#ue4-general
1 messages · Page 355 of 1
RIP performance when it starts moving
😅 I'm not that good at UE4 any tips
just keep practicing :p
How can I make the car so small as possible
LOD it up
batch materials together
Making the car yourself
only model things you actually see
bake normal maps etc to a low poly version of the car and stuff
small details should be baked into normals
follow Game Assets model tutorials
thank you guys
if a 20k tris rock can be reduced to 100 tris, should be easy enough
;-; Can please someone tell me how to get UE4 to load the DefaultInput.ini file again?
My Console keys are always wrong...
I can open the file and look into it at any given time and it shows the correct keys listed, but UE4 either doesn't load them (so the drop down in the project settings is only showing the default entries) or it only loads them if I actually go into the input settings
Probably have to blame P4, but the other ini files work fine
Also seems to load the other input stuff properly, just not the console keys
no
project settings has a import function in upper right corner of winduw
you need raw ini files exported
is there a shortuct to this so idoesnt have to manualy click on it every time i wanna move items in folder ?
put it in ``` code ```
anyway looks like you wrote EditDefaultOnly instead of EditDefaultsOnly
@plush yew pastebin or whatever please, dont spam chat with error logs please.
im reall new
Sorry sir!
@digital anchor i am really new to this i just started my course that tom loogan made
*looman hehe
Is anyone able to share a good video explaining trimsheets. No matter what i do i can not create one properly. No one ever talks about the pixel density when making one or the sizes the grids should be when creating the trims etc
@digital anchor Thanks man that fixed my problem!
@plush yew Tom Looman tutorial is great
Hey can someone help me with emissive maps lightings please ?
can anyone help?
issue caused loading from a different drive?
i dont know whats happening im new to this
IS it maybe because ue4 is on my D and vs is on C?
could be, i only have it installed on C
i am new to everything too, i dont do much though since i am learning modeling
i just want to learn how to make a trimsheet correctly
i dont even know what that is lol
lease verify that you have sufficient rights to run this command.
that there is in the log file you linked
so run as admininstrator?
@static viper That makes 0 sense
ini files are config based in C++
That stuff is loaded by the engine, otherwise you'd need to contantly reimport your settings, which you don't
hello friends, would anyone like to guide me trough making an simple tennis game? or what would the price be if someone makes an simple project?
@plush compass Please use #looking-for-talent for this
Anyone an idea where exactly the file needs to sit for this? https://puu.sh/CgtDU/987b11cc1d.png
Cause it is in the Binaries folder
Full path works
anyone found a fix for my problem?
@plush yew make sure that all the files can be modified (uncheck ReadOnly in the file properties)
Hey guys how can i check alt tabbed with blueprint?
I doubt you can
why, someones did it. When alt tabed open menu and paused the game
But you can check if its in focus , cant you?
I'm not sure you can do that either
@graceful sky u mean "has user focus"?
the C++ equivalent is UGameViewportClient::LostFocus
usually when the compiler is an error cannot make XXX or permission XXX it's due to an error EARLIER causing this cascaded failure. The XXX cannot make or XXX permission is due to something failing before and not being made that is needed later.
(and UGameViewportClient::ReceivedFocus when you are back again)
so has possible on c++?
it's possible in code, yes
Okay thanks ill try something for that.
btw i saw the same function IsForegroundWindow() can do?
hey hey got some qustions about setting a simple sword-weapon combat in a game
actually it's a general question on how it all works
Is it like:
- the weapon is attached to a character's socket
- animations are made for a character without a sword(like, the animation doesn't have a sword in itself)
- in game we play animation on the character and the sword moves, cause the hand in animation is moving
- we just make some code based on sword's collision (hit/overlap events)?
- Sure, 2. Sure, 3. Sure
- Probably not
long answer is most games will used a trace or plane based test system
it's more reliable than collisions for fast moving, thin geometry
though I'd probably animate with the sword in mind
well it'd be hard to animate without having sword in mind : D
I don't know anything about trace or plane based test systems
any docs to read you know?
I don't know any offhand, but there must be at least a couple of examples out there
this isn't a new thing, games have done this for 20-odd years by now
i did it IsForegroundWindow() with blueprint. its work thanks.
@whole quarry ok i will try
@whole quarry read only is uncheked
it wasnt even checked
Hello ! I am facing a problem in ue4 (version 15)...The engine is not showing "Time remaining ratio" in asset player in content search in the respective state machine state....Any Solution??
Only that or also none of the other Time Remaining nodes?
I assume you are just lacking the actualy Animation in one of the state nodes.
That would cause the Time Remaining nodes not to show, cause well, no animation to take time remaining from
no its not showing any of the asset player ratio option
well I have checked multiple times and have placed the animation correctly
There are quite a few hits on that subject on Google, have you tried those suggestions? locomotion hooked up etc.
Hello anyone wanna help me out?
when i complie my code i get this
1> (see ../Programs/UnrealBuildTool/Log.txt for full exception trace)
1>Total build time: 178,11 seconds (Parallel executor: 0,00 seconds)
1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command "D:\Epic\UE_4.21\Engine\Build\BatchFiles\Build.bat CourseProject1Editor Win64 Development "C:\Users\User\Desktop\Course UE4\CourseProject1\CourseProject1.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
1>Done building project "CourseProject1.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========```
you need the full log, that is just the "oh shit something went wrong" error and not the cause
there should be more code above that in the output window I would assume, alternately it has a path that says a log for the full trace
other than that #cpp might be a better choice as this is C++ related
1>Creating makefile for hot reloading CourseProject1Editor (no existing makefile)
1>Compiling game modules for hot reload
1>Using Visual Studio 2017 14.16.27023 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023) and Windows 10.0.17763.0 SDK (C:\Program Files (x86)\Windows Kits\10).
1>Building 3 actions with 4 processes...
