#ue4-general

1 messages · Page 354 of 1

ancient otter
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What should i do?

grim ore
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Is it possible you don't have the clothing tools checked in your editor options -> Experimental?

stoic cobalt
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yo could anyone help me

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why inverting this gives white result

ancient otter
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@grim ore probably, let me check

stoic cobalt
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i need this but inverted

ancient otter
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@grim ore now i have another problem. I dont get the deactivate clothing asset option

stoic cobalt
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because u have to make clothing asset

ancient otter
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i just did lol

stoic cobalt
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apex cloth

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where

ancient otter
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and its applied

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I made the clothing asset with its physics asset

grim ore
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@stoic cobalt you are dragging off the red channel, what is in the red channel for that texture?

stoic cobalt
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the second screen i sent

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its the red channel

grim ore
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assuming that is a one minus node yeah that is weird, it should just flip the B/W mask

stoic cobalt
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ye thats what i need

grim ore
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maybe your preview is weird, when you plug it into the actual material output does it do the same still?

stoic cobalt
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1s

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ok wtf

grim ore
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also see if the use sRGB option is enabled on the texture it might be blowing it out

dim merlin
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@sudden agate both, but just wanna know if its commin that streaming levels would be visible at the border..

stoic cobalt
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apparently its working but abit hard to see

grim ore
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makes sense, most of the original is dark but I would try the SRGB option as well it might be tweaking it. You could always multiply it before or after if you need to adjust it.

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@dim merlin streaming levels are just other levels that you can stream in / load whenever and wherever you want holding whatever you want

dim merlin
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okay, so its not like a cache snapshot untill its like activated?

grim ore
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in terms of keeping it loaded in memory? Not unless you tell it to. you can always load it then hide it

dim merlin
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i mean, i was looking for such a thing for my project

vernal solstice
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@tardy sapphire maybe u have Global Time Dilation set to higher than it should be?

copper flicker
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@cloud cobalt so how do you generate hits without simulating?.. it seems to work only with physics sim on. under Collision it also says: simulation generates hit events.. and the explanation details that

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should Hit fire when obj collides during phys SIM

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😄

cloud cobalt
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If you tick "simulation generates hit events" you should get OnHit to fire even when using e.g. MoveComponent() with sweep

copper flicker
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ok, I don't understand that

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but let me ask this way

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a sphere in the scene.. with collisions on, and sim generates hit. and I move it by hand, instead of by physics..

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it will not simulate any hits

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similarly, the same sphere, with ProjectileMovement inherited

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no hits

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I'm sure there's more to this, but anyway, doesn't matter, cuz I can use Overlap

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I have another issue tho... 😄

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this little bit will sometimes print an Error in the editor, after I hit Esc to exit the game

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basically.. I look for tag, if actor has no tag, I want to delete the projectile

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there's no error if I delete it when it FINDS the tag

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only when it doesn't find...

lone zinc
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Will the new physx SDK be integrated to unreal ?

ancient otter
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I solved it. But now if i try to simulate it crashes

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xd

tardy sapphire
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@vernal solstice Dunno what it was but I ended up verifying UE Engine version, it installed some stuff, took some time to verify and it got back to normal..

cloud cobalt
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@copper flicker How do you move it by hand ?

copper flicker
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in the editor

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I eject player with F8

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so the game plays...

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and I can generate overlaps

cloud cobalt
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Yeah so that would obviously not generate hits

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The editor doesn't use collision to move objects

copper flicker
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obviously?

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the game plays tho

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I can move the sphere by code

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same

cloud cobalt
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Okay so how do you move it ?

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Specifically, are you using sweep ?

copper flicker
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with projectile movement speed

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I ahve no idea what Sweep is

cloud cobalt
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UPrimitiveComponent::MoveComponent() takes a Sweep paramater that checks for collision

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Pretty sure that can generate a hit event

copper flicker
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ok I'll read about Sweep

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anyway, I could really use a tutorial

cloud cobalt
copper flicker
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like... realllllly

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😄

cloud cobalt
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At least it returns an actual hit event, so you can use that

copper flicker
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I guess I'll search some more on youtube

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yeah but maybe I don't need the hit event

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I can use collision

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I wanna see how others do this.. it's friggin basics

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how to handle player vs environment vs projectiles

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but I dind't find any good resource yet

dusty sand
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Hello, can a scene built with Box Brushes be photorealistic in Unreal? Because my scene built with Box Brushes seem cartoonish, i can't figure how to make it photorealistic

grim sinew
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No.

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Brushes can't have smooth normals, high poly counts, baked normal maps, or unique textures.

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Among plenty of other things they can't do

dusty sand
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i see. so i tried to convert the box brush into static mesh under "Brush settings", it saves the static mesh into some folder, but i cannot find the mesh in that folder!

grim sinew
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I would not call it impossible, but I would call it extraordinarily difficult compared to static meshes. Use a proper modeling tool.

dusty sand
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Ok i see.

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So i made a mistake using box brushes for everything in my scene. Now i wanna convert all of them into static mesh

grim sinew
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Pushing the convert button won't fix things. You need to export the level and redo everything.

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File>Export scene/level (forget which one), and then bring it into a modeling program

dusty sand
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ohhh

grim sinew
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You need to basically start from scratch and just treat what you've done so far as a blockout.

dusty sand
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oh my god

grim sinew
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And that will be just as fun as it sounds

dusty sand
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but there should be an easy way to convert to static mesh? after all that's the purpose of blockouts right?

grim sinew
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Brushes are a tool for level designers to block out a scene. Not a tool for artists to make anything realistic.

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The export should handle it

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But the topology will be 100% unusable

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Hence starting over

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Everything will export booleaned together, the topology will be unworkable

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It's just how BSP works

dusty sand
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I see

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So i guess if i make pieces of static meshes and manually replace all the box brushes, manually adjusting their positions, that will also work?

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But the "create static mesh" function should create a perfect replicate of the box brush?

grim ore
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it should and it should, does it not show up in your browser in the location you saved it?

tardy sapphire
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@vernal solstice Problem is back again... wtf

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I made no changes whatsoever

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Just came back

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I am using World Composition so some problem there?

grim ore
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and by "photorealistic" what do you mean? I mean a box geometry brush and a box created in Maya will look the same if you are just slapping a texture on it and calling it a day.

vernal solstice
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@tardy sapphire no clue xD you should test if it works normally maybe in ohter project without World Composition

tardy sapphire
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This currently is a project with no WC

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Its still super fast

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FPS shows at 300

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Normally it should be 120

vernal solstice
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oh

tardy sapphire
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I made no changes it changed itself

vernal solstice
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It shouldn't matter how much fps u have though

dusty sand
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@grim ore In Unreal, the box brush does not look photorealistic

vernal solstice
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if you built everything based on fps (which means using tick node) and without using delta seconds then yeah everything will be sometimes faster sometimes slower

grim ore
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but what is "photorealistic" lol...

dusty sand
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@grim ore Or is there a way to make it photorealistic?

tardy sapphire
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its a clean project man 😄

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its just standard assets

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i imported nothing

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its still buggy

grim ore
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I am guessing the "photorealistic" issue is more down to your material than the mesh if you are just using boxes

dusty sand
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@grim ore Photorealistic means very nice graphic, very high quality, looks real with nice shadows and high quality textures

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@grim ore I am using high quality materials

vernal solstice
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then I got no clue mate, time for Google and later for posting a question somewhere I guess @tardy sapphire

tardy sapphire
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nobody had this problem

grim ore
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do you have a screenshot maybe showing the issue?

tardy sapphire
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Googled already prior to this

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:/

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i tried to record screen but size too big

dusty sand
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@grim ore OK hang on

tardy sapphire
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just the world and character moving at ridiculously high speeds

grim ore
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moving at high speeds like you can verify its X meters per second? or it just looks like it due to the scale being wrong?

tardy sapphire
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like 10 meters per second 😄

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just too fast

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clouds, third person character

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everything

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i made a clean build, it got fixed, now its back again

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clean ue installation*

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also autosave... what the hell

grim ore
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well to verify it's not the FPS maybe cap the fps using t.maxfps XX and see if it is the issue? if your game rate is tied to the fps

tardy sapphire
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autosave counter just went down from 10 to 1 second in like 2 seconds

dusty sand
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it looks so cartoonish and not photorealistic

grim ore
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yep that's a material issue, you can't really "make" the wall more wall like in a DCC program.

