#ue4-general
1 messages · Page 354 of 1
Is it possible you don't have the clothing tools checked in your editor options -> Experimental?
@grim ore probably, let me check
@grim ore now i have another problem. I dont get the deactivate clothing asset option
because u have to make clothing asset
i just did lol
and its applied
As you can see i also have the option to remove it
I made the clothing asset with its physics asset
@stoic cobalt you are dragging off the red channel, what is in the red channel for that texture?
assuming that is a one minus node yeah that is weird, it should just flip the B/W mask
ye thats what i need
maybe your preview is weird, when you plug it into the actual material output does it do the same still?
also see if the use sRGB option is enabled on the texture it might be blowing it out
@sudden agate both, but just wanna know if its commin that streaming levels would be visible at the border..
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.
@dim merlin streaming levels are just other levels that you can stream in / load whenever and wherever you want holding whatever you want
okay, so its not like a cache snapshot untill its like activated?
in terms of keeping it loaded in memory? Not unless you tell it to. you can always load it then hide it
i mean, i was looking for such a thing for my project
@tardy sapphire maybe u have Global Time Dilation set to higher than it should be?
@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
should Hit fire when obj collides during phys SIM
😄
If you tick "simulation generates hit events" you should get OnHit to fire even when using e.g. MoveComponent() with sweep
ok, I don't understand that
but let me ask this way
a sphere in the scene.. with collisions on, and sim generates hit. and I move it by hand, instead of by physics..
it will not simulate any hits
similarly, the same sphere, with ProjectileMovement inherited
no hits
I'm sure there's more to this, but anyway, doesn't matter, cuz I can use Overlap
I have another issue tho... 😄
this little bit will sometimes print an Error in the editor, after I hit Esc to exit the game
basically.. I look for tag, if actor has no tag, I want to delete the projectile
there's no error if I delete it when it FINDS the tag
only when it doesn't find...
Will the new physx SDK be integrated to unreal ?
@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..
@copper flicker How do you move it by hand ?
in the editor
I eject player with F8
so the game plays...
and I can generate overlaps
Yeah so that would obviously not generate hits
The editor doesn't use collision to move objects
UPrimitiveComponent::MoveComponent() takes a Sweep paramater that checks for collision
Pretty sure that can generate a hit event
Tries to move the component by a movement vector (Delta) and sets rotation to NewRotation.
At least it returns an actual hit event, so you can use that
I guess I'll search some more on youtube
yeah but maybe I don't need the hit event
I can use collision
I wanna see how others do this.. it's friggin basics
how to handle player vs environment vs projectiles
but I dind't find any good resource yet
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
No.
Brushes can't have smooth normals, high poly counts, baked normal maps, or unique textures.
Among plenty of other things they can't do
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!
I would not call it impossible, but I would call it extraordinarily difficult compared to static meshes. Use a proper modeling tool.
Ok i see.
So i made a mistake using box brushes for everything in my scene. Now i wanna convert all of them into static mesh
Pushing the convert button won't fix things. You need to export the level and redo everything.
File>Export scene/level (forget which one), and then bring it into a modeling program
ohhh
You need to basically start from scratch and just treat what you've done so far as a blockout.
oh my god
And that will be just as fun as it sounds
but there should be an easy way to convert to static mesh? after all that's the purpose of blockouts right?
Brushes are a tool for level designers to block out a scene. Not a tool for artists to make anything realistic.
The export should handle it
But the topology will be 100% unusable
Hence starting over
Everything will export booleaned together, the topology will be unworkable
It's just how BSP works
I see
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?
But the "create static mesh" function should create a perfect replicate of the box brush?
it should and it should, does it not show up in your browser in the location you saved it?
@vernal solstice Problem is back again... wtf
I made no changes whatsoever
Just came back
I am using World Composition so some problem there?
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.
@tardy sapphire no clue xD you should test if it works normally maybe in ohter project without World Composition
This currently is a project with no WC
Its still super fast
FPS shows at 300
Normally it should be 120
oh
I made no changes it changed itself
It shouldn't matter how much fps u have though
@grim ore In Unreal, the box brush does not look photorealistic
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
but what is "photorealistic" lol...
