#ue4-general

1 messages ยท Page 367 of 1

snow crown
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๐Ÿ˜›

scenic snow
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any good tutorials for unreal ui designs ?

snow crown
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nah, I've optimized quite a few unreal engine games so far

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90% of the time poor performance is blueprint code

plush yew
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How much would it cost for you to come in and fix our game?

snow crown
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looking at your gamethread stats will tell you which blueprints and probably which function is taking the most time

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lol, I'm currently working two projects right now

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so, sorry, not looking for more

plush yew
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Damn

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But I can ask you questions on how to fix things though?

snow crown
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on occasion, when I'm around

plush yew
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Because we are absolutely stumped here

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alright

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cool, thanks

snow crown
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the profiler show a lot of false leads

west quarry
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how can I change gravitation pool in unreal ?

snow crown
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you have to know how to read it

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because, yeah, task graph threads are taking 5-10 seconds of not doing anything

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but it's a task graph

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that's super normal for a task graph

plush yew
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Alright

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Got it

snow crown
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Game thread is where your Ticks() and other game code live

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Render Thread will tell you if you are doing something remarkably wrong

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another tip for analyzing where performance is going wrong is to do 'stat unit' in the console

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that will give you a general direction

grim ore
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@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?

snow crown
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if game is high, you might want to do 'stat uobjects'

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if render is high, 'stat textures' or others might be your ticket

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it might not be stat textures, one sec lemme look up the render thread stat command

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stat rhi

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that was the command

plush yew
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@plush yew

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I have to go

snow crown
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๐Ÿ‘๐Ÿฝ

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i do too

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but those commands will help

plush yew
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Iron will ask questions when he needs to, but hes currently stopped by the timer

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aaaah well

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okay

snow crown
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play around with them

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there are many more

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they will help you identify where the problem lies

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without jumping into the profiler

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usually the profiler is the last tool i use to find slow code

grim ore
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@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.

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You would need something that checks or calls it continuously like a tick or a axis event instead of an action event.

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There should also be an on landed event that might be useful as an alternative

light thunder
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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?

vast moon
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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

gusty bobcat
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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?

supple totem
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@vast moon check infinite in the volume details

vast moon
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@supple totem Thanks!

supple totem
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๐Ÿ‘

plush yew
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a function that controls opening a pause menu ui, would that work better to be in Player Controller?

crisp fable
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does anyone know why my levelscript begin play is never getting hit?

light thunder
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@ivory linden Go to the level load node and is there a IsLoad or IsLoadSuccessful Boolean?

ivory linden
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Wrong George

crisp fable
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heh

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ill check

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there isnt blake

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im not sure what you mean by level load node though

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its not hitting that first breakpoint even

west quarry
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do I understand it correctly there is now why to actually simulate gravity on a sphere without lots of hacking into physx engine ?

light thunder
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@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

sudden creek
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Hey, I'm having some audio problems. Can anyone help?

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Please DM me if yes

trail grove
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Guys anyone has published a game here on the discord store?

sudden creek
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ยฏ_(ใƒ„)_/ยฏ

solar quarry
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I get the feeling I'm doing this wrong

grand knot
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@sudden creek Yes for a price though

elfin gull
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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

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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

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but i don't know how to hold a pencil

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and i can't work out if it's not knowing how to hold a pencil or not knowing how to use my muscles

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because i just dont understand how much i dont know

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it's the worst

pulsar token
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Best advice, start small and keep building on it. It is okay to not know what to do or how things work.

grand knot
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@elfin gull what are u stuck on?

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also @solar quarry u get them sooilders moving?

solar quarry
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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

elfin gull
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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

solar quarry
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@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

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now, can someone tell me how to record the cutscene?

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Everything is set up, I just need to playblast it.

sudden creek
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@grand knot And why would it cost anything?

solar quarry
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How do I make the game run the cutscene as soon as the level starts?

grand knot
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time is money

carmine wind
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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

sudden creek
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@grand knot Then make a time machine, Doc

abstract relic
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@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

grand knot
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@solar quarry reference the camera in the level blueprint drag off it and select play cine

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@sudden creek ... good one'

carmine wind
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but i want it to change it to true or false

abstract relic
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Then use a Boolean

carmine wind
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but theres no boolean parameter in bp that i can see

silver crown
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You want to change the static switch?

carmine wind
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yup

silver crown
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Requires to recompile the material

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So won't work at runtime

abstract relic
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Lerp will be your best bet

silver crown
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Or the if node

solar quarry
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it's 6am
why won't it just record the cutscene

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why is it that when I click create movie, it just shows this

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I've been at this all night

grand knot
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Haha don't worry in a few months you will be looking back laughing

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Just keep at it

solar quarry
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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?

wet berry
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Anyone know if there's a way to reduce the hitching when a level is unloaded?

solar quarry
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anyone know how to get the record function to record from the camera I want?