1> [1/3] CourseProject1Projectile.cpp
1>C:\Users\User\Desktop\Course UE4\CourseProject1\Source\CourseProject1\CourseProject1Projectile.cpp(46): error C2143: syntax error: missing ';' before '}'
1>UnrealBuildTool : error : UBT ERROR: Failed to produce item: C:\Users\User\Desktop\Course UE4\CourseProject1\Binaries\Win64\UE4Editor-CourseProject1-9181.dll
1> (see ../Programs/UnrealBuildTool/Log.txt for full exception trace)
1>Total build time: 178,11 seconds (Parallel executor: 0,00 seconds)
1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command "D:\Epic\UE_4.21\Engine\Build\BatchFiles\Build.bat CourseProject1Editor Win64 Development "C:\Users\User\Desktop\Course UE4\CourseProject1\CourseProject1.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
1>Done building project "CourseProject1.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
this is the full thing
1>C:\Users\User\Desktop\Course UE4\CourseProject1\Source\CourseProject1\CourseProject1Projectile.cpp(46): error C2143: syntax error: missing ';' before '}'```
Next step: Learn to read error logs (:
I am really new to this lol
if its always, you should make "Remember this! notes"
Yeah i really should
Its kind of hard because im really not used to this
i am 12 lol
you should probably not try and learn code based programming with C++
well, in that case, welcome to life 😄
Haha, thanks
i really got myself into programming at a young age so when i grow up i can know a bunch of stuff
And c++ with ue4 really grabbed my attention
making so graphical games like paragon, fortnite ark etc.
It was just so cool to me
There is nothing wrong with what you are trying to do but C++ as a first language AND adding the UE4 nomenclature to it is a bit rough compared to other options.
^^^^^^^^^^^^^^^^^
i know
i learned java and other languages before
but i wanna start making games with c++ and ue4
and i found this course by tom looman which really makes it easy for me
i understand everything
That's not possible, nobody does 😛
yep the course is good and if you have atleast the basics of how programming works then hopefully it clicks
but C++ is literally the devil so keep that in mind lol 😛
yeah i am up to banging my head on my desk untill 02:00 am lol
Oh and by the way
do you guys have any recomendations for a pc around 500$ that is good for game development
because i have a intel 2 quad core 2.4ghz 12gb ram gpu is amd readon r7 200 series 240 1gb
which sucks
and lags so much on ue4
it takes 10 minutes just for vs to load
I doubt you could get much better one for 500$
i could get a gtx 1050 ti and a pentium g5400 which is good for gaming i guess for game development too
I'd suggest you to use Unity then, way better to start with a slow PC IMO
When learning you don't want to spend 90% of your time waiting
You want to be able to quickly iterate
And UE4 doesn't offer that
Hey guys after some help,
I have recently got myself VR, There is a problem, When working in the engine the headset goes into standby mode witch in return crashes unreal, Just wondering if anyone had a work around to stop this issue,
[2018.12.12-17.58.05:805][600]LogD3D11RHI: Error: Result failed
at D:\Build++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Viewport.cpp:361
with error DXGI_ERROR_DEVICE_REMOVED DXGI_ERROR_DEVICE_HUNG
and i already paid alot of money for my course
There are plenty of great free courses on the internet
you could try buying a ryzen cpu and mobo for it, you could get those for 500$
eg all the "official" ones from Unity/UE4
what is a mobo?
motherboard
If your budget is $500 look locally at the used sections. Craiglist and facebook, you can get lucky. I picked up an older i7 with a 1050ti for cheap for example.
i see
with that said the core 2 quad is not "horribad" but your GPU could use some love
yea, used section is probably the place
mhm
i guess in my country we have a store for those stuff as well
but the thing is
500 dollars for you
I've picked up 2 750ti's for example for ~$25 on craigslist so you just have to be patient and lucky
transleted to my type of money
What's your country?
I would think i7-3770 is still good for modern loads, you could get those for 30$ or something
and anything newer than that
ok
thanks guys
ill try and find used stuff that you recomended me
i mean a good clean on a used gpu or cpu would make it brand new
well not brand new, wear and tear on the cpu will have some effect but still loads better than what you have.
I've got a 1050ti, i7-2600, 8gb ram, SSD in this machine and it's "good nuff" for UE4. The SSD being the biggest boost to "why the hell is this not loading" syndrome
~$200 US used on craigslist
what the actual hell
I also found an all in one i7-2600 at a garage sale for $20 which the wife is using lol
lol no
it was super cheap but people undervalue the older machines
an old I7 is a workhorse still but people see the age and don't value them well
aha
I mean I wish it was faster but compared to the celeron it replaced it's a dream
if your using 1080 resolution then 2-3gb is fine so yeah 4gb is good
a 1050ti is a nice base card, super worth the price if you get it at msrp or less
the 1050ti is probably 5-6x faster in raw performance compared to your 240
AMD Ryzen 3 1200, Asus Prime A320M-K, GTX1060 3GB, 2x4GB DDR4 = 490€
it's not impossible to do quad core machine under 500
from new parts
assuming you have some case and ~500W psu available
sadly those prices are around 1000 in my country
its really sad how you can get pc's that are so good and still cheap
but its real expensive for me
for me its like 1000$
yep if your budget is low then you just spend some time checking out the local ads and getting deals when you can
like this is not the best deal locally for me but it's far from horrible. https://redding.craigslist.org/sys/d/gaming-computer/6768214006.html
yeah my city is small as well, it's far between deals
is gtx 1060 3gb better than 1050ti 4gb?
much
I5 3470 Zotac 1060 3gb 8GB DDR3 1600 250GB HARD
the 1060 is a beastly little card but it's a decent chunk of change more than a 1050ti
the ti cards are really nice cards for the cost
is it worth it?
that's not horrible but I am going to say the i5 doesnt have HT, lemme check
yeah no hyperthreading which you will feel
whats that?
It's multithreading on the cpu
so that 3470 is a quad core no hyperthreading so when something uses it all up, like say shader compiling, the entire system will feel blah
It's still a good increase in speed for sure over what you have, the GPU being the biggest. The GPU itself might actually be overkill for the CPU lol
cpuIntel Core i7-4771(8M Cache, up to 3.90 GHz)
gpu GIGABYTE GV-R927XOC-4GD
ram Kingston Genesis 2X8GB, DDR3, 1600Mhz
moboASUS Z97-K
ssd Intel® SSD 520 Series (120GB, 2.5in SATA 6Gb/s, 25nm, MLC)
hdd SEAGATE Barracuda Desktop Hard Drive 1TB
case COOLERMASTER N300
good?
for 464.09
better cpu, worse gpu. SSD is nifty. I would take that over the other if I had to pick one. If I had a choice I would get that CPU paired with a 1050ti lol
i need to search for seperate pieces then i guess
yeah your looking at like your GPU at 1x , the 1050ti around 5x, the 1060 around 9x, and that r9-270x around 4x
might find some parents selling "a random green board with a silver thingy on top" for 10$ lol
i see
Кутия - Raidmax viper gx middle tower atx red
Дънна платка - MSI Z170A pc mate 1151 ddr4 atx
Захранване - thermaltake berlin 630W 80+ bronze
Хард диск - seagate barracuda 1TB 7200 sata lll
Записващо устройство - LG DVD RW black
SSD - Samsung 256GB M.2 PCIe
RAM памет - 2х 8GB Kingston HyperX Fury ddr4 2400MHz
Процесор - Intel Core i7 6700 3.4 - 4.0GHz 8mb 1151 Skylake
Видео карта - Nvidia Geforce GTX 970 4096MB GDDR5 Palit
dont mind my language lol
for 490
$
Intel i7 2600 for 98$?
