stray smelt
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Thanks

pseudo parrot
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is UDN down right now? I get "There was an error contacting the remote service"

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just wondering if anyone can cofirm its down

chilly sun
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heyos, generally hearin that sifting through the source etc is a great way of getting "friendly" (acquainted+) with it all. Wondering, is there any "recommended reading" among the source code ?

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found playercontroller which gives some good insight fx

earnest cape
chilly sun
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death - (ppl can probs figure it out but) how would you "flip page" on the menu? v nice and thx ;b

icy bone
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hi anyone here know a way to use geometry shader in ue4

chilly sun
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  • I may not have read it closely enough
earnest cape
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Flip page?

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Like open another widget

chilly sun
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if it's a sound menu and u wanna goto music detail, sfx detail.. or .. main into sound or visual

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yea that 😃 just saying this due to thinking all nabs like me will be asking 😃

earnest cape
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The tutorial is only explaining menu navigation

chilly sun
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aye fair

earnest cape
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It will explain how to swap out widgets

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Also I provided a download link to the project

chilly sun
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yea I was just thinking a next step typical thing 😃

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not saying change x do y correct z etc :p just quick thought feedback

earnest cape
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I've been working on an even bigger tutorial that will cover just about everything to get a simple game up and running. I'll post it on the forum when it's ready

chilly sun
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😮 ooooooh fancy 😃

sudden agate
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some people on 4.21 here?
If I enable the Blueprint Material / Drawing Plugin, There are no nodes in my blueprints to draw to a canvas RT

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nvm. you cannot call them in a function

lime cobalt
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if I click on any blueprint node, it's going to open visual studio and visual assist X instantly

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i don't see any way to disable this

wary wave
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"you cannot call them in a function" 0_o

grave spruce
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Arkane Studio's change engine form Cryengine to Unreal Engine GWfroggyMonkaThink

tall pendant
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DH1 ran on unreal tech tho

static viper
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there are weird twists here...

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XD

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you cannot make a fallout or elder scrolls game with ue4

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but surely dishonored 3

wary wave
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you can definitely make a Fallout game in UE4

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I can't see any reason why not

dark depot
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well its not a fallout game without the bugs

wary wave
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and it'd certainly be easier than using whatever garbage tools Bethesda use xD

static viper
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it would need high engine reworks XD

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from ground up

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bethesda only developed garbage tools XD

wary wave
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eh, I don't think it would need that much reworking at all

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you'd need to implement a half decent quest management system, but the rest is more or less purely gameplay shit

dark depot
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yeah its possible they just have too much dev time into their own engine

wary wave
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UE4 would do a Fallout style game pretty well

grave spruce
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gamebryo is old

tall pendant
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did beth actually develop tools tho? afaik it's still very much gamebryo under the hood

static viper
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how old do you hink gamebryo is?

tall pendant
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ancient

dark depot
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its the same age as unreal

static viper
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the last update on it was 2010.

dark depot
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no

static viper
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and the gamebryo engine actually works very well

dark depot
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they update it all the time just like ue4 just they have less people on it

static viper
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bethesda just didnt use it properly

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they slapped on alot of system

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and 2010 they licensed alot of the gamebryo parts

grave spruce
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the tools they made for gamebryo was for Morrowind only

static viper
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parts that are still in proceed

wary wave
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Gamebryo is pretty barebones

static viper
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gamebryo is not at fault for any of this

wary wave
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they don't provide an awful lot of tools and such -so most of what Bethesda uses will be studio-made

dry moon
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I hear great things about gamebryo

wary wave
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the problem is they're operating on a sunk-cost fallacy and refuse to get rid of them

dark depot
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V4 have you used the mod tools its the same engine

wary wave
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I worked with Gamebryo a while back and hated it

static viper
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gamebryo has alot of great games running on it

wary wave
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but this was ~2006 or something

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I don't think there are that many Gamebryo games out there tbh

dry moon
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Fallout 76

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Fallout 4

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Skyrim

grave spruce
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yes but the modtool crash my computer

dry moon
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Works for me :)

static viper
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gamebryo has around 40 games

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but alot of them include extra platforms

wary wave
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40 is not a lot for an engine that's been around for over 20 years

static viper
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only 10 are in netlemerse

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that is morrowind

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the last game was 2011

tall pendant
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yeah 40 titles is not much for an tech thats around ~20 years

static viper
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and i never heard of it

teal tulip
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Dishonored 2 uses a custom engine

tall pendant
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mind you it was NetImmerse before

static viper
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they use the void engine

wary wave
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I'm including NetImmerse, hehe

static viper
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which seems to be a clone from cryengine

wary wave
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and I'm not sure it's even as many as 40

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Gamebryo (formerly NetImmerse until 2003) is a game engine. Gamebryo 3D and LightSpeed engines are owned by Gamebase Co., Ltd. and Gamebase USA and have been used by several video game developers including Atlus, Trion Worlds, 2K Games, Disney, Ubisoft, Bethesda Softworks, Fi...

teal tulip
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If they choose UE4 over Cryengine, they are talking about Prey thats the only title that uses Cryengine

wary wave
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wiki's list obviously isn't complete, but it is also quite short

heavy ether
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boss: "hey, here's our new project (url)" ... me: clones URL ... also, me: you said this was Unreal, not Unity. boss: well, that's the project, is make it Unreal.

teal tulip
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And tbh don't think Prey was possible in UE4

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with this mediocre light

static viper
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prey also uses void 😄

teal tulip
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Prey uses Cryengine

static viper
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but i assume from the engine insides that it was a cryengine clone once

wary wave
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Prey should have been pretty doable in UE4

