#ue4-general
1 messages ยท Page 367 of 1
any good tutorials for unreal ui designs ?
nah, I've optimized quite a few unreal engine games so far
90% of the time poor performance is blueprint code
How much would it cost for you to come in and fix our game?
looking at your gamethread stats will tell you which blueprints and probably which function is taking the most time
lol, I'm currently working two projects right now
so, sorry, not looking for more
on occasion, when I'm around
the profiler show a lot of false leads
how can I change gravitation pool in unreal ?
you have to know how to read it
because, yeah, task graph threads are taking 5-10 seconds of not doing anything
but it's a task graph
that's super normal for a task graph
Game thread is where your Ticks() and other game code live
Render Thread will tell you if you are doing something remarkably wrong
another tip for analyzing where performance is going wrong is to do 'stat unit' in the console
that will give you a general direction
@plush yew so simply checking to see if you aren't jumping and to jump? Is this if the spacebar is down or all the time?
if game is high, you might want to do 'stat uobjects'
if render is high, 'stat textures' or others might be your ticket
it might not be stat textures, one sec lemme look up the render thread stat command
stat rhi
that was the command
Iron will ask questions when he needs to, but hes currently stopped by the timer
aaaah well
okay
play around with them
there are many more
they will help you identify where the problem lies
without jumping into the profiler
usually the profiler is the last tool i use to find slow code
@plush yew well spacebar is a one and done so when you land release is called and the while loop stops because you told it to.
You would need something that checks or calls it continuously like a tick or a axis event instead of an action event.
There should also be an on landed event that might be useful as an alternative
Why am I getting three options spawned in this combo box when my print strings (on the event that literally adds the item into the combo box, is only showing two things added...why the duplicate option?
Any way to apply a post-process globally, not using a post-process volume? I have a huge landscape and want the volume to cover all of it. seems kind of counter-intuitive to use a volume with a size of 50,000x50,000,x5000
when i use my brush and hold down and move it it goes super fast and its hard to control.. how do i stop this or lower the sensitivity?
@vast moon check infinite in the volume details
@supple totem Thanks!
๐
a function that controls opening a pause menu ui, would that work better to be in Player Controller?
does anyone know why my levelscript begin play is never getting hit?
@ivory linden Go to the level load node and is there a IsLoad or IsLoadSuccessful Boolean?
Wrong George
heh
ill check
there isnt blake
im not sure what you mean by level load node though
its not hitting that first breakpoint even
do I understand it correctly there is now why to actually simulate gravity on a sphere without lots of hacking into physx engine ?
@crisp fable I mean that Begin Play won't fire if you don't load the level, so find out why you aren't loading the level
Guys anyone has published a game here on the discord store?
ยฏ_(ใ)_/ยฏ
@sudden creek Yes for a price though
man i get so excited and happy to work on my project but im completely discouraged by just not knowing how to make what i want to make
it's like wanting to draw a three and knowing in my head exactly what a three looks like and how to move my arm to make it happen
but i don't know how to hold a pencil
and i can't work out if it's not knowing how to hold a pencil or not knowing how to use my muscles
because i just dont understand how much i dont know
it's the worst
Best advice, start small and keep building on it. It is okay to not know what to do or how things work.
I'm struggling to record my matinee cutscene. Clicking record pulls out an unrecognised tab error, clicking movie pulls out the movie render... but it doesn't seem to record... anything
I just get this screen
https://cdn.discordapp.com/attachments/225448446956404738/531332235891179520/unknown.png
it would just be super helpful to have someone who knows what they're doing to talk to and be like 'oh you dont know how to hold a pencil' so i can fix what i'm failing to identify as a problem
@grand knot The soldiers move. They stay in one spot but they move. Since I'm doing a matinee cutscene, I can make them move from one end to the other using matinee movement
now, can someone tell me how to record the cutscene?
Everything is set up, I just need to playblast it.
@grand knot And why would it cost anything?
How do I make the game run the cutscene as soon as the level starts?
time is money
guys does someone know how can i get a switch param from a material in bp so by pressing a button i can change it to true or false
@grand knot Then make a time machine, Doc
@carmine wind Make a material collection. Then simply ref the mat in your bp. From there, you can use Set Scalar Parameter Value node for example
@solar quarry reference the camera in the level blueprint drag off it and select play cine
@sudden creek ... good one'
but i want it to change it to true or false
Then use a Boolean
You want to change the static switch?
yup
Lerp will be your best bet
Or the if node
WHAT IS THIS?
it's 6am
why won't it just record the cutscene
why is it that when I click create movie, it just shows this
I've been at this all night
right, so I did a bit of tinkering and now I know that when I try to record the cutscene, it focuses the view under the map... eh?