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Ok now I know why it keeps being weird. It's recording from my skylight instance

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my skylight is set as the capture focus... eh?

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ok maybe not

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the scene is just capturing near there

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It keeps defaulting to the same location, how am I supposed to record this cutscene?

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I am livid

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I fixed the problem

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and it was stupidly easy

hardy granite
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rip u

merry blade
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Anyone good with blender, i need a min of help.

hard minnow
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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?

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I just wanna use BPs without feeling stupid or guilty...

weary basalt
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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.

hard minnow
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Yeah sure, but I was thinking like maybe I'm missing some crucial point

weary basalt
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There are many reasons why you might use C++ over BP, but BP has its pros as well.

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Some people feel more comfortable and confident in C++, others in BP.

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BP obviously doesnt have the same reach and capabilities as C++ and thats one of its cons, but its certainly faster to iterate on.

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Choose the right tool for the job.

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If your designing/writing a complex time sensitive multiplayer experience then C++ is going to be the better option.

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If your doing simple gameplay elements, then BP maybe a faster more time effective solution to use.

hard minnow
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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?

weary basalt
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Sure.

hard minnow
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Such a relief :' )

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Thank you.

weary basalt
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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.

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A healthy mix of both C++ and BP is not uncommon.

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There are games completely written in BP. There are games completely written in C++.

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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.

hard minnow
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Thank you for such a detailed answer. You made me feel so much better :' )

grand knot
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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

frank matrix
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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

frank escarp
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the healthy way is to mix C++ and blueprints. Epic themselves do that

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you use C++ for all the "core" architecture and basic logic

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and Blueprints for things like enemy specific logic, or some basic event driven stuff

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Robo recall is 90% blueprints and runs in VR

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Fortnite itself also has blueprints for days

cinder iron
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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

whole quarry
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what are you trying to do?

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so why dont you use a gate then?

static viper
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oh boi someone actually uses gate

plush yew
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Axis mapping would work better

upper sluice
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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?

spare herald
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I'm kind of having a problem where my character mesh keeps falling halfway trough the floor.

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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. :/

grand knot
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Who needs help

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๐Ÿ‘๐Ÿ’ช

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I am ready

spare herald
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I'd like some.

grand knot
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Wats the problem homie

spare herald
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Posted it just above SouperDouper.

grand knot
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Oh shit dbz

spare herald
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Yep

grand knot
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That's my specialty gahaga

spare herald
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And you're the funny DBUnreal guy haha.

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Cool.

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Anywho, what do you think could be the problem?

grand knot
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First

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Is that a static or skeletal mesh?

spare herald
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Skeletal

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I replaced the 3rd person template character mesh with mine.

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Spooky gotenks.

grand knot
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Disable "enable gravity" also make sure simulate physics isn't ticked

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You must have screwed something up in the process brother as it should work fine ๐Ÿคท๐Ÿคท๐Ÿคท

spare herald
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Where can i find that option. :)

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Still kinda new to ue.

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Nevermind, found it.

grand knot
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๐Ÿ‘

spare herald
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Nop

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Doesn't make a difference.

grand knot
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Send screen shot of your screen

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Entire screen please

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Make sure your skeletal mesh is a part of the capsule component as well

spare herald
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Wait i think i can show it better with a gif.

grand knot
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Full screen the character blueprint.

spare herald
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It's the basic 3rd person template character blueprint.

grand knot
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Why is he in the world?

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Can you control him

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As in like a character

spare herald
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Yep.

grand knot
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Okay select the skeletal mesh and show me what's on the right side of the screen "not event graph"

spare herald
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The details?

grand knot
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Yeh ๐Ÿ‘๐Ÿ’ช

grand knot
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Down

grand knot
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Reset the clothing simulation box and also expand collision box please

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Such a easy thing it's killing me I can't control your hand ATM

spare herald
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Have you got team viewer?

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Because did didn't change anything xD.