@grim ore Or is there a way to make it photorealistic?
its a clean project man 😄
its just standard assets
i imported nothing
its still buggy
I am guessing the "photorealistic" issue is more down to your material than the mesh if you are just using boxes
@grim ore Photorealistic means very nice graphic, very high quality, looks real with nice shadows and high quality textures
@grim ore I am using high quality materials
then I got no clue mate, time for Google and later for posting a question somewhere I guess @tardy sapphire
nobody had this problem
do you have a screenshot maybe showing the issue?
@grim ore OK hang on
just the world and character moving at ridiculously high speeds
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?
like 10 meters per second 😄
just too fast
clouds, third person character
everything
i made a clean build, it got fixed, now its back again
clean ue installation*
also autosave... what the hell
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
autosave counter just went down from 10 to 1 second in like 2 seconds
yep that's a material issue, you can't really "make" the wall more wall like in a DCC program.
your lighting is bad
i gave the Box Brushes very high resolution lightmap. And then build with Highest Quality
but still like that
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.
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.
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 ?
look like somewhere a reference exist inside a BP, I don't know if there is some cool tool to diagnose this fastly
I tried to fix redirectors but without success
BP_BarbarianPlayerCharacter become BP_EdeynPlayerCharacter
where
edited in editor, and I renamed a BP not a folder
if you rename a bp you have to instantly fixc redirectors afterwards
@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?
and you have to then open the blueprints that are using this new cast
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
@static viper problem solved thanks !
OK nevermind. i found the prob. Its the post process volume
I'm in great need of help sadly x-x if anyone could read this at least i would be forever thankful >-<)b
i rly dunno where i can put this >-<) Sorry and thank you
https://answers.unrealengine.com/questions/855684/spawnactor-not-visible-on-cameragame-simulation.html
I am not a c++ expert but where in your MyActor class are you actually calling the function to spawn the TestActor ?
ah it's not in your code or screenshots so that's the confusion
i apologize, i shall include a screenshot of it
was just curious as that might have been it
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
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
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
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
also checked if "hidden in game" or owner visible only was enabled, and they aren't x-x
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
especially if you can see it in the editor, both of them (the placed and the spawned ones)
yeah, exactly >-<)
anyone got good suggestion how to find inner turn of spline track?
perhaps it's the pawn then at this point having the issue with the spawned object. I am assuming you are not using multiplayer?
no multiplayer, it's rly just a simple spawnactor from a custom actor class x-x
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
otherwise no it should work fine. If spawning in something was broken in 4.20 it would have been fixed for sure
Have you ever tried to instantiate thousands of animated skinned meshes in a Unity Scene? Even with GPU Skinning enabled (quite obscure feature in Unity) and...
is this possible in ue4???
For people that were already experienced in other game engines, how long did it take you to be comfortable in UE?
no because skinned mesh renderers are in Unity not UE4 😛
What is the most thing you have in UE4 or game in general?
For me is setting up the ADS and player camera
I hate this
@lament crow 4 years in and I am still not comfortable in UE4 soooo 4+ years?
Define comfortable
what is exactly the purpose of motion blur?
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
It can cut down on rendering cost
I have tested spawning with something from starter content , same result
I noticed that with my 144Hz monitor, if I.dont use motion blur, the frame rate at 60 fps even if steady looks jumpy
60fps is jumpy if you are used to 144
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
A year in that case
maybe you have gsync or freesync on then
motion blur would be masking the issue then 😦
yeah
that might be monitor or graphics issue no? 🤔
or maybe ue4 was designed to work with it
the jumpyness with no motion blur i mean
Motion blur is designed to mask an issue 😜
im getting the feeling that ue4 was designed to work with TAA and motion blur on
i personally don't enjoy the motion blur on anything, and ue4 motion blur is the one that gives me more nausea so far ;-;
i could be wrong
at least TAA is a core feature needed
^true
but motion blur really turns stuff into shit fast
and its not even high level motion blur
I want to say the default viewpoint settings disable motion blur as well so take that for what it is
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
regardless of that TAA was long time under developed
TAA usually helps getting smoother looking objects
we just now get better options
blurry image
and its a heavens send that we can now sharpen TAA
without TAA it's usually very pixalated, or noticeable lowpoly objects
i need to stand still and wait for the image to become clear.