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and yeah, new one is Cryengine

tall pendant
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Prey is runnin on CE yeah

static viper
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it looks like cryengine tbh

tall pendant
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it was developed by the US team

static viper
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alot of the inner workings are just like cryengines

teal tulip
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Prey uses Cryengine and 100% realtime light, don't think you can do that on UE4 right now, cause is near impossible the whole scenes change light on realtime every single time

static viper
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they have an advanced light engine ok

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but for the rest?

tall pendant
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games on Prey level could easily do it with UE4

static viper
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you create a proper prey game

tall pendant
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since Enlighten license is not an issue 😄

static viper
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you wouldnt need a large amount of extra code for that

teal tulip
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now the question is

wary wave
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UE4's dynamic lighting isn't so bad when your scenes are built for it

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a Prey style environment would probably be alright

teal tulip
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how many more GB will need Prey if where made with enlighten and UE4

silent lintel
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guys, upgraded to new engine version from 4.20.x, now got this error when compiling:

Schweregrad Code Beschreibung Projekt Datei Zeile Unterdrückungszustand
Fehler MSB3073 Der Befehl ""F:\Unreal Engine\UE_4.21\Engine\Build\BatchFiles\Build.bat" StargazerEditor Win64 Development "F:\Projekte\Unreal\Stargazer\Stargazer.uproject" -WaitMutex -FromMsBuild" wurde mit dem Code -532462766 beendet. Stargazer C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets 44

Sorry its german, if needed i can translate it

static viper
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the other questions is... do we even need proper light with gi reflections XD

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i think we could do without

tall pendant
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lightprobes etc could be used

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if you have to right people to implement it

teal tulip
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problem is that, there is not even light probes here

grave spruce
teal tulip
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and each room have individual lights and colors

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and turn on and off

static viper
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i thought mooncrash is a dlc XD

teal tulip
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I mean you can add realtime lights on UE4 but there is no color difference

static viper
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anyways

tall pendant
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i mean we're talking about a Prey level production here

static viper
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i am excited what arkane studios is doing with ue4

tall pendant
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not the 1 or 2 man ue4 indie

static viper
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prey level production?

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what did they do that we cant?

tall pendant
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AAA

static viper
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XD

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i feel like this game could easily come out of indie hands

tall pendant
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you can't pull of an game like Prey as an 2 man studio tbfh

teal tulip
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in other hand Dishonored 1 and 2 are 100% baked

static viper
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hell systemshock is beeing developed by indies

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how is doshonored 2 baked

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the framerate is insanely low XD

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that game spits of realtime light

teal tulip
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idk is based on ID Tech 5 but no idea how work at all

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probably isn't baked at all idk

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I know some levels change but no dynamically

static viper
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yee but every object has dynamic shadows

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there is no seam

wary wave
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Systemshock probably isn't being developed at all right now, because that was funded by Starbreeze, IIRC

static viper
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they used light probes for sure

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well till a point it was XD

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and that team also created underworld

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yee i know none of you know underworld...

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how sad

ancient ore
#

If I set an actor hidden in game using the function SetHiddenInGame(true); will my actor stop being rendered as a whole and will it feel like there is nothing in its place?

static viper
#

stop spamming your question

wary wave
#

it will stop being rendered

teal tulip
#

By the way, we are talking about this on the UE4 channel ?

static viper
#

no

gleaming creek
#

Underworld Ascendant was a disaster, now Starbreeze are going under, it doesn't look promising for SS3

#

And I'm not even sure if that's such a terrible thing

static viper
#

i havent seen a review yet sadly

#

noone seems to play it

#

or has interest

#

its extremly weird

gleaming creek
#

Of UA?

#

There are lots of reviews, about 65% of them negative

#

The actual reviews are generally negative

static viper
#

but on youtube?

#

videos that ohave over 10000 views

#

and not some small youtubers nobody wants

#

XD

gleaming creek
#

I don't know about video reviews

#

I meant written reviews

#

And Steam reviews

#

(Which are also written, but by random people rather than reviewers)

#

Even the Looking Glass fanbase aren't overly interested in it because it's such a disaster

#

I'll admit I haven't even bothered to pick up my key

static viper
#

i was not interested bc the gameplay looked extremly janky

#

and chaotic

#

but the artstyle was dope

#

not ultra tho

gleaming creek
#

Yeah, it was in all the betas

#

I hated the art style and the game felt like a clunky tech demo

#

improved slightly in the last beta but not by much

static viper
#

THEY SHOULDVE released a demo

olive yew
#

Can somene help me to make artifical grass in UE4?

gleaming creek
#

A demo of the final version?

#

Or a demo before?

static viper
#

a demo of the game XD

gleaming creek
#

Because they gave beta access but didn't really listen to the feedback

static viper
#

like

#

a demo

#

a demo will always be the same XD

gleaming creek
#

People were saying years ago that they needed to implement a proper save system

static viper
#

do they not have one?

gleaming creek
#

No

static viper
#

how does it work

gleaming creek
#

That's why a lot of the 65% negative reviews

#

Basically it resets the world

#

It doesn't save any world state at all

#

Think like GTA or something

static viper
#

but player?

#

skills?

#

items?

gleaming creek
#

Yes, saves that

static viper
#

ah

#

mh

gleaming creek
#

But if you save and quit 2 hours into a huge level

#

back to the start

static viper
#

that is very sandboxy tho

#

but i agree

#

its bad

#

i would like to ask them about it

gleaming creek
#

They're working on it now

static viper
#

but people are to busy sucking fo76...

gleaming creek
#

but only after launching and getting that many reviews?

#

It was pretty obvious that you can't release a game without a working save system and expect people to be happy

static viper
#

yee

gleaming creek
#

There are a lot of other issues, but that's the biggest one

static viper
#

i did mine yesterday by the way 😛

#

i will show it off tomorrow

gleaming creek
#

Save system?