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Only made the boc, aswell as the character 2x as big.

grand knot
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Let me check if I got team viewer

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I think I actually might do gimme a second

spare herald
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Sure.

grand knot
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Nope but I'll install

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So I can fix this shit in 2.35 seconds

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๐Ÿ‘๐Ÿ’ช

spare herald
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Thanks a lot Emud.

grand knot
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Alright

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Though I live in Aus do my connection is crap

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Inbox me your ID ECT

cinder iron
grand knot
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@spare herald welcome ๐Ÿ˜ƒ

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next problem

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who needs some help

spare herald
chrome summit
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@grand knot we talked about 10 hours ago but i couldnt make it work

grand knot
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wat was the problem again?

chrome summit
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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

grand knot
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shoot me a dm of exactly what you want done and ill guide you

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same goes to you @plush yew

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quick shower, please send the messges as detailed as possbile

plush yew
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someone interested in a two person project? md for details

chrome summit
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@grand knot i did look your dms

grand knot
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just helping souper out real quick

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basically finished

light thunder
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So how could an empty array run on a For Loop?

whole quarry
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ForLoop doesnt use an array though?

light thunder
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Because I'm printing the first index and breaking on the print string and it is negative 1,so its empty

static viper
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an empty array run for loop will execute complete right away

light thunder
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Um, that seems odd

static viper
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how

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if tthere is no legos in the box then you cannot analyse lego

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so box is completed empty

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no legos found

light thunder
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For each element of the array, but it is running on an element that doesn't exist

grand knot
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@plush yew you're welcome buddy

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now u @chrome summit

static viper
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it cant run on empty XD

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it will not do a single loop

light thunder
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It is,that is the problem

static viper
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show code again

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and you can do print for array length

static viper
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you are adding something before hand

static viper
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like... under that large white text box

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what is under white box

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is that a struct array?

light thunder
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That was checking to see if somehow the array defaults were driving it

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Yes

static viper
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you know that a struct array cannot be invalid?

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you can add empty

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so regardless of what you add

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it has an index after that

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so that addunique node is the issue

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and its prolly all empties

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zeros, empty strings, 0 length contents

light thunder
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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?

static viper
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create a serialize bool

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so that you can only add if the function returns a Serialize true

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with a branch

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serialize as default true

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done

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slap it right on the function

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as input

light thunder
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I'll have to look up serialize, never worked with it before...thank you for pointing me in the right direction

static viper
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i just called the bool thaat way

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XD

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you can also call it

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kekse, owlsbool, mynewbool1, Awesome, aaaaa1, aaaaa2

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XD

light thunder
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So on that add unique node, make a branch if the index not equal to negative 1, then execute loop?

static viper
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no

light thunder
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I'm on mobile or I'd show

static viper
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you created a custom function there, on that you slap a new bool.

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if that bool is true you it will do an addunique

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if false it just loops

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so a branch before the addunique

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false loops

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true goes to unique which leads into loop

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10 seconds work!

light thunder
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What drives that bool?

static viper
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you are working with array structs here... you are supposed to understand what i am saying...

light thunder
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When is it pos or neg?

static viper
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i cant make it more obvious.

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this is basic

light thunder
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I mean that custom function ,that's a branch...what determines the boolean value driving the branch

grand knot
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okay finished with @chrome summit you're welcome

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next person

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๐Ÿ˜ƒ

icy bone
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@grand knot are u the master helper here ๐Ÿ˜„

grand knot
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for today only

icy bone
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what is ur expertize good sir

grand knot
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blueprints

icy bone
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why are u feeling so generous today

grand knot
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bored brother

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tomorrow its back to paid help

light thunder
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@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)

static viper
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it does set whereever the function is applied

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why would you even have these 2 things in one line

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addunique and then a loop for the same array

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there lies the main issue

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they should not touch if the loop gets errors

icy bone
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@grand knot who is paying for ur help tomorrow ๐Ÿ˜„

plush yew
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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 ?

grand knot
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@icy bone idk lol

plush yew
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dam xD

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oke thanks, can we combine it with normal programs or in unreal engine?

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oke thanks

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noted that sir

copper fable
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when i clikc on my UI button it releases all other inputs

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i have turned IsFocusable off for the button

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but it still seems to do it

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anyone know why?

dry moon
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For some reason the middle tile looks like an anime face

distant river
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I don't see it

upper sluice
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Guys i changed version from 4.18 to 4.20 and now all my materials are way brighter. Any tips??

digital anchor
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i think 4.20 had some changes in light units, see if your lights arent brighter

dry moon
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@distant river

distant river
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Good ol' one-eye

upper sluice
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@digital anchor wait i can change the brightness of a material?

upper sluice
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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

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its really weird

digital anchor
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thats auto exposure

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you can change on the post process volume if you have one

upper sluice
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Thanks a lot man it worked

limpid grove
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Is there a way to render the AI vision range for the player to see ?

atomic rose
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anyone know of a good blockbreaker tutorial in blueprints?

ruby robin
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Hey guys, is it possible to set packeged build to run on my second screen? Any config comands?

limpid grove
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Like you mean to run only on the second screen ?