I wear glasses and it pisses me off
at least, it's what i have experienced so far
no
you can disturb TAA settings via commands
you can include options into the ini settings which can tweak TAA
its like 6 options or so
the results are great
what is wrong with forward rendering and msaa?
its not my style
how would you describe your style?
no
i just dont work with forward in general
even unity dropped that
i used to work with forward at the beginning of my gamedev life
coding shaders by hand in FX code
thats 2006 stuff
you can still use forward in unity
you code in c++?
can you add them manually?
and forward render isn't related with code shaders @static viper
@plush yew no, the code need a rework and add them
ofc it is xd
there was no SSAO for example last time I checked
last time I checked, 8x msaa would make my gun invisible
lol
😂
or slightly transparent
man, good times
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
Deferred rendering is basically the art of photoshopping in real time, they strictly work in 2d.
oh TXAA the devil
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
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"
Dumb question: can someone give a high level, one or two sentence description of what EQS is/does?
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
@topaz jay So I used just rename it?
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
Is there any way to see how much time you've spent on UE4?
So what does the material look like for that mesh in the material editor?
basically what is the difference between that material in that one spot and the material you have in the other spots?
Flipped normals?
I would assume from the github page if it is updated
This is the latest release page, so if it isn't here I don't think that they have one https://github.com/discordapp/discord-rpc/releases
but idk how to use it
That would be up to the software provider then probably. There are instructions but it looks like it uses C++
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
@icy bone
on PC, does the mouse input feel different with Forward Rendering?
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.
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'
this is for 4.17
has anyone encountered this before?
(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)
that's a vulkan lib
Yeah, I figured as much. I develop with vulkan on this pc separately. Could that be related?
I don't know, I've never seen the message related to unreal, just remembered the lib name lol
well the problem might be that my version is too new
since I'm using an older unreal
regardless though that lib is inside of the project directory itself
so it shouldn't be using the version of the SDK I have installed
oh nevermind. I just looked at the external dependencies of the project, it definitely references my vulkan installation
That's gotta be it then. Thanks!
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
Can someone help?
Anyone else going to the Unreal Academy Enterprise London tomorrow?
@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
Good idea, thanks, I'll try that out
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?
Could anyone help me, I dunno if I've replicated it wrong in this BP but this is what happens https://media.giphy.com/media/u4aVB8mvYYzO9I8d9e/giphy.gif
Both custom events are multicast
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?
nope, look on the right person, he guns under the floor
im just running 2 windows from play
the snap at the end is the end of the gif
thats what I mean. On the left screen, the other player his animation looks like it's snapping?
I guess technically it's the right screen with the left player's character that looks like it's snapping
the snap is the end of the gif lol
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
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
Ahh okay, should I try select dedicated server?
Okay
Welp that worked lol thanks dude
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
Ahhh okay, ill keep that in mind, thanks again dude works fine now
well it works "fine" but yeah it should get fixed eventually or else it might be an issue later 😃
@bitter iris looks good to me...
😂
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
wow.... They pushed it out to a plugin then broke it and abandonded it 😦
There is a ton of posts about it getting broken 😦
is there a way to split or view a geometry into 3 equal segments?
you mean Quad viewport?
i have this and I want to basically create edges where the red lines are
so it's split equally in 3
Geometry tools have edit tab
yup I just discovered it today and have been trying to add it 😄
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
hmm it's 5000 units
guess i'll create 3 separate objects each with 1666 units
can you attach geometry together?
I think the are verticle/face tools included but they are jank af
has anyone experienced this kind of issue https://i.postimg.cc/fb9V2hYx/UE-4-21-1-source-setup-issue.png with UE 4.21.1 source ?
@vale silo have you tried shortening the folder name for UnrealEngine-oculus-4.21...... ?
@bitter iris move to #multiplayer and provide more info
sorry
np
@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
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 😦
yeah, I keep saying that @scarlet birch 😄
why use an older version?
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
hmm, shortening path locally worked
weird
thanks though @upper heart and @scarlet birch
thought so 😃
no channel for finding people to help with your game?
@quasi furnace there is one
@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
[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?
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.
i'm running Unreal Engine on Linux. is there any way of getting my assets from the Epic client to linux somehow?
add to a project on windows and copy
so i could just setup a windows Virtual machine and download them to dropbox.
I wish there were better deep dive resources explaining the engine and render loop and what everything does everywhere
Would anyone be interested in a BR set in the sky where you use spells
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...
probably wrong auto exposure settings?
it's the most confusing thing
best to fix it at 1.0 and forget it exists
oh yeah eye adaptation quality can ruin your lighting, so annoying
@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
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?