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your lighting is bad

dusty sand
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i gave the Box Brushes very high resolution lightmap. And then build with Highest Quality

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but still like that

grim ore
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ok there is a ton of stuff to do to "fix" the issue but it's all art related, you might get more accurate advice from the #graphics channel. A few things that seem to be wrong are no normal maps or any other real maps to the materials and you have no real lighting it's all flat.

dusty sand
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this is the material, it has normal map

grim ore
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I gotcha, I am just telling you what it looks like. It looks flat due to lighting would be my guess. you don't seem to have any real source of light or lighting being from any one area so it's all flat.

errant lintel
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I recently rename a BP and now I got this error :

LogLinker: Warning: Can't find file '/Game/Edeyn/Core/BP_BarbarianPlayerCharacter'
LogUObjectGlobals: Warning: Failed to load '/Game/Edeyn/Core/BP_BarbarianPlayerCharacter': Can't find file '/Game/Edeyn/Core/BP_BarbarianPlayerCharacter'
LogNetPackageMap: Error: GetObjectFromNetGUID: Failed to resolve path. FullNetGUIDPath: [19]/Game/Edeyn/Core/BP_BarbarianPlayerCharacter
LogNetPackageMap: Warning: InternalLoadObject: Unable to resolve object from path. Path: /Game/Edeyn/Core/BP_BarbarianPlayerCharacter, Outer: NULL, NetGUID: 19
LogNetPackageMap: Error: GetObjectFromNetGUID: Outer is broken. FullNetGUIDPath: [19]/Game/Edeyn/Core/BP_BarbarianPlayerCharacter.[17]Default__BP_BarbarianPlayerCharacter_C
LogNetPackageMap: Warning: InternalLoadObject: Unable to resolve object from path. Path: Default__BP_BarbarianPlayerCharacter_C, Outer: NULL, NetGUID: 17
LogNetPackageMap: Warning: InternalLoadObject: Unable to resolve object. FullNetGUIDPath: [19]/Game/Edeyn/Core/BP_BarbarianPlayerCharacter.[17]Default__BP_BarbarianPlayerCharacter_C
LogNetPackageMap: Error: UPackageMapClient::SerializeNewActor. Unresolved Archetype GUID. Path: Default__BP_BarbarianPlayerCharacter_C, NetGUID: 17.
LogNetPackageMap: Error: UPackageMapClient::SerializeNewActor Unable to read Archetype for NetGUID 286 / 17
LogNet: Warning: UActorChannel::ProcessBunch: SerializeNewActor failed to find/spawn actor. Actor: None, Channel: 3
LogOnline: Warning: OSS: No game present to join for session (GameSession)
LogNet: Warning: UActorChannel::ProcessBunch: SerializeNewActor failed to find/spawn actor. Actor: None, Channel: 6

Someone already facing this issue ?

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look like somewhere a reference exist inside a BP, I don't know if there is some cool tool to diagnose this fastly

static viper
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did you renamed it

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and then fixed redirections?

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where did you rename it

errant lintel
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I tried to fix redirectors but without success

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BP_BarbarianPlayerCharacter become BP_EdeynPlayerCharacter

static viper
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where

errant lintel
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/Game/Edeyn/Core/

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I didn't move it

static viper
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so you edited in editor?

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or folders

errant lintel
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edited in editor, and I renamed a BP not a folder

static viper
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if you rename a bp you have to instantly fixc redirectors afterwards

dusty sand
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@grim ore I tried Deleting the Skylight and Directional Light, and nothing changed at all! the scene is still excatly the same as before. How to fix this?

static viper
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and you have to then open the blueprints that are using this new cast

dusty sand
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After rebuilding lighting, the scene is exactly the same! it is lit evenly in a flat way, even with no skylight, no directional light, and no point lights or spot lights etc

errant lintel
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@static viper problem solved thanks !

dusty sand
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OK nevermind. i found the prob. Its the post process volume

topaz jay
grim ore
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I am not a c++ expert but where in your MyActor class are you actually calling the function to spawn the TestActor ?

topaz jay
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it's at begin play

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same with the blueprint version

grim ore
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ah it's not in your code or screenshots so that's the confusion

topaz jay
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i apologize, i shall include a screenshot of it

grim ore
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was just curious as that might have been it

abstract relic
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I’m failing to see the issue. You’re just creating two static mesh. One from the script and one from the bp’s component

topaz jay
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i included both versions, blueprint and c++, cause i realized it was giving the same issue on both, but they were done separately, as in, one run in blueprints, and another run with only the c++ classes
i'm just wondering if it could be a rendering bug on 4.20
right now i'm installing 4.21 to try and see if i get the same result

grim ore
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yeah definitely seems weird. Spawn Actor , the default node, should be fine assuming the BP you are spawning is fine. It could be set to owner visible only or some other oddity

topaz jay
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the issue i'm having is that the one that should be spawning, is only spawning in the viewport of the editor, and not in the player's camera nor as in standalone game. I have one mesh on scene atm, and if i spawn another one with the the blueprint/c++ call

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also checked if "hidden in game" or owner visible only was enabled, and they aren't x-x

grim ore
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yeah if you drag/drop one in and it works fine, which you said you did and from the screenshot it looks fine (just not at 0,0,0), then spawning in a new one should be fine

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especially if you can see it in the editor, both of them (the placed and the spawned ones)

topaz jay
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yeah, exactly >-<)

paper kernel
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anyone got good suggestion how to find inner turn of spline track?

grim ore
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perhaps it's the pawn then at this point having the issue with the spawned object. I am assuming you are not using multiplayer?

topaz jay
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no multiplayer, it's rly just a simple spawnactor from a custom actor class x-x

grim ore
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yep it seems like it should be fine. Have you tried without your custom actor, maybe something else that already exists in your project if its using the sample content

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otherwise no it should work fine. If spawning in something was broken in 4.20 it would have been fixed for sure

lunar depot
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is this possible in ue4???

lament crow
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For people that were already experienced in other game engines, how long did it take you to be comfortable in UE?

grim ore
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no because skinned mesh renderers are in Unity not UE4 😛

wise barn
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What is the most thing you have in UE4 or game in general?