#

Someone released a free plugin on the Marketplace to handle saving, looked good but I didn't check it out yet

static viper
#

i am making that stuff myself :3

gleaming creek
#

I'll need to do that at some point, anyway, either make it myself or use the plugin

#

Probably something that should be done sooner rather than later

static viper
#

you should look at their save system yes

#

my save system is saving levels and stats

#

so you can trash one level and go into the next

#

quit the game

#

upload save somewhere else

#

and load save... and level is still trashed

#

its lovely

gleaming creek
#

A hub system so the levels are saved when you leave?

static viper
#

no hub

#

just every level

gleaming creek
#

I'm confused, isn't saving the state of a level what a save system does?

#

I don't get the part about uploading the save

static viper
#

that was just me saying that it is a real save 😄

#

my game is like oblivion

#

so you travel locations all day long

#

not like dishonored or thief where you are in one locations

#

and then go to the next

#

without going back

#

i can go back

gleaming creek
#

Ah, okay

#

I have no use for that for my current game

#

But a good save system should support it

#

Just updated my game to 4.21, don't see any obvious problems, weren't people saying 4.21 was really buggy?

static viper
#

i had massive issues

gleaming creek
#

It made me upgrade Visual Studio, that was about it

vale silo
#

@gleaming creek to what version of Visual Studio ?

gleaming creek
#

15.9.3

#

Both VS2017 in either case

vale silo
#

oh, I already have 2017

#

I guess I won't have to update

gleaming creek
#

No, I had VS2017

#

but an older version thereof

#

and it said there were known issues with it and I should upgrade

vale silo
#

I see

clear ice
#

Any suggestions on how to make a collimated light? Spot's emitter size doesn't do anything, and I want a tiny divergence on a thick light beam.

plush yew
#

Hello guys

#

i saw that Unreal engine runs SLI with forced AFR, im wondering, what is the key factory to make sure SLI is going to work on your game?

wary wave
#

Unreal engine runs SLI with forced AFR

#

...does it?

#

hmm, apparently so

#

looks like this is specifically an Nvidia thing though, I mean the docs specifically say "It is recommended to talk directly with NVIDIA to set up this functionality with their own driver."

plush yew
#

I see

#

Is just because we have those Nvidia inspector to change profiles

#

But if we have to contact then, that sux

teal tulip
#

@clear ice don't think you can do that here, probably using different spotlights with masks ?

#

no idea

clear ice
#

Ok, I'll give it a shot! Thanks

dim scaffold
#

Anyone having issues with the launcher using 100% of your CPU?

clear ice
#

Could you get an emissive material to only emit with a Ray angle that’s 90 degrees to its normal?

grim sinew
#

Emissive materials don’t emit light so technically they’re emitting 0 degrees.

#

The only time they do emit light is baked light when you turn on a certain checkbox nobody recommends because it has 1/10th the sample rate of normal lights so it looks horrid.

elfin jacinth
#

Hey all! Join us tonight at 8:30 PM EST on our Twitch channel. We'll be hosting the Video Game Awards and chatting!

weary basalt
elfin jacinth
#

_ nods sagely._

dark depot
#

^yeah ban him for posting here hehhehehehehehe

elfin jacinth
#

I didn't post a link. nerd 😛

dark depot
#

hahahaha

strong mesa
#

what is the difference between Events and functions

#

?

rose bison
#

are you asking in blueprints? There really is no difference under the hood. Events are just something that start an execution path on your event graph

abstract relic
#

As they said, no remarkable difference in bps. Functions are just convenient containers

strong mesa
#

so it doesn't matter weather i use events or functions they are both the same thing , or do i use one in some situation and the other in some other situation

abstract relic
#

It’s more to prevent the bp from turning into a spider web mess

strong mesa
#

i can totally relate xD

worn granite
#

you definitely don't want to just use one or the other

#

the primary difference is functions cannot do any async stuff (with a callback into them) and can have local variables, while events exist in the event graph and can do async but cannot have local variables.

strong mesa
#

but i noticed that the dev use them in the streams and in the tutorials a lot

#

both of them

worn granite
#

Yeah its not arbitrary

#

My rule of thumb is that if you don't need the event graph you should probably use a function

strong mesa
#

so only when i use local variables !?

worn granite
#

an event cannot return values either

#

so there's also that

strong mesa
#

so that is why variables are made over and over in different BP

worn granite
#

I'd only use events if you're going to do anything async

#

No, that's because you're misapplying OOP

strong mesa
#

what's an async xD

worn granite
#

tbf that's a bit harder to do in BP

strong mesa
#

and what is OOP

worn granite
strong mesa
#

thanks

#

and i love Beter Ban nice avatar

worn granite
#

like if you're just copying over properties on every object you should use structs more

#

ofc then you'll want a function library to operate on structs of that type

strong mesa
#

iI'm still not that advanced

worn granite
#

well hey, you can still look into them.

#

its not an RPG

#

you can do things "underleveled"

#

you might find it easier

strong mesa
#

i just start coding what ever comes to mind and when i find an error i go search it and it turnes out i need to recreate my whole thing cuz i was doing it wrong (the messy way)

rose bison
#

well, that's the way to do it. Just keep doing that for 10 years and you'll be an expert!

high stone
#

So many games have RPG mechanics these days.

strong mesa
#

xD i know man , that way i never forget what i learned

#

also it's hard learning in a different language from my first language , nut i'm trying to overcome that

icy bone
#

@strong mesa what was ur first language

strong mesa
#

... can i not say it !

icy bone
#

php?