Find the array
And fix it
Out of bounds means that its using an index that doesnt exist
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?
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
Thats debugging
so you're saying add a print at every array operation, in every blueprint?
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
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
If it happens search the log
and it's instantly crash to desktop in the packaged build
the build's log?
search for what??
Yellow is next
Oh :D
😩 😩 😩 😩 😩 😩
I literally have no glasses right noe
But after is gud
Save usually has lots of arrays involved
It prolly happen on load
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
I even deleted the two arrays I had in my save bp
because I thought it might be related
So what happens when you press butt
the load button?
It doesnt load
at all lol
omg
instant crash
to desktop
when running
the package build
So you dont do anything?
no
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
no arrays there, just spawning the widget, changing camera, pausing game
I am sadly not at home
And i dont have glasses on...
So i cannot help more :(
Maybe later
😩
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
Why would you lose data over crashe
because I have to do stupid long splines by hand
But saving is a thing right
butt saving
🍑 💾
And don't forget to mention pay too
@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
oke
the problem is it's nativized code now 😦
But I think I get an idea - weapons were stored in an array, but somewhere that array is accessed before they're stored yet
actually, gonna ask this in an actual channel rather than just general. oops
when your character isnt using its head
https://i.gyazo.com/60d9c5a92c9b743ab980ee2edc953f87.gif
I posted a question in #vc-feedback-support and instead of posting it in here again could someone go check it?
why post it there to begin with?
It says "Support text"?
hehe @weak harness that channel is for when people are on a call.
its under "VOICE CHAT" though?
Rename it then. lol

or read better? :d
lol
I truly don't know why I even come here. lol
to seek help
anyways, did you try to reinstall the engine since disabling the plugins leads to the next error?
I dont do much related to the issues, but this might be the better channel for it hehe
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)_/¯
Does someone know if there are any good courses about UE4?
Thank you!
Im gonna write a course on how to make your first Unreal game. It goes like this.
- Sign upto the facebook UE4 devs group.
- 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"
- Profit.
🤔
It's a sound plan and it will work assuming you have the money to finance it lol
10/10 business plan
@grim ore oh no, rev share takes care of that
oh yeah, I guess you could not pay them and share the profits later. Good point, I Like 😃
It has to be a MMORPG however 🤔
can it be a mobile game as well?
Don't forget the roguelikefpsrpgmoba elements
somewhere in there we'll put QTEs
@kindred viper https://twitter.com/gamedev_txt/status/1040106276011819009 😄
perfect. moving to us now
he didn't once mention microtransactions. I mean... how unprofessional not to gouge the players. Indie devs these days....
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)
Does Proposals: Less than 5 mean there were actually proposals?
0 is less than 5
Guys, any idea of why this happens?
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
does anyone know what this ue4 logo is and how to get rid of it?
its like a floating ue4 logo and i cant click on it or anything
@ancient otter thats what you get when you dont do it yourself and rip everything
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 ❤
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 ?
Rumors are rumors until they are not rumors 😮 (That is my weird way of saying, no idea)
🤔
I see
Anything not tied to Fortnite...
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
hey there, anyone would guide me trough making a tennis game? or what would be price be buy a simple tennis project?
$1mil USD
@plush compass look on marketplace
Actually nvm, those are props
Complete Playlist: http://bit.ly/1HrKqEG In this tutorial series I teach you how to create a clone of "Pong" in Unreal Engine 4, using Blueprints. The series...
you can dissect the vr samples
there's nothing in the marketplace or youtube thats the problem
table tennis and pong
there's stuff if you look hard enough for it
Maybe not exactly a 1:1
i looked like weeks for it
tryed to get a tennis game out of an football game but i failed it 😄
I'll never get those 3 mins back
hmm maybe you get
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
alright thanks
k so, how do I get a collision to spline mesh that makes sense
over half of the corner doesn't have any collision
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
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...
aight screw it, Im adding instanced static mesh boxes to generate a proper colllision
is there any recommend way to structure your projects? like what kind of folders?
because my folders include names like "materials" "stuff" "otherstuff"
no there is not but https://github.com/Allar/ue4-style-guide
"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
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
you can do better than that virtus guy tho
his tuts are usually pretty bad practice
you're a bad practice
correct.

@grim ore Do a tennis game project 😃
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
wait they're deprecating EQS?
