#ue4-general

1 messages · Page 363 of 1

dry moon
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like its not properly attaching modules

cursive dirge
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it doesn't compile those if you hit build again?

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you can always manually build the missing modules if you know what they are

dry moon
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When I launch the game

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I compiled through VS, it launched

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and then when I just open the editor through the desktop shortcut

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it askes to recompile

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Alright fixed it

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what a stupid issue

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and doesn't tell you at all what the problem is

dire storm
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Hey team. I'm looking for advice on how to implement the following system. I have hex meshes. I want the player to be able to adjust the height of the mesh. For example the player can adjust the entire height of the hex face up 1 level OR he can select a corner of the hex and just adjust the height of that one corner. Could anyone point me in the right direction? I'm currently reading over Runtime Mesh Components and Procedural Meshes. Thanks in advance 😃

icy bone
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@plush yew if u mean in multiplayer then yes

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@plush yew if u mean to render with different visibility for different render targets then i dont know how, but should be possible

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hm thats kinda tricky

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i think it require tweaking the render pipeline to do this, u gotta render separately for the planar reflections/reflections with the full body

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and then u somehow turn that to texture, and then project again onto those planar when u render again without the full body

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i know its possible but the procedure to get there i have no clue atm

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if its not crucial to the game mechanic then solve it the easiest way 😄

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but u will need it if u make a kind of a ghost game, or a game where u look at urself u see someone else than compared to mirrors

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that would make a damn col psychological horror effect

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like if u play as Anakin but u keep seing darth vader in mirror, or his shadows

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😄

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lol

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then researching for this effect would be cool

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but its quite unique

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not many game has it

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😄

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its especially good for plot twists

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😄

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but for planar mirrors its actually possible with render target textures

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its like how Portal was done

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its harder if u want all reflections to obey the same rule

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even non planar ones

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thats when it become significantly harder

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i see

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u releasing on steam?

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can i see screenshots ?

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are u doing the VIrtus gamejam thing? 😄

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sure thing

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u dont do early PR?

elfin lily
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No early PR is kind of strange

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Even if it's free

tawdry narwhal
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I vaguely remember there being a game written in ue4 where they had to tackle very high units counts... does anyone happen to have its name?

vast pine
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anyone know if ue4 has support for overwolf?

unreal token
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am i going about this wrong

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im trying to shoot a projectile from my gun in vr

upper heart
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@vast pine I just did an integration with Overwolf. They supplied a plugin.

unreal token
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any insight pleas

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yeah could i copy this event graph from that
?

vast pine
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@upper heart its not on the marketplace eh?

unreal token
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could vr market be replaced with my weapon?

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pistol for instance

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marker*

upper heart
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@vast pine No and I had to fix it up a bunch

vast pine
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woof

unreal token
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ill try that out ive been trying to work around this all day

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making a college project lol idk why i chose vr smh

unreal token
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does this make sense?

cerulean nova
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set Visibility vs toggle Visibility is there any diffrence? ^^ just wondering ^^

abstract relic
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Toggle swaps current state. Set... sets to whatever parameter you define

unreal token
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not sure what you guys mean

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😦

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im using this to shoot a projectile from the front of my muzzle

dire storm
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Would morph animations be what I need to learn to edit the shape of a mesh during runtime? Like if I wanted the player to be able to shrink the size of a box or hex grid height?

abstract relic
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No, you can just adjust the scale of the object

dire storm
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okay so how would I handle the allowing the player to adjust just one edge of a hex grid for example. Like if I wanted to allow them the ability to lower one side of a hex to create a ramp up to a second level. Thank you very much for your response.

manic pawn
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you can either replace the mesh with a ramp shaped one, or you're getting into procedural stuff there

dire storm
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basically what I'm doing is making a hex map. I want the player to be able to spend resources to edit the hex map by adjusting height levels (say ground, cliff, higher cliff) of the hex by either raising the whole hex up a level or being able to select an edge and shift that edge up or down 1 level.

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and have the player action interp bewteen the two states.

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I'm digging through the content examples trying to find something. I did see one video in my tutorials that used a morph target animation on a pinball bumper that made me think maybe that was the way

chrome crypt
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dammit

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does anyone know how to stop a character from travelling up?

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after an action?

unreal token
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should this work? not sure if it works and i just have it in the wrong place, i put it in my weapon blue print but since it has controls should it be in the motion controller pawn blueprint?

abstract relic
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@unreal token I assume you’re going for something like this

cerulean nova
unreal token
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do all controls to fire ect.. have to come from main player or can controlls be in gun mesh blueprints themselves

plush yew
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Someday I wanna create the PS2 classic, Mojo!™

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Just wish I had the skills.

dim arch
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has been saved with empty engine version. The asset will be loaded but may be incompatible.

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is there some way to update these assets and save them in the current engine

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guess I should ask in pakaging

gray pier
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my brain evolved

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through constant evaluation and analyse of my possibilities

dim arch
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ya self reflection p dope

drowsy mesa
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When I change effect options to low ue4 crashes

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Anybody know this issue?

static viper
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dont change to low...

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if you need todo that you are doing something wrong XD

drowsy mesa
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?

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My pc spces are not good

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So i have to change options into low

static viper
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ue4 dont works that way

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its a HighSpec orientated engine

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not like unity which is orientated on mobile

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you will not only loose alot of engine feature but always have a hard time in editor

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i really dont advise low specs... at all

chilly sigil
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Hey everyone, i don't know where to ask so i'll just ask here.

Let's say a friend of mine created this dank Widget BP with all the animation data and code in it, which has no external images.

Is it possible for him to send me the BP so that i can just plug it in my project? or does he have to send me the project which i have to then copy. If not, is there anyway to at least send the animation data?

static viper
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yes

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migrating

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and it needs to the same engine version

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get the code to a blank project

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and he can send you that

plush yew
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@cloud cobalt you could always change controls in preferences in blender, including making left click to select things, Maya nav controls etc

gray pier
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does unreal install java 8 development kit?

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im considering removing it cuz i dont code in java but idk

regal mulch
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Anyone had an issue with Textures (maybe other Assets) only opening a blank window?
As well as bulk editing them?

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(4.20)

dim merlin
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hey guys

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anyone has a good idea for a good plugin for time of day?

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like sun rotation etc

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perhaps i should ask it elsewhere ;D

regal mulch
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UE4 ships with that by now or?

regal mulch
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None of my texture editors are showing anything

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fml

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Cleared Save, Intermediate.
Verified Engine.

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-_-

static viper
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only this project?

regal mulch
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Checking that right now (2nd project is loading)

static viper
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i have seen this before

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bu not with textures

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i cant remember what caused it right now

regal mulch
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Seems to be every project

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gg

static viper
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very baddo

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well i guess you have to use unity from now on

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¯_(ツ)_/¯

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@plush yew you should head to #umg

harsh tiger
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my project was running at a smooth 90-120 fps in the editor last night and now today its going 20-120 and is really unstable. any idea why this is?

regal mulch
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@static viper Fixed.
Deleted "%APPDATA%/Local/UnrealEngine/4.20".

static viper
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how did you found that out???

static viper
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phew

regal mulch
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Just a casual 1 1/2 year old post

static viper
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no magician afterall

harsh tiger
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anyone got any ideas how to fix my issue?

unreal siren
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Start from the bottom up, anything messing with your PCs performance outside of UE4?

