#ue4-general
1 messages · Page 363 of 1
it doesn't compile those if you hit build again?
you can always manually build the missing modules if you know what they are
When I launch the game
I compiled through VS, it launched
and then when I just open the editor through the desktop shortcut
it askes to recompile
Alright fixed it
what a stupid issue
and doesn't tell you at all what the problem is
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 😃
@plush yew if u mean in multiplayer then yes
@plush yew if u mean to render with different visibility for different render targets then i dont know how, but should be possible
hm thats kinda tricky
i think it require tweaking the render pipeline to do this, u gotta render separately for the planar reflections/reflections with the full body
and then u somehow turn that to texture, and then project again onto those planar when u render again without the full body
i know its possible but the procedure to get there i have no clue atm
if its not crucial to the game mechanic then solve it the easiest way 😄
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
that would make a damn col psychological horror effect
like if u play as Anakin but u keep seing darth vader in mirror, or his shadows
😄
lol
then researching for this effect would be cool
but its quite unique
not many game has it
😄
its especially good for plot twists
😄
but for planar mirrors its actually possible with render target textures
its like how Portal was done
its harder if u want all reflections to obey the same rule
even non planar ones
thats when it become significantly harder
i see
u releasing on steam?
can i see screenshots ?
are u doing the VIrtus gamejam thing? 😄
sure thing
u dont do early PR?
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?
anyone know if ue4 has support for overwolf?
@vast pine I just did an integration with Overwolf. They supplied a plugin.
@upper heart its not on the marketplace eh?
@vast pine No and I had to fix it up a bunch
woof
ill try that out ive been trying to work around this all day
making a college project lol idk why i chose vr smh
set Visibility vs toggle Visibility is there any diffrence? ^^ just wondering ^^
Toggle swaps current state. Set... sets to whatever parameter you define
not sure what you guys mean
😦
im using this to shoot a projectile from the front of my muzzle
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?
No, you can just adjust the scale of the object
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.
you can either replace the mesh with a ramp shaped one, or you're getting into procedural stuff there
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.
and have the player action interp bewteen the two states.
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
dammit
does anyone know how to stop a character from travelling up?
after an action?
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?
@unreal token I assume you’re going for something like this
Welcome to another tutorial of Unreal Engine 4 . On this tutorial we will learn how to add and shoot projectiles with your virtual reality (VR) headset and m...
Should i be worried ? 😅
do all controls to fire ect.. have to come from main player or can controlls be in gun mesh blueprints themselves
has been saved with empty engine version. The asset will be loaded but may be incompatible.
is there some way to update these assets and save them in the current engine
guess I should ask in pakaging
ya self reflection p dope
ue4 dont works that way
its a HighSpec orientated engine
not like unity which is orientated on mobile
you will not only loose alot of engine feature but always have a hard time in editor
i really dont advise low specs... at all
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?
yes
migrating
and it needs to the same engine version
get the code to a blank project
and he can send you that
@cloud cobalt you could always change controls in preferences in blender, including making left click to select things, Maya nav controls etc
does unreal install java 8 development kit?
im considering removing it cuz i dont code in java but idk
Anyone had an issue with Textures (maybe other Assets) only opening a blank window?
As well as bulk editing them?
(4.20)
hey guys
anyone has a good idea for a good plugin for time of day?
like sun rotation etc
perhaps i should ask it elsewhere ;D
UE4 ships with that by now or?
None of my texture editors are showing anything
fml
Cleared Save, Intermediate.
Verified Engine.
-_-
only this project?
Checking that right now (2nd project is loading)
i have seen this before
bu not with textures
i cant remember what caused it right now
very baddo
well i guess you have to use unity from now on
¯_(ツ)_/¯
@plush yew you should head to #umg
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?
@static viper Fixed.
Deleted "%APPDATA%/Local/UnrealEngine/4.20".
how did you found that out???
phew
Just a casual 1 1/2 year old post
no magician afterall
anyone got any ideas how to fix my issue?
Start from the bottom up, anything messing with your PCs performance outside of UE4?