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Cause once you package it its pretty much an exe

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Cant you just drag it on the second screen in windowed mode

ruby robin
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Well. I can run some games on my second monitor

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I want to start my game on my other monitor as well.

limpid grove
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You mean multi monitor then ?

ruby robin
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I know I can drag it, but I want to play in fullscreen mode

limpid grove
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No idea sadly ๐Ÿ˜„

ruby robin
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No answers on anserhub as well. Actually, I want to start another UE4 game on my TV.

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For example in GTA5 I can choose the monitor to play in settings menu. But I do not see UE4 support this feature

static viper
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Oh that is just not a default option

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I am sure you can code that in fast

ruby robin
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Code? How about other UE4 games I want to play on my TV?)

static viper
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You can always change the priority manually

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Its not software driven

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Or

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Game driven

cloud cobalt
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Windows + Shift + arrow

static viper
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Gta just decided it was nice to havr

cloud cobalt
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UE4 actually does support it

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Just only through C++

ruby robin
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Hmm.. Never thought about it ๐Ÿ˜„

static viper
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Simple

cloud cobalt
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Probably not working super well if monitors aren't aligned, stuff like that

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Just a basis

static viper
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Did you expose your entire wettings code with assets?

cloud cobalt
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No

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No game logic in Blueprints

static viper
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But c++

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๐Ÿ˜

cloud cobalt
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What ?

fierce tulip
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weird bug is weird, using uv1 for some shadermath, but the moment the mesh is in cascade it reverts that math to uv0

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thats a new one

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only this one mesh too

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oh god, and the horrible max bug where --because two max apps opened at the same time-- it reverts all fricking settings.

novel spire
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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)?

sudden agate
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A StaticMeshActor is just a shortcut.

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no performance difference or something like that

novel spire
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Okay, is there any difference between a component and a component (inherited)?

sudden agate
#

no

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it just means the component is part of the BaseActor

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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

novel spire
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I see that makes sense. Thanks!

scenic snow
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I need major help

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I booted up UE

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nothing else

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how do I get everything else to appear

grim sinew
#

F11, you're in fullscreen mode

scenic snow
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dont work

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im on a mac btw

grim sinew
#

Macs have an F11 button

scenic snow
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yeah

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I tried that lol

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fn +f11

grim sinew
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Why fn?

scenic snow
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bc the mac key for f11 is for sound

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so like

grim sinew
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Okay, whatever, mac shortcuts are weird. Here.

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You're stuck in immersive mode, find the checkbox and fix it.

scenic snow
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I see the checkbox

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I clicked it

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nothing happened

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ok im out of immersive

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I dont seen the little asset thing on the bottom

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the tools to the left

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I've used UE on windows

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but for mac, This is a first

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yeah, I dont see the content browers

dire storm
#

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

scenic snow
#

is there any1 who can help, I think my UE is messed up

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dont see the content browser or anything

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I got out of immersive

grim sinew
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I don't know enough about Macs to diagnose this one further, someone else needs to take it from here

static viper
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F12

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Omg

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I said f11

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Does mac have that key

scenic snow
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I got out of immersive mode

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and yes I tried f11

static viper
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Is it fixed?

static viper
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This is fullscreen mode

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Haha

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This is fun

scenic snow
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so I should press f11?

static viper
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You said you tried

scenic snow
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I did

static viper
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I assume it didnt work

scenic snow
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and the SS above is the result

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yeah

static viper
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Its clearly fullscreen view

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No doubt

scenic snow
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hmm

static viper
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Cant use the wiki

scenic snow
#

wiki wont help

#

and I want to see if these are default settings

static viper
#

Ah

#

Here

#

You

#

Click the squares in the corners

#

That should break the viewport completly

scenic snow
#

squares where?

#

which cornor

static viper
#

Corner right

scenic snow
#

sorry I type fast so some mistakes

static viper
#

MeToo

scenic snow
#

or any other thing

#

here let me pull up a window screenie I had

static viper
#

Oh boi it even works

#

It shouldnt work

#

Lolz

scenic snow
#

I need like the others things besides the content browser

static viper
#

I have a clever idea

scenic snow
#

wait like yeah , I need the level editor

#

?

static viper
#

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

scenic snow
#

eyyy

#

that opened the content browsers

ruby wren
static viper
#

Lol whatzzzzzu

#

Hahahaha

#

Literally

#

Thats absolute insane :D

scenic snow
#

oof

#

any ideas for getting the level editor

static viper
#

If xou are lucky...