@worn granite AFAIK, no, but like Matthew said earlier. It's been experimental for years now with very little documentation
Well yeah
Even though people have been using it forever
But yeah, a lot of it is marked as "deprecated"
Does Fartnite need EQS?
STW probably does yeah
^^ a few of the nodes are covered in DEPRECATED yes, that was what I was trying to say and failing 😦
aye
probably been marked as such for years tho
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
It's going to be like Paper2D
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.
One of those features that will just never get fully fleshed out
yep I think someone said "hey I think it works but no one really should use it so.... Fortnite!"
But you know... we paying that 5% (or 12% on Epic Store)
"for something"
"Free Engine" that never fully fleshes out ideas
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
they have like 5 studios?
You could throw more people at it, it's what Unity is doing, but that doesn't make it smart
They could always get 1 more studio.
Except Antarctica
people cost money and if it's not a direct return on investment it's hard to get that money invested
Two in the USA
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.
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
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
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?
(including proper Engine support)
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
As long as it doesn't end up like Valve. Where they have 5 year old glitches in the Steam store.
This is probably the only time it's actually decent when an Engine Dev doesn't produce their own games.
like literally never, there is a point you can't do it even with infinite resources
But there's always going to be pro/cons
It's not the point of catching up completely. Just looking for the most neglected problem areas and fixing them.
they have access to that now with the answer hub and the bug fixy website but it's not a revenue stream
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.
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)
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.
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.
It's basically "Sleight of the Hand" stuff
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.
@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.
a small team of 10 costs money, even a small team of 1 costs money.
Wait for when it's necessary.
money out while not equal to money in is hard on a business
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.
They had something like that in the beginning with the marketplace and now they don't
Anyone know how to pause a game when a certain widget is open? so when you open your inventory you will pause the game
Use the Pause Game node?
Obviously this would also be after Unreal pulls in the big bucks from the store.
<_< and again a random mesh from max just doesnt want to be imported, while three of its copies can be imported
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?
@grim ore When that happens I cant come out of the inventory,i just would just want time to pause
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
the Slide in the NC office takes alot of slide polish to keep shiny, not all the revenue can go back into the engine 😦
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.
Nothing run with that at all. They are a business.
@tranquil bone why can't you get out of the inventory?
Business is about results.
It pauses the entire game but not time
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
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.
"They take feedback", but rarely does that change anything
It doesnt even register print strings or anything no input can affect the actual game @grim ore
I don't like excuses.
When it's paused that is correct, you can allow nodes and actors to function when paused if needed however for input.
But, who are you @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.
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.
@grim ore Ah thanks I understand didnt think you oculd do that
"repeating the mistakes of Steam" , depends on what mistakes you are speaking of
Having 5 year old glitches and a rotting store, overloaded with copyright violations.
You don't think they will have the same or other issues?
Sitting on billions of dollars and doing nothing but vanity projects with it. That's Steam.
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.
Again, this is the future. I don't have a crystal ball. Just saying it's a common outcome.
anyone good with inventory systems and UMG and making it look decent i cant figure it out at all
I don't care for can't be done. That's how your company folds.
@tranquil bone #looking-for-talent
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.
Epic just needs to maintain their course. (:
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.
Unity... They need better business management.
It's super interesting though
Since Unreal started as FPS
Now, their main focus is TPS
Jeez, sometimes I have a feeling that everyone here has a business of at least 10 mil yearly income.
"fuck dem FPS'"
Experts everywhere
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
@grave nebula what? lol
Oh, missed that last bit
Having an informed opinion isn't that hard
Was referring to redstar0's messages mostly.
Lots of devs, and business people frequent here.
So you'll see some egos collide from time to time. But it's all good.
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
Does it count if you only pull in $10 mil once then never again?
nope ><
Aye, even working for companies that have made millions in games, you can learn a lot
It doesn't if you did it on the backs of those poor slaves making shoes for your company. shame on you!
I've seen scores of different methods for running business.
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 😛
https://forums.unrealengine.com/community/got-skills-looking-for-talent/50389-silverheadgames-needs-a-3d-artist
<< when using my cavepack and you dont light the floor <<
Trying to get a team together? Here is the place to post!
damnit I think the other employee who shares this keyboard broke it, half the left keys don't work easily
I deffo do think epic could do with hiring me
deffo
they don't think its a good move yet, or something
send resume
Strange, that when a large entity hits certain level of success, a mass of voices regarding it going downhill emerges.