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@harsh tiger

static viper
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so

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it was wrong to even tocuh kite demo XD

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you can easily remove anything by manually removing it in the folder structure

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like windows explorer

harsh tiger
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@unreal siren nope, i was playing CS:GO with 500 fps a hour before opening ue4. i've even tried closing and reopening my project

static viper
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kite demo is no packet

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the whole thing can either be removed in ue4 editor

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or manually

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click folder

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press delete

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done

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then do it manually

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as i said

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.

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and?

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its compiling the assets to get references

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and kite demo is large cancer

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so ofc it takes time

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good

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now proceed

harsh tiger
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i had netflix open xD that seems to have fixed it haha

quaint gazelle
harsh tiger
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i think its when you post a picture on discord and then right click and copy the image link

quaint gazelle
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wait.

grim ore
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it looks like it's explanatory, what video card do you have?

quaint gazelle
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Do you really want to know?

grim ore
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then yes that is no longer supported, they stopped supporting SM4 a few years back

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it looks like 4.17 is the last version you can use for that card

quaint gazelle
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Me?

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version

regal mulch
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There is a little arrow next to the version

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:P Thought about pressing that?

quaint gazelle
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Love u

graceful crane
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I'm completely new to unreal engine and I'm trying to make a deployable floating disk and have no idea how to start

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basically a hoverboard

grim ore
drowsy mesa
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Anim montage/state machine what can I use for hit reacts animations??

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I've managed to use state machine but animation freezed while transitions

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I used bool for this process

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What should I do?

obsidian ore
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is there some way to reset the view in the editor? by zooming out in some weird way i somehow managed to turn the camera upside down and i'm unable to get it back to normal

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the solution says to "lock the camera to an object"

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what does that mean, and how do i do it?

paper kernel
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select object and press F in viewport

drowsy mesa
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Guess I've gotta use montage for hit reacts

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state machine is Hierarchy based system so

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I dont have to make a structure for single hit reacts

obsidian ore
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thanks

inner yacht
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Can anyone help me get better performance with a small city that i have street lights in. How can I set to use low quality lights?

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The Shadow Quality cant be turned to medium or extreme lag happens

icy gale
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If I want to create a text that will appear on collision with items such as pickup items etc, where would and how would you implement it?

gleaming creek
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Do you want the text to appear on-screen (e.g. a HUD), or 3D in the world?

robust void
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i need help. is it possible to make a mp4 file from an exportable cutscene you make in unreal

gleaming creek
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Record it using a program like OBS or Shadowplay?

icy gale
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@gleaming creek Well, I want it as a HUD text, I kinda don't want it to be static tho. I tried setting it as TextRender in the ThirdPerson class, when I attach it to the character and set the head as parent it looks awesome, but it doesn't being translated when I look up/down, so its kinda not good enough I think.
If I try to attach it to the camera I just see it anywhere I look which is good, but its completely static, which is not exactly what I want.

gleaming creek
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@icy gale If you want it as HUD text, you would set up a HUD using UMG and tell that to display your text

oak temple
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@inner yacht try switching from static lighting to dynamic, you might be overloading your vram with the baked lightmaps. Lighting runs pretty heavy in general though.

grave nebula
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@dim hemlock It literally states that you need to switch decal material blendmode to translucent.

chrome summit
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i need help

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am making a 2d game and i want the camera to move only x axis

little whale
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guys, where i can ask about an issue related to the engine and my monitor?

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basically everytime the cursor gets on the generic browser or anything related like trying to go to options, etc, the monitor turns off/on like if switched to another channel, only happens to UE4 tho.

regal mulch
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Does that happen in all Engine Versions?

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Have you tried verifying the engine you are using=?

regal mulch
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Does that happen on every project, also on fresh ones?

little whale
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Just found this topic

regal mulch
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Welp

little whale
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but i have been forced to switch my screen to HDR which the colors arent great in windows desktop

icy gale
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If I want to see something only when the player is looking at it, how to do it? Or what should I google for? Cause I couldn't really find it..

dusk vault
grim sinew
earnest cape
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Is there a way to split a spline? Like fork it in multiple directions?

paper kernel
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technically you don't have to, just start new splines

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since you would need a way to separate the splines in code anyway, might as well make a new ones

stray smelt
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anyone else having issues when you are attempting to check out multiple assets at once? (svn in unreal)

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like +20

icy bone
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I am surprised how well the Mixamo stuff works for the basic needs

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great for testing 😄

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I can just model something and just get instant animation

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so cool

drowsy mesa
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ah I found the solutions

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but how can I make the animation play from the start?

stray smelt
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yeah mixamo is great

sonic pagoda
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attempting to save
Fatal error: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 305] Illegal call to StaticFindObject() while serializing object data!

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does anyone have a clue what it could be.. i just put in a new earth BP into my map

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and tried to save the map

drowsy mesa
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my animation wont turn back to start

sonic pagoda
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and i just tried it on another map as well.. still crashes.. what the heck

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nevermind

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not the asset

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just a recent upgrade to 4.21

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upgrading to put new incompatible assets in is fun

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but i really need this one this time

drowsy mesa
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can I get this back to the start?

sonic pagoda
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details pane

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loop?

drowsy mesa
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yeah

sonic pagoda
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whats the details pane show

drowsy mesa
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I dont want loop

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I checked out

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I dont want loop and I want animation starts from the 0 frame

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it continues if I start the animations again

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I want the animations start over and over for every single plays

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not continue from the previous status

grim ore
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I can't tell which type of node that light hit to head is but does it have a start position pin you can add?

storm venture
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anyone know of a way to display a material in a widget without making a separate version with the UI Domain enabled?
I heard something about using SceneCaptures but I need to display about 9 materials on the widget at once and I imagine a scene capture would be quite performance heavy?

drowsy mesa
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Start position? I'll check

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That node is a additive animation

icy bone
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controller?

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u mean the camera

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or a physical controller

storm venture
grim sinew
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No. They’re generated by the engine and stored in a way you cant get to.

icy bone
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u can but its complicated...

storm venture
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Darn, thanks

sonic pagoda
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is there a 4.21 transition channel

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this new IWYU is loads of unexpected fun

grim ore
dim arch
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hey I am downloading the dependencies for the engine source via setup.bat but the problem is the connection is pretty unstable

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when it disconnects the downloader stalls

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nvm, it does resume. it just froze for a while ;x

tough fractal
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Hello to all. i need a talent for a freelance job. where can i write my request?

tall pendant
crisp fable
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any sql guys here?

static viper
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i think they are all stored away :c

crisp fable
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hah

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well my question is can you "reserve" a block of id's

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so im not constantly hammering the db to see what the next one is

shrewd gorge
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I'm panicking.. xD My viewport mouse controls all of the sudden are all messed up.
Up goes right... right rotates the view, down goes left...

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Sounds familiar?

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Resolved: I rotated my view too much and went out of whack

latent moth
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all, is compass data (heading) from mobile phones included in some VR toolkit of ue4 that i can use, or do i need to code myself for android / ios?

spare sun
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don't really see the connection between VR and android

latent moth
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sorry i meant AR

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the connection is how to access mobile sensors such as gyro, heading and gps

mystic fjord
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just trying to remove this jitter

ashen brook
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So um... this is awkward, but... how do I change my forum signature on the UE4 forums? 😄

static viper
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isnt that an option anymore?

ashen brook
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I don't see it anywhere

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@plush yew you can just add the package, and then delete the stuff you don't need

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or add the package to a separate project and migrate only the stuff you need to yours

static viper
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dont add the kite demo.

ashen brook
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ah, found the signature field

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the field to edit my forum signature on the UE4 forums

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forum sigs.