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For me is setting up the ADS and player camera

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I hate this

grim ore
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@lament crow 4 years in and I am still not comfortable in UE4 soooo 4+ years?

abstract relic
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Define comfortable

plush yew
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what is exactly the purpose of motion blur?

topaz jay
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some people like motion blur, some use in speed like games to give off the impression of speed, personally makes me nauseous and usually don't use it at all

grim ore
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Motion blur is the apparent streaking of moving objects in a photograph or a sequence of frames, such as a film or animation. It results when the image being recorded changes during the recording of a single exposure, due to rapid movement or long exposure.

abstract relic
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It can cut down on rendering cost

topaz jay
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I have tested spawning with something from starter content , same result

plush yew
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I noticed that with my 144Hz monitor, if I.dont use motion blur, the frame rate at 60 fps even if steady looks jumpy

grim ore
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60fps is jumpy if you are used to 144

lament crow
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Comfortable as in I can make levels and gameplay and package things properly so my files aren't gigantic and people's pcs won't be on fire cause of the performance

plush yew
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i meant literally unstable

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broken

abstract relic
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A year in that case

grim ore
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maybe you have gsync or freesync on then

plush yew
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all off

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but if someone else has this issue, try turning on motion blur

grim ore
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motion blur would be masking the issue then 😦

plush yew
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yeah

topaz jay
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that might be monitor or graphics issue no? 🤔

plush yew
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or maybe ue4 was designed to work with it

topaz jay
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the jumpyness with no motion blur i mean

abstract relic
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Motion blur is designed to mask an issue 😜

plush yew
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im getting the feeling that ue4 was designed to work with TAA and motion blur on

topaz jay
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i personally don't enjoy the motion blur on anything, and ue4 motion blur is the one that gives me more nausea so far ;-;

plush yew
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i could be wrong

static viper
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at least TAA is a core feature needed

topaz jay
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^true

static viper
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but motion blur really turns stuff into shit fast

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and its not even high level motion blur

grim ore
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I want to say the default viewpoint settings disable motion blur as well so take that for what it is

plush yew
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Im personally not a big fan of Temporal AA. I like clean graphics when I move my camera around. I move my camera 90% of the time

static viper
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regardless of that TAA was long time under developed

topaz jay
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TAA usually helps getting smoother looking objects

static viper
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we just now get better options

plush yew
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blurry image

static viper
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and its a heavens send that we can now sharpen TAA

topaz jay
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without TAA it's usually very pixalated, or noticeable lowpoly objects

plush yew
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i need to stand still and wait for the image to become clear.
I wear glasses and it pisses me off

topaz jay
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at least, it's what i have experienced so far

static viper
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yee even the wait time can be fastened

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there are ways now to handle taa

plush yew
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yeah like msaa

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lol

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XD

static viper
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no

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you can disturb TAA settings via commands

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you can include options into the ini settings which can tweak TAA

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its like 6 options or so

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the results are great

plush yew
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what is wrong with forward rendering and msaa?

static viper
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its not my style

plush yew
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how would you describe your style?

static viper
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i wouldnt really describe it

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i like details

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and colors

plush yew
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And you feel that forward rendering is uglier?

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fair point :p

static viper
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no

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i just dont work with forward in general

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even unity dropped that

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i used to work with forward at the beginning of my gamedev life

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coding shaders by hand in FX code

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thats 2006 stuff

plush yew
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you can still use forward in unity

static viper
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yee unity is kinda weird

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i like ue4 much more

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oop is op.

plush yew
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you code in c++?

static viper
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no

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well i can

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but i dont need to mostly

teal tulip
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@plush yew Forward render don't support the half of shaders thats the problem

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in UE4

plush yew
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can you add them manually?

teal tulip
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and forward render isn't related with code shaders @static viper

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@plush yew no, the code need a rework and add them

static viper
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ofc it is xd

plush yew
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oh

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thank you @teal tulip

teal tulip
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there was no SSAO for example last time I checked

plush yew
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last time I checked, 8x msaa would make my gun invisible

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lol

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😂

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or slightly transparent

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man, good times

icy bone
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forward renders are only good when u want transparency and MSAA (which looks nicer than TAA). Otherwise they are bad for all. other effects. Also for mobile Forward is faster

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Deferred rendering is basically the art of photoshopping in real time, they strictly work in 2d.

pallid compass
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oh TXAA the devil

upper sluice
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Guys I have a serious problem. When I am importing textures onto an item or wall or something sometimes when the material is added the items turns black instead of getting the material colour

topaz jay
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sometimes if the texture name has "_o" or other specific names unreal detects, it goes to another input in material attribute rather than the normal "base color"
i know if it contains "_o" it used to go to "Ambient occlusion"

unreal igloo
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Dumb question: can someone give a high level, one or two sentence description of what EQS is/does?

topaz jay
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it seems not to be the case atm, but if the texture is for example normal map type, it goes to the normal map input in material attributes

upper sluice
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@topaz jay So I used just rename it?

topaz jay
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try to check if the texture compression settings is something other than the default
if they are default it could be the naming of the file
it has been a while since i've look at this so i'm not completely sure

unreal igloo
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Ok great, thanks for the help guys!

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😆

gleaming lotus
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Is there any way to see how much time you've spent on UE4?

weary field
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someone know where i can get discordrpc plugin for 4.20.3*?

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?

upper sluice
grim ore
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So what does the material look like for that mesh in the material editor?

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basically what is the difference between that material in that one spot and the material you have in the other spots?

supple totem
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Flipped normals?

weary field
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So can someone tell me where i can get discordrpc for 4.20

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eh...

grim ore
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I would assume from the github page if it is updated

weary field
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it's for 4.18

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in examples

misty creek
weary field
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but idk how to use it

grim ore
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That would be up to the software provider then probably. There are instructions but it looks like it uses C++

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regardless of that the plugin itself, the example plugin that is, is provided in source format so you can compile it against any version you want

plush yew
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@icy bone
on PC, does the mouse input feel different with Forward Rendering?

grim ore
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lol I think Epic's timeframe for stuff is not the same as normal people timeframe. As of 4.7 the Environment Querying System is enabled by going to Edit Menu > Editor Preferences > Experimental, and checking the check box next to Environment Querying System under the AI category. This will eventually not be necessary, so if you don't see this check box, then you don't need to do this step.

crisp arrow
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Hey everyone. I've got to build an earlier version of unreal, and I'm getting the following error on building. cannot open input file 'vkstatic.1.lib'

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this is for 4.17

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has anyone encountered this before?

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(and/or should I pick a different channel? I felt like "engine source" didn't necessarily fit since that seems to be more about extending the editor)

manic pawn
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that's a vulkan lib

crisp arrow
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Yeah, I figured as much. I develop with vulkan on this pc separately. Could that be related?

manic pawn
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I don't know, I've never seen the message related to unreal, just remembered the lib name lol

crisp arrow
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haha

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can I selectively remove vulkan from the project?

manic pawn
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don't think so

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do you maybe have an older version of the vulkan sdk around?

crisp arrow
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well the problem might be that my version is too new

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since I'm using an older unreal

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regardless though that lib is inside of the project directory itself

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so it shouldn't be using the version of the SDK I have installed

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oh nevermind. I just looked at the external dependencies of the project, it definitely references my vulkan installation

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That's gotta be it then. Thanks!

left pelican
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I turned on movement, gravity, and everything like that for stone walls in the editor, when I play they second floor walls fall down because they can't balance. Does anyone know how I can fix this, but I still wanna keep it so ithey can fall down and the buildings can be shot apart

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Can someone help?

summer aspen
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Anyone else going to the Unreal Academy Enterprise London tomorrow?

grim ore
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@left pelican maybe you need to adjust the level a bit more? assuming you have them set up well, thick walls and firm connections, you should be able to have them stand on eachother with physics. The other alternative is to not have physics effect them until they are hit then turn on physics for the items in that area

left pelican
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Good idea, thanks, I'll try that out

grim ore
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man... Tried to learn the EQS system today with the official docs. It all went well enough except for the EQS nodes in the BT are all covered in giant DEPRECATED words and some of the nodes have changed enough to be confusing. Anyone actually know if the EQS system is going to get finished?

bitter iris
grim ore
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I am assuming you mean the crouching snap at the end when played on the left screen? If so are you running that left screen as a listen server or is it just a client?

bitter iris
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nope, look on the right person, he guns under the floor

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im just running 2 windows from play

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the snap at the end is the end of the gif

grim ore
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thats what I mean. On the left screen, the other player his animation looks like it's snapping?