Good CPU, older but powerfull GPU. SSD is nice. Much better overall then the other 2 as you can easily replace the GPU later
yep that's what I am running in this machine
Aha
so i might just find parts to make a pc
not buy a premade one
but just used pieces
it's a good CPU but you would still need the rest. If that one for $490 is correct it seems to be a good deal overall
i might actually make the whole build cheaper that way
the 970 is still a ballbuster GPU considering the age
Anyone know any good tutorials for a inventory system, that has multiple tabs for different types of items?
than the 2600 yes, it's a generation newer and a top of the line one
but the mainboard might be an issue. Buying a raw CPU has a problem with finding the correct mainboard to go with it.
one advantage is your core2 you have now might be using DDR3 still which would work with the older I7's but shrug
i am really new into building
google for the cpu, click on the ark.intel.com link and it will tell you the socket and memory type. Alternately go to pcpartpicker and choose the cpu and it will tell you what is compatible
biggest issue is buying the cpu and mainboard separate you might not be able to guarantee they work
yep but if you buy a machine as one piece you just have to click a button to verify 😃
out of all the stuff you posted the, while expensive, $490 one was the best "value" to me as it's older but new which means the memory/gpu could easily be upgraded later to make it feel better
the 3930k has more potential as it;s a K chip which means it can be overclocked for more speed if needed. 6 cores is nice because everything is using more cores lately lol. Raw power wise its 3.8ghz on the top end so nothing to sneeze at
the only issue is it's a top end "Extreme" series so the mainboard might be more money/harder to find
nvidia if you have a choice, nvidia if you don't 😛
GeForce-GTX-1060-ARMOR-3G-OCV1
фор
185$
for*
sorry i forgot to change my languague lol
is that one good deal?
1050ti or equivalent is what I would recommend for a minimum if the cost is good. The 1060 is a great card
Sorry sir!
is anything exciting coming to 4.22 ? (like ES3.1 that actually works on Oculus Go / Quest; some VR goodies using forward shading, etc.)
all we know is what is on the trello roadmap , https://trello.com/b/TTAVI7Ny/ue4-roadmap , I beleive advances in the Virtual Texturing as well as Mesh Editing
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.
there is nothing about VR or forward shading on the roadmap 😦
Although I'd love to see tools for skeletal mesh LOD'ing (which is on the roadmap)
sure
they used to have more detailed roadmap in the beginning
but nobody seemed to keep it up-to-date
or they kept missing targets
so this is one way to solve that issue I guess
roadmap can't be wrong if it doesn't exist :big brain:
<_< finished 12 complex materials, now to add all the variables for the instances.
I always hate that process
Make them all parameters and then you don't have to worry about it later 😉
call it "Options for every need"
hehe
none_0 all the way to None_65
Anyone here use visual studio code vs Visual Studio + VA?
nonesense
is here someone who knows unity too ?
I am sure a few people here have experience with Unity
i have problem with RayCast == false and dont know how to get it work
maybe you should go to a Unity Discord / Forum :P
Hi guys, best way to dismember a character without changing its bone weights?
question, when object have multiple materials, which one will decide on its opacity?
each will only control its own opacity
hmm, i've added one material that changes opacity basing on distance and there's second one that just change base color
adn well, opacity don't change at all
@cursive dirge 4.22 is already the postponed date it was originally 4.20
really?
Yeah
Original announcement was 4.20
Got pushed to 4.22
Think it was during the GDC presentation
anyone spotted any RTX stuff on master yet?
I haven’t noticed anything but might have missed something. My guess is it’s on another branch still. I would be shocked if we saw anything until the end of the year
They’ll probably keep it held close to the chest until it’s close to release so people don’t use an early build for benchmarks
As you named, that will be a GDC topic
https://github.com/EpicGames/UnrealEngine/commit/b5d7db368977e263092be9b97f78944739f80476 anyone got a clue what this is about?
So I was in the reddit game dev classifieds and there's this idiot trying to sham people into giving him 1500 steam keys, so he can "promote their games" Some people are just pitiful
give him 1500 fake keys
@manic pawn seems like api update and some shaders updates
but why merge from another stream for that 🤔
well the branches you see aren' their private ones
hey guys question
Cross cross platform?! Unreal is thinking big. I like.
i am working on a landscape and was wondering how can i tweak my landscape amterial so that anything below a certain point will get a certain material?
there are rivers that are at -14400.0 and below and i want to set it so that any land in that area will be set to a certain amterial
how would i do that
use lerps or ifs with worldposition.Z
Probably better off using splatmaps imo, made a few shaders based on slope/height and they just never worked as well as creating a splatmap
ok will give thata try
@snow crown any updates?
that video you linked was definitely not what you posted lol
lol what
you may have had the wrong thing in your clipboard or something
windows clipboard is a good meme, and any windows user should have learned by now that it's not reliable enough to not verify manually.
Hell I do good to go an entire day without having to re-copy something.
what is this Apeiron module in the experimental directory of the engine?
I see physics and particle related stuff in the module
Hey guys
Is it possible to import AnimBP from Fortnite to UE4?