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a forum signature

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it's a bit of text or images that gets added to the bottom of your posts

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anyway, it was hiding here:

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in settings -> account

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it's exactly what I said

ashen brook
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it's not for you

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it's just for my problem

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because I asked for help with a problem, then found the solution myself, so I'm posting the solution for others who might have the same problem

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as one does 😉

abstract relic
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Good man 👍🏼

wheat hare
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Nice

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Good shout.

ashen brook
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told you already - migrate only the assets you want, or import all and delete the ones you don't want

wheat hare
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This is my first day with ue
I installed it last night
I'm going to use it to make a cool map in 3d.

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Are there games for this that are open source that I can drop in just to goof around in my map?

abstract relic
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There are mod kits

wheat hare
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Lit
Otherwise I could import to unity and put it in VRChat

grim ore
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if you really really really want them gone go into your file explorer with the project closed and delete them from the disk. you might end up with issues that you need to fix with redirectors but if you never really used the pack you should be fine.

abstract relic
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Delete. In file explorer

grim ore
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or wait. wait as long as the engine takes to process your request. IT will eventually start working again, it has to check references for all the files you want to delete

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or start a new project?

static viper
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its your problem if you dont want to really :/

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we cant help with attitude or language barriers

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well we could... if you told use where you came from

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but even then its unclear

ashen brook
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sometimes you just have to stare at a progress bar for an hour

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it sucks, but that's the state of things

static viper
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yee thats ue4

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blender interprets this a bit different XD

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there might be an issue with export

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better results ^^

zealous cloak
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can someone help me with importing some fbx to unreal?

static viper
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whats the issue

zealous cloak
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i recorded around 160 gestures with a software called brekel open VR Recorder

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the software created fbx with a HMD and both oculus controllers. For presentation i wanted to add all interesting gesture into a map, that i could present

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but when importing the fbx nothing works

static viper
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error message?

zealous cloak
grim ore
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it looks like they came in, there is nothing in the folders?

zealous cloak
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the animation plays but relativeley wacky

static viper
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did you import all 160 at once?

zealous cloak
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nop just 1 to see if it works

static viper
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ok

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what elements are we talking about

zealous cloak
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in blender the animations plays normal

static viper
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i cannot see things on that picture

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show more

zealous cloak
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give a second

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maybe theres is sth wrong with the exported fbx in blender?

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thats how the fbx looks like in blender

static viper
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will you zoom in?

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XD

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i forgot my binoculars

zealous cloak
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better

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i hope you see sth 😄 the important thing is, that the animation plays correct

static viper
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this is weird

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is this one rootbone connected to multiple objects?

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what kind of animation is this?

zealous cloak
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i used following

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to create the fbx

static viper
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are there bones in the animation?

zealous cloak
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dont think so

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since all elements are static objects

static viper
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so

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you did 160 gestures

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but you did not test this process to comletion before?

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you never successfully did this?

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but you created 160 gestures

zealous cloak
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it was automatically done by the brekel software

static viper
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ue4 needs bones

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it cant handle vertex animation

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your animations all need bones

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every single one

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they need the same skeleton

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and 160 bone key tracks

zealous cloak
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so i need bones to know in which position all obects are to each other

static viper
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yes

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tho even if ue4 could handle this

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you are lacking a root skeleton

zealous cloak
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but i can create a root skeletton for my objects in blender?

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just adding 3 bones one for each element and thats all?

static viper
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try

copper fable
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hey guys, is there a way to deactivate my niagara system without destryoijgn the present part icles?

shy silo
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So I’ve done a smidge of unity and remember it being able to enable gravity on an object. In UE4 is there an easy way to give something gravity and weight?

shy silo
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thanks for the help in gravity, but im not able to figure out how to ake something kickable. IK in unity you add a mesh collider and I believe set a weight, how would I go about that here? sorry IK this is probably really basic

grim ore
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What do you mean by kickable?

spare sun
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think he means physics

bronze cedar
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hi guys, i want to know is it possible i can transfer my UE4 from desktop to laptop without downloading it again from the net

grim ore
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yes, you can just copy all the files from your hard drive to the new drive and run the editor from the directory for the engine you want to use. You might need to install the pre requisites file again on the new machine. If you want the launcher to know about the new version that's gonna need a bit more work

bronze cedar
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@grim ore thanks for the help, can you tell me the work i have to do, because of limited bandwidth i can do that haha

grim ore
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you probably have to start the download, pause it, shut down the launcher, move the files over so the engine now has all the files in that folder that you downloaded form before, then tell it to verify. I have never tested this. As far as I know you can't install an engine version in an existing folder so you have to work around that

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I am actually testing it now so who knows

bronze cedar
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now mean you are testing it , or just telling me to test haha

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that's nice thanks for the help, i will do that and will try that , and will let know 😄

grim ore
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testing it now, making a copy of my 4.20 engine install incase I bork something up lol

bronze cedar
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oh ok haha that's nice, so you was doing this before or doing when i just said it

grim ore
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when you said. I've never had to do it before so it's a good thing to test

bronze cedar
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omg you are @grim ore , the one who got a youtube channel, wow, i don't know that i am chatting with you, hello Sir, i am your very big fan

zealous cloak
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@static viper so imported it with the right positions, but now i have thr problem, that all my animation sequence is split in 5000 elements

grim ore
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😃

bronze cedar
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it's my luck and honor to chat with you , thanks for the help

static viper
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5000 elements??

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what

bronze cedar
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i think like 5000 different small files

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not sure

zealous cloak
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but every animation is just for on controller

static viper
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oh

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does a backflip

zealous cloak
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some mistake with importing?

static viper
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yes

bronze cedar
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i am looking forward to make a shoot em up game, there is just one tutorial series, 😦 i need more, i want to make a free game for android any help guys

static viper
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does a backflip

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i am getting better

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import settings - combine meshes

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does a tripleflip

zealous cloak
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ah

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its super hard to learn everything by oneself 😄

bronze cedar
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yes that's right and 100% true @zealous cloak

static viper
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quadroflip

bronze cedar
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haha i wonder how others know so much, haha yep they work hard and learn that all things

zealous cloak
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where can i find the option combine meshes?

static viper
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you need the impo

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tripleflip

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ort window

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its a dropdown menu there

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a bool for combine meshes

zealous cloak
static viper
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thats

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4.21?

zealous cloak
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is it the highlighted option?

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4.20

static viper
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no it says combine meshes

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for some odd reason that isnt the error tho

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mh

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funny

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what did you do....

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show blender mesh again

zealous cloak
static viper
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so these bones are all connected?