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I guess technically it's the right screen with the left player's character that looks like it's snapping

bitter iris
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the snap is the end of the gif lol

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If you look at the character at the back on the right side, he goes under when crouching

#

but the other player on the left at the back doesnt

grim ore
#

yeah that's what I meant by snapping. so you have 2 windows but if you didnt select dedicated server then the first one is a listen server

#

try running it with 2 clients and dedicated server checked to see what happens

bitter iris
#

Ahh okay, should I try select dedicated server?

#

Okay

#

Welp that worked lol thanks dude

grim ore
#

my guess is you have the server and the client both executing code which is why you see that happening. The other one is a client only so it's only doing the client stuff

bitter iris
#

Ahhh okay, ill keep that in mind, thanks again dude works fine now

grim ore
#

well it works "fine" but yeah it should get fixed eventually or else it might be an issue later 😃

icy bone
#

@bitter iris looks good to me...

bitter iris
#

😂

rustic panther
#

why are APEX destructibles broken since 4.19

#

no pun intended

#

should I be using something else

#

in 4.20 it wouldn't make inside faces, in 4.21 it doesn't assign a material to the inside faces

#

there's a thing called Blast now but it only works for 4.20

grim ore
#

wow.... They pushed it out to a plugin then broke it and abandonded it 😦

#

There is a ton of posts about it getting broken 😦

golden magnet
#

is there a way to split or view a geometry into 3 equal segments?

paper kernel
#

you mean Quad viewport?

golden magnet
#

i have this and I want to basically create edges where the red lines are

#

so it's split equally in 3

paper kernel
#

Geometry tools have edit tab

golden magnet
#

yup I just discovered it today and have been trying to add it 😄

paper kernel
#

dunno does it have loop cuts, but extrude tool should give you the same result

#

but it's gonna be really hard to get 3 equal size sections if the mesh is big

golden magnet
#

hmm it's 5000 units

#

guess i'll create 3 separate objects each with 1666 units

#

can you attach geometry together?

paper kernel
#

I think the are verticle/face tools included but they are jank af

vale silo
upper heart
#

@vale silo have you tried shortening the folder name for UnrealEngine-oculus-4.21...... ?

bitter iris
#

sorry

upper heart
#

np

vale silo
#

@upper heart I had the same kind of folder name for UE 4.20.3 (and 4.19) and did not have any issues

#

error literally shows that issue is with the folder/file on CDN

ancient otter
#

Guys, when im on ue 4.17 and i try to simulate it crashes, but, in 4.19 it does not

#

What do i do to solve this?

#

Its software prolem 😦

vale silo
#

yeah, I keep saying that @scarlet birch 😄

quasi furnace
#

why use an older version?

ancient otter
#

im not making games and i need 4.17

#

its gameworks nvidia branch

#

4.19 is not

#

Simple as that, in my opinion looks better because of the branch so yeah...

#

Lets think i cant use a newer version

#

another solution?

#

it even crashes on an empty scene

vale silo
#

hmm, shortening path locally worked

#

weird

#

thanks though @upper heart and @scarlet birch

upper heart
#

thought so 😃

quasi furnace
#

no channel for finding people to help with your game?

ancient otter
#

Where can i find crash logs?

#

Like to see what the console said before crash

vale silo
#

@quasi furnace there is one

plush yew
#

@ocean mica
Welcome on Unreal Slackers. You are a 3D monster.

#

Sounds like NeonGiant is getting bigger

#

I can't wait to see your game guys

ancient otter
#
[2018.12.01-23.08.33:610][723]LogOutputDevice: Error: PSO was created using PrimitiveType 16, but the Draw call is using 0! This will break D3D12, Metal and Vulkan```
#

I got this error everytime it crashes

#

any idea on how to solve?

proven aurora
#

Do unused assets get packaged with a game or affect performance? Have a bunch of marketplace packs I'm using where I only use a few assets from them.

willow stratus
#

Hey

#

Can someone help me with something

plush yew
#

i'm running Unreal Engine on Linux. is there any way of getting my assets from the Epic client to linux somehow?

manic pawn
#

add to a project on windows and copy

plush yew
#

so i could just setup a windows Virtual machine and download them to dropbox.

lament crow
#

I wish there were better deep dive resources explaining the engine and render loop and what everything does everywhere

quasi furnace
#

Would anyone be interested in a BR set in the sky where you use spells

gleaming lagoon
#

Is it weird that setting skylight rotation to 0 and sky Sphere shows nighttime, but the map itself is full bright? As if it's not lit?

#

My photorealism mind cringing so hard right now...

#

Seems to me that the camera's HDR is going out of control giving me the ability to see night vision 😐

#

Using unlit looks so much better than lit... lol?

#

apparently ue4 have this built in eye adaptation control...

manic pawn
#

probably wrong auto exposure settings?

#

it's the most confusing thing

#

best to fix it at 1.0 and forget it exists

gleaming lagoon
#

Not happy with the cloud but solving the camera exposure is what fixes it

kindred stone
#

oh yeah eye adaptation quality can ruin your lighting, so annoying

lament crow
#

@gleaming lagoon try r.TonemapperFilm 0 or r.TonemapperFilmic 0

#

forget which one. it should really be an option to disable in the post processing volume

#

that's a cool looking map tho

uncut vigil
#

I'm getting an array index out of bounds crash to desktop when running the packaged build. How can I find out in which blueprint the culprit is?

static viper
#

Find the array

#

And fix it

#

Out of bounds means that its using an index that doesnt exist

uncut vigil
#

I'm getting an array index out of bounds crash to desktop when running the packaged build. How can I find out which array is the culprit?

static viper
#

You posted that twice xd

#

You sure can debug this xd

#

Cmon

#

Out of bounds happens in development too

#

You can easily set a print

#

And check every function

uncut vigil
#

that's insane

#

I could debug it if I knew where it happens

static viper
#

Thats debugging

uncut vigil
#

so you're saying add a print at every array operation, in every blueprint?

static viper
#

It wouldnt happen with me xd

#

I would have tested it alot

#

So that i have a clue when it got broken

#

You can get this error in dev too

uncut vigil
#

I can't pinpoint it. I did a savegame BP, a load in the menu, some controller stuff. after these I'm getting that error

static viper
#

If it happens search the log

uncut vigil
#

and it's instantly crash to desktop in the packaged build

static viper
#

The log man

#

Search the log

uncut vigil
#

the build's log?

static viper
#

The log in development

#

In editor

#

Output log

uncut vigil
#

search for what??

static viper
#

Red error messages

#

They are all bad

uncut vigil
#

no errors

#

in log

static viper
#

Yellow is next

uncut vigil
#

no related yellow errors

#

if it were that easy I'd debug it lol

static viper
#

So you said you pinpointed it

#

Can you explain

uncut vigil
static viper
#

Oh :D

uncut vigil
#

😩 😩 😩 😩 😩 😩

static viper
#

I literally have no glasses right noe

#

But after is gud

#

Save usually has lots of arrays involved

#

It prolly happen on load

uncut vigil
#

Yes, but

#

does it load anything if I don't tell it to load?