Anyone know if there's a way to reduce the hitching when a level is unloaded?
anyone know how to get the record function to record from the camera I want?
Ok now I know why it keeps being weird. It's recording from my skylight instance
my skylight is set as the capture focus... eh?
ok maybe not
the scene is just capturing near there
It keeps defaulting to the same location, how am I supposed to record this cutscene?
I am livid
I fixed the problem
and it was stupidly easy
rip u
Anyone good with blender, i need a min of help.
It's an old question, but I still don't get it. I can do both, BPs and C++. And I'm quite comfortable with both, but I totally don't understand why the general consensus is that "it's better to do 90% of the code in c++". And I don't understand why. What am I missing? To me it seems quite the opposite. Like the only things where I see a reason to use C++ is for organization purposes and stuff that just can't be done in BPs. Everything is so much faster and easier with blueprints, and time is a huge factor, right? I mean there was an argument that BPs are slower, but now you can convert them to c++ and the difference is negligible. So... Why?
I just wanna use BPs without feeling stupid or guilty...
Then use BP. Dont listen to people that say those types of things. Make the decision for yourself based on your needs and your capabilities.
Yeah sure, but I was thinking like maybe I'm missing some crucial point
There are many reasons why you might use C++ over BP, but BP has its pros as well.
Some people feel more comfortable and confident in C++, others in BP.
BP obviously doesnt have the same reach and capabilities as C++ and thats one of its cons, but its certainly faster to iterate on.
Choose the right tool for the job.
If your designing/writing a complex time sensitive multiplayer experience then C++ is going to be the better option.
If your doing simple gameplay elements, then BP maybe a faster more time effective solution to use.
Yeah, that's why I'm still using C++. It's just that I feel comfortable keeping the most of my logic in BPs.
So there is nothing wrong with that? And it's a VIABLE thing in the industry?
Sure.
Typically though when you go to profile and optimise your game, you have more flexibility with your optimisation strategies in C++. If you have heavy logic in BP, your better off moving it over to C++ to get those benefits.
A healthy mix of both C++ and BP is not uncommon.
There are games completely written in BP. There are games completely written in C++.
Weigh up the pros and cons of both in the context of what your writing and your other requirements and make the choice thats obvious to you.
Thank you for such a detailed answer. You made me feel so much better :' )
I have friends that have worked in C++ there entire lives and they always tell me running blueprints is practically the same thing and to just stick to what works
Hey guys, I wanted to ask why most UE4 games won't register my slavic layout of number keys above qwertz. Most games in UE4 don't support it. In fact noone except Deep Rock Galactic which added support just now few months back. This started happening with games running on UE4
the healthy way is to mix C++ and blueprints. Epic themselves do that
you use C++ for all the "core" architecture and basic logic
and Blueprints for things like enemy specific logic, or some basic event driven stuff
Robo recall is 90% blueprints and runs in VR
Fortnite itself also has blueprints for days
Hey fellas. Is there any setting in the engine to enable audio even when the PIE window is not on focus? I need that to test remote sounds on a MP enviro
oh boi someone actually uses gate
Axis mapping would work better
Are there any helpful tutorial for a loop game? I am trying to make a pt like game and could use some help. Any tutorials or tips?
I'm kind of having a problem where my character mesh keeps falling halfway trough the floor.
He is perfectly inside of the collision capsule, but in game it doesn't respond to it al all. And yes, i have tried moving it further above but that didn't work out either. :/
I'd like some.
Wats the problem homie
Posted it just above SouperDouper.
Oh shit dbz
Yep
That's my specialty gahaga
And you're the funny DBUnreal guy haha.
Cool.
Anywho, what do you think could be the problem?
Skeletal
I replaced the 3rd person template character mesh with mine.
Spooky gotenks.
Disable "enable gravity" also make sure simulate physics isn't ticked
You must have screwed something up in the process brother as it should work fine ๐คท๐คท๐คท
๐
Send screen shot of your screen
Entire screen please
Make sure your skeletal mesh is a part of the capsule component as well
Full screen the character blueprint.
Yep.
Okay select the skeletal mesh and show me what's on the right side of the screen "not event graph"
The details?
Yeh ๐๐ช
Down
Reset the clothing simulation box and also expand collision box please
Such a easy thing it's killing me I can't control your hand ATM
Have you got team viewer?
Because did didn't change anything xD.
Only made the boc, aswell as the character 2x as big.
Sure.
Thanks a lot Emud.
Hey fellas. Is there any setting in the engine to enable audio even when the PIE window is not on focus? I need that to test remote sounds on a MP enviro https://answers.unrealengine.com/questions/331494/how-do-i-test-audio-attenuation-for-multiplayer-1.html Not very documented but useful.