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also the mesh triangles?

zealous cloak
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they are connected

static viper
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5000 objects cant be

#

what are these 5000 objects

zealous cloak
#

not 5000

static viper
#

why are there 5000

zealous cloak
#

500, but maybe 200 just wanted to say alot 😉

static viper
#

so

#

you showed nood from cb

#

can you show me that again

#

but with large winduw

zealous cloak
#

nood?

static viper
#

picture

#

ue4 nudes

#

noods

#

dont you think ue4 looks spectacular?

zealous cloak
#

haha

#

just dont know what you wanna see 😃 th eoption of ue?

static viper
#

nono

#

content browser

#

with the 200 objects

zealous cloak
#

its adding again, reimportiong it

grim ore
#

@bronze cedar welp the good news is the launcher works fine if you are copying over installs. I deleted my 4.20 install from the launcher, told it to add a new one, made sure my files for my 4.20 install where in the correct place in the folder and where the 4.20 install was going, and once I told it to install it basically checked all the files and only downloaded about 150MB and was done. So yeah moving the entire folder where you have the launcher and engines installed should work fine

zealous cloak
#

it adds too many animation tracks

#

shouldnt it be only one?

static viper
#

show show

#

you are importing one object?

bronze cedar
#

@grim ore Sir that's a big help, thanks Sir for the help 😄

zealous cloak
#

one object in blender?

bronze cedar
#

just a request from you haha , can you do some shoot em up tutorials, like on space ship shooter game haha

#

i want to make some small games for android

grim ore
#

someone made one on youtube that I just saw using the content examples ship. It looked fairly decent.

#

or else you can just look at the content examples input examples map and it has a ship you can control with effects

bronze cedar
#

yeah i am watching that , i got so much from that, but it's so fast and kinda like higher level for me,

#

yes i will , maybe in future haha you can do some like 4 or 5 videos very small, but i will be trying hard to make this game

grim ore
#

ah gotcha

bronze cedar
#

thanks for the help Sir, you are awesome @grim ore 😄

zealous cloak
#

@static viper thats maybe 10% of all files

bronze cedar
#

@grim ore i want to stick with you , like want to chat so much on UE4 and game making, but that will make you disturb haha, i know you got some work to do, so will meet later Sir, thanks for the help 😄 😃

static viper
#

this is a blender issue

#

export issue

#

i cannot help since i dont know blender

grim ore
#

yep yep glad to help

abstract relic
#

Adorable. How often do you get gushing fans Matt? 😜

bronze cedar
#

set the score from 1 to 10

#

lol

abstract relic
#

noob savior/10

wheat hare
#

Wow there's VR tools you can actually use in VR
Any recommendations on tutorials for that?

#

I'd like to do all my dev with my Oculus Rift, as much as I can

abstract relic
#

This weirdo is pretty good

#

Jokes aside, do the live training on the topic

grim ore
#

@abstract relic lol, not very often. It's weird when people recognize me in real life tho at GDC

shy silo
#

Matthew, saw that you tried to answer my question, when I said kickable, I want to be able to push an o next by running into it

grim ore
#

all you should have to do is enable physics on the object and it "should just work", I dropped a sphere into the world and did that and I could push it as expected.

shy silo
#

Alright thanks for the help. Is there a way to change weight?

grim ore
#

It's all in the physics section on the mesh, should be like right under the "Simulate Physics" checkbox

shy silo
#

Ok. Thank you so much.

wheat hare
#

Hell yeah live training

#

Thanks guy

grim ore
#

There are a few live training sessions for the VR editor as well as one that was done at a live event

shy silo
#

Sorry to bother you again, is the enable physics in a blueprint class I’ve made (followed a video tutorial) or is it somewhere else?

#

Wait I think I’ve found it

grim ore
#

the physics option should be on any object that can simulate physics, like a static mesh or skeletal mesh, under the physics tab. If you search for Physics in the search bar you should be able to find it. https://i.imgur.com/lXLbJe6.png

#

so for a blueprint it wouldnt be on the blueprint itself but on a component part of it that can simulate physics such as a collider or static mesh

shy silo
#

Yep, found it thanks

grim ore
#

no average, it depends on your project

#

a new TPP project might take 800mb at start while the shooter game example might be 1.3gb and that will rise and fall based on what you do.

wheat hare
#

Do you guys who make games stick with one tool or do you need to use a bunch of different tools to get what you want done?
I'm starting from 0 and ultimately I want to make 3d buildings and print them, and make a vr environment that's the downtown of my city
I'm finding that there's loads and loads and loads of forms for that to take and paths to achieve that goal

abstract relic
#

There isn’t really a one stop shop tool

wheat hare
#

Seems like I'm downloading a bunch of different apps just so I can use this or that feature

#

Which I'm not against

#

I'm just figuring it out for myself and other people's experiences help at this stage

#

For example I can put it in medium and use the cameras and animation tools in that to make subversive propaganda videos

#

In the old days when these kinds of apps used to come out you had to get married to one or the other and there was always some janky process to convert if it were even possible. Doesn't look like that's true anymore with most tools reading multiple formats and converting formats being trivial as long as you stick with what's popular

shy silo
#

next question, I'm trying to get my sphere trigger to play an audio clip when a sphere rolls into it, and I have made it so that it plays when a table hits it or whne I do, but it wont play when the sphere hits it...

abstract relic
#

Make sure you have the audio cue in the components and have your collision enabled

glacial pecan
#

simple question: how do I disable a blueprint in the world outliner? I guess there's a button I'm just not seeing?

high stone
#

Just a reminder for all game devs. When you fresh install GPU drivers. It can set reset your power management. Make sure you have it set on maximum performance. This also includes TN panels with dynamic range, set to full. Windows updates can have the same affect on rare occasions with power management.

weary basalt
#

@glacial pecan How do you mean disable?

#

Just delete it?

glacial pecan
#

I want to keep it, just temporarily not use it when I press Play.

#

In Unity, it

#

's just a checkbox.

#

But I can't seem to find something similar in UE...

weary basalt
#

There isnt anything similar in UE4.

#

The best you can do is disable its ability to Tick.

glacial pecan
#

@weary basalt ok, thank you for the information

merry gazelle
#

Anyone have an idea if it’s possible to display a users desktop in game (e.g virtual desktop)? I assume not since even the experimental browser sucks

glacial pecan
#

guess I need to disable event beginPlay in my case

merry gazelle
#

Recently I’ve had a breakthrough when it comes to making stuff in UE4, in VR I’ve made a boxing dummy, fishing, shooting gallery and crafting system in a couple days. 😄

glacial pecan
#

I'm still waiting for my breakthrough

ember hull
#

Guys how can I move top down actors when I add them on top of a static mesh ? In ground floor they move when I command them, but top of the a static mesh that is above the floor they stand still, I dont think ai are afraid of heights ^

lost shoal
#

Edit>Development Mode>Frame Actor>Navmesh Actor>Add Parameter

weary basalt
#

Did your NavMesh generate on the staticmesh?

ember hull
#

@lost shoal couldnt find development mode

lost shoal
#

Under edit bro

ember hull
#

@weary basalt if you mean that the mesh is in the nave, then its

lost shoal
#

Oh do you mean in Verox 13.0?

weary basalt
#

Press P to show navigation mesh.

lost shoal
#

It's by the paint brush

weary basalt
#

Well theres your issue

ember hull
#

how to generate the NavMesh ?

lost shoal
#

Try CTRL+F5

ember hull
#

okay thx harley, will try

lost shoal
#

For the navmesh commendation

weary basalt
#

Build Navigation is under the Build button

lost shoal
#

You can try to build in Verox 13.0

#

You can try to build in Verox 13.0

ember hull
#

I dont even know what is verox

#

and what is the build button ?

lost shoal
#

For the development mode edit

#

To build

weary basalt
lost shoal
#

Try CTRL+Scroll lock

#

Try CTRL+Scroll lock

#

That should initiate the Verox build navmesh

#

In developent mode

ember hull
#

@weary basalt it worked thanks

#

@lost shoal where do I click it, in the when I selecting the mesh ?

lost shoal
#

I'm fucking with you I have no idea what you're talking about

#

I'm fucking with you I have no idea what you're talking about

#

I'm fucking with you I have no idea what you're talking about

weary basalt
#

@lost shoal Read the #old-rules mate, no trolling, read rule #1. Be constructive.

lost shoal
ember hull
#

@weary basalt is there any other way than build path in all levels ?

lost shoal
#

Wow

ember hull
#

and thanks alot for your help @weary basalt

lost shoal
#

What about me

#

Jerk

weary basalt
#

Stop harley.