@harsh tiger
so
it was wrong to even tocuh kite demo XD
you can easily remove anything by manually removing it in the folder structure
like windows explorer
@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
kite demo is no packet
the whole thing can either be removed in ue4 editor
or manually
click folder
press delete
done
then do it manually
as i said
.
and?
its compiling the assets to get references
and kite demo is large cancer
so ofc it takes time
good
now proceed
i had netflix open xD that seems to have fixed it haha
Why is this is giving me?
https://cdn.discordapp.com/attachments/479799428073521154/528578608667557891/unknown.png
I have Pixel Shader and Vertex Shader 4.1
and directx 11
i think its when you post a picture on discord and then right click and copy the image link
it looks like it's explanatory, what video card do you have?
then yes that is no longer supported, they stopped supporting SM4 a few years back
it looks like 4.17 is the last version you can use for that card
I'm completely new to unreal engine and I'm trying to make a deployable floating disk and have no idea how to start
basically a hoverboard
https://docs.unrealengine.com/en-US/GettingStarted https://academy.unrealengine.com/ https://www.youtube.com/channel/UCBobmJyzsJ6Ll7UbfhI4iwQ
Anim montage/state machine what can I use for hit reacts animations??
I've managed to use state machine but animation freezed while transitions
I used bool for this process
What should I do?
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
the solution says to "lock the camera to an object"
what does that mean, and how do i do it?
select object and press F in viewport
Guess I've gotta use montage for hit reacts
state machine is Hierarchy based system so
I dont have to make a structure for single hit reacts
thanks
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?
The Shadow Quality cant be turned to medium or extreme lag happens
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?
Do you want the text to appear on-screen (e.g. a HUD), or 3D in the world?
i need help. is it possible to make a mp4 file from an exportable cutscene you make in unreal
Record it using a program like OBS or Shadowplay?
@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.
@icy gale If you want it as HUD text, you would set up a HUD using UMG and tell that to display your text
@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.
@dim hemlock It literally states that you need to switch decal material blendmode to translucent.
guys, where i can ask about an issue related to the engine and my monitor?
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.
Does that happen in all Engine Versions?
Have you tried verifying the engine you are using=?
Does that happen on every project, also on fresh ones?
Just found this topic
Welp
but i have been forced to switch my screen to HDR which the colors arent great in windows desktop
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..
My new video from UE4
https://youtu.be/RuwPtjVW3lc
Is there a way to split a spline? Like fork it in multiple directions?
technically you don't have to, just start new splines
since you would need a way to separate the splines in code anyway, might as well make a new ones
anyone else having issues when you are attempting to check out multiple assets at once? (svn in unreal)
like +20
I am surprised how well the Mixamo stuff works for the basic needs
great for testing 😄
I can just model something and just get instant animation
so cool
yeah mixamo is great
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!
does anyone have a clue what it could be.. i just put in a new earth BP into my map
and tried to save the map
my animation wont turn back to start
and i just tried it on another map as well.. still crashes.. what the heck
nevermind
not the asset
just a recent upgrade to 4.21
upgrading to put new incompatible assets in is fun
but i really need this one this time
yeah
whats the details pane show
I dont want loop
I checked out
I dont want loop and I want animation starts from the 0 frame
it continues if I start the animations again
I want the animations start over and over for every single plays
not continue from the previous status
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?
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?
is there any way i can access these icons?
No. They’re generated by the engine and stored in a way you cant get to.
u can but its complicated...
Darn, thanks
you haved #cpp and the docs https://docs.unrealengine.com/en-us/Programming/UnrealBuildSystem/IWYUReferenceGuide , it was introduced in 4.15
hey I am downloading the dependencies for the engine source via setup.bat but the problem is the connection is pretty unstable
when it disconnects the downloader stalls
nvm, it does resume. it just froze for a while ;x
Hello to all. i need a talent for a freelance job. where can i write my request?
#looking-for-talent perhaps? 🤔 I'm not sure tho...
any sql guys here?
i think they are all stored away :c
hah
well my question is can you "reserve" a block of id's
so im not constantly hammering the db to see what the next one is
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...
Sounds familiar?
Resolved: I rotated my view too much and went out of whack
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?
don't really see the connection between VR and android
sorry i meant AR
the connection is how to access mobile sensors such as gyro, heading and gps
https://youtu.be/1oPS3CCqKxs multiplayer game me and my team members are working
just trying to remove this jitter
So um... this is awkward, but... how do I change my forum signature on the UE4 forums? 😄
isnt that an option anymore?