@grand knot we talked about 10 hours ago but i couldnt make it work
wat was the problem again?
the thing is that when i hit the accept button the widget [remove from parent] and then the event tick doesnt work so it can check if the quest is accepted
shoot me a dm of exactly what you want done and ill guide you
same goes to you @plush yew
quick shower, please send the messges as detailed as possbile
someone interested in a two person project? md for details
@grand knot i did look your dms
So how could an empty array run on a For Loop?
ForLoop doesnt use an array though?
Because I'm printing the first index and breaking on the print string and it is negative 1,so its empty
an empty array run for loop will execute complete right away
Um, that seems odd
how
if tthere is no legos in the box then you cannot analyse lego
so box is completed empty
no legos found
For each element of the array, but it is running on an element that doesn't exist
It is,that is the problem
you are adding something before hand
like... under that large white text box
what is under white box
is that a struct array?
you know that a struct array cannot be invalid?
you can add empty
so regardless of what you add
it has an index after that
so that addunique node is the issue
and its prolly all empties
zeros, empty strings, 0 length contents
So other than a book branch to check if the array is empty or a negative index, I'd there a better way to ensure the loop behaves as expected?
create a serialize bool
so that you can only add if the function returns a Serialize true
with a branch
serialize as default true
done
slap it right on the function
as input
I'll have to look up serialize, never worked with it before...thank you for pointing me in the right direction
i just called the bool thaat way
XD
you can also call it
kekse, owlsbool, mynewbool1, Awesome, aaaaa1, aaaaa2
XD
So on that add unique node, make a branch if the index not equal to negative 1, then execute loop?
no
I'm on mobile or I'd show
you created a custom function there, on that you slap a new bool.
if that bool is true you it will do an addunique
if false it just loops
so a branch before the addunique
false loops
true goes to unique which leads into loop
10 seconds work!
What drives that bool?
you are working with array structs here... you are supposed to understand what i am saying...
When is it pos or neg?
I mean that custom function ,that's a branch...what determines the boolean value driving the branch
okay finished with @chrome summit you're welcome
next person
๐
u wanted this correct https://www.youtube.com/watch?v=RkZsABKo6ho&feature=youtu.be
@grand knot are u the master helper here ๐
for today only
what is ur expertize good sir
blueprints
why are u feeling so generous today
@static viper Not trying to be dense here and I appreciate your help (I was on the move and on mobile phone, maybe I missed something) but you are talking about adding a bool and branch before the add unique struct to that array event - but what is that bool determined by, that's what I missed, when does it get set to true, false...do I just set it to true on the first loop through? I know how to fix it but I want to understand why this is happening (my knowledge is good for a nonprofessional but still fragmented)
it does set whereever the function is applied
why would you even have these 2 things in one line
addunique and then a loop for the same array
there lies the main issue
they should not touch if the loop gets errors
@grand knot who is paying for ur help tomorrow ๐
hi is it posible to add more heightmaps to 1 map? when i put in my third the game crashes and crashes and crashes, but i really need that heightmap ?
@icy bone idk lol
dam xD
oke thanks, can we combine it with normal programs or in unreal engine?
oke thanks
noted that sir
when i clikc on my UI button it releases all other inputs
i have turned IsFocusable off for the button
but it still seems to do it
anyone know why?
For some reason the middle tile looks like an anime face
I don't see it
Guys i changed version from 4.18 to 4.20 and now all my materials are way brighter. Any tips??
i think 4.20 had some changes in light units, see if your lights arent brighter
Good ol' one-eye
@digital anchor wait i can change the brightness of a material?
Okay so guys this must be like a new settings cause when i start playing the preview of the game all the materials slowly get way brighter until they reach a specific point
its really weird
Thanks a lot man it worked
Is there a way to render the AI vision range for the player to see ?
anyone know of a good blockbreaker tutorial in blueprints?
Hey guys, is it possible to set packeged build to run on my second screen? Any config comands?
Like you mean to run only on the second screen ?
Cause once you package it its pretty much an exe
Cant you just drag it on the second screen in windowed mode
Well. I can run some games on my second monitor
I want to start my game on my other monitor as well.
You mean multi monitor then ?
I know I can drag it, but I want to play in fullscreen mode
No idea sadly ๐
No answers on anserhub as well. Actually, I want to start another UE4 game on my TV.
For example in GTA5 I can choose the monitor to play in settings menu. But I do not see UE4 support this feature
Code? How about other UE4 games I want to play on my TV?)
You can always change the priority manually
Its not software driven
Or
Game driven
Windows + Shift + arrow
Gta just decided it was nice to havr
Hmm.. Never thought about it ๐
Simple
https://github.com/arbonagw/HeliumRain/blob/master/Source/HeliumRain/Game/FlareGameUserSettings.cpp#L121 for some primer on setting the monitor on Windows
Probably not working super well if monitors aren't aligned, stuff like that
Just a basis
Did you expose your entire wettings code with assets?