#

Move on.

ember hull
#

ignore the dog, and he will stop barking

weary basalt
#

@ember hull Your NavMesh should be updating when you add objects to your Level.

#

When you Build your Level with the Build button it will also build paths.

cloud plover
#

Does anyone know if its possible to edit the download speed on the Epic launcher? It takes forever to download games and my internet is wired and pretty fast.

grim ore
#

The launcher should download at top speed for the CDN closest to you, I know I max out with max speed without any changes

spare sun
#

🤔

glacial pecan
#

I don

#

't understand why I've never been able to get the "migrate" function to work in Unreal

grim ore
#

how are you using it?

glacial pecan
#

well, tried to migrate both the advanced vehicle blueprint just now, and the entire project

#

neither worked

grim ore
#

so you clicked on the advanced vehicle blueprint, right clicked and did migrate, pointed to the Content folder in another project, and hit ok?

glacial pecan
#

pointed to a subfolder in another project

grim ore
#

The content subfolder?

glacial pecan
#

content/vehiclemigratefolder

#

I don't want to clutter my top level with things from a different project

grim ore
#

there is a good chance that is why it did not work, it asks you to migrate to another content folder

glacial pecan
#

but that's insane

#

what if you have same folder names?

grim ore
#

then you rename one on the source or you don't do that in the first place?

#

nothing is stopping you from renaming it as well in the source before you migrate

manic pawn
#

paths aren't relative, you must migrate to a root folder

grim ore
#

also nothing stopping you from renaming after

#

and if you just want to import the vehicle template you can import the vehicle template feature pack into an existing project without migrating

glacial pecan
#

ok, so I thought the whole point of the migrate command was that it dealt with that

#

if it doesnj't, how is it different from copy?

manic pawn
#

it finds referenced assets and copy pastes them to the new folder

#

nothing else

grim ore
#

migrate moves the item and any references it needs

#

references being the key difference

glacial pecan
#

@grim ore oh, I can import it? interesting, I didn't know that

#

ah

#

I'll put in a feature request that it should also update paths then

manic pawn
#

no point in doing that lol

grim ore
#

I wonder if this is why epic doesn't do the training stuff anymore, no one actually reads the docs or watches the videos so I guess no point =/

glacial pecan
#

they should just design better features, so you don't have to 😛

grim ore
#

well they aren't exactly hiding them, people just expect things to be handed to them in abc fashion without any real effort on their part

boreal yarrow
#

yo, i dont really know where to ask this but

#

what do you guys do for weather systems?

hot ledge
#

if anyone can help i have server dropping clients when i use server travel console command

spare sun
#

the docs are usually kind of last resort, but watching the training vids is always a thing imo

manic pawn
#

videos are mostly worthless as documentation since you can't search them

glacial pecan
#

@grim ore it's just that coming from Unity, I never had to care about paths... it's just alien to me that some basic things doesn't seem to work in Unreal

barren delta
#

some video just contains tons of useful tips that you won't even search for

glacial pecan
#

training vids also gloss over huge things sometimes... like in the Unity to Unreal videos which don't explain that fbx hierarchies aren't retained until you direct import to a level

manic pawn
#

yeah but you're not going to watch some 1 hr video just because it might contain related info

barren delta
#

that s exactly what i did and it was quite useful:)

#

this video doesn't even show how to implement most of things... it just tells you what things are possible to do in the engine

glacial pecan
#

huh, so I added the advanced vehicle template to my project now, but I can¨t control the car on the default map... guess it has something to do with input settings not getting imported

grim ore
#

Unity had the Editor Path , It wasnt all fun and games

glacial pecan
#

hmm... even if I import input.ini from a project created by the advanced vehicle template from scratch, I can't get the car to move in my new project

#

anyway, at least some progress!

barren delta
#

eobet you have to set actions for your project like wasd

glacial pecan
#

models are in place, and it seems that I can move the added files to subfolders at least

barren delta
#

they aren't part of migration of assets

#

but you may copy paste ini file that contains them

glacial pecan
#

@barren delta right, but that's why I tried to import the input.ini from a advanced template project I just made

#

wohoo, editor crash

#

guess I shouldn't put even an imported template in a subfolder then

barren delta
#

migrate to content and then put it in the subfolder in editor

#

or do it vice a versa: put to subfolder in editor and then migrate

#

oh and you have to save everything after putting anything to subfolders

grim ore
#

if you really want the input settings from the other project you can always export them out then import them in the new one

glacial pecan
#

@grim ore that's what I tried to say that I did

grim ore
#

you exported or just tried to import the input.ini from the old one?

glacial pecan
#

import from the scratch created one... and now it works, because I just added the vehicle template without moving it to a subfolder

#

I'm going to have to try to digest what @barren delta tried to tell me

#

I shouldn't move it, but migrate it to a subfolder?

barren delta
#

you can't migrate to subfolder

#

but you may to try move stuff before or after migration

glacial pecan
#

the productviewer template from datasmith seems to handle being placed in a subfolder just fine, though

#

but that's newer than the advanced vehicle template...

#

perhaps built more flexible

barren delta
#

actually i'd even try to migrate by unreal and move stuff in just browser outside of editor

#

and expect that that might work

shy silo
#

another newbie question, when I press play on my first person thing, my camera is really short, can I make me taller somehow?

barren delta
#

migration is the process you can't remove because it shall replace all references. But inside of the project i expect that ue doesn't care about folders

grim ore
#

@shy silo are you using the first person template?

shy silo
#

I think I used blank

grim ore
#

welp how did you create your first person thing or are you using the default pawn that can fly around?

shy silo
#

the default pawn that can fly

grim ore
#

ah then yeah you can't really do anything with that. the Default Pawn is not really a usable character it's just meant to be something if you have nothing or even to spectate

glacial pecan
#

ok, well thank you both for explaining to me what I did wrong

#

I got the template working in my new project now

grim ore
#

you can import the first person character template if you want a real character with a camera, collision, and movement or you can look into making your own character that has a camera where you want it

glacial pecan
#

we'll see if I'll attempt to move it tomorrow 😃

#

sleepy time now!

shy silo
#

ah alright thanks for clearing that up. how do I go about importing the FP char?

glacial pecan
#

(I'm fascinated that I didn't even have to setup any collisions on my imported geometry. The car just worked!)