#

I have a widget button set to load the save game

#

the crash is instant

static viper
#

Thats good

#

Thats great

#

You can point at it

uncut vigil
#

I even deleted the two arrays I had in my save bp

#

because I thought it might be related

static viper
#

So what happens when you press butt

uncut vigil
#

the load button?

static viper
#

Yee

#

Whats the codr

uncut vigil
#

It doesnt load

#

at all lol

#

omg

#

instant crash

#

to desktop

#

when running

#

the package build

static viper
#

What code tho

#

What code does it execute

#

Shu

uncut vigil
#

disabled if no save exists

static viper
#

There

#

Unlug open level

#

If open level doesnt get input it usually crashes

uncut vigil
#

but why

#

that event

#

is not called

#

because the button is never clicked

static viper
#

Is not?

#

You said

uncut vigil
static viper
#

So you dont do anything?

uncut vigil
#

no

static viper
#

Ok

#

Thats gud

#

Then we closed the circle more

#

It can only be the start events then

#

Inside begin plax

#

Construction script

#

Gamemode code

#

And level blueprint

uncut vigil
#

no arrays there, just spawning the widget, changing camera, pausing game

static viper
#

I am sadly not at home

#

And i dont have glasses on...

#

So i cannot help more :(

#

Maybe later

uncut vigil
#

😩

paper kernel
#

oh I see how it is today

#

it's been months since my last engine crashes and finally I need to do some manual labor it starts crashing

#

maximizing data loss potential

cloud cobalt
#

Why would you lose data over crashe

paper kernel
#

because I have to do stupid long splines by hand

cloud cobalt
#

But saving is a thing right

static viper
#

butt saving

paper kernel
#

🍑 💾

wary wave
cloud cobalt
#

And don't forget to mention pay too

uncut vigil
#

@static viper I'm getting an array index out of bounds crash to desktop when running the packaged build. How can I find out which array is the culprit? Enabled crash reporting in packaging settings and I get a more detailed log of the crash - I can see on what nativized blueprint the crash happened. Or, open the minidump.dmp file from the package log and use Visual Studio to debug the code - the lines where the array is and the name

static viper
#

oke

uncut vigil
#

But I think I get an idea - weapons were stored in an array, but somewhere that array is accessed before they're stored yet

turbid trellis
#

actually, gonna ask this in an actual channel rather than just general. oops

fierce tulip
weak harness
#

I posted a question in #vc-feedback-support and instead of posting it in here again could someone go check it?

whole quarry
#

why post it there to begin with?

weak harness
#

It says "Support text"?

fierce tulip
#

hehe @weak harness that channel is for when people are on a call.

whole quarry
#

its under "VOICE CHAT" though?

weak harness
#

Rename it then. lol

dawn vessel
whole quarry
#

or read better? :d

dawn vessel
#

lol

weak harness
#

I truly don't know why I even come here. lol

whole quarry
#

to seek help

#

anyways, did you try to reinstall the engine since disabling the plugins leads to the next error?

fierce tulip
#

I dont do much related to the issues, but this might be the better channel for it hehe

weak harness
#

Yes I pulled a new clone.

#

Only started happening in 4.21.1.

#

If I disable one then it says to disable another and repeat.

#

idk ¯_(ツ)_/¯

kind mulch
#

Does someone know if there are any good courses about UE4?

elfin jacinth
#

Udemy also has some.

kind mulch
#

Thank you!

kindred viper
#

Im gonna write a course on how to make your first Unreal game. It goes like this.

  1. Sign upto the facebook UE4 devs group.
  2. Post something like "I need someone to make a game, I have the ideas, just need programmers, artists, animators, audio, graphics and must have 17 AAA released titles"
  3. Profit.
spare sun
#

🤔

grim ore
#

It's a sound plan and it will work assuming you have the money to finance it lol

spare sun
#

10/10 business plan

paper kernel
#

@grim ore oh no, rev share takes care of that

safe rose
#

No business plan needed.

#

Only guts.

grim ore
#

oh yeah, I guess you could not pay them and share the profits later. Good point, I Like 😃

kind mulch
#

It has to be a MMORPG however 🤔

grim ore
#

can it be a mobile game as well?

vale silo
#

mobile VR MMORPG

#

x10 size of Cyberpunk 2077

lyric merlin
#

Don't forget the roguelikefpsrpgmoba elements

spare sun
#

somewhere in there we'll put QTEs

tall pendant
spare sun
#

perfect. moving to us now

kindred viper
#

he didn't once mention microtransactions. I mean... how unprofessional not to gouge the players. Indie devs these days....

vale silo
#

If it's not a competitive game, I don't mind paying for in-game currency so I could buy ammo/weapons/gear and move on instead of grinding

#

(of course if the price in real life currency is sane)

lyric merlin
#

Does Proposals: Less than 5 mean there were actually proposals?

wary wave
#

0 is less than 5

lyric merlin
#

I see you know the maths

#

Out of here with your tricksie logic!

ancient otter
#

As you can see the gun is actually... broken (?)

#

It looks like if it was teleproting

#

seems to be a lit setting because on unlit in does not happen

harsh tiger
#

does anyone know what this ue4 logo is and how to get rid of it?

harsh tiger
#

its like a floating ue4 logo and i cant click on it or anything

sudden agate
#

@ancient otter thats what you get when you dont do it yourself and rip everything

ancient otter
#

hahaha wtf

#

i did it myself and it was working fine

#

i did the mats i just took textures

#

and it names "an edit"

#

i have said that too much times now

#

@sudden agate

#

In case you didnt know i did the landscape, the materials for the sleeve, the hand, the gun. (also the textures for the sleeve) the piramid. ligths, etc.

#

so pls investigate next time ❤

vale silo
#

I wonder if we'll get free assets from IB2 and 3

#

@elfin jacinth @wicked tiger by chance, any rumors swirling around about those assets making their way into the Marketplace soon ?

elfin jacinth
#

Rumors are rumors until they are not rumors 😮 (That is my weird way of saying, no idea)

teal tulip
#

🤔

vale silo
#

I see

ancient otter
#

So, guys.

#

Any idea of how to solve my problem?

#

Or what causes it?

safe rose
#

Anything not tied to Fortnite...

ancient otter
#

LogClothingAssetFactory: Warning: Failed to generate clothing sim mesh due to degenerate triangle, found conincident vertices in triangle A=X=13.983 Y=4.460 Z=200.350 B=X=32.222 Y=4.460 Z=200.350 C=X=34.046 Y=4.460 Z=200.350

#

I solved my other problem xd

#

Now i have this one

plush compass
#

hey there, anyone would guide me trough making a tennis game? or what would be price be buy a simple tennis project?

safe rose
#

$1mil USD

#

@plush compass look on marketplace

#

Actually nvm, those are props

#

you can dissect the vr samples

plush compass
#

there's nothing in the marketplace or youtube thats the problem

safe rose
#

table tennis and pong

#

there's stuff if you look hard enough for it

#

Maybe not exactly a 1:1

plush compass
#

i looked like weeks for it

safe rose
#

But you don't need it

#

It took me 3 mins

#

To find two examples for you just now

plush compass
#

tryed to get a tennis game out of an football game but i failed it 😄

safe rose
#

I'll never get those 3 mins back

plush compass
#

hmm maybe you get

safe rose
#

not sure why a football game

#

But anyway

#

seeing how "tennis" is in the name "Table Tennis"

#

And how Pong VR, is basically 3D Pong -> Tennis-lite

#

I'm sure you could glance at those projects and figure something out

plush compass
#

alright thanks

paper kernel
#

k so, how do I get a collision to spline mesh that makes sense

grim ore
#

Anyone happen to know if it's possible to get the "Viewport" object in Blueprints? I am guessing no which makes a few nodes useless but maybe I am missing something

worn granite
#

omg the bp api seo is so shit

#

it would appear not

grim ore
#

yeah I am starting to get super frustrated trying to make new node videos and not having nodes that work =/

#

people ask for EQS, I look into EQS, it's in experimental for 14 versions, marked as deprecated, and a giant mess...

paper kernel
#

aight screw it, Im adding instanced static mesh boxes to generate a proper colllision

golden magnet
#

is there any recommend way to structure your projects? like what kind of folders?