#

Do other projects work?

scenic snow
#

this is my only project on mac

#

the rest are on my windows

static viper
#

Well

#

Grab a windows one

#

This might be an easy reset fix

#

Full Counter!!!

scenic snow
#

ok

#

hmm

#

I cant access pc right now

#

let me see if I can get a project online

static viper
#

Then try create a new project

#

A new blank onr or so

#

And see if broken

scenic snow
#

k

static viper
#

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

scenic snow
#

ok

wet berry
#

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 ๐Ÿ˜›

solar quarry
#

how long does it take the launcher to delete an old engine version?

south ridge
#

Probably a few minutes?

solar quarry
#

There needs to be a bar. "Please Wait" tells me nothing

#

Well it's done

crisp fable
#

anyone know if proxy mesh generation can be done on swarm?

dry moon
#

Probably not

light thunder
#

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,

wintry willow
#

Should I be checking for overlap begin in the player character, or in the pawn I want the player to possess?

grand knot
#

your current player character @\

#

@wintry willow

wintry willow
#

Thanks

open eagle
#

pubg was made in unreal right?

weary basalt
#

It is yes.

open eagle
#

why are the LOD transitions so bad then

grand knot
#

Hey devil. how do I put in my "looking for work: sheet in?

weary basalt
#

Probably because that was the easiest way for them to optimize at that time.

open eagle
#

Or does that have to do with rep graph

weary basalt
#

@grand knot Read the #more-resources channel for instructions on posting to the Job Board

grand knot
#

okay thank you

warped marlin
#

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

primal prairie
#

oh man

#

what do i need to install of visual studio 2017 to package project?

#

Does it still rely on visual studio 2015 too?

crisp fable
#

has runtimemeshcomponent been made redundant by newer features or what?

plush yew
#

Is it normal for Unity users to talk crap about Unreals blueprint system?

#

Just wondering

weary basalt
#

Shouldnt you be asking them if its normal?

#

lol

plush yew
#

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)

south ridge
#

Unity users talking crap about Unreal blueprint system is 67% normal

plush yew
#

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

weary basalt
#

I dont think its common for UE users to crap on Unity.

plush yew
#

Oh

#

Makes sense

weary basalt
#

It has its own set of cons sure, but its not like we sit here arguing over how shit it is.

plush yew
#

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

weary basalt
#

Thats one persons opinion

plush yew
#

True. Gotta keep that in my mind

weary basalt
#

Choose the right tool for the right job.

#

Thats what it comes down to

#

IMO

plush yew
#

Yes

#

Whatever's easier.

south ridge
#

I would only make fun of choosing unity over unreal for some types of large projects

plush yew
#

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

weary basalt
#

They are subsets of "blueprint"

plush yew
#

Oh.

#

Well scratch what I said then

weary basalt
#

"Blueprint" is a wrapper on C++ functionality.

plush yew
#

I generally call it "super duper simplified C++"

#

Unless.. if that was what you just said

weary basalt
#

Its just exposing common features to the Editor in a more designer friendly way.

#

Its not simplified C++, it is C++

plush yew
#

As in like
Visual wise, simplified.

#

Not pure walls of text

south ridge
#

Those walls of text are simpler and more dense in meaning than BP's

#

๐Ÿ˜„

plush yew
#

...k whatever that meant

#

Either way

weary basalt
#

The AttachToActor node in BP literally is a single line wrapper for the C++ implementation.

plush yew
#

Oh.

#

I see

weary basalt
#

This is only a small example.

plush yew
#

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

weary basalt
#

Every node in BP is like a book. Your just reading the front cover basically.

plush yew
#

Oh

#

I just viewed it as all the code smushed into one round-cornered box

weary basalt
#

Same thing

plush yew
#

Oh.

#

duh..

weary basalt
#

You just choose to not open it and read it ๐Ÿ˜›

plush yew
#

Yeah no

#

Unity sucked to comprehend

weary basalt
#

What do you do for a job?

plush yew
#

I have no job.

weary basalt
#

Im guessing your in school then

plush yew
#

Not at that qualified age.

#

Ye exactly..

#

Just afraid Ill get kicked for it

weary basalt
#

Kicked for what?

plush yew
#

Being under 18

weary basalt
#

This isnt an 18+ community.

plush yew
#

Oh okay.

#

Good to know

weary basalt
#

We have strict #old-rules on the types of content we allow here.

plush yew
#

I know, I read.

weary basalt
#

Awesome

plush yew
#

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.

weary basalt
#

Your young, try as many different things as you can, you will quickly find what you do and dont like.

plush yew
#

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..

novel spire
#

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?

wet berry
#

How small are you talking here?

novel spire
#

It's a model of a USB drive

wet berry
#

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?

novel spire
#

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.

wet berry
#

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

novel spire
#

I see, thanks for the advice! I'll launch the editor later and try regenerating and scaling.

wet berry
#

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)

novel spire
#

Okay let me see!

plush yew
#

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.

regal mulch
#

The CMC will only use the Root one

#

Actually, is that little guy using the CMC?