#

...or, it worked on some things, like the track, but passed through other things, like the barriers

#

I'll try to figure that one out tomorrow too

grim ore
#

At the top is the green add new, then go to the top to import a feature pack, then find the first person blueprint feature pack

shy silo
#

alright thank you so much. very helpful

#

ok I added it, do I have to drag something in or compile a BP>

#

?

grim ore
#

in order to use the first person character?

shy silo
#

yeah

grim ore
#

nope, you should be able to use the character to replace your existing or use the game mode to have it use that. In projects settings -> Maps and Modes -> default Game Mode you can change it to the FirstPersonGameMode to use that character

shy silo
#

ah ok

#

now it works thanks

shy silo
#

last question of the day, how can I make an item so I can see it but also walk through it? (A plane)

barren delta
#

remove collision from it or set its reaction to pawn channel to overlap or ignore

shy silo
#

ok thanks.

dry moon
#

Made an AI tick LOD system

#

will help in distances to allow more AI in general in view

#

though I should change it to screen size so zooming in on it will make it tick full

#

but ya system runs great

shy silo
#

alright, I have to aska one more question. does the first person template shoot a bullet or does it work more like an air gun? Is there an event I can use, so it happens when shot?

grim ore
#

the first person template fires a projectile yes but if you import the feature pack it comes without that "feature" lol. there is code in there since you can hear the sound and see the animation fire where you can fire a projectile or fire a line trace to simulate a bullet

#

by default it's firing off a line trace and adding an impulse to the hit target if you use the feature pack

shy silo
#

just going to @shy silo myself so I can find this again. good to know.

grim ore
#

yeah it's weird and I don't know why it's like that but some of the feature packs are slightly different than if you started with the actual template =/

normal burrow
#

Anyone else use the delete and replace references on skeletons to batch assign skeleton for animations and meshes finding it broken on 4.21?

#

wont let me save the redirector, just curious if its a one off or common.. tried twice

crisp fable
#

i dont believe i've tried in 4.21

#

dumb question, but are you sure you don't have two instances of the project open?

manic pawn
#

there really should be a check against that :v

normal burrow
#

not a dumb question, but yes i'm sure the same project wasn't open two times

#

but

#

i did migrate it from another project which was open, i could have closed it.

crisp fable
#

just to confirm you're deleting skeleton A and reassigning the broken reference to skeleton B right?

#

in order to reassign

unreal token
#

Is there a way to duplicate and transfer animations to new characters without over writing or stripping previous charchater animations?

normal burrow
#

yea to be clear i'm talking pp-801 from the marketplace, which is delivered in a uproject. I open up the uproject in 4.21 from mp, then i migrate it to my 4.21 (github) project and then i take the skeleton those use press delete and at the delete popup i choose to replace references with the mannequin skeleton i use with all my characters. Everyhting is fine up to wher it wants to save. it says it cannot save the redirector and it never succeeds to after retrying.

By the time the project is reopened the skeleton returns but the meshes are pointing to nothing, the redirector is gone but the meshes are saved to use no skeleton. its really weird

#

i've done this many times with other characters and there aren't any conflicts in the hierarchy with naming

#

but not on 4.21

#

but yea george i had the pp-801 project open while my own github 4.21 project was open but thats no different than i usually do i think

crisp fable
#

is pp-801 an epic paragon thing

#

because that would be why

normal burrow
#

no its not

crisp fable
#

hmm

normal burrow
#

its QuangPhan

#

Theres no bone overlaps and using regular assign skeleton doesn't request any changes / adds to the mannequin skeleton (which already has tons of bones from other quangphan female characters)

#

I am thinking about just sending a bug report to epic, maybe somethings wrong with the replace refences or something

crisp fable
#

yeah without seeing the actual project i cant really debug

normal burrow
#

i don't think there is any other way to reassign skeleton on animations

#

yea sall good

#

thanks for any reply though, i appreciate it.

#

left is mannequin skeleton (which is used on all characters, and i changed the default preview mesh) right is the pp801 i don't spot any reason for it to fail

plush yew
#

Can anyone pls dm me and teach me about procedural Generation because i'm brand knew and working on a game

dim arch
#

building ue4.21

#

elapsed time: 42m, progress: 7%

manic pawn
#

sounds like unworthy hardware

dawn linden
#

@dim arch If you're building on an HDD without a heap of memory, the PCH file I/O will completely kill the build.

#

If that's the case an no option, disabling PCH files in the build configuration can help a lot.

dim arch
#

I am using a samsung pro 850SSD

#

however I built UBT before building the engine, does that effect it?

#

also, the engine can only build on one thread or what? I have 4core/8thread CPU but its building only on one

manic pawn
#

ubt uses all cores unless it detects not having enough memory

dim arch
#

well it has plenty of memory free

manic pawn
#

that's strange then

dim arch
#

I have incredibuild installed and it hasnt been registered, maybe that's why

manic pawn
#

ah

dim arch
#

afaik incredibuild limits it to one machine, not one core, when unlicensed

manic pawn
#

gotta get rid of that if you don't have a license

#

ubt is better than incredibuild at non-distributed

dim arch
#

oh

#

any idea how I can disable it?

#

on a per-project basis

manic pawn
#

I think there's a flag in build configuration

#

bAllowXGE?

#

not sure

dim arch
#

thats for shader compilation I think

#

may be wrong

manic pawn
#

it's a ubt flag

#

not config

dim arch
#

well, I am building the engine from the VS project

manic pawn
#

it's a global setting in BuildConfiguration.xml

dim arch
#

C:\UnrealEngine-release\Engine\Saved\UnrealBuildTool

#

the one here?

#

or in appdata

manic pawn
#

appdata

dim arch
manic pawn
#

surely there are some google results on what to put here to disable incredibuild with ubt

dim arch
#

yeah

#

no worries

#

Ill look into it, I am going out for new years so it should be done by the time I'm backl

normal burrow
#

any luck with that bsod?

dawn linden
#

They used to have a template version of the xml file showing all the options. Removed it a few versions back for no reason...

dim arch
#

but will need to fix it for when I build the server version

dawn linden
#

Maybe you can dig it up online somewhere though.

dim arch
#

@normal burrow I installed the LTSC version

#

it BSOD'd while compiling shaders in the launcher version of the engine

#

but it hasnt crashed while building the engine, and was stable overnight

#

so fuk knows 😦

normal burrow
#

hm interesting 😃 progress though

dim arch
#

yeah

#

well, have to head out, have a good new year chaps ✊

manic pawn
#

they really should port back that shader compiling optimization to 4.21...

normal burrow
#

have a good one

#

which optimizaiton?

manic pawn
#

making it 3 times faster by routing allocs made by some 3rd party library through FMemory

normal burrow
#

ah,what was the reason for removing it?

manic pawn
#

they made the optimization after 4.21

normal burrow
#

oh i understand now

#

yea i'm ready for 4.21.2

manic pawn
#

it's interesting how this is even a thing

#

how come system allocator is so 🚮, that they can make the whole program 3 times faster by replacing it with a custom wrapper?

normal burrow
#

well

#

that kind of stuff, its easy to assume your just working with real hardware registers and stuff and theres no reason for it.

manic pawn
#

and does this mean there is a lot of software out there which can potentially be made 3x faster by copy-pasting FMallocBinned2?

normal burrow
#

like theres a whole organization of the addresses and stuff programs deal with and its seperate from the actual hardware, everytime you do stuff its running through a table

#

the os has full control, and yea asking it to do anything ensures a performance penalty

#

if you think of like the way the os has to keep track of the memory in use by each program running and then be able to make sure programs don't just read into memory of others, i dunno thats where i start to understand why there is a lot to be had in those kinds of optimizations

#

like if you store a memory address to regedit it means nothing to anything else, so you make stuff faster by just living in the dreamworld the os presents you

manic pawn
#

but how come it doesn't do the kind of binning unreal does manually, by default?

normal burrow
#

because when a programs memory stuff is optimized to work within memory i knows it claimed then it can make assumptions the os cannot

#

not to say the os isnt already doing the same kind of optimizations already, but they have to balance everything

manic pawn
#

or they could add a std::non_garbage_allocator

normal burrow
#

with a huge std::map of process id haha

#

but i mean yea, i'm not trying to make excuses its just, the os has a lot to do all the time

manic pawn
#

the code is 10 times longer than unreal, involves at least 37 variadic templates, is written in ancient runes

#

but it works

normal burrow
#

haha

#

i haven't looked at it but yea standard library stuff is crazy

#

like you can think of some guy growing up and putting his life into understanding of mathematics and optimizing logic and all that stuff then writing something for the standard library

#

like its nuts how standard library in c++ rarely ever encapsulates anything that can't be explicitly overridden, and it makes a huge effort to optimize stuff it just has a small understanding of what it is.