By saving it as an UASSET then copy the uasset to the content folder
Is it possible?
no
@manic pawn why?
ignoring how this is obviously not legal, the anim blueprint will be compiled to vm instructions or nativized during packaging
Oh ok
At that point might as well kidnap the developer and have them give you the actual sources
@south ridge lmao. Just wanna see how animators at Epic do the animations. I didn't want to use the same anim or smthng.
what do you want to see there? ^^
You don’t want to look at the spiderweb of doom mate
im pretty sure they made the animations in a external 3D programm either made by hand or via motion capture and then imported the animation into UE4 🤷 there is no magic happening i belive 😂
In this stream, Wes Bunn takes a look at the quickest way to get a humanoid character up and playable from a Skeletal Mesh and a series of animations. We’ll ...
could awnser it aswell i guess 🤔
they basicly show what they are knowing and doing as far as i know 🤷 ^^
22 minutes into the vid it starts ^^
I wish we could set up default editor configs for UE4 and pick one when creating a new project.
^ I wonder why EDITOR Preferences are per Project
@sudden agate maybe cus each project may require different editor setup?
me: "I dont understand blueprints"
he: "So you are a programmer?"
uhm no, no i am not
furthest thing from it
Hi, im just getting into UE4 and i want to create a pretty GUI for my RPI3, would it be possible to compile this for arm7?
you can, but why would you want to use unreal for a raspi ?
Because i would like to create a regular gui with a 3d background image that would be a 3d scene made with ue4, just for kicks and getting to learn the engine better
i might as well do that and just create a looping video
yeah you wont be able to display much 3D stuff with UE on a raspi
better just make a small app and a looping vid like you said
hehe, raspi with a 2080ti
hahahaha
Yeah just get one of those pci risers and create a usb to rpi driver interface :p
I don't think Unreal can even run on one
that said, I think this is the first time ive seen "Im just getting in ue4" together with stuff like GUI RPI arm7
generally its "I am new, how do I make a model with bsp"
@wary wave thats my initial question
learn C++ if you dont know already, and make a native app instead
@fierce tulip Well that i am getting into UE4 does not mean i am oblivious to programming and or computers and other derivatives
UE4 is not suited for this kind of use
@languid shard Yeah i guess you are right about that
probably just end up using SDL
its kinda like running a V8 on a fiat uno
OpenGL ES 2.0 for Rpi 3. so.. in theory it could run a small mobile thingy?
you can do it, but the fiat wont be able to handle it
this said, finding minimum specs for mobile is tricky
@languid shard But that would be so cool,
but the Pi has some awful Broadcom video set, IIRC
it would indeed
probably struggles to run much of any kind of 3d
yeah and i would have to kill the gui everytime i try to run anything on it
nm, OpenGL ES 1.1
well there's a raspi minecraft version right ?
probably have to rum most of the gui of some ramdisk
yes there is a raspi mincraft
anyways i better get busy as i need to clean the house and make dinner too
looks like Pi3 is your best bet
i have pi3
but I suspect the likelyhood of it running is fairly low
yeah i will abandon the idea in favor for SDL or maybe try to get into opengl es
Hey, i have a question, im new in programming and i wanted to make a lvl where you go from area to are so in the first are you have the sun light and all seems good, but if you go to the next area there is it raining and dark without sunlight but i dont know how to do that can someone help me? =3 http://prntscr.com/luebgx
no, therefor you need to generate sun on the other area
@clear junco look for sublevels
Anyone know off hand if I have a variable array that's to be set in an ini the format? I've
[/Game/stuff.stuff/stuff.stuff_c]
Items=itemhere
+Items=another
+Items=3rdthing
Items[0] - itemhere
Items[1] - another
Items[2] - 3rdthing
lets see code
oh is java
how do you people get this class coloring
do you manually color it or does vassist do it for you
y do you even try to be helpful, if you don't know the answer don't say anything @static viper
it says javascript tho XD
yee maybe XD
If someone can help me please do i am really new to this and i dont understand logs at all
what's the state on multiplayer origin shifting btw? the docs still say you need your own server or filtering layer for that, but i've seen various claims it's working ootb in normal dedicated servers now?
has anyone experienced this error building for Android with 4.21 https://pastebin.com/FwjYa2tF ?
I think they do (did?) exist, but aren't well documented or bound to anything by default
ah, found them buried in editor preferences
tho I kinda wanted a non-toggles
like holding alt for smooth tool
guess these will have to do
hey can anyone help i dont have the UI folder in ue4
but tom looman has it and he says that we need to go into it
why don't you just make it?
maybe it's in your starter content?
i have no idea what a tom looman is and what project he's showing you, but that 2nd screenshot looks like someone barfed the starter content all over a project root folder
ok
sooo how about you tell me what he's showing you 😉
jesus im a dumb shit
i opened the wrong project
-_-
sorry for wasting your time dude
im really dumb
nah wouldn't say dump, stuff like that happens. also not a dude 😛
Oh jesus im sorry Maam!
im sorry
never been called Ma'am before 😂
it's alright dont worry 😂
miss?
Old Lady would probably be better 😛
@plush yew that'd also work
nothing is up, just work work and work 😃
@grim ore things to invent: a discord plugin for slapping someone 😛
lol. Well IRC used to have a trout you could slap someone with
haptic feedback on the VR unit sounds like fun
pretty sure the "adult entertainment" industry got you covered there...
depends where that text- ok in UMG
there should be a font size in the details (Appearance->Font i think) and then you can scale the bounding box accordingly using the little corner grabby things
or since it's sized to content you don't even have to do that, just change the font size
I just noticed there was 3 C++ UE4 video series on Udemy. did not realize it was such a popular subject compared to just BP UE4
never got why one would make a UE4 C++ project...
How do i change the font size tho...
i always just put the functionality i need in C++ into modular blueprint accessable stuff and then plug it all together there, just way more convenient
no arguing with that @timid seal but some people swear by C++ for everything from what I can see
@plush yew as i said there should be a setting in the details, probably in appearance->font, if not try just typing "size" into the search box?
I know there were some bigger C++ shakeups to the way the code was set up in older versions, I wonder if it's finally stable enough to not have any major changes when trying to learn it.
@grim ore probably just the notion of "omg how can a thing that has a graphical representation ever be performant" that somehow still exists in people 😛 i mean yeah i do pure projects in C/C++ and even assembler sometimes. on an AtTiny or Z80 you kinda need that. but if i have a fancy map + bp editor why would i not use it after putting the stuff that needs to be C++ into a function library or bp-accessable uobject
Some people like pictures. some people like text. Some really don't care and just wan to get stuff done as quickly as possible. New stuff is hard for some people as well, going from an IDE where you control everything to a graph where your basically just working on the top end is just weird to some people.