#

(CharacterMovementComponent)

plush yew
#

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

regal mulch
#

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

plush yew
#

so, I want to have complex collision volume, that can be composed from several components

peak vigil
#

I can't open a uasset file I placed in my content folder, here's the file in question

wary wave
#

IIRC, characters can only have one collision primitive

#

this would mean having a second collision primitive for overlaps etc just won't do anything

cloud cobalt
#

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

wary wave
#

yep

#

it's caught me out in the past

cloud cobalt
#

I actually needed that so I've written an overriden version that does

#

Which is no simple feat

wary wave
#

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

cloud cobalt
#

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

wary wave
#

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)

cloud cobalt
#

Yup

plush yew
#

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

wary wave
#

I would expect impulse to work as intended, so I suspect there may be a problem with your actual implementation

peak vigil
#

I can't load some uasset files into my project, any suggestion?

sudden agate
#

uassets are not meant to be imported

static viper
#

nununu

#

you have to tell him to show you

peak vigil
#

I've put'em into my content folder, but they didnt show up

sudden agate
#

You can try copy the Uassets in the Content folder, but only works with the same Unreal Version

cloud cobalt
#

Or an older one

sudden agate
#

it will also destroy any dependencies

cloud cobalt
#

Also make sure they're uncooked assets

#

Not cooked from a game

peak vigil
#

how do I know what Unreal version should I use?

cloud cobalt
#

How did you get the asset ?

#

Ask the seller

#

But mostly, don't work like that

peak vigil
#

from Street Fighter 5

sudden agate
#

lol

static viper
#

THATS WHY I TOLD YOU

cloud cobalt
#

Lol, can't help then

static viper
#

OMG

cloud cobalt
#

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

peak vigil
#

Which means they're cooked right?

cloud cobalt
#

They are cooked since it's a game

languid shard
#

which means unless they release a modkit you wont be able to do much with it

cloud cobalt
#

More to the point, do not use assets from another game

peak vigil
#

Why is it?

cloud cobalt
#

You won't be allow to legally release your work if you use content you don't own

sudden agate
#

inb4 bUt ItS PrIvAtE UsE aNd WoNt ReLEAsE AnYwAy

regal mulch
cloud cobalt
#

Legality set aside, working on your own content is amazing

#

It's an amazing personal experience

languid shard
#

bUt It TAkeS TimE And MoNEy

cloud cobalt
#

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 ๐Ÿ˜ƒ

peak vigil
#

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?

regal mulch
#

Most likely?

cloud cobalt
#

Everything from the game is cooked, by design

#

Literally only way you can release your game

peak vigil
#

Even the mods for the game?

cloud cobalt
#

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

crisp fable
#

Correction

#

It takes, like, forever man

wet berry
#

funfact: a skeletal mesh need to have physics queries enabled to simulate below a bone. That lesson took an hour ๐Ÿ˜ƒ

fleet needle
#

does anybody know where to get free audio cue's?

#

searching atm, nothing really sticks out

fierce tulip
wary wave
#

oh neat, it's free

#

I'm not sure Ali realises that you can't put free stuff on the marketplace tho

fierce tulip
#

with something like this, i wouldnt be surprised if it does end up for free on mp

wary wave
#

would be good

manic pawn
#

when you make so much stuff, that you get 2 marketplace badges on forum

static viper
#

Free prefabs?

#

I mean it sounds cool

grand knot
#

Here to help again

#

Anyone having any blueprint problems?

static viper
#

I need help

#

Pls

grand knot
#

What's the problem

static viper
#

My fridge is empty. I think its visual studio

#

Pls go get groceries :(

grand knot
#

Will help as soon as I get home brother

languid shard
#

@fierce tulip it will, he said its in the review process to be on MP

grand knot
#

Chicken teraki ?

languid shard
#

I've had a few features not working while testing though

steady owl
#

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 youโ€™d do this when itโ€™s 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?

paper kernel
#

obviously using reference is more efficient(in very small scale), but it really comes down to how persistent the referred object is

sudden agate
#

I use Components. Pawns are just a Container of Components. Nothing more.

steady owl
#

@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

paper kernel
#

no idea, memory saving maybe?

steady owl
#

Ok thanks! I wonder if a standard character ref would eat up memory or if itโ€™s just an extreme optimization

#

Iโ€™ll have to learn to profile that

#

Would a cast actually be slower than just plugging in a ref?