#

because my folders include names like "materials" "stuff" "otherstuff"

grim ore
fierce tulip
#

"stuff" etc will be problematic once more people work onthe project. the clearer you name your folders (and how you structure it) the easier it is to find content

grim ore
#

man you had to mention Virtus. My updated intro to ue4 stuff was going to be an endless runner and I just noticed he did one already lol. Time to find another genre

tall pendant
#

you can do better than that virtus guy tho

#

his tuts are usually pretty bad practice

polar hawk
#

you're a bad practice

tall pendant
#

correct.

polar hawk
safe rose
#

@grim ore Do a tennis game project 😃

grim ore
#

I watched the first 5 videos on the endless runner and it seemed good enough 😃

#

@safe rose lol I saw that conversation earlier

#

right now I am just doing stupid nodes for stupid numbers to get my stupid goal of stupid videos done. I feel meh doing some of these nodes but I've got to get 50 done in the next 19 days and I am at 17 so far heh

#

someone somewhere might want to know what the Get Unfixed Camera Position node does or that it exists so shrug

worn granite
#

wait they're deprecating EQS?

safe rose
#

@worn granite AFAIK, no, but like Matthew said earlier. It's been experimental for years now with very little documentation

worn granite
#

Well yeah

safe rose
#

Even though people have been using it forever

#

But yeah, a lot of it is marked as "deprecated"

tall pendant
#

Does Fartnite need EQS?

safe rose
#

STW probably does yeah

grim ore
#

^^ a few of the nodes are covered in DEPRECATED yes, that was what I was trying to say and failing 😦

safe rose
#

not just nodes though

#

Details Panel as well

grim ore
#

and it's not just like the node itself it's half the damned details panel

#

lol

safe rose
#

aye

worn granite
#

probably been marked as such for years tho

safe rose
#

I looked at it a few times

#

I was like... um k

grim ore
#

and then a quarter of the variable types are changed compared to the documentation and then some of the options are changed so it's a clusterfudge

safe rose
#

It's going to be like Paper2D

high stone
#

I got a brilliant idea for the store UI. Game controllers, especially Xbox types have a wonky dead zone. It makes the controller move the cursor on the desktop randomly. What if opening up the UE store disables the controller until it's in the game? It would be a huge leap over Steam.

safe rose
#

One of those features that will just never get fully fleshed out

grim ore
#

yep I think someone said "hey I think it works but no one really should use it so.... Fortnite!"

safe rose
#

But you know... we paying that 5% (or 12% on Epic Store)

#

"for something"

#

"Free Engine" that never fully fleshes out ideas

grim ore
#

I love the UE4 team and what they are doing but if the VS system in Unity gets feature parity with code then 😦 Blueprints are being abandoned as first class citizens at this point

high stone
#

Unreal just needs more people. A second HQ?

#

On Mars! With Doom overtones.

safe rose
#

they have like 5 studios?

grim ore
#

You could throw more people at it, it's what Unity is doing, but that doesn't make it smart

safe rose
#

Maybe more

#

At least one per continent that I know of

high stone
#

They could always get 1 more studio.

safe rose
#

Except Antarctica

grim ore
#

people cost money and if it's not a direct return on investment it's hard to get that money invested

safe rose
#

Two in the USA

high stone
#

I'm thinking a studio that specifically fixes technical glitches and other features that have been neglected for long periods of time?

#

Like 10 people.

grim ore
#

seriously lets say epic hired someone to bring BP nodes up to parity with the engine features. Exposed all the missing stuff and it took a year salary. How many people putting money back into the engine would actually have needed that compared to just having those 3rd parties that needed it doing it themselves with their in house team

safe rose
#

Who has time for that shit when they could just pour more resources into Forkknife: BR?

#

I mean, if them gutting UT wasn't obvious enough

#

They could really give a shit about anything else right now

high stone
#

I would have their job to compile a list of the back catalog. Stuff that needs to be addressed and fix those areas. At least that way there's a catch up on the end of it?

safe rose
#

(including proper Engine support)

grim ore
#

Stuff like destructibles being broken in terms of materials for a few versions "appear" to have been noticed but not fixed so shrug

#

You can never catch up on all the bugs or fixes

high stone
#

As long as it doesn't end up like Valve. Where they have 5 year old glitches in the Steam store.

safe rose
#

This is probably the only time it's actually decent when an Engine Dev doesn't produce their own games.

grim ore
#

like literally never, there is a point you can't do it even with infinite resources

safe rose
#

But there's always going to be pro/cons

high stone
#

It's not the point of catching up completely. Just looking for the most neglected problem areas and fixing them.

grim ore
#

they have access to that now with the answer hub and the bug fixy website but it's not a revenue stream

high stone
#

Another example is 4k. Steam still doesn't have 4k. It's uprezzed from 1080p.

#

I'm not saying crazy long projects. Just small things that got severely neglected.

safe rose
#

Well, seeing how they aren't going to do crap about Paper2D and people have been asking for 3+ years now about it... I doubt there's much that's going to get completed out unless it's relevant to them at this time (which is basically Fortnite)

grim ore
#

Giving out assets for free that epic pays for gets them good will and more eyes on the paid product. Fixing a 3 year old input bug that has a workaround gets them a bug off the list.

high stone
#

Another example is Steam hiring an employee to clear out the catalog of asset flips. It's a lengthy job, but doable. The problem is the hem and haw while sitting on billions of dollars.

safe rose
#

It's basically "Sleight of the Hand" stuff

grim ore
#

Epic has to make money to survive, that is just business. While we want stuff for ourselves we are a small small part of their overall ecosystem right now.

safe rose
#

They distract you with shinies

#

So you don't got full-rampage on them

high stone
#

@grim ore That's why I'm recommending a small team of 10. Not now. After the store takes off.

#

Just so they don't repeat what happened to Valve.

grim ore
#

a small team of 10 costs money, even a small team of 1 costs money.

high stone
#

Wait for when it's necessary.

grim ore
#

money out while not equal to money in is hard on a business

high stone
#

It also doesn't have to be permanent. Think of it like a once or twice over things.

#

Steam is the total opposite. Stuff has been left to rot.

grim ore
#

They had something like that in the beginning with the marketplace and now they don't

tranquil bone
#

Anyone know how to pause a game when a certain widget is open? so when you open your inventory you will pause the game

grim ore
#

Use the Pause Game node?

high stone
#

Obviously this would also be after Unreal pulls in the big bucks from the store.

fierce tulip
#

<_< and again a random mesh from max just doesnt want to be imported, while three of its copies can be imported

safe rose
#

Not going to happen @high stone

#

You don't think they have been making a kill off royalties over the past few years before Fortnite BR?

tranquil bone
#

@grim ore When that happens I cant come out of the inventory,i just would just want time to pause

safe rose
#

And it's over a year now post F:BR world

#

Nothing changing

#

Other than a store, so they can make more money

#

Just an FYI... it's all about the money

grim ore
#

the Slide in the NC office takes alot of slide polish to keep shiny, not all the revenue can go back into the engine 😦

high stone
#

I get stuff done. Stuff people wouldn't touch with a ten foot pole. It's not hard, and not financially impossible. I just don't want to see Unreal share the fate of Steam in 5-10 years.

safe rose
#

Nothing run with that at all. They are a business.

grim ore
#

@tranquil bone why can't you get out of the inventory?

high stone
#

Business is about results.

tranquil bone
#

It pauses the entire game but not time

safe rose
#

Which they have

#

Enough so, that we devs are allowing them to do as they please

#

Or maybe, allowing them is not the right word here...