I just hate trying to remember what does what when using text code, multiple signatures is just annoying when I can just make one node do what I want and choose what I need from it lol
plus atleast half of the engine itself is graphical for work from materials to animations to the AI tree so it just makes it smoother to stay in the editor all the time 😃
i like text for coding complicated algorithms, yeah. but i like the pictures to plug those parts together because i'm making the game/map/etc in the editor already
but then you get mad the node you need was never exposed and question why you use blueprints lol
so yeah my C++ stuff is either highly complicated stuff i wanna hide away or bindings 😄
yep I would think most full dev studios using UE4 use all systems to fit the need
I watch people try and do UI in C++ and it just confuses me 😦
yeah i mean same with my other development, e.g. i did some nice ui tools i needeed personally in GTK+ and moonscript/luajit. did the functionality in moonscript, and the UI in the glade editor because why the hell would i want to code an UI if i have a wysiwyg editor 😛
shrug it is what it is tho, can't convince people to change just keep on trucking along doing what is fun is my motto
yup
you can ask that stranger
people are weird anyway 😛
he actually did all his menu stuff in slate alone
one argument that i totally agree on is the portability
he can port his menu code with just a click into any project
i bet you can do that in bp too... but i never saw that
cant migrate out the code if it's in UMG?
same for umg projects, just migrate the asset
um yeah it is i'm doing it all the time 0.o
oh that's because of ugly reference management and hardcoded stuff that shouldnt be then.
@grim ore I asked earlier you might know this?
Anyone know off hand if I have a variable array that's to be set in an ini the format? I've
[/Game/stuff.stuff/stuff.stuff_c]
Items=itemhere
+Items=another
+Items=3rdthing
Well that was some BS. I can't wait to scrap this engine.
Was converting my ai to crowd control ai and I forgot to add the ai perception to the new controller I made. The engine would crash every time I would try to run the game so I had no way of knowing what was wrong. This is what we have to deal with as dev with unreal and then we have to pay royalties....
this gamedev
its not going to be different on any other engine XD
this is why unities src is so protected
and bc you made an error?
yea just need better debugging.
@versed spear Are you serious? FREE access to a world class AAA engine and you complain of a 5% royalty only if you are successful
I am yes
dont jump into it john XD
You do realize the engine used to cost hundreds of thousands of dollars just to use?
😄
Ehh whatever, your opinion 😃
yea owl is my stalker 😛
I worked on it just for you. I thought it was good 😛
no hate tho just messin with ya
so the crashing was because of my tick settings. It was set to post physics on my enemy. When I changed it to Pre Physics, it stopped crashing.
Stupid question: How to add images in the game. I mean when i drag images which makes them a material they come out black for some reason
What is this image for?
Cool move on epic realeasin cross platform tools for free
Festive af ❤
I still prefer the black/white sweater because its Metal af 🤘
hello guys!
anyone got some spare time to invest in me creating an simple tennis game with me to help out? x)
no? 😛
i would say define what you need
like help making it
with an issue your having
? yuo want a team
@plush compass
look at how the FPS template handles firing. It's tossing out the projectile with physics which gives it a motion and you can have it bounce as well. repeat a motion in the direction opposite the racket when you hit with it with force to return the ball
hmmm okay ty
https://streamable.com/e9uio tried to recreate a football game and then change it but well
even this is not working
its just shooting straight forward
i think i need a personal guide x)
seems like you might want to give it a little impulse or force push with some Z in there as well to get it to go up and forward which sorta mimics a racket
well, it should also shoot in the direction you are facing the ball
but its just straight forward...
ah then you are probably giving it a force that is fixed, like 100,0,0 which would always be in the same direction. You would want to get the characters forward direction then multiply that by how much force you want to give you a force in that direction
idk, also it seems like its global range, doesn't matter where i stand, when pressing leftclick i hit
yea its a force thats fixed but it shouldn't be the same direction
you are not getting the player, you are getting the controller for the player
you need to get the player character and get his forward direction
it is you are saying whenever you click the left mouse button do this
doesn't matter on where i stand
you should check to see if the player is near the object, or you should use collision, or you could use a line trace in an area, or.. etc.
you can use the "Get Distance To" node between the player and the object and see if its close enough then do something
None of these are really the best solution as your just simulating doing something rather than doing something. You should be using collision on objects, like the racket and the ball, and then applying your force based on your collision. For now tho this would be more akin to kicking the ball when you are near it
well, more advanced the ball should fly anywhere on the field and display's a spot on the field and you have to get there and hit it, so collisions are good i guess, i give it a try
There are nodes to simulate a projectile path, like the arc in angry birds, that could be used to do that on collision
what do you think for an very advanced dev (probl like you) how long would it take to create ?
the basics wouldnt take long but it just depends on if you are going for realistic or arcade like. Animations, art, and feel of the game would take the longest. Core Gameplay of making a ball go from A->B on an arc would take a few days off and on I would guess
but then there is a ton of work getting animations working right
yea you are right, well ok ty. basic tennis game i would expect you to say some hours. x)
like the reeeeeal basic
its more arcade like, getting low poly
or well, not rly low poly, but cartoon-ish style
even then you have stuff like the character swings, the animation plays, which animation plays? based on button press and type of swing, it blends from the current animation to the next, then doing a hit with the ball and animating that and getting it's physics correct to feel right.