paper kernel
#

by a few cpu instructions I would assume

digital anchor
#

it wouldnt save memory, theres no performance improvements, nothing will be faster or slower, do what makes your code looks cleaner

steady owl
#

Ok thank you!

digital anchor
#

i personally will always cast, i can see the source of the reference

#

and i have no risk of references changing

steady owl
#

Well in this case the source is always get owned pawn

paper kernel
#

and I would assume mass editing class names is easier when it's casted

steady owl
#

So itโ€™s the same exact cast x 100

digital anchor
#

yeah, if it looks better go for it

steady owl
#

I had read to avoid cross references (like the controller having a pawn reference and the pawn having a controller reference) but Iโ€™m 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

dim plover
#

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.

digital anchor
dim plover
#

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?

digital anchor
#

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

dim plover
#

Alright, thank you. I will check out Perforce.

steady owl
#

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

manic pawn
#

no

#

a pointer is always 8 bytes

steady owl
#

Ohhh wow

#

Thank you

#

And here was me constantly making references to the base character class thinking I was more efficient...

manic pawn
#

but if you're working in blueprints, referencing specific child classes will require loading them and all parents when opening the blueprint

steady owl
#

@manic pawn is this purely slower only for working in the editor?

#

Or does it also impact runtime performance

manic pawn
#

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

steady owl
#

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

manic pawn
#

yes, there is no point casting to the child if you're not going to access anything specific on it

steady owl
#

Well in say 50 uses there might be 5-10 cases where Iโ€™d need something specific

#

But in those cases I can just cast

dim plover
#

I heard a while back that casting in BPs also causes those references to be loaded.

steady owl
#

Oh so thereโ€™s no way around it

#

Well if itโ€™s just editor performance that is fine

dim plover
#

Well, for BPs interfaces.

steady owl
#

I just mainly care about runtime

dim plover
#

In the case I heard about, it was impacting their runtime performance greatly.

#

Let me find the thread.

steady owl
#

Thank you!

manic pawn
#

if you'll need the specific reference anyway, just cast as few times as possible at runtime instead

dim plover
#

Though, the title is wrong. It's really just a BP encapsulation thing.

manic pawn
#

yeah, this is the same thing

#

at runtime the issue is usually less relevant since you'll need that content anyway

wary wave
#

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

manic pawn
#

oh well that's pretty stupid

wary wave
#

it's a pretty common mistake also

steady owl
#

Great thread thank you

#

So basically don't call something more than one level deep

sudden agate
#

This is why Components are a good way to encapsulate things

steady owl
#

As in don't get a reference the character has to an enemy from a class outside the character

light thunder
#

It just means have DIRECT blueprint communication whenever possible

sudden agate
#

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.

dim plover
#

Do you use UInterfaces in cpp or in BP? Because I've been pretty hesitant to use UInterfaces in cpp.

steady owl
#

Well if casting does the same load in memory thing then I'd be inclined to use references where I need to

sudden agate
#

I prototype in BP and then transfer it to Cpp

dim plover
#

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.

steady owl
#

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

unreal spoke
#

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.

sudden agate
#

EndPlay

steady owl
#

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

dim plover
#

I think it's okay in your case, since all those objects would be loaded anyway.

steady owl
#

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

dim plover
#

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.

steady owl
#

Ok cool- my weapon would only reference the owner which always exists

normal jolt
#

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

unreal spoke
#

@sudden agate Thanks

sudden agate
#

@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.

steady owl
#

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?

sudden agate
#

perfectly fine

steady owl
#

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

austere hinge
#

Hii.. How to update a CSV file continuously during runtime

cloud cobalt
#

Gonna need more detail on what you're doing

#

Updating files continuously is not common

sudden agate
#

DataTables cannot be changed, if that's what you want to do

steady owl
#

Is it possible to turn off UE4 creating those backup .uasset files in the saved folder?

austere hinge
#

@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

sudden agate
#

@steady owl auto save in the Project Settings or Editor Preferences

steady owl
#

I have that turned off

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But the backup files are still being populated

#

I'll look again, maybe missed something!

light thunder
static viper
#

Wrapping error in container that holds the text

light thunder
#

I tried size and scale box

static viper
#

They are not usefull in this case

#

You need to use overlay

light thunder
#

Ah, thank you, I will try that out

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What option am I looking for, the text still goes outside the overlay?

static viper
#

Show wrapping settings of text

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Or

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Align

light thunder
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discord blocked me

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said it was explicit?