What ?
weird bug is weird, using uv1 for some shadermath, but the moment the mesh is in cascade it reverts that math to uv0
thats a new one
only this one mesh too
oh god, and the horrible max bug where --because two max apps opened at the same time-- it reverts all fricking settings.
I drag a static mesh directly from content folder to the scene, and it becomes a StaticMeshActor. I drag an Empty Actor from "Modes" into the scene, then add a static mesh component to it, and it is still an Actor. What's the difference between these two ways of doing things? And what's the difference between StaticMeshComponent and StaticMeshComponent (Inherited)?
A StaticMeshActor is just a shortcut.
no performance difference or something like that
Okay, is there any difference between a component and a component (inherited)?
no
it just means the component is part of the BaseActor
For example you have AActor -> AStaticMeshActor
AStaticMeshActor already has a UStaticMeshComponent. If you drag and drop a Static Mesh into the Scene, you create an Instance of AStaticMeshActor which inherits the component
I see that makes sense. Thanks!
I need major help
I booted up UE
and saw only this
nothing else
how do I get everything else to appear
F11, you're in fullscreen mode
Macs have an F11 button
Why fn?
Okay, whatever, mac shortcuts are weird. Here.
You're stuck in immersive mode, find the checkbox and fix it.
I see the checkbox
I clicked it
nothing happened
ok im out of immersive
but this is what I see
I dont seen the little asset thing on the bottom
the tools to the left
I've used UE on windows
but for mac, This is a first
yeah, I dont see the content browers
Anyone have any experience using noise to drive mesh heights? Like generating a tile map. Is that all done in the materials since thats where the noise function is located? I've done alot of reading about it but I'm really unsure where to implement in blueprints
is there any1 who can help, I think my UE is messed up
dont see the content browser or anything
I got out of immersive
I don't know enough about Macs to diagnose this one further, someone else needs to take it from here
Is it fixed?
so I should press f11?
You said you tried
I did
I assume it didnt work
Cant use the wiki
Ah
Here
You
Click the squares in the corners
That should break the viewport completly
Corner right
sorry I type fast so some mistakes
MeToo
got this, no content browser
or any other thing
here let me pull up a window screenie I had
I have a clever idea
Right click your floor
No wait
Dont
Right click something you created
And then browse to asset
That will force you out of anytjing
It forces the editor to open the cb to shoe ypu the asset

Mh
Ok its very much broken
We cant fix dis
You need to had to the mac section of ue4 forumd
Create bug report
Post specs
You are clearly missing software
ok
DoOnces don't work within the context of a method, I am guessing?
I'll rephrase: should doOnces work within a function/method?
Or is the state of the doOnce reset every time a method is invoked?
(I'm guessing/seeing that one)
I'm just gonna replace it with a bool, but I thought it was interesting ๐
how long does it take the launcher to delete an old engine version?
Probably a few minutes?
anyone know if proxy mesh generation can be done on swarm?
Probably not
I'm almost there - I'm trying to a simple Enum and map it to the colors of the names contained in the Enum....I've tried making a structure but it seems I'm one level too high - You can see that I have two names, the name of the actual entry, and the name pulled from the Enum itself...(which I only need)...I'd like this as a modular data asset, but what should I do?
@crisp fable There's hardly any info on that backend system for proxy meshes / HLOD...if you find anything let me know,
Should I be checking for overlap begin in the player character, or in the pawn I want the player to possess?
Thanks
pubg was made in unreal right?
It is yes.
why are the LOD transitions so bad then
Hey devil. how do I put in my "looking for work: sheet in?
Probably because that was the easiest way for them to optimize at that time.
Or does that have to do with rep graph
@grand knot Read the #more-resources channel for instructions on posting to the Job Board
okay thank you
Hello I wanted to ask if anyone knows any page to make characters with clothes of all kinds, Viking, warrior. Probe character creator but it is very limited and the fuse too
oh man
what do i need to install of visual studio 2017 to package project?
Does it still rely on visual studio 2015 too?
has runtimemeshcomponent been made redundant by newer features or what?
Is it normal for Unity users to talk crap about Unreals blueprint system?
Just wondering
It probably is tbh
I got done visiting the main Unity server
And man oh man you guys really dont wanna be there
xd
But I mean
If you're incompatible with pure coding,
What other decision is there
I get that Unreal is slightly baby-ish in the aspect that its as simple as connecting two nodes together (thats probably just me, I view it as simple)
Unity users talking crap about Unreal blueprint system is 67% normal
But... Its a good alt for devs
Alright. Just double checking myself
I presume its that way vice versa, in the sense that Unreal devs talk crap about Unity
Im new to this kind of world so, s'cuse my questions
I dont think its common for UE users to crap on Unity.