There is a TON of work in getting something feeling like a game
can someone explain to me why the overlap event aint working when its check marked
the blueprint pic, is of the plate that suppose to move the cubes
Ok MathewW so i probl need some more weeks but i try my best
cubes dont have a blueprint
I would assume the overlap event is not firing due to them colliding and the hit event firing instead?
this is the blueprint for the spawning of the cubes
when i step on the plate with the default player actor it moves it fine
MathewW do you got spare time and would like to create me just a little basics without animations and stuff? i could pay aswell if not toooo expensvie
I don't have time 😦
owww
@olive edge What exactly is supposed to be happening that is not?
the plate is a conveyor belt suppose to be moving the cubes when the cubes land on it
have you tried testing against the overlap event itself on the box or the hit event to see if those are triggering?
yup nothing
did you click Generate overlap events?
yea thats what confusing me y its not working if i clicked generate overlap events
what are you enabling overlap on? does it have collision
on the cubes that are spawning
the cubes are set to physics actors, have you tried putting them on block all or making sure your 2 channels have overlap (your box on the ground and the cubes you are dropping) enabled correctly for those channels
yeah looking at the defaults for physics actor they do not have overlap checked for any channel
Do you have your speed variable set to anything?
well the ground object should be the only thing that needs overlap enabled
the physics objects just need to have valid collisions
ok so i jsut recreated each part and for some reason recreating everything the exact same way fixed the problem...
hahaa
cause that makes sense right? haha
well I tried to duplicate it and I never got overlap to fire off, just on hit. I did have an issue with my base box not having generate hit events turned on by default which caused it not to work for a bit lol
nope its not my job and I definitely don't make a living from it lol
are you MAthew Wadstein?
that I am
lol
youtube is recommenting you as next video
WTF Is? Physics MAterial in Unreal Engine 4
well they must have good taste then 😉
you seem to be very good in ue4 😃 did you ever released a game?
I've done a few in the past, nothing commercial with UE4.
oh alrighty
my biggest wish ever would create a game dev company soon but well, i think its just a dream
Lots of work and it can happen, it's a ton easier now than it was in the past
well i mean, there is a german rapper got a song "success is no luck, its just the result of blood, sweat and tears"
It's literally free for cost, just time at this point, to make a game and release it to the public.
i mean i have a steam license to publish one game
i had like 500$ in steam because i sold some csgo stuff and wanted to check out the steam api and so on
i made a test game on it to check how it is and the networking of ue, its cool but well, not doing anything with this license right now
my biggest problem is, i give up way to fast, im already struggling with this basic crap right now and feel a bit depressed
learning anything takes literally forever, you will always be learning. Hopefully the more you learn the faster it will be to get stuff done in the future tho 😃
yea thats true but well as i said, i give up way to fast
maybe just break it up then into smaller stuff you can finish so you can't give up. Learn one small thing or do one small thing then do something else, even if its a game or another engine or something to learn, then come back and repeat
I've got 50 videos I have to get into projects and recorded before the end of the year to hit a goal of mine. I've got 21 done at this point. Looking at it as 50 videos is horrible but I just focus on them for an hour or 2 at a time maybe once or twice a day then do other stuff and come back refreshed later. Burnout is horrible in game dev if you push yourself.
you can spend hours trying to do 1 thing then take a break, relax, think about how to do it later on your own time, then figure it out instead of banging your head on the keyboard
i complectly understand you but well, i really feel like a looser if i can't get the smallest things done, you understand?
I do but everyone has that problem so we just have to power thru it
i understand
like I literally have issues with Math and Art and I've tried many many times to learn the basics and I just keep failing but at some point I hope I will get it so every so often I just try again and get a little farther lol
math especially, simple stuff like "how to make something forward" when you have a direction just makes me glad other people are smarter and I can copy their code lol
Gamedev is tough you have to learn to solve small problems bit by bit for a long time. I've been working on my get for almost 3 years mostly by myself and first year was learning stuff I don't even need but it all comes together in the end the more you understand how things work. MattewW vids were a huge help
Well it can be argued that mathematician and magician share more than phonetic similarities
ik that its not ideal, but its my only option until i get the parts for the pc i just bought, but, im trying to work on a macbook and i was wondering how to go into fullscreen in ue4 since the button which usually takes you to fullscreen does not work
btw, am i allowed to @ epic staff?
No
https://api.unrealengine.com/INT/BlueprintAPI/Settings/SetFullscreenMode/index.html that may help or http://osxdaily.com/2018/05/15/make-apps-open-full-screen-mac-automatically/
i dont think you understood my question Mattxor
Whats happening is that the fullscreen button in the engine is not working
is it f11? can check in a min or so
@rugged fable I build my whole project with paragon assets. Using those for your first game can help get some money rolling in so that you can make something better. You should download all the free content each month that Epic has been making free. There is a new set every months. You must get them before each month ends.
hey guys, im having trouble exporting from blender to unreal, when ever i do, the animations are microscopic
here is an example
can someone help me with some things, i just got a new computer and want to make a game, atm im trying to sort out auto weapon pickup like in the GTA series, but so far i havent found anything
I use the action rpg inventory. I have had to edit it a bunch to get what I needed but you can follow the code and make changes and test till it is right. Well worth the money.
was this a reply to me?
@viral herald 1: Change your scene unit 2: rename the rig anything BUT armature
yea you can make a box that picks up when you overlap the actor but I would go with an inventory system
i was going for a more auto pickup and weapon wheel, like gta and watchdogs, ill keep looking around for free stuff, currently i font have money to spend, and my knowledge of UE4 isnt the best
I don't know mate 😭
yea just make a ui and an image that has a binding. Use the scroll wheel to change the image based on what is selected setting an integer as you scroll and have the binding control the image that is shown. As for the pick up, you place or spawn the actor in the level where you want with collision and when the player overlaps you destroy the actor and save it to your controller. Then you need to look into savegame object to save and load your game with the items you collected.
@versed spear any tutorials online about this? tbh i dont understand what you mean, i sorta started using unreal yesterday
In this tutorial series, we take a look at Unreal Motion Graphics (UMG) and Blueprints and how we can create a basic Inventory System. This video illustrates...
it took me about 6 months of testing anything and everything to figure most things out but there is so much that you are always learning. I myself in that time did not find many tutorials useful. If I need to know how to do something I would have to search for a tutorial that was very specific.
I would start with learning about project settings window and looking at how default world settings work. You have the player controller game modes. You can then start leaning blueprints and communicating between them by casting and making variables of different types to hold references to objects that you want access to later. Then I would look at how functions work and how you can add input and output pins to send variable types to other functions easily. Creating the type of blueprint you need is very important. A blueprint can be lots different types with actor being one of the most common. Then there is understanding and using parent blueprints and child blueprints so that if many objects in your game use the same base code you do all that code on the parent blueprint and make a child blueprint of that so it only has to load the parent into memory once and all the child actors of that can use the same code without maxing out your memory usage.
has anyone watched today's stream ? anything interesting was talked about for 2019 ?
hopefully a new engine entirely. Epic engine no crashing leaving the devs scratching their heads and banging their head against a wall because there is no way to figure out why the engine is crashing.
unreal engine 2?
lol I can only dream of that
UE4 cough cough
lol this morning I was testing ai crowd control and I would have to say I crashed it over 20 times in a row before I was about to fix it.