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that's better

static viper
#

Oh

paper kernel
#

anyone know tutorials on reading/writing external data table?

light thunder
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I need multiline

#

don't I?

static viper
#

No

paper kernel
#

and when I say external I mean not-imported-to-engine

light thunder
#

no, but there is an export to excel plugin on marketplace ctzn

static viper
#

What do you think import means o.o

light thunder
#

it's blueprint so it seems pretty straight forward

static viper
#

i am furious

#

if its external and you get the data inside... thats import

vale silo
#

I am wondering how long before we get 2019 roadmap and 4.21.2 hotfix..

paper kernel
#

I want import&export, in real time

static viper
#

ok thank you

#

read up on sql for this

#

or json

#

well

#

or XML...

light thunder
#

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?

static viper
#

thats why we have those plugins on the mp ^^

light thunder
static viper
light thunder
#

Ah, you said "oh" earlier, i thought that meant you knew ๐Ÿ˜ƒ

static viper
#

i do know

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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

light thunder
#

Thanks, I will keep pushing on it

lament star
grim ore
#

because you are from the future and found something you should not have.... I would run.

static viper
#

Radialmotionblur?

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Finally?

#

Err?

cloud cobalt
#

Wot

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This is amazing

lament star
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:DDD

#

brb gonna add that to the trello roadmap ๐Ÿ˜‚

static viper
#

Mimic

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Yes add it

cloud cobalt
#

Though it seems convoluted

lament star
#

definitely a cool feature

#

So when is 4.22 coming?

cloud cobalt
#

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

static viper
#

What???

lament star
#

probably not soon since they wanted to integrate the DXR framework

static viper
#

Dafaq did you just say xd

cloud cobalt
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TL;DR of the linked doc page

static viper
#

A dummy on an actor for just motion blur xd

fair violet
#

Very very worth it for cinematics

#

Awesome new feature

cloud cobalt
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I hope it can be fast enough for gameplay

#

It's been a desired feature for a long time

static viper
#

Look good

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It needs to look good

fair violet
#

Yeah had so much trouble with motion blur on spinning things before

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Especially with light bleeding through

cloud cobalt
#

Since it's a material, chances are it's also mutable into a direct pass

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I kind of hate the dummy approach

fair violet
#

Yeah it would be nice to just be a global thing

#

but better than nothing!

wary wave
#

I was under the impression a form of radial blur has been in for a while

grim ore
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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!

cloud cobalt
#

Epic did one for their race cinematic etc, but never released it

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I'm guessing this is it

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It's not too invasive, so there's that

wary wave
#

gotcha

stark lava
#

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?

wary wave
#

we're not psychic; we have no idea what you're doing

#

define "put VR teleportation in a level"

grim ore
#

set actor location on the player? profit?

stark lava
#

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

wary wave
#

what do you mean "add new feature or content pack"?

stark lava
#

While in unreal editor there is a add new button near import and save all button in the content browser

wary wave
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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

stark lava
#

Yeah, I tried that but went a long list of failed to migrate message log

wary wave
#

then you might want to look at why it failed to migrate

grim ore
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when you add the VR feature pack, did you swap over the game mode and load up the sample map?

wary wave
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@grim ore - chances are all the config settings, renderer settings, the works, will be all wrong if you add the VR stuff that way

stark lava
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I have no idea. I'll look into it

wary wave
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you may find the 'failed to migrate' warnings are largely meaningless if you actually test it

stark lava
#

Yeah

fierce tulip
#

happens a lot with materials still referencing preview meshes

stark lava
#

Right

upper iris
#

Can anyone point me to some. Good courses for environment art?? Please

bronze tree
#

anyone?

clever trout
#

sup guys, how add motion blur for my particle or material?

lament star
#

You can enable motion blur inside of a post processing volume

clever trout
#

im know this

#

this is not what i need

fierce tulip
#

@clever trout #graphics just had a discussion about it

cerulean hamlet
#

Hi guys

#

I have a problem

#

I am a nooby about marketing

#

I wonder where or how i can learn more about it

plucky palm
#

Hi all... I am a total noob to unreal 4 done a few tutorials and am loving it

cerulean hamlet
#

@plucky palm mee to

pseudo parrot
manic pawn
#

that's absolute brain dead bullshit which needs to be overturned as fast as possible

cerulean hamlet
#

Wtf is that?

#

That dont make sense

pseudo parrot
#

i agree, its ridiculous

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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

manic pawn
#

no one should support this

#

it can only be fixed with large developers working against it aswell

pseudo parrot
#

I agree, but in the event it sticks, a plan has to be made moving forward to comply

#

it is ridiculous though, completely

wary wave
#

just don't bother trying to comply

pseudo parrot
#

not complying is opening to fines from the FCC, fines which could kill small developers