It has its own set of cons sure, but its not like we sit here arguing over how shit it is.
But I saw this video with a title something along the lines of "Unity, the best for worst games"
Not to start drama lol
Thats what got me thinking though
Thats one persons opinion
True. Gotta keep that in my mind
I would only make fun of choosing unity over unreal for some types of large projects
Besides, Unreal isnt all about BP's anyway
They do have behavior trees and material nodes and all
Like Unity has it's own uhm.. I think it was the animation blueprint
They are subsets of "blueprint"
"Blueprint" is a wrapper on C++ functionality.
I generally call it "super duper simplified C++"
Unless.. if that was what you just said
Its just exposing common features to the Editor in a more designer friendly way.
Its not simplified C++, it is C++
The AttachToActor node in BP literally is a single line wrapper for the C++ implementation.
This is only a small example.
Sorry for sounding so newby, ive only used this thing for a month or so
I have little to no knowledge about the actual walls of texts itself, that is, C++
Im just doin it as a hobby
Every node in BP is like a book. Your just reading the front cover basically.
Same thing
You just choose to not open it and read it ๐
What do you do for a job?
I have no job.
Im guessing your in school then
Kicked for what?
Being under 18
This isnt an 18+ community.
We have strict #old-rules on the types of content we allow here.
I know, I read.
Awesome
Music production was my main hobby but my parent took the fun out of it by turning it into a required corriculem (however its spelt) to pass school..
So I eyeballed Unreal Engine for awhile.
Your young, try as many different things as you can, you will quickly find what you do and dont like.
Believe me Ive found alot of things already
Art being my worst.
Also you'd think people enjoy being around a person who does things for free (referring to my music production) but apparently that for some reason isnt liked too well.
Moving to the lounge..
I have an object that simulates physics. When it's dropped onto a table, the physics and collision work well. However, when I drop another similar but smaller object onto the table, the object goes half way into the table mesh, and keeps shaking.
If I set the table to simulate physics, the small object's physics and collision will work. But now my character can kick the table around.
I wonder what's the cause for the shaking, and if there's a better fix for the problem?
How small are you talking here?
It's a model of a USB drive
What's the phsyics asset look like for the usb drive?
if you scale the USB drive to the other object, does it behave as you'd expect?
Hmm I haven't tried scaling it. I'll try that later.
But what is a physics asset? I know it's a static mesh that uses "complex and simple" collision.
A physics asset is how you tell a skeletal mesh to deform when it simulates physics. I'd take a look at the collision of the object that isn't working correctly
You aren't using a skeletal mesh so the physics asst doesn't matter/exist
I'm guessing you need to regenerate collision on the USB static mesh
Physics can get weird at certain scales, but something the size of a USB should be fine...I'd still try scaling it up and see how it behaves
I see, thanks for the advice! I'll launch the editor later and try regenerating and scaling.
And generally you want to avoid complex collision (as an optimization), but for physics it's doubly importatn so make sure all of your meshes you expect to interact with the physics system have well-build simple collision primitives
you can generate pretty solid ones for convex shapes automatically in editor. You can also hand place them (either in editor or in your modelling software using UCX tags)
You will NEED a 3D modelling package for this one! But here's how to set up custom collisions in UE4 (not complex to simple, ugh). Document: https://docs.unr...
Okay let me see!
hey, I have question about physics and Paper2D
I have character with CapsuleCollision component as root component of the BP
And I have wnother CapsuleCollision component in it
Both capsules have same settings for pysics and collision
but only one capsule counted as character "volume". Second one works only for movable actors, like this green platform on the left.
The CMC will only use the Root one
Actually, is that little guy using the CMC?
(CharacterMovementComponent)
yes
it has CMC
So, what if I have non-static collision component, like when character crawls collision component should become smaller
yeah, I know That I can change height/radius of this capsule
but what if collision volume is complex?
for example: character has big gun that will add extra collision volume in the front
That's not important for the CMC
The CMC only reacts to the root one for calculations.