#

visual basic...

strong mesa
#

ugh . no ...

coarse wigeon
strong mesa
#

like my actual real life language i talk

coarse wigeon
#

Watch party?

icy bone
#

@strong mesa oh ok nvm

worn granite
#

Sherrif that sounds a lot like how I program

strong mesa
#

i wish i knew coding , but that's even harder to learn in english

worn granite
#

the just doing it bit

#

how long have you been using UE4?

icy bone
#

a fun way to learn OOP is to program. OOP without using classes and objects, thats how i first learned the concept

strong mesa
#

like a coble of months now

worn granite
#

Okay, literally without classes its not OOP

icy bone
#

@worn granite yes it is still, but u gotta create the stuff urself, the mindset is really the same. Since machine code dont really know objects, OOP concepts are just syntactic sugar of arrays

#

u can do it using arrays, really fun

worn granite
#

no

strong mesa
#

a few years ago i was getting into it but i was really young and my English was so bad i didn't event know how to talk normal talk

worn granite
#

I doubt you're getting the orientation bit

#

like yeah, you can get object like behavior without classes or ever instantiating anything other than atomics

icy bone
#

@worn granite yes u do, its how objects are represented in memory anyway

#

u gotta write ur own allocator etc

worn granite
#

Yeah we're going to diagree on this cause we're arguing with different terms.

icy bone
#

alright

worn granite
#

Do you make heavy use of RAII ?

icy bone
#

@worn granite yes I do when i used to make my own Object initialization and destruction

#

but i did it only cus the language had no concept of objects

#

so i coded my own framework for that

worn granite
#

🤔

#

well then

elfin jacinth
#

@coarse wigeon Watch Party.

dry moon
#

Hopefully some ACTUAL gameplay for Death Stranding this time

#

because its been 2 years and I still don't know what the hell is going on besides walking around

coarse wigeon
#

IT is about being stranding in death

dry moon
#

I mean I get the story parts, but my focus is what the gameplay is

delicate lintel
#

hey dudes. im trying to have a line trace hit a character which has clothing items equipped, but i cant get the ray to hit just the clothes, it either hits the pawn collision capsule, or goes through everything . i also tried a custom collision channel, with no results

flat stump
#

The Unreal website seems to switch to Japanese on me all the time

#

its kind of annoying

#

it even has en-us in the url but the main menu bar is still in japanese

icy bone
#

@delicate lintel did u try complex collision

dry moon
#

@flat stump just learn japanese

flat stump
#

LOL

delicate lintel
#

@icy bone its a skeletal mesh, i was just looking at enabling per poly collision

abstract relic
#

Look into it’s physic asset in that case

delicate lintel
#

not sure what i should do there tho

novel mango
#

@flat stump do you perhaps have japanese installed as one of your languages in the OS or perhaps your browser lists it under navigator.languages?

#

I know that Windows Store likes giving you apps in languages based on your installed languages rather than language preference. And if it's lacking a translation in that specific language it'll jump to the next one.

#

Also I do remember that some sites would serve me Japanese pages when I had it installed in my OS.

flat stump
#

no actually I uninstalled all the non-english languages and only reinstall them if I am going to be needing to use them a lot in a short time because so many applications use ctrl shift z for undo and ctrl shift is switch language on windows and it is a major pain in the ass

novel mango
#

change it

#

well, disable it

#

that's what i did

#

you could still check your browser's navigator.languages though

manic pawn
#

you can disable the silly change language shortcut somehow

#

I vaguely remember doing that after being very confused what kept changing the language for no reason

novel mango
#

yeah, you can definitely disable it

#

i need to have english as my top language so all the apps default to english

flat stump
#

oh man I have tried changing the language hotkeys but windows language support is in this weird state right now where there are "new windows 10 settings" and legacy windows settings and they are different and argh major time wasted just gave up

novel mango
#

instead of my native language

#

@flat stump i know, but at least for now, the "Additional date, time, & regional settings" button in the Region & Language menu opens up the old Clock, Language, and Region menu (because it's better!!!)

flat stump
#

because of this I always make both ctrl-shift-z and ctrl-y both do redo in the applications I write to save other people trouble

#

I used to use a Dvorak keyboard and it was like 2 years before I figured out how to get it to let me delete that layout

novel mango
#

it's like 5 menus deep though

olive edge
#

what would be the proper name for a line following an actor when a actor is in motion?
or proper pharasing
for example if i have a ball moving from 1 location to another how do i make a line follow the ball.
similar to tron legacy death beams behind all the vehicles
visually only

weary basalt
#

Ghosting?

olive edge
#

this affect^

#

the affect that follow the car

#

ahh found it

#

its called ghost trails

icy bone
#

@olive edge its called ribbon

#

@olive edge u can get this effect by using ribbon particles

olive edge
#

ah ok thx

dawn vessel
#

How do I get my Project to run at unlimited FPS by default.

grim sinew
#

Turn off framerate smoothing.

dawn vessel
#

Thanks.

#

It looks like the Editor is locked at 120 FPS by default too?

grim sinew
#

And it will stay that way.

broken shadow
#

What would necessitate going higher than 120 FPS?

grim sinew
#

In case someone wants to do some serious gaming... in editor mode...

plush yew
#

hi all 😄

#

what does epic staff meqans in this chaT?

dawn vessel
#

Just for testing what my game can go up to

#

@broken shadow

broken shadow
#

Ahhhh

#

I'll take that as sheer curiosity 😄

#

Also howdy from ARK Modding Biggums :P

dawn vessel
#

😛

wary wave
#

Unlocking the editor framerate wouldn't be representative of what the game.can do anyway

south ridge
#

It would be representative of the Slate overhead in editor

#

😄

#

I dunno if it's just us or everyone, but I always see slate consuming a ton of CPU time

#

And I can reasonably see why

errant chasm
#

where can I see linked images on the bug tracker? I had an issue with VR artifacts, and someone on the unreal subreddit linked me to a tracker page. I want to know if it's the same one I have and the description menitions screenshots but I can't see any

manic delta
#

Dose anyone have Ultimate Touch Component to share?

junior oxide
#

i think this is the right place to post this if not sorry

#

Right so im having an issue in 4.20 with reimporting, it was fine before but no clue what has happened, so when i click reimport, it says "Failed To Reimport", so i try again and it either says it again or instead it opens up the file explorer to select a file to import, this usually only happens when its source location no longer exists but in this case it still exists, so i click on the same asset that im trying to reimport in the file explorer and click open (to reimport this file) does nothing at all, doesnt update the file with new version and also get no messages or anything, basically nothing happens.

