#ue4-general

1 messages · Page 368 of 1

manic pawn
#

this document does not have a section 21

#

just report every game on steam and see how quickly they will stop caring about this

#

reading random parts of this document it just looks like since using the chat is not the primary purpose of the product (game), none of this is relevant anyway

vale silo
#

does anyone know if Niagara works on XBox One ?

static viper
#

Mh

#

I feel like this is bad

#

But not in a bad way

#

I just think that you cant make every game accessable

#

For the sake of the product

#

The description is ultra vague and extremly easy to be overturned

grim ore
#
Niagara CPU Simulation now works on PC, PS4, Xbox One, OpenGL (ES3.1) and Metal. At this time, Vulkan and Switch are not supported.```
#

from the 4.20 release notes, I believe switch was added in 4.21

vale silo
#

thanks @grim ore

#

although I was told that it doesn't work on ES3.1 on Android (I don't know where else ES3.1 exists)

grim ore
#

I think we can still run the engine in OpenGL can't we?

#

definitely weird if 3.1 is supported but not on android, especially if metal is supported

vale silo
#

no idea, but wouldn't it be OpenGL 4.x or 5.x and not ES3.1 when running on PC ?

grim ore
#

nope it would be, you are right

#

I always forget OpenGL is as wacky as Direct X now lol

#

so serious question regarding Paper2D if anyone has used it. Is it usable in the base form if you wanted to try and recreate some simple 2d RPG from the 16/8bit era? Tilemapping and layer ordering and such atleast?

fierce tulip
#

yea switch added in 4.21

light thunder
#

How do I replace a key in a Map (but not it's value) ...

static viper
#

havent we literally yesterday talked about struct arrays?

#

and now you are onto maps?

light thunder
#

pardon?

static viper
#

sry if not XD

light thunder
#

heh

static viper
#

i cant remember

light thunder
#

so, I have a series of valve actors with their respective data held in structures - to customize those valves, that data is added to a widget as part of an array and works back and forth with the data flow, with one issue - I have to construct a String Combo box with the name of the Valves ....and that works fine too, except I need to be able to change the choices if they rename the actual valves themselves, but I need to keep track of which actual valve is being changed as well as updating the Combo box menu

#

the map at the end is what I am concerned with

#

The Event there is when you change which valve you are selected, and it takes the index as defined by the valve (when the map was created)

#

However, if the user changes the valve name, that String Map will break and the combo box won't know which index to use for a given new string

#

so I need to figure out how to change the key on the map (but not the index) ....

#

@static viper What do you think?

grim ore
#

as far as I know you can't replace the key, you can only replace the value. You would probably have to remove the previous key/value pair and add in your new key/value pair

light thunder
#

I'm looping through the array of keys....if one matches the option I want to replace, can't I just that, and just preserve the value as a variable?

grim ore
#

are you trying to find the key value when you loop?

light thunder
grim ore
#

you can just use the Find node on the Map to find the key/value pair

light thunder
#

it's a bit confusing because it's like a reverse array

#

so I want the actual value (which in this case, is the index of the valve)

grim ore
#

and you use the Add node on the map to replace the value in a key/value pair

light thunder
#

add doesn't let me set the value it seems

#

Here is a problem - I'm overwriting the map when I am creating it

grim ore
#

yep I just tested, add replaces the value as expected.

light thunder
#

That works the first time but it is immediately overwritten...can't believe I missed it

plush marsh
#

generate array from keys and values , empty map, replace value in keys array , fill TMap with new values

light thunder
#

Would you mind showing me that @plush marsh

pseudo parrot
#

@vale silo a bit late to the question, but from my experience niagara has problems with xbox one, we've had trouble with ribbon particles causing crashes

#

that's in 4.20 though

vale silo
#

hmm..

pseudo parrot
#

it is worth noting its still considered experimental however

plush marsh
#

@light thunder you can generate array from keys or values. I will check , but you have this option in cpp

vale silo
#

but, are you using that public repo for UWP or actual private XB1 console branch from Epic ?