I mean, did Tim and Joe talk about anything useful for 2019 plans for the engine?
AI is the Achilles heel of UE4 IMO.. As if they don't have Ai programmer working at Epic
they may have mentioned some new cross platform tool and cloud saves
Q2 2019: Cross-platform data storage and cloud-saved games
Q3 2019: Cross-platform achievements and trophies; voice communications; PC/Mac overlay
Q3/Q4 2019: Cross-platform parties and matchmaking
so, same engine, more stuff related to Epic Game Store..
fixing crashes doesn't make money
😛
it does
cause i aint gonna pay for stuff on unreal and have my stuff crash
id go unity if this happens
your telling me because this is how they work. They expect us to make bug reports to fix their engine. Then want to charge us if we release a game when they are making millions with us supporting their company.
ye
don't get me wrong those they do give some stuff for free so I guess it balances out in some ways.
yes
free as in has to be used on their engine only haha so in the end it is not free 😛
oof
Btw I did answer my own question regarding the ini files if set your own configuration flagged array it is
var=abc
+var=def
+var=ghi
I wish they expected us to make bug reports
That would imply they'd be eager to receive them and to fix the issues
Hi there! Anyone got a cool link of like someone working (environment or any art) in Unreal, using rtx/raytracing? Curious on how that is dev side, specifically on working/lighting your environments.
anyone know of a good hdr to png converter that is free for my sprite sheet made with unreal engine?
I use Gimp haha but yea if ps supports hdr maybe there is a free version of that ? I am a programmer not a graphics artist 😛
Oh ok sorry I assumed ur gender ahahahahaha
well nothing comes in mind if not PS or SD
ok thank you ill look into ps
Im sure there are plenty but you can quickly batch that into PS
last time I was making sprite sheets I was using an online website converter but I need a faster method now hehe so many sprite sheets ugh.
If you are willing to put up with a really old version, you can get Photoshop CS2 for free from Adobe's website
That's old enough to be increasingly buggy on newer systems though
just need to convert hdr files to png so ill try it thank you
anyone have expereince on how i can add a slope saying taht if the landscape dips below a certain level, it would be textured with tis material?
this is my level and my landscape material
When building a game project in ue4 multiple times, can it recompile only the changed assets or do I have to build the game over entirely
ah found this for converting hdr to png. just what I needed. https://www.xnview.com/en/xnconvert/#downloads
I copied and pasted assets from one level to another and this happened
Solved
I just had to disable multi bounce
Ok so idk if I’m having a brain fart or something but how do I take a X Variable multiple that by 2 set it back to X within a clone actor after hits a certain actor(edited)
I wish the documentation pages were like a wiki or had comments or something
like the GetMonth BP node for example - it doesn't say if its 1 or 0 indexed so I have to figure it out. Sure wish I could just add that to the page or something but noooooope everyone who uses it has to figure it out for themselves.
(the answer is its 1 indexed in case anyone is curious)
lol did you change your calendar to test that?
No I got the output of the current month and looked at the output
well every library on the planet has their own reasoning for January = 0 or = 1 but they are all different. My problem is just that now that I know there is no way for me to add that to the documentation which doesn't say.
hellooo
Hi
Stupid question: How to add images in the game. I mean when i drag images which makes them a material they come out black for some reason. I want to add an image to a canvas to make a painting
Hey! Maybe someone can help me out with my performance issue?
It has a bit odd pattern
Performance spikes seems to happen when i traverse across my map, so it's like culling issue or object loading, probably
The thing is - it's similar on desktop VR and in mobile. Just about 100k tris baked lighting map and nothing else
What can it be?
It seems to happen in similar places when looking in similar directions, so the only thing i think about is that i see the chunks of a map from far away, but i can't get how it can affect performance, if even entire map in one mesh should perform ok in any modern hardware
Best way to find out is using the profiler
@boreal night Increase Angular Damping of your Head and Decrease the Angular Limits of your Head
@upper sluice make sure the image imported is the correct format, if its a texture2d assign it to material to it and set its type to user interface, then for the image widget you need to assign that material, make sure its the correct size
does someone know how to make a Main Menu with a Video as the Background?
@sudden agate where to do that? Can you give picture showing it?
@boreal night in the PhysicsAsset Editor of your Skeletal Mesh
For working on complex blueprint systems, what's the best way to make regular backups as you work (like a version history)? At the moment I'm just copying and pasting it in explorer with a different name
freenas
@wispy pasture #source-control check pinned
@digital anchor thank you
@wispy pasture Unreal by default creates backups automattically after a few minutes
"there is not going to be a ue5, but "unrealy"
https://youtu.be/-aYce1Uznn4?t=4129 XD
Join us for the final Unreal Engine livestream of 2018! So many amazing things happened this year: from stunning demos like the Speed of Light and a fun Crab...
Unrealy Confirmed
missed chance to call it unreality
As far as i've searched, i see no tutorials whatsoever like 1) 2) 3) how to profile your android game. Is there any clear and useful material on this topic?
All, I am experiencing a potential bug which is blocking my development.
In a multiplayer project on 4.21.1 I am using STANDALONE and have set in the editor to NOT connect automatically to server:
https://gyazo.com/1ce0d1ab49bdfcbe9eed36459047b88d
I am now seeing a behaviour where one of the two game instances I spawn tries anyway to connect, as I see in the logs:
LogNet: Join request: /Game/Maps/Menus/OSA_Menu_Level_Main?Name=fido2-24B5013F48EE7B4C380521A689E13A3E?SplitscreenCount=1
This results in the game hanging in one of the two windows. This messes up entirely my setup, and if I close the other one, the one that hangs suddenly appears:
https://gyazo.com/057d7066c35fc37e8b7ff150dd7720ab
the Begin Play event of the level never gets called on the client that hangs
try changing editor multiplayer mode
See screen just here above
it says play as client
of course it does, they need to connect
Subnautica will be available for free at @EpicGames in about an hour. It's going to stay free for two weeks until 27th of December.
yes I did
before I post a 'help wanted' ad - I don't suppose there's an animator who might be interested in farting out a prototype (for fun) over the holiday period?
first person multiplayer shooter, unique movement mechanics
will need a moderate amount of experience
hi there
Is is possible to open 4.21 rpoject in 4.20?
or if I migrate the assets ?
hello guys, is there a way to use anim trails when rendering in sequencer? I have them attached in the animation that i'm using in sequencer.
if i play the sequence in the editor they work fine, but when i render them they don't show up
Any idea why my map fails to save? It doesnt really explain the problem in the log.
most of the time when that happens it's open in another location, like 2 editors.