Also if i do a fresh import of the same file, it imports the updated version but if i try reimporting that file (bare in mind that when you import something it automatically stores the source location for reimporting) it does the exact same thing and breaks.

This only happens on this project, every other ue4 project is fine.

Also if i click "Open Source Location" and the source location is on the local server (Not my pc) it does nothing, but if the source location is on the local version (one on my pc which is a exact copy of the server version but the local one) it opens the source location (this is just another issue im concerned about, could be related not sure).

Also if anyone knows how to get more information onto why it failed to reimport, cause all i get is "Failed To Reimport" with no info on why it failed cause nothing goes into the output log or message log so if anyone knows how to get more info please let me know cause it might help tracking down the cause of this.

Also curious if any of you guys have ran into this issue before.

static viper
#

there is no place for blocktext wall XD

junior oxide
#

huh?

static viper
#

its just a massive text wall :c

#

do some line breaks

junior oxide
#

its readable

#

better?

static viper
#

it was just an advice.

#

and you didnt change anything except putting it in a box.

junior oxide
#

i know but was hoping itd make it easier to read

#

plus i cant add spaces otherwise ill have to do it in 2 posts

static viper
#

for the sake of visuals you can ofc add new lines

languid shard
#

@junior oxide
Add
Spaces

With

Shift + Enter

regal mulch
#

I wonder why epic made a function to break the HitResult

languid shard
#

why not ?

regal mulch
#

Cause you can't hide the unused members on it

languid shard
#

hmm

regal mulch
#

it'll always be this

languid shard
#

ah yeah

#

takes too much space in your blueprints ? :p

regal mulch
#

It's really annoying yeah

#

Wondering if you could make a custom one that has all parameters as advance listed

languid shard
#

I wish we could add a bulk selection to an array

#

this is annoying

junior oxide
#

@languid shard think that made it worse haha

languid shard
#

well at least it adds readability 😉

#

thing is

regal mulch
#

I once made a plugin to bulk assign materials to meshes

#

based on naming

languid shard
#

you broke your lines when it doesnt need it @junior oxide

#

you need to break them when you change subject or end a sentence

regal mulch
languid shard
#

huh thats cool

teal tulip
#

what happened with that ?

regal mulch
#

I gave it to the person who asked for it

#

And never touched it again

languid shard
#

wish we culd drag n drop a selection to the array and it filled it automagically with compatible asset types

teal tulip
#

hey I asked for it in github

regal mulch
#

Alright, 390€ marketplace release inc

languid shard
#

😂

#

dont forget to release a video

#

😄

regal mulch
#

Just need Joe on my side to fight all the poor people, right? ...

#

Na jokes aside, the water plugin is nice and probably worth the price

junior oxide
#

done

regal mulch
#

I should really just redo this in C++

#

BREAK on functions is so annoying

#

Top right looks super chaotic cause you don't really want to copy paste the huge break hit result node

#

So all the wires come from one -.-

junior oxide
#

collapse the hit result node

regal mulch
#

To a collapsed graph?

junior oxide
#

think thats what its called yeah

#

just makes it look neater

#

"Collapse Nodes"

lucid jetty
#

I got a pure function that contains only the outputs i need from a break hit result so it looks way smaller 🤗

spring sleet
#

hi, why Get All OverLapping actors doesn't work with instanced static meshes and always gives me none ?

grim juniper
#

I think if you use a break node you can actually choose which outputs are visible in the details panel with the break node selected

#

Works for all structs I believe

static viper
#

the hit result is special tho

#

you can split it like a normal struct

#

but its not an array or struct

#

its a list of outputs

grim juniper
#

Well, I know it works with structs, but it might also work with anything a break node is for. I'm just not sure

#

Also, I'm pretty sure hit results is a struct. The engine has a lot of premade structs for stuff. An example being splines. I've spent a lot of time messing around with splines, and I made some functions to easily copy and paste splines by saving their data to a struct which already exisits in the engine content

sudden agate
#

@regal mulch I didn't expect such horrible graphs from you tbh.

regal mulch
#

Didn't know you were in a position to expect something from me :D

grim juniper
#

I've wanted to share them with others on the forum and stuff, but I've just been lazy and haven't written a post for it yet. It's nice because you can just copy and paste the BP graph and you only need to manually setup the functions and create variables from a few variable nodes since the struct already exists in the engine you don't need to set one up

regal mulch
#

On the other hand, yes that graph isn't perfect, but I just spend an hour cleaning it up and there isn't much to change, despite adding unneccessary varaibles and sequences everywhere.

#

Will move the base class to c++ one day

sudden agate
#

I wish I had the patience for writing UE C++ :(

teal tulip
#

then just copy it from the net

regal mulch
#

Thing is, a lot of stuff is nicer in C++ in terms of "clean graph/function"

#

Instead of breaking the HitResult

sudden agate
#

It is difficult to maintain a "readability" for blueprints

regal mulch
#

I can do "HitResult.Location"

teal tulip
#

yeah BP turn a nightmare even for just small functions to compare values all the time etc

#

plus the 0 control if you're out of the engine

regal mulch
#

We moved 90% of the GameMode and GameState stuff to C++ now

#

As well as the whole movement code

#

It just takes some time

#

Previously the resources weren't available to spend the extra time on it, so BPs had to be used.