#

Most of us devs have very little power

high stone
#

And I'm saying years later. If Unreal has a back catalog of issues, glitches. They should have a team iron them out. Then they can close that team down when the job is done. Something to consider for the future.

safe rose
#

"They take feedback", but rarely does that change anything

tranquil bone
#

It doesnt even register print strings or anything no input can affect the actual game @grim ore

high stone
#

I don't like excuses.

grim ore
#

When it's paused that is correct, you can allow nodes and actors to function when paused if needed however for input.

safe rose
#

But, who are you @high stone ?

high stone
#

As long as they don't repeat the mistakes of Steam. That means taking such things into consideration and being ready to address them when the time comes. If UE maintains their current course, it may not even be an issue.

safe rose
#

We can throw blame everywhere, but at the end of the day. They have produced results.

#

They can have all the excuses they want.

#

It's their business.

tranquil bone
#

@grim ore Ah thanks I understand didnt think you oculd do that

safe rose
#

"repeating the mistakes of Steam" , depends on what mistakes you are speaking of

high stone
#

Having 5 year old glitches and a rotting store, overloaded with copyright violations.

safe rose
#

You don't think they will have the same or other issues?

high stone
#

Sitting on billions of dollars and doing nothing but vanity projects with it. That's Steam.

safe rose
#

(minus cp issues)

#

Well, tbh, no clue what Valve has been doing with their money

high stone
#

No. At current pace UE is in a good position. But this is king of the hill. If you get complacent on top, you get knocked off.

safe rose
#

They may surprise us

#

Who's on top now
?

high stone
#

Again, this is the future. I don't have a crystal ball. Just saying it's a common outcome.

tranquil bone
#

anyone good with inventory systems and UMG and making it look decent i cant figure it out at all

high stone
#

I don't care for can't be done. That's how your company folds.

safe rose
grim ore
#

I think that's the issue, Epic has not folded since they were first started and it has not been all roses and candy. They do have smart leadership and I think they understand they don't need to go all in on the hog with employees and gold bikes now that they have a larger income than normal.

high stone
#

Epic just needs to maintain their course. (:

grim ore
#

Unity is approaching the engine "war" by doubling down and putting it all in. Epic is focusing on their core as they have since the start.

high stone
#

Unity... They need better business management.

safe rose
#

It's super interesting though

#

Since Unreal started as FPS

#

Now, their main focus is TPS

grave nebula
#

Jeez, sometimes I have a feeling that everyone here has a business of at least 10 mil yearly income.

safe rose
#

"fuck dem FPS'"

grave nebula
#

Experts everywhere

grim ore
#

Unity has me from a game maker standpoint of being a 1 stop shop for all things in the future. Being able to rely on 1 company assisting with everything relating to game dev is really appealing to a newbie

safe rose
#

@grave nebula what? lol

#

Oh, missed that last bit

#

Having an informed opinion isn't that hard

grave nebula
#

Was referring to redstar0's messages mostly.

safe rose
#

Everyone is an expert though

#

In their own way

#

Each can provide vital perspective

high stone
#

Lots of devs, and business people frequent here.

#

So you'll see some egos collide from time to time. But it's all good.

grim ore
#

I definitely don't have 10 million a year income in this business lol but I have worked for a billion dollar company in management so shrug

high stone
#

Does it count if you only pull in $10 mil once then never again?

grave nebula
#

nope ><

safe rose
#

Aye, even working for companies that have made millions in games, you can learn a lot

grim ore
#

It doesn't if you did it on the backs of those poor slaves making shoes for your company. shame on you!

high stone
#

I've seen scores of different methods for running business.

grim ore
#

I think we can all agree that Epic just needs to hire this entire discord channel and put us to work fixing the engine. We are all passionate about UE4 and want nothing but the same thing from the engine 😛

fierce tulip
grim ore
#

damnit I think the other employee who shares this keyboard broke it, half the left keys don't work easily

worn granite
#

I deffo do think epic could do with hiring me

grim ore
#

deffo

worn granite
#

they don't think its a good move yet, or something

fierce tulip
#

send resume

worn granite
#

¯_(ツ)_/¯

#

I have

#

Gotta work for other places first, ig

grave nebula
#

Strange, that when a large entity hits certain level of success, a mass of voices regarding it going downhill emerges.

grim ore
#

I dunno if we said it was doing downhill, just that we wanted some stuff worked on

high stone
#

@grim ore Nooo! I'm already tied up in 3 projects! (I'll have one completed tonight.)

#

Speaking of. I need to pester my employees. They should be done.

grim ore
#

I am passionate about Blueprints in UE4 and trying to teach people how to use them and the engine. Seeing the amount of focus that they used to have compared to now just bums me out and I wish some things could be worked on with them is all. It's not saying they are going downhill just that the stuff I like about the engine isn't as "fresh" as it used to be

#

if I was a VFX artist I might be super duper happy with niagara for example

high stone
#

Niagara Falls?

worn granite
#

Well a PR I wrote adding a new technical feature to BP just go accepted, so...

grave nebula
#

Well, was there really focus you mention or it was an illusion ?

safe rose
#

Yeah, I don

grave nebula
#

Like, what were notable releases for you ?

safe rose
#

don't think it was Focus

grim ore
#

There was focus, fixing things like structs going nanners in BP and exposing missing nodes that people requested

safe rose
#

More like fucking around with new tech

#

As it came around

worn granite
#

Containers being added was pretty lit

safe rose
#

And that added new features into the engine

grim ore
#

yeah stuff like maps/sets being added to BP

safe rose
#

I mean, after AR...there's nothing new

#

So, they pretty much have all their bases covered in engine now

#

Niagara, but that's been in engine for awhile

fierce tulip
#

wonder what big (or outdated) thing they'lltackle after niagara has settled

safe rose
#

(Even if not stable)

#

Right, before Niagara is was Audio Engine

weary basalt
#

RTX? 😃

safe rose
#

I just don't see anything really big

#

DTX/RTX sucks

fierce tulip
#

for now

grim ore
#

https://trello.com/b/TTAVI7Ny/ue4-roadmap , nothing super big from what I can see. maybe finishing the audio engine lol

safe rose
#

But that's already known to be in 4.22

#

OpenXR 100% implemented would be nice

#

But that's waiting on a few kinks from OpenXR collective themselves probably

dry moon
#

Would someone say this is a good amount of trees

safe rose
#

Yes

dry moon
safe rose
#

Perfect amount of trees

grim ore
#

I think Virtual Texturing and the new mesh system is going to be the next "big things"

safe rose
#

Hmm

fierce tulip
#

i wouldnt mind if they gave paper 2d an official overhaul

safe rose
#

More AI stuff

#

AI-driven stuff

grave nebula
#

Well, it goes so slowly, that by the time it gets shipped something new will emerge.

#

It pains me that Epic is not competing for high end visuals any more.

safe rose
#

?

#

In what regards

#

Seems they do a fine enough job

grim ore
#

Epic still has high end out of the box, the other engines don't supply it by default yet.

safe rose
#

I mean, it's mostly on the end-user Artists

fierce tulip
#

by the time next gen consoles are a current gen thing they'll up the ante again

safe rose
#

I mean, things like GI would be nice

grave nebula
#

Game wise, not engine specifically.

safe rose
#

gamewise?

grave nebula
#

The engine just mirrors internals.

safe rose
#

Ah, well, I mean

#

You think Fornite would have done well as realistic game?