At least afaik
If you don't want the other capsule to push the platform, you need to change the response channels to overlap instead of block
so, I want to have complex collision volume, that can be composed from several components
I can't open a uasset file I placed in my content folder, here's the file in question
IIRC, characters can only have one collision primitive
this would mean having a second collision primitive for overlaps etc just won't do anything
This is an interesting topic - I was surprised to find out that MoveComponent() does not check attached components for collision, relying on auto weld instead
I actually needed that so I've written an overriden version that does
Which is no simple feat
I looked into it at the time and decided it was a lot of hassle
so for my purposes I just separated my second collision primitive into another actor and had done with it
not ideal for every use case
I implemented a simplified version of MoveComponentImpl for my root component class that does something okay-ish for attached components, it's 100 lines of primitivecomp copypasta
I played quite a lot with attachments before and auto-weld is not what I want for anything dynamic
I was only using it to diddle first person weapon arms to avoid obstacles (so putting the collision primitive on the weapon wasn't a problem)
Yup
How to set velocity for 2d actor? I wanna implement walljump, but cant "kick" character from the wall. "Add impulse" seems work, but when I press move key towards wall it barely jump from wal and mostly jumps straight up.
So I tried to set velocity to 0 before adding impulse - same effect
I wanna to prevent jumping up with only one wall, so character won't able to reach same wall on same/greater height
I would expect impulse to work as intended, so I suspect there may be a problem with your actual implementation
(you may want to take this to #blueprint)
I can't load some uasset files into my project, any suggestion?
uassets are not meant to be imported
I've put'em into my content folder, but they didnt show up
You can try copy the Uassets in the Content folder, but only works with the same Unreal Version
Or an older one
it will also destroy any dependencies
how do I know what Unreal version should I use?
from Street Fighter 5
lol
THATS WHY I TOLD YOU
Lol, can't help then
OMG
Don't steal assets from other games
They're not going to be using a public UE build either anyway, and they won't include editor data
If they're any big they probably protected the assets in some way to prevent exactly that
Which means they're cooked right?
They are cooked since it's a game
which means unless they release a modkit you wont be able to do much with it
More to the point, do not use assets from another game
Why is it?
You won't be allow to legally release your work if you use content you don't own
inb4 bUt ItS PrIvAtE UsE aNd WoNt ReLEAsE AnYwAy
Legality set aside, working on your own content is amazing
It's an amazing personal experience
bUt It TAkeS TimE And MoNEy
Even if it looks like shit or is just flat planes of solid color - it's miles better than anything taken from another game
And it's something you'll have every right to
My 2 cents ๐
I see now, but I also can't open some mod files created by the fans of the game, are those files cooked as well?
Most likely?
Everything from the game is cooked, by design
Literally only way you can release your game
Even the mods for the game?
Uncooked assets can't be played without the editor
Mods are cooked too
Anything that plays without the full UE4 editor is cooked
Just as an example, shaders (materials) have to be specifically compiled for specific versions of DirectX, OpenGL or Vulkan
Compiling A) takes like half an hour and B) requires the editor
funfact: a skeletal mesh need to have physics queries enabled to simulate below a bone. That lesson took an hour ๐
does anybody know where to get free audio cue's?
searching atm, nothing really sticks out
Prefabricator extends the UE4 editor to support Prefabs. Prefabs help in dealing with multiple items as a single unit and improve your level design workflow
oh neat, it's free
I'm not sure Ali realises that you can't put free stuff on the marketplace tho
with something like this, i wouldnt be surprised if it does end up for free on mp
would be good
when you make so much stuff, that you get 2 marketplace badges on forum
What's the problem
Will help as soon as I get home brother
@fierce tulip it will, he said its in the review process to be on MP
Chicken teraki ?
I've had a few features not working while testing though
Regarding casting every time for something in a function vs setting one reference at begin play, what are the pros and cons?
For example an owned character reference in the AI Controller
Sure you can get controlled pawn and cast to the character class every single time you want to use it (as shootergame does), but is there a reason youโd do this when itโs much slower to write and more inconvenient to read through than a nice single blue reference node?
Is it a rule of thumb or good practice to set a reference when you see yourself casting for the same thing say 10+ times in different parts of a class?
obviously using reference is more efficient(in very small scale), but it really comes down to how persistent the referred object is
I use Components. Pawns are just a Container of Components. Nothing more.
@paper kernel in very small scale as in only make a few references per object?
And the pawn is pretty much always there
So it would make sense for the controller to have a ref
Just wondering why ShooterGame rarely does make references but does a lot of repeated casting
no idea, memory saving maybe?
Ok thanks! I wonder if a standard character ref would eat up memory or if itโs just an extreme optimization
Iโll have to learn to profile that
Would a cast actually be slower than just plugging in a ref?
by a few cpu instructions I would assume
it wouldnt save memory, theres no performance improvements, nothing will be faster or slower, do what makes your code looks cleaner
Ok thank you!
i personally will always cast, i can see the source of the reference
and i have no risk of references changing
Well in this case the source is always get owned pawn
and I would assume mass editing class names is easier when it's casted
So itโs the same exact cast x 100
yeah, if it looks better go for it
I had read to avoid cross references (like the controller having a pawn reference and the pawn having a controller reference) but Iโm trying to avoid that
Is it the worst thing in the world if it is there on a class or two?