I don't see it anywhere
@plush yew you can just add the package, and then delete the stuff you don't need
or add the package to a separate project and migrate only the stuff you need to yours
dont add the kite demo.
ah, found the signature field
the field to edit my forum signature on the UE4 forums
forum sigs.
a forum signature
it's a bit of text or images that gets added to the bottom of your posts
anyway, it was hiding here:
in settings -> account
it's exactly what I said
it's not for you
it's just for my problem
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
as one does 😉
Good man 👍🏼
told you already - migrate only the assets you want, or import all and delete the ones you don't want
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.
Are there games for this that are open source that I can drop in just to goof around in my map?
There are mod kits
Lit
Otherwise I could import to unity and put it in VRChat
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.
Delete. In file explorer
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
or start a new project?
its your problem if you dont want to really :/
we cant help with attitude or language barriers
well we could... if you told use where you came from
but even then its unclear
sometimes you just have to stare at a progress bar for an hour
it sucks, but that's the state of things
yee thats ue4
blender interprets this a bit different XD
there might be an issue with export
ask in #animation
better results ^^
can someone help me with importing some fbx to unreal?
whats the issue
i recorded around 160 gestures with a software called brekel open VR Recorder
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
but when importing the fbx nothing works
error message?
it looks like they came in, there is nothing in the folders?
all elements are stuck at the same place
the animation plays but relativeley wacky
did you import all 160 at once?
nop just 1 to see if it works
in blender the animations plays normal
give a second
maybe theres is sth wrong with the exported fbx in blender?
thats how the fbx looks like in blender
better
i hope you see sth 😄 the important thing is, that the animation plays correct
this is weird
is this one rootbone connected to multiple objects?
what kind of animation is this?
are there bones in the animation?
so
you did 160 gestures
but you did not test this process to comletion before?
you never successfully did this?
but you created 160 gestures
it was automatically done by the brekel software
ue4 needs bones
it cant handle vertex animation
your animations all need bones
every single one
they need the same skeleton
and 160 bone key tracks
so i need bones to know in which position all obects are to each other
but i can create a root skeletton for my objects in blender?
just adding 3 bones one for each element and thats all?
try
hey guys, is there a way to deactivate my niagara system without destryoijgn the present part icles?
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?
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
What do you mean by kickable?
think he means physics
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
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
@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
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
I am actually testing it now so who knows
now mean you are testing it , or just telling me to test haha
that's nice thanks for the help, i will do that and will try that , and will let know 😄
testing it now, making a copy of my 4.20 engine install incase I bork something up lol
oh ok haha that's nice, so you was doing this before or doing when i just said it
when you said. I've never had to do it before so it's a good thing to test
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
@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
😃
it's my luck and honor to chat with you , thanks for the help
some mistake with importing?
yes
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
does a backflip
i am getting better
import settings - combine meshes
does a tripleflip
yes that's right and 100% true @zealous cloak
quadroflip
haha i wonder how others know so much, haha yep they work hard and learn that all things
where can i find the option combine meshes?
you need the impo
tripleflip
ort window
its a dropdown menu there
a bool for combine meshes
no it says combine meshes
for some odd reason that isnt the error tho
mh
funny
what did you do....
show blender mesh again
they are connected
not 5000
why are there 5000
500, but maybe 200 just wanted to say alot 😉
nood?
its adding again, reimportiong it
@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
@grim ore Sir that's a big help, thanks Sir for the help 😄
one object in blender?
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
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
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
ah gotcha
thanks for the help Sir, you are awesome @grim ore 😄
@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 😄 😃
@zealous cloak take this to #animation
this is a blender issue
export issue
i cannot help since i dont know blender
yep yep glad to help
Adorable. How often do you get gushing fans Matt? 😜
noob savior/10
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
This weirdo is pretty good
Jokes aside, do the live training on the topic
Announce Post: https://forums.unrealengine.com/showthread.php?142899 Zak Parrish is back on the livestream with even more info on getting started with you UE...
@abstract relic lol, not very often. It's weird when people recognize me in real life tho at GDC
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
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.
Alright thanks for the help. Is there a way to change weight?
It's all in the physics section on the mesh, should be like right under the "Simulate Physics" checkbox
Ok. Thank you so much.
There are a few live training sessions for the VR editor as well as one that was done at a live event
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
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
Yep, found it thanks
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.
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
There isn’t really a one stop shop tool
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
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...