#

not always the easiest thing to incorporate though

#

problems come in when each platform has to hack at it their own way to benefit their own platform but yea, its gotten a lot better since the 2000s

manic pawn
#

imagine if they stopped adding pointless libraries and instead set those wizards to work on optimizing the 50 years outdated include stuff

normal burrow
#

thats what they've been doing though recently

#

like the functional std stuff is straight up removed in c++17

#

as more features get added to c++ to make old stuff no longer relevant they remove and change/add to everything

manic pawn
#

it's probably good for my sanity that I don't know what that is

normal burrow
#

haha well

#

std::threading is like one of those things

#

it should have been in there forever ago

#

like i mean, its good you don't have to learn winapi threading and unix pthreads and then make something cross platform with each

manic pawn
#

but imagine if they completely started over with the compiler, removed this stupid compile/link split, and replaced the obviously fail copy-pasting method of handling includes

#

we could have a 100x faster engine build

normal burrow
#

eh yea like

#

objective c is kind of what your talking about

#

its effectively still c++ but it puts the smartness into it

#

But someone could write a compiler that works completely seperate from how stuff does too, like no object files and all that.

#

but i would be surprised if that had any affect on compile times

manic pawn
#

the fact that building the engine generates 50GB of intermediate garbage is pretty br_big_brain

normal burrow
#

unless your dealing with io bottlenecks 😄

#

Yea, though the engine is no small thing haha

manic pawn
#

every cpp becomes half a million lines long after the idiotic copy pasting of includes

#

so we are building 1 billion lines of code for no reason

normal burrow
#

there is waste though, not saying there isn't but if there were a way to have all that in memory and not have to chunk stuff out to obj files of course that would have its benefits.

#

well, i dunno if you should think of it like that

#

like parsing isn't what the compiler spends most of its time on

manic pawn
#

it probably spends 99% of the time doing work it has already done but not cached

normal burrow
#

it does spend some time for sure, but like its actually a good thing that you can instruct the compiler that you want it to not cache stuff or lump stuff together too.

manic pawn
#

how is that a good thing?

normal burrow
#

if your someone who isn't using lots of forceinline or inline definitions in h, theres not much waste or uncached stuff going on.

#

well if you think about caching a function that takes an argument int, and it starts off with if == 0 return;

#

if the compiler cached that result off then the code would just call that function everytime

manic pawn
#

I wonder how long it takes to compile a cpp that includes some engine headers and otherwise does nothing

normal burrow
#

if you mark it forceinline the compiler has to treat the body of that function as the callers so it can better optimize.

#

You could find out, but you'd have to have like the module define and all that, then all the generated bodies etc

#

you could have no u-types, but you'd still need the game module macro i think for it to compile

#

its really stupid though, mvc

#

like on any other compiler

#

clang, gcc

#

you can request a report on what its spending its time on

#

not cl.exe no way

manic pawn
#

clang is 50% slower than msvc so even more 🚮

normal burrow
#

it entirely depends on the work load

manic pawn
#

it is for unreal things

normal burrow
#

but either way, what i mean is clang tells you what its spending its time on

manic pawn
#

hm

normal burrow
#

my old project, i got it compiling on clang and mvc took literally 45 minutes to compile it

#

on clang it was something like 40 seconds.

manic pawn
#

that doesn't sound right at all

normal burrow
#

there was obviously something wrong with mvc, but the frustrating thing was that there is no way to tell what its spending its time on.

#

it was tons of templates and i was generating the code from t4 templates which is like a code writing code thing

#

i believe that most stuff could be faster in mvc and it sounds like they've fixed a lot in mvc since, but yea i mean i was just saying i had no idea to see what it was spending all that time on lol

#

using one thread for 45 minutes

manic pawn
#

it's even worse if you try to enable ltcg for shipping build

#

msvc sits for 5 minutes at generating code, clang sits for 20

#

🚮

normal burrow
#

yea i belive it haha

#

i mean

#

the whole reason i got clang running was so i could get an idea of whats taking so long in mvc

#

but when it took like 40 seconds yea i dunno haha

#

doesn't help me at all haha

manic pawn
#

though I wonder if this 300% extra time clang is spending is because it is creating higher quality code

normal burrow
#

the way clang works is actually really cool, but yea i don't know about quality levels haha

#

like emscripten and all that

#

clang can compile out to llvm assembly that emscripten uses to generate js from

#

but its interesting too because llvm can be parsed to generate code better than uht does

manic pawn
#

that sounds cool but completely useless for unreal

normal burrow
#

well, llvm instead of just reading header files like humans and not being able to template or macro define uproperties and all stuff i dunno

#

source uses i t for their new physics engine too, its wild

manic pawn
#

new physics engine?

normal burrow
#

well its not new anymore haha

manic pawn
#

source 2 actually exists?

normal burrow
#

but the one that replaced havok

manic pawn
#

sure they announced that years ago but still haven't seen any of it lol

normal burrow
#

i don't think its source 2, but they took havok out and put in their own replacement for it, i think around the time left for dead 2 came out.

#

that guy talks about it thought is actually really interesting.

#

i'm sure they still use mvc to actually compile the code, but compiling out to llvm for code generation intermediately is a really cool idea

manic pawn
#

uht could be faster too

#

why is it taking 20 seconds to figured out what I changed in my 50 line header

#

is it re-parsing all or what

normal burrow
#

i dunno, like i would let it be slower if it i didnt have to interact with it like plain text

#

like the biggest problem with it to me is that its not smart enough to do anything

#

i mean

#

some things haha, but like

manic pawn
#

? what is it missing

normal burrow
#

not being able to put enum values out of place, not being able to have 256 entries in a uint8 enum, no effort to even like ignore templates, instead it just says ERROR i'm not touching that, no understand

#

like it doesn't parse c++ better than my eyes do

manic pawn
#

it doesn't need to for most use cases br_thinking

normal burrow
#

the problem is that it forces you to program in a way that is like painfully slow and with enums specifically its very prone to errors because you have to compromise much of the time

manic pawn
#

it could solve a lot of problems with parsing default values by just copy pasting the code between = and , to the generated cpp

normal burrow
#

but it still doesn't haha

#

your not wrong though it could be a lot better, even without llvm but its not and it forces you to do everything the way you have to do it. i'm just not a fan of the way it works

manic pawn
#

do you really have a bp exposed enum with 256 values though 🤔

normal burrow
#

i did yes

manic pawn
#

that would be hell to use in bp lol

normal burrow
#

its not only that bad though

#

like

#

when you have an enum of 256 values

#

your using macros to define each entry

manic pawn
#

lmao imagine what a switch on enum or select node would look like

normal burrow
#

but not with uht you arent.