#
  • the specific graph actually came together rushed to fix a bug
teal tulip
#

I do the gamestate and instance at the first on C++

#

easier to manage vars etc

regal mulch
#

Our GameMode alone has 1.6k lines in the cpp file

#

.>

#

Movement comp is at 2.9k without multiplayer implementation

#

xD also kinda horror, but better than BPs

teal tulip
#

well yeah that... ¯_(ツ)_/¯ xd

sudden agate
#

what does your gamemode contain?

#

@regal mulch

#

because I am thinking about writing GameMode and Movement in C++ aswell (CMC is too bloated for my cases).

ruby folio
regal mulch
#

@sudden agate All settings for the GameMode. Additional MatchStates and handling those. Handling server only code, such as reacting to a kill of a pawn

plush yew
#

I need some serious help for a prototype. Please let me know if someone can work with blueprints and use existing Advance Vehicle Template. Thanks 👌

bronze tree
#

hey

#

im having a problem

#

sphere is not plugging in that socket. it says static mesh component reference is not compaitable with instanced static mesh component

junior oxide
#

is that init event a custom made event or an actual node

#

@bronze tree

#

just asking cause first time seeing it haha

bronze tree
#

custom made?

languid shard
#

static mesh component =! instanced static mesh component

bronze tree
#

ooh

#

do you know any way of plugging that thing there?

junior oxide
#

what exactly are you wanting to use the init event for whatever that is

#

like i would look myself but at moment im migrating a 50gb project

bronze tree
#

that init event, its for hovering my character

junior oxide
#

is it a custom event im guessing then

bronze tree
#

ya. I want to plug my character mesh in that mesh component socket so that it can make the character hover

junior oxide
#

right go to the source event

#

the one in floor detector

bronze tree
#

ya

junior oxide
#

click on the custom event

#

then at the top right under output change the instanced static mesh component reference to a static mesh component reference

bronze tree
#

it worked

#

thanks

junior oxide
#

no worries

bronze tree
#

😀

brave lark
#

is there a place I can discuss xbox and UE4 stuff? I don't see a listing for it or windows universal platform either

#

i'm having issues launching my packaged game on my xbox

languid shard
#

@brave lark consoles are under heavy NDA,

#

isnt there a private section of the UE4 forums for console dev ?

junior oxide
#

dont you need a dev license or something to do that

#

like you do with phones etc

brave lark
#

no this is not the dev kit this is UWP

#

anyone can make and launch to an xbox one

#

this is a format that performs not as ideally as a dev kit build but anyone can do so and has access to it if they have an xbox

#

this same format can launch on your win 10 machine as well

#

essentially you are given a sandbox mode to test your package in and a bunch of tools to use including xbox live features

#

see question on UE4 forums here

#

the github to the custom engine version is here

#

unfortunately it's only 4.19, but once I can successfully launch my stuff I'll figure out how to update the engine to at least 4.20

#

@languid shard @junior oxide

#

@tough berry can you make a section for xbox/uwp under platforms?

#

i'm surprised more people don't know about this

languid shard
#

ya know kris is a forum mod

brave lark
#

posted

tough berry
#

What he said.

brave lark
#

^^^

#

well damn, does anyone know of someone here who would be knowledgeable on xbox/UWP development?

#

microsoft hasn't updated their github in two engine versions so I'm out of luck there

junior oxide
#

well i found the issue to my post so dw about it

grim ore
languid shard
#

some day I will have the time to learn houdini for UE

#

that day will be glorious

paper kernel
#

I can't deal with houdini

#

the amount of permissions they require to even run on my machine makes me uncomfortable

brave lark
#

@scarlet birch I'm in that program. still going through the dev kit request process

grim ore
#

My thought would be it lets him get it on the console for free right now rather than waiting for approval

hushed sinew
grim ore
#

I personally only have experience with windows dedicated servers but the process should be similar.

hushed sinew
#

Ok thank you!

vast pine
#

Anyone familiar or know what to search for to say sequence record a character to play itback, like say I want to for sequence wise have a character run jump a box etc then script a camera to follow it, like a cutscene

grim ore
#

If you check out the action rpg sample from the learn tab it has an introduction sequence using sequencer and animation playback that you might be able to pick apart.

#

but using sequencer to just animate a camera and animate a character should be what you want to do.

vast pine
#

Ok thanks

latent moth
#

where is an appropriate place to discuss profiling? I've got quite the issues with some assets and I'd like to understand how to get them game ready. I did the basic profiling stuff but don't know how to proceed

fierce swift
#

hey! how do I remove a triangle from skeletal mesh?

#

thanks

grave nebula
#

@latent moth cpp, blueprints, and graphics. Depending on the nature.

latent moth
#

GPU-bound, so I guess graphics

#

thanks

high stone
#

$6,428.97 for a 6tb SSD, $403.95 for a 2tb SSD. Sigh another year of waiting for reasonable prices. Anyone familiar with the new models that are coming out this month?

abstract relic
#

Tesla dev tutorial/10

plush yew
#

xd

#

i see u watch too much tutorials from him

#

but this is not tesla

abstract relic
#

Steve then?

teal tulip
#

so how you did that cloud ?