Make sure you have the audio cue in the components and have your collision enabled
simple question: how do I disable a blueprint in the world outliner? I guess there's a button I'm just not seeing?
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.
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...
There isnt anything similar in UE4.
The best you can do is disable its ability to Tick.
@weary basalt ok, thank you for the information
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
guess I need to disable event beginPlay in my case
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. 😄
I'm still waiting for my breakthrough
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 ^
Edit>Development Mode>Frame Actor>Navmesh Actor>Add Parameter
Did your NavMesh generate on the staticmesh?
@lost shoal couldnt find development mode
Under edit bro
@weary basalt if you mean that the mesh is in the nave, then its
Oh do you mean in Verox 13.0?
Press P to show navigation mesh.
It's by the paint brush
Well theres your issue
how to generate the NavMesh ?
Try CTRL+F5
okay thx harley, will try
For the navmesh commendation
Build Navigation is under the Build button
Try CTRL+Scroll lock
Try CTRL+Scroll lock
That should initiate the Verox build navmesh
In developent mode
@weary basalt it worked thanks
@lost shoal where do I click it, in the when I selecting the mesh ?
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
@lost shoal Read the #old-rules mate, no trolling, read rule #1. Be constructive.
@weary basalt is there any other way than build path in all levels ?
Wow
and thanks alot for your help @weary basalt
ignore the dog, and he will stop barking
@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.
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.
The launcher should download at top speed for the CDN closest to you, I know I max out with max speed without any changes
🤔
I don
't understand why I've never been able to get the "migrate" function to work in Unreal
how are you using it?
well, tried to migrate both the advanced vehicle blueprint just now, and the entire project
neither worked
so you clicked on the advanced vehicle blueprint, right clicked and did migrate, pointed to the Content folder in another project, and hit ok?
pointed to a subfolder in another project
The content subfolder?
content/vehiclemigratefolder
I don't want to clutter my top level with things from a different project
there is a good chance that is why it did not work, it asks you to migrate to another content folder
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
paths aren't relative, you must migrate to a root folder
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
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?
@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
no point in doing that lol
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 =/
they should just design better features, so you don't have to 😛
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
yo, i dont really know where to ask this but
what do you guys do for weather systems?
if anyone can help i have server dropping clients when i use server travel console command
This is an issue I have currently in Unreal Engine I will update this if I get a solution
the docs are usually kind of last resort, but watching the training vids is always a thing imo
videos are mostly worthless as documentation since you can't search them
@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
some video just contains tons of useful tips that you won't even search for
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
yeah but you're not going to watch some 1 hr video just because it might contain related info
like this one: https://www.youtube.com/watch?v=zg_VstBxDi8
Engine Programmer Michael Noland walks us through a project designed to show how to add custom functionality to the editor.
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
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
Unity had the Editor Path , It wasnt all fun and games
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!
eobet you have to set actions for your project like wasd
models are in place, and it seems that I can move the added files to subfolders at least
they aren't part of migration of assets
but you may copy paste ini file that contains them
@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
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
if you really want the input settings from the other project you can always export them out then import them in the new one
@grim ore that's what I tried to say that I did
you exported or just tried to import the input.ini from the old one?
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?
you can't migrate to subfolder
but you may to try move stuff before or after migration
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
actually i'd even try to migrate by unreal and move stuff in just browser outside of editor
and expect that that might work
another newbie question, when I press play on my first person thing, my camera is really short, can I make me taller somehow?
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
@shy silo are you using the first person template?
I think I used blank
welp how did you create your first person thing or are you using the default pawn that can fly around?
the default pawn that can fly
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
ok, well thank you both for explaining to me what I did wrong
I got the template working in my new project now
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
ah alright thanks for clearing that up. how do I go about importing the FP char?
(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
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
alright thank you so much. very helpful
ok I added it, do I have to drag something in or compile a BP>
?
in order to use the first person character?
yeah
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
last question of the day, how can I make an item so I can see it but also walk through it? (A plane)
remove collision from it or set its reaction to pawn channel to overlap or ignore
ok thanks.
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
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?
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
just going to @shy silo myself so I can find this again. good to know.
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 =/
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
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?
there really should be a check against that :v
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.
just to confirm you're deleting skeleton A and reassigning the broken reference to skeleton B right?
in order to reassign
Is there a way to duplicate and transfer animations to new characters without over writing or stripping previous charchater animations?