I dunno if we said it was doing downhill, just that we wanted some stuff worked on
@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.
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
Niagara Falls?
Well a PR I wrote adding a new technical feature to BP just go accepted, so...
Well, was there really focus you mention or it was an illusion ?
Yeah, I don
Like, what were notable releases for you ?
don't think it was Focus
There was focus, fixing things like structs going nanners in BP and exposing missing nodes that people requested
Containers being added was pretty lit
And that added new features into the engine
yeah stuff like maps/sets being added to BP
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
wonder what big (or outdated) thing they'lltackle after niagara has settled
RTX? 😃
for now
https://trello.com/b/TTAVI7Ny/ue4-roadmap , nothing super big from what I can see. maybe finishing the audio engine lol
Organize anything, together. Trello is a collaboration tool that organizes your projects into boards. In one glance, know what's being worked on, who's working on what, and where something is in a process.
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
Would someone say this is a good amount of trees
Yes
Perfect amount of trees
I think Virtual Texturing and the new mesh system is going to be the next "big things"
Hmm
i wouldnt mind if they gave paper 2d an official overhaul
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.
Epic still has high end out of the box, the other engines don't supply it by default yet.
I mean, it's mostly on the end-user Artists
by the time next gen consoles are a current gen thing they'll up the ante again
I mean, things like GI would be nice
Game wise, not engine specifically.
gamewise?
The engine just mirrors internals.
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
Ignoring the graphical "quality" fortnite itself has some really neato stuff internally with the animation systems and effects
Nope, not taking into account anything, but visuals. Fortnite is undoubtful success.
even if its a fluke
I mean, it just goes to show everyone...that graphics don't mean shit
I mean, most of us already knew that though
And that is exactly what hurts.
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
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
well that's why I said when I see lol
depends on the game, but I do love the look, or just play the old snes era games
I mean, it's crazy, but you are actually a minority in this case Matthew
< buys saturn
< plays Story of thor 2
< gets new tv
< doesnt have a scart input
<_<
I am looking for some random game I saw today on Steam... was like 99% overwhelming with over 15k reviews
ugly as hell
I made the mistake of buying Street Fighter V for $8. Then realized I need an arcade stick for $150.
haha
Yeah, I'm sure Capcom is laughing at me too.
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
Addictive.
wow
Whoa. I poke at games once a week. Get lectured by my friends that I should focus more time at getting better.
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
Getting better at games? Lol
how do I make it so my landscape grass only appears in flat areas (in the landscape material)?
Hi guys, so i get this small freezes while working in the Editor do any one ells have that problem also ?
freezes are usually caused by I/O or not enough memory
what is I/O ?
read/write from disk
hmm, do you know how i can do a fix on this
@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
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
@grim ore That worked thanks. I was using the wrong value, the Vertex one worked
yay
hey anyone know how to add animations so the character can fight, i tried with mixamo but i get errors when i retarget
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
hello
meow
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?
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?
where can i ask a question about the developer folder ?
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
tried reinstalling ?
well, it worked for few hours fine and reinstalling is taking ages with my internet
hmm, seems like it freezes only with discord
Anybody got a nice screen shot of a basic AI strafe left or right blueprint?
maybe I'm having a "brain fart" but aren't the descriptions of longitude and lattitude wrong here? https://docs.unrealengine.com/en-us/Engine/Rendering/LightingAndShadows/SunPositioner
hey can somebody recommend some physical-copy books for unreal engine? My friend is looking for some
one moment
Ok np
It's something you posted in #work-in-progress
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
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
go ahead and PM it to me
Ok wait
Haha I just solved the problem
that is an uncharted pun
anyone know what the Apeiron module is about?
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
heh
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
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".
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
@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
yeah cool, turned out my issue was something related to my gameplay abilities plugin implementation but good to know, thanks
It's the same as having Super::BeginPlay(); in c++
Hey, I made a feature request ( normally disable VR plugins ).. would be cool if you'd support it: https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1561459-only-enable-vr-plugins-for-vr-projects-please
Good day,
When I create any new non-VR project and open it, UE4 automatically launches Steam VR and Oculus VR.
I need to disable the plugins manually in the
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
Haha.. 😦
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?
all I can tell you is that it's something to do with physics
@wary wave I think the .fbx-file car is too big. Because all those unbuilt objects are from the car.
jesus