For example the character has to send a UI notification to the controller
But the controller has a character reference for something else
Or maybe I should just always cast for one of the references
Just curious, how do you guys back up your projects? I've just been copying pasting the project directory to either some cloud storage or other storage devices.
with a #source-control software
Sometimes I delete the Binaries and Intermediates to save space. I don't really use a typical source control service because the projects are just so large.
I didn't investigate, but can you source control the ussaset stuff?
well, being large is one of the reasons to use it
as they will only upload what changed
a few can, SVN, Plastic, Perforce, works with binary files
Perforce being the standard choice, Plastic have some nice features but is paid, and SVN is the easiest of them all
Alright, thank you. I will check out Perforce.
Does a reference have a different size in memory depending on how big the class is? For example a standard character reference vs a specific character child class with lots of added functionality
Ohhh wow
Thank you
And here was me constantly making references to the base character class thinking I was more efficient...
but if you're working in blueprints, referencing specific child classes will require loading them and all parents when opening the blueprint
@manic pawn is this purely slower only for working in the editor?
Or does it also impact runtime performance
this is mainly about editor performance
for example, if you're referencing your custom player controller bp, which references your custom hud bp, which references a ton of widgets, which reference textures, ..., all that garbage is loaded when opening this one bp
Ok got it
So in my case unless I really need to access something specific
I should stick to the character class
And not the specific child
yes, there is no point casting to the child if you're not going to access anything specific on it
Well in say 50 uses there might be 5-10 cases where Iโd need something specific
But in those cases I can just cast
I heard a while back that casting in BPs also causes those references to be loaded.
Well, for BPs interfaces.
I just mainly care about runtime
In the case I heard about, it was impacting their runtime performance greatly.
Let me find the thread.
Thank you!
if you'll need the specific reference anyway, just cast as few times as possible at runtime instead
Though, the title is wrong. It's really just a BP encapsulation thing.
yeah, this is the same thing
at runtime the issue is usually less relevant since you'll need that content anyway
well, this is the thing - he didn't need that content
because his player was referencing things like particular bosses, they were always being loaded in every level
oh well that's pretty stupid
it's a pretty common mistake also
This is why Components are a good way to encapsulate things
As in don't get a reference the character has to an enemy from a class outside the character
It just means have DIRECT blueprint communication whenever possible
Ideally, you wouldn't store any reference to other objects at all.
I try to avoid them as much as possible. I only use Base Classes (AActor) and Interfaces alot.
@light thunder no, it means the opposite.
Do you use UInterfaces in cpp or in BP? Because I've been pretty hesitant to use UInterfaces in cpp.
Well if casting does the same load in memory thing then I'd be inclined to use references where I need to
I prototype in BP and then transfer it to Cpp
I don't think using references would help you in this case. I think it would cause the same issue as casting.
The UInterfaces in cpp are pretty weird.
I just need to call things from the AI controller to the OwnedCharacter and I'm not sure of a better way to do it
I also need to store enemy Character references
BestEnemy and LastSeenEnemy
Is there an equivalent to "OnExit" or something like that for a blueprint on an actor? Basically I want something to happen when the game is quitting.
EndPlay
So would it be potentially bad for the AI to use his OwnedCharacter reference to get it's EquippedWeapon reference in order to check if it should reload?
I can of course do it the opposite way and have the weapon check every time it is fired if the owning controller is AI and if it is reload if under a certain number
I think it's okay in your case, since all those objects would be loaded anyway.
Ohh I see so it's only bad if it's not something that is in the scene or will always be loaded?
EquippedWeapon will always be there
From what I understand, as long as you don't cast to 100 different types, some of which aren't ever loaded during normal gameplay, you're fine.
Or objects that reference a lot of objects who also don't usually exist.
Ok cool- my weapon would only reference the owner which always exists
Heya fellas. Anyone know what can I do if UE4 doesn't want to use my dedicated videocard? It uses it... but very occasionally. I even forced it to use through Nvidia panel, but to no avail
@sudden agate Thanks
@steady owl there are people out there who keep references to all weapons possible in the game in the character that uses them.
Or they keep references to all objects the player can interact with. (which is caused by casting to every specific type).
The point is to not do exactly this. Abstract it away with either components, interfaces or a common base class.
Well in my case I have one EquippedWeapon ref that is from the base weapon class that all weapons are derived from
Would it be a big deal to have that stored as a reference?
perfectly fine
ShooterGame does something very similar
Ok great
thank you
I'll do my best to not go crazy like those examples you mentioned
I won't hold references to loads of unused classes and will try to keep them to the highest level possible
Hii.. How to update a CSV file continuously during runtime
Gonna need more detail on what you're doing
Updating files continuously is not common
DataTables cannot be changed, if that's what you want to do
Is it possible to turn off UE4 creating those backup .uasset files in the saved folder?