manic pawn
#

just a giant skyscraper

normal burrow
#

yea lol

#

because you have to, put each name comma

#

the thing with 256 entries was various components form the XM module playing there,

#

like the panning commands there are 256 and its easier to see the enum values rather than know that full left is 0 and full right is 255

opal totem
#

So I'm making my first game in ue4 and I'm just doing a basic 3d platformer where you make it to one end of the map. I keep getting distracted with perfecting every piece. Should I just let some imperfections go or make it perfect

normal burrow
#

cap n hook, just go at your own pace unless time constraints.

manic pawn
#

it kinda has to figure out the name and value for each tho, so it makes sense that it can't parse macros

normal burrow
#

it shoudl expand macros period haha

manic pawn
#

try adding it to uht and you see why it doesn't do it br_thinking br_thinking

opal totem
#

I'm really just wanting to make my first game to have an idea if I like it all. I'm not looking to put it out into the world. But I just don't know how critical I should be in order to finish the whole game.

normal burrow
#

@manic pawn how can you justify this though?

manic pawn
#

what's this

normal burrow
#

around 916 and on is more my point like

#

its stuff for my walking implementation,the UTrot class is a blueprint library

#

but its really just the word ufunction(BlueprintPure,Category="Trot"..... over and over hah

manic pawn
#

I am seeing many 3 letter abbreviations that mean nothing to me

normal burrow
#

just focus on the uht stuff

#

theres a method to the madness, but i'm literally catering to uht the whole time

#

i dunno its just a lot of meta stuff where at least the bulk of it could be expanded from macros

manic pawn
#

hmm

normal burrow
#

like so much easier if i could just put ufunctions on ustructs or some way of not having to heap all functionality to libraries

#

i literally have to just sit down and cave.

manic pawn
#

that is indeed extremely annoying

normal burrow
#

like i would just FORCEINLINE all the functions in the library, but guess what nope i cant hah

manic pawn
#

why can't you?

#

the bp math library does exactly that

normal burrow
#

to get it to force inline i cant use that keyword, because uht doesn't recognize more than one keyword and that in this case is 'static'

manic pawn
#

check how they do it then

normal burrow
#

they do it exactly the same way i do

#

well not exactly they use a different forceinline specifier but, if you put FORCEINLINE and static on the same line then uht says no way

manic pawn
normal burrow
#

so they too, in the class UFUNCTION(...) static void ....() everywhere then after the class, thats when you can say forceinline

#

its not because it tricks the compiler to do it any different that way its becase uht don't like it.

manic pawn
#

what if you put forceinline on a separate line above ufunction?

normal burrow
#

then it complains about not having a ; if i recall.

#

just like if you have

namespace Something {}
USTRUCT() struct FBla {};

#

it will say what the hell is going on here

manic pawn
#

there has to be some trick

normal burrow
#

yea and thats worse haha

#

its

#

#define static FORCEINLINE static

#

#undef static

manic pawn
#

I vaguely remember someone posting a trick on the forum that did not involve separating the implementation or a crazy macro like that

normal burrow
#

it is so dumb

#

it probably took me an hour just to get that header together

manic pawn
#

you wrote 1600 lines in 1 hour? br_thinking

normal burrow
#

yea but its mostly copy and paste

#

because uht makes me

#

thats the worst part i mean theres not a lot going on in that header at all

manic pawn
#

this makes me wonder, why do you write constexpr on all the things

#

like why is that a thing

#

can't it figure out whether that is possible by itself

normal burrow
#

i write short hand like that because i figure, even if the string of some function is held in memory only once, when i have to make a damn function every time to do any thing and a uclass ublueprint type for every ground of things to support include what you use etc its just nosiating

manic pawn
#

without you having to put it 1000 times

normal burrow
#

so like FTrotWatt for example

#

it is legal c++ to do this

#

enum class EWatts { TwoHundred = (int)FTrotWatt(5,40)(), };

#

constexpr indicates that the compiler can treat calls to those functions, and the entire type as if it were as basic as int is.

#

so your telling the compiler hey, you can figure this out and this is how it works. go on with what you will here.

manic pawn
#

why does it not just assume constexpr by default?

#

it seems stupid to have to write that on all the methods

normal burrow
#

because that same line i posted with the enum

#

you wouldn't know if it would compile or not without checking if the type's constructor is constexpr and the () operator is constexpr

#

its dumb though i agree

#

because it is incresingly difficult to handle constexpr like in a way where you don't always lose it.

manic pawn
#

I mean you could just compile and find out if it works

normal burrow
#

the way it works now to be clear

#

if you mark something constexpr and it cannot possibly be a constexpr the compiler tells you why

#

its a little better than just hey this with that wont work

#

but not much

manic pawn
#

so it could start by assuming everything = constexpr and print this error if you try to use something that requires constexpr and it doesn't work

#

this seems just as stupid as noexcept keyword to me

#

soon you have to write 10 things on every function

normal burrow
#

It could but thats not how c++ works like, it doesn't try things to do it right or wrong. it trusts the programmer to let it know of its constraints. but i agree in that the way you mark constexpr is repeatative for sure.

#

i'm not disagreeing with you but the reality of just hoping stuff can be compiled by the compiler for example would make the problem with constexpr that is already there larger

#

like right now with defining constexpr everywhere and trying to generically keep constexpr over templates or something, trying to support both. the problem is that theres no way for the programmer to ensure something is constexpr without being extra verbose about it.

#

like if i had

template<typename T> struct TIsConstExprInvoke{static constexpr bool bSupport=false;}

template<> struct TIsConstExprInvoke<FSomeStruct>{static constexpr bool bSupport=true;}

template<typename T,bool bIsConstExpr=TIsConstExprInvoke<T>::bSupport> struct InvokeOperator;

template<typename T> struct InvokeOperator<T,false>{ static FORCEINLINE decltype(auto) Invoke(T&&value){return value();}

template<typename T> struct InvokeOperator<T,true>{ static FORCEINLINE CONSTEXPR decltype(auto) Invoke(T&&value){return value();}```
#

all that is required just to generically support the constexpr of any given type, because the requirement of the constexpr keyword..

InvokeOperator<FSomeStruct>::Invoke(value) is constexpr.
InvokeOperator<FVector>::Invoke(value) is not constexpr.

manic pawn
#

I am confused what the purpose of this template is

normal burrow
#

like the keyword is a problem here but removing the keyword it makes it increasingly difficult to rest on the compiler to determine when somethings a constexpr or not a constexpr to where it could take forever to compile something lol

#

well you see bSupport?

#

the first TIsConstExprInvoke is the default value, any type passed to that bSupport will be false.

#

the second is a specialization saying that FSomeStruct has a constexpr () operator cause it defines to true

manic pawn
#

I mean I can see what it does but I'm not understanding the purpose

normal burrow
#

i'm trying to demonstrate how difficult it is to retain the constexpr with non constexpr types in the first place if it makes sense like

#

the partial substitution there in InvokeOperator

#

rests on bSupport,

#

so all that above is required just to add the CONSTEXPR keyword to the Invoke

#

of <T,true>

manic pawn
#

what do you mean by retain constexpr with non constexpr types?

normal burrow
#

i mean so if you have FSomeStruct have a constexpr operator ()()

#

and FOtherStruct have a non-constexpr operator()()