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
no its not
hmm
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
yeah without seeing the actual project i cant really debug
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
Can anyone pls dm me and teach me about procedural Generation because i'm brand knew and working on a game
sounds like unworthy hardware
@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.
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
ubt uses all cores unless it detects not having enough memory
well it has plenty of memory free
that's strange then
I have incredibuild installed and it hasnt been registered, maybe that's why
ah
afaik incredibuild limits it to one machine, not one core, when unlicensed
gotta get rid of that if you don't have a license
ubt is better than incredibuild at non-distributed
well, I am building the engine from the VS project
it's a global setting in BuildConfiguration.xml
appdata
thats all I have
surely there are some google results on what to put here to disable incredibuild with ubt
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
any luck with that bsod?
They used to have a template version of the xml file showing all the options. Removed it a few versions back for no reason...
but will need to fix it for when I build the server version
Maybe you can dig it up online somewhere though.
@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 😦
hm interesting 😃 progress though
they really should port back that shader compiling optimization to 4.21...
making it 3 times faster by routing allocs made by some 3rd party library through FMemory
ah,what was the reason for removing it?
they made the optimization after 4.21
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?
well
that kind of stuff, its easy to assume your just working with real hardware registers and stuff and theres no reason for it.
and does this mean there is a lot of software out there which can potentially be made 3x faster by copy-pasting FMallocBinned2?
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
but how come it doesn't do the kind of binning unreal does manually, by default?
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
or they could add a std::non_garbage_allocator
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
the code is 10 times longer than unreal, involves at least 37 variadic templates, is written in ancient runes
but it works
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
imagine if they stopped adding pointless libraries and instead set those wizards to work on optimizing the 50 years outdated include stuff
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
it's probably good for my sanity that I don't know what that is
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
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
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
the fact that building the engine generates 50GB of intermediate garbage is pretty 
unless your dealing with io bottlenecks 😄
Yea, though the engine is no small thing haha
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
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
it probably spends 99% of the time doing work it has already done but not cached
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.
how is that a good thing?
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
I wonder how long it takes to compile a cpp that includes some engine headers and otherwise does nothing
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
clang is 50% slower than msvc so even more 🚮
it entirely depends on the work load
it is for unreal things
but either way, what i mean is clang tells you what its spending its time on
hm
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.
that doesn't sound right at all
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
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
🚮
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
though I wonder if this 300% extra time clang is spending is because it is creating higher quality code
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
that sounds cool but completely useless for unreal
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
new physics engine?
well its not new anymore haha
source 2 actually exists?
but the one that replaced havok
sure they announced that years ago but still haven't seen any of it lol
In this 2014 lecture, Valve's Sergiy Migdalskiy shows how to implement an advanced visual debugger and serializer for physics and game development using Clan...
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
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
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
? what is it missing
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
it doesn't need to for most use cases 
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
it could solve a lot of problems with parsing default values by just copy pasting the code between = and , to the generated cpp
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
do you really have a bp exposed enum with 256 values though 🤔
i did yes
that would be hell to use in bp lol
its not only that bad though
like
when you have an enum of 256 values
your using macros to define each entry
lmao imagine what a switch on enum or select node would look like
but not with uht you arent.
just a giant skyscraper
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
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
cap n hook, just go at your own pace unless time constraints.
it kinda has to figure out the name and value for each tho, so it makes sense that it can't parse macros
it shoudl expand macros period haha
try adding it to uht and you see why it doesn't do it

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.
what's this
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
I am seeing many 3 letter abbreviations that mean nothing to me
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
hmm
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.
that is indeed extremely annoying
like i would just FORCEINLINE all the functions in the library, but guess what nope i cant hah
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'
check how they do it then
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

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.
what if you put forceinline on a separate line above ufunction?
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
there has to be some trick
I vaguely remember someone posting a trick on the forum that did not involve separating the implementation or a crazy macro like that
you wrote 1600 lines in 1 hour? 
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
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
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
without you having to put it 1000 times
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.
why does it not just assume constexpr by default?
it seems stupid to have to write that on all the methods
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.
I mean you could just compile and find out if it works
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
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
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.
I am confused what the purpose of this template is
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
I mean I can see what it does but I'm not understanding the purpose
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>
what do you mean by retain constexpr with non constexpr types?