#

They would have had to redo a lot of their mechanics

#

It wouldn't be the same game

grim ore
#

Ignoring the graphical "quality" fortnite itself has some really neato stuff internally with the animation systems and effects

grave nebula
#

Nope, not taking into account anything, but visuals. Fortnite is undoubtful success.

fierce tulip
#

even if its a fluke

safe rose
#

I mean, it just goes to show everyone...that graphics don't mean shit

#

I mean, most of us already knew that though

grave nebula
#

And that is exactly what hurts.

safe rose
#

Some ugly ass games

#

Are huge freaking hits still

grim ore
#

man graphics might not mean shit but whenever I see someone with a neato looking game I stop and look compared to something that is less slick

#

it atleast get's you in the door if you have the graphics

safe rose
#

damn, what was that game... @teal tulip

#

DF-clone

#

@grim ore But that depends on your "perception" though

#

Some people love 2d/pixel art games

#

like...love love love

#

Others hate it. Some are so-so, but if they game is engrossing...they forget about it

grim ore
#

well that's why I said when I see lol

fierce tulip
#

depends on the game, but I do love the look, or just play the old snes era games

safe rose
#

I mean, it's crazy, but you are actually a minority in this case Matthew

fierce tulip
#

< buys saturn
< plays Story of thor 2
< gets new tv
< doesnt have a scart input

#

<_<

safe rose
#

I am looking for some random game I saw today on Steam... was like 99% overwhelming with over 15k reviews

#

ugly as hell

high stone
#

I made the mistake of buying Street Fighter V for $8. Then realized I need an arcade stick for $150.

fierce tulip
#

haha

high stone
#

Yeah, I'm sure Capcom is laughing at me too.

fierce tulip
#

friend of mine had his own game studio, game wasnt great but they did their best.
he and the team streamed every friday, their own game and stuff like killer instinct..
he started playing more and more, and his last stream was him showing the arcade stick he purchased.
didnt hear from him for about 6 months, in that time he sold the studio, rights to the game, and he is trying to break into higher end competitions playing KI and MK

#

2 years later, still not there XD

grave nebula
#

Addictive.

grim ore
#

wow

high stone
#

Whoa. I poke at games once a week. Get lectured by my friends that I should focus more time at getting better.

vivid girder
#

Anyone used real-time navmesh generation?

#

Do you have to define "navigation" colliders separately than regular collision colliders to use it?
Because my navmesh is drawing over itself like 3 times on all surfaces

polar hawk
#

Getting better at games? Lol

sharp crest
#

how do I make it so my landscape grass only appears in flat areas (in the landscape material)?

icy bone
#

hi, anyone here got a good source teaching how to program plugins in ue4 with C++``

#

?

broken stream
#

Hi guys, so i get this small freezes while working in the Editor do any one ells have that problem also ?

icy bone
#

freezes are usually caused by I/O or not enough memory

broken stream
#

what is I/O ?

icy bone
#

read/write from disk

broken stream
#

hmm, do you know how i can do a fix on this

icy bone
#

make sure all ur textures are multiple of 2

#

use LODs

#

thats about what i can think of

grim ore
#

@sharp crest you should be able to get the vertex normal and from there you can get the direction and determine if it is up or not

broken stream
#

okay thanks

#

maby frea up some space in the driver

icy bone
#

its not space, its the speed of loading in and unload etc

#

which freezes if u got too big textures and assets, that require huge bandwidth

#

i.e if u use textures that are too big and does not comply to the recommended dimension of UE4

sharp crest
#

@grim ore That worked thanks. I was using the wrong value, the Vertex one worked

grim ore
#

yay

plush yew
#

hey anyone know how to add animations so the character can fight, i tried with mixamo but i get errors when i retarget

grim ore
#

mixamo is going to have issues, some of the bones are changed and not compatible anymore. There are some sites out there with info on how to retarget correctly. alternately you can try some of assets on the marketplace

true vector
#

hello

lyric merlin
#

meow

sterile narwhal
#

So I'm trying to make some variables like StartingMoney that the player will eventually be able to choose before the game starts. Where is best to put such values, and how do I initialize a player's money to this value instead of a number manually plugged into the Actor details menu?

flat stump
#

there doesn't happen to be like some flag I can set that says "don't let me accidentally open 2 instances of the editor for this application" is there?

fervent mantle
#

where can i ask a question about the developer folder ?

ashen ore
#

hi guys, i have a problem, when i run UE my computer after 1-2 minutes freezes

#

and i also noticed that discord won't run when UE is open

fervent mantle
#

tried reinstalling ?

ashen ore
#

well, it worked for few hours fine and reinstalling is taking ages with my internet

#

hmm, seems like it freezes only with discord

solemn goblet
#

Anybody got a nice screen shot of a basic AI strafe left or right blueprint?

flat stump
dark stream
#

hey can somebody recommend some physical-copy books for unreal engine? My friend is looking for some

ancient otter
#

I just got a bot notification (?)

#

<@&213101288538374145> can someone explain?

snow crown
#

which bot?

#

screenshot?

ancient otter
#

I don't know where on when this happened

snow crown
#

one moment

ancient otter
#

Ok np

snow crown
#

It's something you posted in #work-in-progress

ancient otter
#

What ?

#

A video ?

#

I posted a video that I had . Wich btw was my work in progress

snow crown
#

I didn't see it, but I will defer to the moderator who did

#

but I'm assuming it was NSFW (since that is why you were infracted), which is against our rules

ancient otter
#

But what nsfw

#

I can send you in private what I sent

#

It was a yotube video about an animation I sent

#

In like 10 seconds

snow crown
#

go ahead and PM it to me

ancient otter
#

Ok wait

safe rose
#

@ancient otter naughty dog

#

🐕

ancient otter
#

Haha I just solved the problem

snow crown
#

that is an uncharted pun

ancient otter
#

Yup

#

Btw I'm a high iq dog Victor that's why I know unreal

crisp fable
#

anyone know what the Apeiron module is about?

manic pawn
#

it's a particle physics engine for unknown purpose

#

there is a compile time switch to use it instead of physx

#

it does not support scene queries, so it is useless for all games I can think of

crisp fable
#

heh

kindred stone
#

if you have a C++ class and a blueprint that derives from that class but they both have BeginPlay functionality defined, which one gets called first?

#

because judging by how my code just spectacularly failed I'm actually inclined to think the blueprint runs first

glossy ibex
#

You need to call the parent function from a child Blueprint, right-click on the function entry node and select "Add Call To Parent Function".

kindred stone
#

ah! Thank you

#

@glossy ibex does that need to be linked up to the evnet graph or is it happy to just sit underneath Event Begin Play

glossy ibex
#

@kindred stone if you want your C++ parent function to be called yeah you need to link it up... Usually u fire it right after the blueprint begin play

kindred stone
#

yeah cool, turned out my issue was something related to my gameplay abilities plugin implementation but good to know, thanks

glossy ibex
#

It's the same as having Super::BeginPlay(); in c++

analog wave
wary wave
#

it's not just the VR plugins, there are so many enabled by default

#

first thing I do in any project is disable something like 25+ of the damn things

analog wave
#

Haha.. 😦

vague rapids
#

Hey guys, every time I'm trying to work on my game in UE4. UE4 crashes at some minutes. I can't render or rebuild anything because the program will crash inmediately. Any solutions?

wary wave
#

all I can tell you is that it's something to do with physics

vague rapids
#

@wary wave I think the .fbx-file car is too big. Because all those unbuilt objects are from the car.

fierce tulip
#

jesus