Hmmm, i've only got one editor open right now, I've even tried opening and closing
I'll try duplicating the map and deleting the old one.
Strange this is happening - I'm just making a simple prototype pawn in this build.
Yeah, that seemed to fix it. Strange.
Cheers!
i'm retarded, how do i post something in looking for talent?
checked the pinned message
k ty
hi there 😃
does anyone know how would i be able to use FABRIK and use hand ik with shoot animations
i actually have the ik in place, but when i play the shooting animation only the ik doesnt follow
Is there a way to get direct support from Epic Engineer ? even paid is ok.
heh
Udemy is the world's largest destination for online courses. Discover an online course on Udemy.com and start learning a new skill today.
ah, one sec
I need a specific thing that I guess only staff will know to assist
TeslaDev created a paid course for Udemy
That's like 99% of all Udemy courses when they launch though
It has the same pros/cons as game EA
yeah even the classic C++ course was early access, it seems like most big ones are then you get fucked later when they have to fix or change stuff and ...
kinda wish there were more ue4 c++ tuts
learn C++ from anywhere, follow the UE4 C++ tutorial that epic has, done.
there are?
There are like 50+ ue4 c++ resources online
most of them free
But truthfully
ALmost all of them are the same
Basic/newbie stuff
Good for refreshers
ok so im trying to send a variable from a actor blueprint to a widget
what do i put as the object when i cast it from the actor blueprint?
@grim ore got any ideas? all the youtube vids just show variables about the actor size, ect...
but im trying to get a custom variable stored inside that actor into a widget
Use blueprint interface instead
My custom collision boxes don't work unless I simulate physics.
@olive edge this link used if you like to send variable to some specific blueprint in your scene, mb you need to cast to blueprint class instead?
Hey guys
Anyone knows a mocap suit for less than 500$?
I am not willing to pay 4000$ for a mocap suit or even 1000$. Is there cheaper?
Nah
Get Perception Neuron you cheapo
Best suit out there for Indies
Damn, they have a V2 and up'd price though
looks kinda sexy
That Pro thing is looking nice
but it does jitter a bit and needs a good deal of fixing in post
@safe rose it is not I cannot or don't want to pay. I am a minor (15 y.old) so my parents are responsable of me and they have to pay school,then university. I don't want them to pay 4000$ for smthg like this
And no one wants to pay what it's worth
@wise barn it's $1500
And, tell them to write it off their taxes
one thing is to have a suit, another thing is to be a good performance actor
?
(or have one handy, or better yet 2 - one male one female)
first off, not hard to be a mocap performer for 90% of things usually requested
It has to have its own software or I can use it in MOBU or Maya?
the other 10% you contract out an stunt actor if needed
Btw you can have all Autodesk products for free for 3 years
@wise barn i can give you some good info on it
Try out IPI software with PS eye cams
I heard that XBOX Kinect can play the role of Motion Capture?
I already have a kinect
iPi Soft is expensive
For facial capture i use bicycle helmet with selfie-stick attached to it, and use blender to track facial markers
I wanted to try long time ago but I need a USB port that my pc doesn't have. Then I got my exams and forgot about it
I think there's a couple of products that use kinect for a mocap
I cannot work through Maya or MOBU?
3 month ipi software rent costs about $170
As I got em for free
I track facial markers in blender and then export them through fbx in 3ds max
And for the body?
iPi Motion Capture is a scalable markerless motion capture software tool that supports 1 or 2 Kinect cameras or 3 to 6 Sony PlayStation Eye cameras to track 3D human body motions and produce 3D animation.
For me 3 month is enough time to fiilm all the data for any project
@vernal tapir Is that any better than nimate? Im using a Kinect that I soldered a power cable to 😄
hey guys, i am trying to import a mesh and it is importing it all as one mesh... i cant see the "Combine mesh" option in the import settings
@copper fable
@vernal tapir that doesnt com eup for skeletal meshes does it?
ill export the parts seperatly
Strange blog post
@versed spear idk, i thought 2 kinects is way too expensive to make good 360 capture, so i went with ps eye cams and it's fine in general
Can someone tell by the profiler info what's causing lag spikes in my game? Cause i'm looking at it now and it's confusing as hell
@vernal tapir the reason I use the Kinect is because of usb 3.0. higher data transfer rate.
@versed spear you still need two of them for 360 degree tracking, and the precision is basically the same as the 6 ps eye setup
why would anyone need 360 degree tracking for animation...maybe on a rare case.
what ofc u want 360 tracking
id cry with out 360 tracking
kinect is total garbage for animation imo
so limitd
ok so im trying to send a variable from a actor blueprint to a widget
what do i put as the object when i cast it from the actor blueprint?
https://cdn.discordapp.com/attachments/225448446956404738/523201448897413121/asdsa.PNG
got any ideas? all the youtube vids just show variables about the actor size, ect...(edited)
but im trying to get a custom variable stored inside that actor into a widget
first you gotta understand what cast is
cast is just helping the program understand what something is
hey, that variable here is a ResourceCollector...
so you need a reference first, so you can tell its a resource collector
you normally will have that reference where you spawned it, did you spawn that ResourceCollector on your gamestate?
Again, use bp interface for actor to widget exchange
its preplaced
its an actor blueprint
all i wanna do is pass a variable from collector to a widget haha
Just make an object or class reference in the widget's variable, set the object/class, pull from the ref
cast to blueprint class didn't work?
no it didnt, its not giving me an error but it just doin nothing, it ssuppose to take the variable add it to another variable and send it to a text bind of the Widget
i dont think i made the reference correctly?
I think discord as a store has the largest chance at coming out on top since it already has large user base.
I was given a file that was supposed to have assets in it but the assets aren't showing up?
Maybe I'm pointing out the obvious but your file is then called empty
or UE4 is having issues
What was the type of assets?
Im not the only one with the issue https://answers.unrealengine.com/questions/180392/uassets-not-showing-in-content-browser.html