#

I had serous problems with the lerp of colors in vertical making clouds

warm rune
#

Did anyone here ever worked with Unreal Engine and rendered a tv show or vfx shot with it?

teal tulip
#

but the one you did is tessellated ? @abstract relic

#

thought was in 2d

abstract relic
#

Bucik’s is most likely a tessellated sphere, not a plane

wispy pasture
#

If I have a static mesh actor, like a wall for example, can I change its size by dragging one of the faces/lines/vertices like in 3DS Max, or is the only way to do it by messing with the transform values?

abstract relic
#

You can get away with it using morph target, vertex colour, world displacement through materials, and the like. It's generally not practical for a simple object however. Use the Box brush if you want a quick wall with tiled uvs.

wispy pasture
#

Ah I see, thanks

#

Someone mentioned changing the origin of the object so when I scale it, for example, it'll only scale in one direction... is there any downside to doing it that way?

abstract relic
#

No

wispy pasture
#

Awesome thanks

plush yew
#

Hello

brave lark
#

@scarlet birch @grim ore my reasons involving cross play for VR and non VR as well as making use of pixel streaming when I can upgrade the build to 4.21

#

also matt, I was literally watching your vid when you popped in lol

frail sail
#

hey guys can someone look at #packaging ? its very weird.

wispy pasture
#

I'm running UE4 with nvidia's gameworks build and it seems to be set up to build on a network rather than just locally, so I'm getting "swarm failed to kick off" errors. Is there a simple switch in UE4 editor I can toggle or is this going to be more complicated?

sinful umbra
#

You need to build UnrealLightmass

wispy pasture
#

Solved in case anyone cares, had to recompile the Lightmass module in Visual Studio

#

Haha, thanks

#

I was about to start pulling hair out

dim creek
#

Has anyone built a Discord API plugin yet? If not I guess I will.

#

I know for their beta game SDK they theorertically have soemthing but thats in limited release and has lots of functions I dont need.

manic pawn
#

why does ResavePackages commandlet in 4.21 write all log messages twice?

tender dome
#

hi! ive gotta problem. whenever i build from vs, a new instance of editor opens up. is there any way to stop it from happening?

solemn ocean
#

Yo guys

stuck orchid
#

Anyone can recommend a good book about (game) server architecture/game backend?

spring blade
#

Does anyone know how i can check if an actor is touching static mesh

abstract relic
#

Use raycasting and have it report the hit result

oak temple
#

Didn't find a channel for sequencer, so I figured I'd ask here. I need to export a tracked animation out of sequencer at 24 fps, but the exporter is truncating the data into 25 fps causing my frames to not align. Does anyone know how to export from sequencer at 24 fps? I can't find any settings to toggle

wise prism
#

Can anyone help me?

oak temple
#

is it a spline?

#

you just need to make your textures seamless

wise prism
#

yes

#

How would I do that?

oak temple
#

For me I use photoshop and the spot retoucher

wise prism
#

I don't have photoshop

oak temple
#

gimp probably has similar tools

wise prism
#

I got the texture off of this website

oak temple
#

weird it seems to be seamless already might be lightmap issue

wise prism
#

I used this free road tool and set up texture coords

oak temple
#

Hmm I had issues with an older free road tool in the past wonder if its the same

#

It wasn't aligning the splines very accurately

wise prism
#

I tried it with a regular spline and it wouldn't tile correctly

#

This road tool fixes up tiling and it looks way better than Unreals spline

oak temple
light thunder
#

VR is a bit dead and this should be a simple question - is it possible to set the transform/location of the actual motion controller, or the mesh itself, to "glue" the controller to a surface?

oak temple
#

well for now I'd try making it seemless in gimp, its a free photo editor

#

what kind of surface?

wise prism
#

@oak temple Would I have to do it to all the textures?

light thunder
#

I mean to actual move it's location - i'm trying to open a valve and I've heard what you need to do is attached the valve to the actor and then prevent the actor from moving otuside of a certain range

oak temple
#

You can start with the BC and only use that if it works there then go through the rest

wise prism
#

But wouldn't the texture be all messed up if I have them each different?

oak temple
#

possibly but you have to go through problem solving steps first, so if it fixes one texture then you know thats where the issue is

#

Basically solve the problem first then start worrying about layering

wise prism
#

Maybe its the way I UV mapped it?

oak temple
#

possibly

wise prism
#

I didn't get the verticies and edges exactly pixel by pixel, since I don't really know how to do that.

oak temple
#

you need a photo editor of some sort if you want it that detailed without something like substance, so I would start picking up gimp or photoshop

#

the way I do it for things that I am laying an image over is I bring in an image of the UV map and then overlay the texture I want to apply on that uv map

#

can just delete the uv map layer after and export

wise prism
#

Im putting it back in blender

#

How do you layer the image over it?

oak temple
#

you need a photo editor

wise prism
#

And how do you make sure that the model is up to scale witht he texture?

#

I'll download gimp then

oak temple
#

shouldn't matter uvs/textures are separate from model scale outside of like 1k vs 4k textures bigger models do better with bigger textures in that case because game engines work through rasterization where we literally lay that texture image on the geo and then what is shown is our textures

#

@light thunder are you just trying to turn a valve?

wise prism
#

I want to show you how I UV mapped it, because that might be why this is messed up

oak temple
#

for sure just upload a snip is fine

wise prism
#

@oak temple

oak temple
#

or a box?

#

is it a grid?

wise prism
#

I may have polished it up a bit.

#

Gonna export it back into Ue4 to see if its better

#

Might be a tiling problem

oak temple
#

that doesn't look right to me tbh it looks like the stock uv map for a grid which is ok if thats what you're going for but for roads what I usually do is at least two models one for interior which is a box with the front,, bottom, and end cutoff then the edges beveled and smoothed then one with an end cap for the ends. I then use a uv projection and that shoots down on it creating the uv

#

I can take a look at it tonight if you send me the files need to head home soon though

#

its a seamless texture though, just need to get your uvs right

wise prism
#

Did you set that up?

oak temple
#

ya just used those textures in the link

wise prism
#

Can you send me the model files? The problem may just be the raod tool itself

honest vale
#

it looks like Epic's store is a shitshow when it comes to actually abiding to laws and regulations in EU

oak temple
wise prism
#

That's just UVs. I don't know what to do with these

oak temple
#

Its just a grid thats uved haha

wise prism
#

How does this help?

oak temple
#

idk I was just showing you the textures are ok its the uvs that are being problematic

wise prism
#

How would I properly UV then?

oak temple
#

depends on your software this is all I have to do in houdini

#

if you're doing a flat object this should be fine just have to tweak it usually so that it projects correctly

#

If you're doing something with curves you have to uv unwrap which involves cutting the uvs, then laying them out

worthy oyster
#

guys, seems like i found a bug.. don't know if intended

#

but if you create a UPROPERTY from a class that inherits from UDataAsset

#

and make it private

#

(even with allowprivateaccess)

#

it WON'T be able to find any DataAssets created by it

#

but if you change to public.. all good

gleaming creek
#

Might want to report that via the black hole bug tracker?

worthy oyster
#

been a while since i reported a bug

#

last time was via answerhub

#

where do i do it now?

blazing shore
#

Anyone try benchmarking the RTX 2080ti in UE4 yet?