@cloud cobalt currently Iam working on a car parking project.. Where the user will update the parking slots outside unreal and it should get the data from outside and make a data table and should park on the user specified places
Iam using a editor script function read from csv file I guess, it is working when I play in editor.. But it's not working when I build into exe file
@steady owl auto save in the Project Settings or Editor Preferences
I have that turned off
But the backup files are still being populated
I'll look again, maybe missed something!
Wrapping error in container that holds the text
I tried size and scale box
Ah, thank you, I will try that out
What option am I looking for, the text still goes outside the overlay?
Oh
anyone know tutorials on reading/writing external data table?
No
and when I say external I mean not-imported-to-engine
no, but there is an export to excel plugin on marketplace ctzn
What do you think import means o.o
it's blueprint so it seems pretty straight forward
I am wondering how long before we get 2019 roadmap and 4.21.2 hotfix..
I want import&export, in real time
If you can import excel files to data tables, wouldn't an export to excel plugin be useful? particularly if you have limited SQL or JSON experience?
thats why we have those plugins on the mp ^^
And what do I do about this crap>?
Ah, you said "oh" earlier, i thought that meant you knew ๐
i do know
but i would need to lay hand on it XD
but i dont have ue4 working right now
its a wrapping issue that comes from above the hierachy
Thanks, I will keep pushing on it
How is this documentation for 4.22? https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/HowTo/RadialMotionBlur
because you are from the future and found something you should not have.... I would run.
Though it seems convoluted
Okay, so the radial motion blur is a material set to a dummy actor on top of the real one to process the stuff behind it
What???
probably not soon since they wanted to integrate the DXR framework
Dafaq did you just say xd
TL;DR of the linked doc page
A dummy on an actor for just motion blur xd
I hope it can be fast enough for gameplay
It's been a desired feature for a long time
Yeah had so much trouble with motion blur on spinning things before
Especially with light bleeding through
Since it's a material, chances are it's also mutable into a direct pass
I kind of hate the dummy approach
I was under the impression a form of radial blur has been in for a while
ooh... oooh... they are doing it... all the copyright notices are getting updated in the source... the big changes we were waiting for are finally done! whoooo 2019!
Epic did one for their race cinematic etc, but never released it
I'm guessing this is it
It's not too invasive, so there's that
gotcha
Hey, I am trying to put VR teleportation in a level and it will not work properly and I have no idea why it won't work. Would any of you know what the problem would be?
we're not psychic; we have no idea what you're doing
define "put VR teleportation in a level"
set actor location on the player? profit?
I am trying to put teleportation inside a VR tour my tech class is doing and I tried to do the add new feature or content pack which allows me to add in the VR blueprints and everything but it messes up and doesn't show hand gripping nor teleportation
what do you mean "add new feature or content pack"?
While in unreal editor there is a add new button near import and save all button in the content browser
gotcha, never even knew that was there xD
I would not use this feature, seems like a bad idea in any case because it won't set the config etc up properly
create a new VR project from the launcher, then migrate your content into that VR project
Yeah, I tried that but went a long list of failed to migrate message log
then you might want to look at why it failed to migrate
when you add the VR feature pack, did you swap over the game mode and load up the sample map?
@grim ore - chances are all the config settings, renderer settings, the works, will be all wrong if you add the VR stuff that way
I have no idea. I'll look into it
you may find the 'failed to migrate' warnings are largely meaningless if you actually test it
Yeah
happens a lot with materials still referencing preview meshes
Right
Can anyone point me to some. Good courses for environment art?? Please
sup guys, how add motion blur for my particle or material?
You can enable motion blur inside of a post processing volume
Hi guys
I have a problem
I am a nooby about marketing
I wonder where or how i can learn more about it
Hi all... I am a total noob to unreal 4 done a few tutorials and am loving it
@plucky palm mee to
have epic said anything about this publicly and their plans to address sections of this within the engine?
https://www.dualshockers.com/cvaa-2019-games-to-be-made-accessible-for-disabilities/
that's absolute brain dead bullshit which needs to be overturned as fast as possible
i agree, its ridiculous
the legistlation itself is written so badly its painful to read
but, nonetheless, its legislation in the US that affects any games with communications like voice/text chat. so unless its waivered again for games or ammended to account for excemptions for games. it will need to be addressed
no one should support this
it can only be fixed with large developers working against it aswell
I agree, but in the event it sticks, a plan has to be made moving forward to comply
it is ridiculous though, completely
just don't bother trying to comply