#

Thinking about getting my hands on one, to do some realtime look dev projects.

lethal breach
#

Hey guys, I'm watching a UE4 tutorial on Youtube and it shows the developer's input keymaps in their BP details panel when they go to the Class Defaults. Mine does not. How do I get this to show up in the Class Defaults Details panel?

gleaming creek
#

If something shows up in the class defaults then it's been made as a public variable

#

I'm not quite sure about input keymaps, do you mean input bindings? Because those are in project settings

worthy oyster
#

thx man!

gleaming creek
#

And yes, that's the new bug tracker

#

I really don't like, but it's what we have to use now

robust flume
#

anyone point me in direction of some technical information for Unreal Engine Game Server Hardware information.

wary wave
#

@honest vale what do you mean?

honest vale
#

they collect a ton of data on you without telling for what

#

as far as I can see

#

and generally people seem to think that Epic's store is just a way for Chinese government to get data on you 😄

novel spire
#

Hm, I hate when privacy is breached too.

#

But whenever I'm on Windows, I assume a minimal amount of privacy ~

molten tusk
#

Got a few question about lightning and volumetric lightmap, i'm in the support voice channel if someone want to take a few minutes

wise barn
#

Is UE4 4.21.1 compatible with VS 2017 v 15.9.3?

#

Hey guys

rose bison
#

I think it's actually required to package with 4.21.1

small flame
#

I'm a complete noob when it comes to Unreal, is this group an appropriate place to ask questions? If so, which section.

fierce tulip
#

depends on the question

fierce tulip
small flame
#

hahah

#

Well, I'm starting a 2D side scroller just as a test. I have the health bar working but what I'm trying to do is when the character lands on a spike it takes damage....Like I said I'm really new lol

fierce tulip
#

can be done in a few ways, but either on impact with spike collision, or a volume over a spikey surface that does damage.
you prolly could ask in #blueprint

small flame
#

Okay thank you.

haughty axle
#

Hey guys im following a tutorial on youtube using the Elemental Demo under learn in Epic Games Launcher to create a level for myself. however Im trying to use the stuff now into a third person blueprint so im able to walk around it (as I cant in level creator) Any ideas on how i can do this? Or how I can implement the mannequin into the level design and make my game from there.

iron wadi
#

Hey, how are you referencing DataAssets for cooker?
I have my DataAssets in a folder hierarchy and I included the top level folder into Aditional directories to cook.
But the packaged game hangs on loading this package (it contains only a mesh and an animation BP)

sharp pine
#

i need help one peaople use maya ? for cretate buildings ?

static viper
#

i use maya

plush yew
#

Well hello there people

#

I am trying to open ue4 project with visual studio but i i get this..

#

sec

#

sorry peeps its taking a while for it to load and throw in the error

#

and even when i just make a new project and open it i still dont get visual studio

#

and i need it because of my course

#

which uses c++ with visual studio and ue4

#

it worked just fine like 5 months ago

#

but when i reinstalled my pc

#

rip

static viper
#

it says what you need todo

plush yew
#

Im sorry im new to this

#

what does it say?

grim ore
#

well it says Windows SDK 8.1 needs to be installed on the last line

plush yew
#

I see thank you im really noobish at this

sharp pine
#

@static viper we can talk mp ?

static viper
#

talk what?

#

what is mp?

bitter iris
#

Anyone benefitting from 4.21.1?

#

Gunna switch from 4.20.3 i think

sharp pine
#

private

static viper
#

no we cannot ^^

plush yew
#

Well i just realised sdk 8.1 needs either windows 8.1 or 10

#

i am on 7

#

and my gpu doesnt work correctly on 8.1 or 10 ¯_(ツ)_/¯

leaden garnet
#

what GPU is it

static viper
#

regardless of that

leaden garnet
#

sounds really old

plush yew
#

amd readon r7 200

static viper
#

you can install windows sdk 8.1 on windows 7.

plush yew
#

i am not really sure which one

#

i cant find the links to it

#

to download it

static viper
#

its in the visual studio install tool.

plush yew
#

i think its 240 1 gb

#

ok ill see

static viper
#

the tool is auto installed with vs.

#

so you might already have it

plush yew
#

well if i get the error

#

i dont

bitter iris
#

Most likely a nooby question but I'm interested so; Has Epic/UE4 released information on how to make dedicated servers without using Steam? As Epic have their own store coming up and just wondering if they have or havent yet said about server browsers like steam has (again nooby so sorry in return)

static viper
#

you get the error bc win sdk 8.1 is not installed

plush yew
#

yeah

static viper
#

the install tool tho is eeither there or not

plush yew
#

i dont really know where to find it sir

static viper
#

just go to your vs folder in startmenu

plush yew
#

ok

#

then?

static viper
#

its called visual studio installer.

plush yew
#

i dont have it

static viper
#

then download it quickly

#

its a tiny tool

plush yew
#

from where sir?

static viper
#

google

#

XD

#

its literally visual studio installer