pseudo parrot
#

private branch

vale silo
#

😦

pseudo parrot
#

well, the private additional files

vale silo
#

right, the one you get access to when you get XB1 dev kits

pseudo parrot
#

yeah

vale silo
#

ughh, I sure hoped devving for XB1 was a smooth sailing

pseudo parrot
#

controller support is really strange with it too

#

with the xbox 1

plush marsh
#

@light thunder Well, when you getting the keys or values from map that will create an array

#

@light thunder so you can create 2 arrays , assign keys and values from map to them , modify values of arrays, empty map and then fill it with values from your 2 arrays

light thunder
#

I will play with that, thank you @plush marsh

digital anchor
#

Is physics separated from the engine? can i disable physics? like completely ditch it

static viper
#

Depends

#

Physics has q word in almost everything movement based

#

The cmc for instance

#

Shutting down physics would mean to forbid any physics

#

I mean how does it disturb you?

#

Its a engine core feature

#

Like

#

Right next to the cores origins. 8000degress hot

#

Removing that would be pretty heqvy

digital anchor
#

yeah, im using some custom physics, so no CMC, no physics at all

#

i could leave it there tho, not really a problem

static viper
#

Its better if you leave

#

You can downgrade it if you wish

#

Project settings

#

But if you dont use it...

#

I would not fiddle with it

restive seal
#

Hi, does anyone know how I can fix a bug where translucent objects aren't rendered in the correct order?

worn granite
#

very painfully :P

static viper
#

show some ue4 noods

#

pictures

restive seal
#

yeye

#

I'm streaming right now live if you want to watch, or I can send em indeed

static viper
#

just send dem noods here

restive seal
#

yeye

fierce tulip
#

@restive seal that isnt a bug, limitation of the renderer.
in cascade the order of emitters affects it, if its a mesh, you can set the sorting order in a blueprint or when you click on it in viewport

worn granite
#

@fierce tulip he's got self-overlaps

#

he boned

static viper
#

how do you already know!!!

worn granite
#

I'm magical.

static viper
#

its ok.

#

i dont need noods

restive seal
#

different meshes

#

not z fighting

worn granite
#

The orb is one mesh

fierce tulip
#

lol

restive seal
#

yah, the orb is one mesh, 2 sided material and it dies

fierce tulip
#

the cube is masked?

restive seal
#

There's 2 cube meshes
one is 2 sided translucent
the other is 1 sided, translucent with lighting mode set to Surface ForwardShading

fierce tulip
#

make the metal one masked, make the glowy one 0.05 smaller on x/y/z

restive seal
#

the glowy one is smaller
the metal one is supposed to look like Ice, its translucent
I experimented fine detailed masking to fake translucency but it didn't work

#

I have a similar problem with applying 2 sided translucent materials to spheres

fierce tulip
#

bumpoffset can help with it being opaque/masked and still look somewhat translucent, especially with subsurface

cloud cobalt
#

@digital anchor There is physics, and there is collision. Physics is entirely opt-in all the time. As long as you never hit the "simulate" box, it's not happening.

#

I use collisions, but all physics are homemade

fierce tulip
#

its a limitation of ue4 with its rendering, unless you change it to differred or whatever its called. but that opens up a bleepload of other probs

digital anchor
#

hmm, im not using collisions eighter

restive seal
#

thanks @fierce tulip, good to know. In what way do you use the bump offset to fake translucency?

digital anchor
#

but yeah theres no reason to try to strip that off

fierce tulip
#

@restive seal well, if the bumpoffset is a negative value, the texture it affects will look like its a bit behind the actual surface. that can help with faking ice and whatever

#

lemme load up a project with an example

delicate needle
#

cats

fierce tulip
#

^ only reason im helping :p

restive seal
#

you watching my cats?

delicate needle
#

Kitten Stream Extreme!

#

Is that an animated desktop?

#

Novel, never seen that on windows. Never looked for it either. 3rd party app?

restive seal
#

ahh very nice, I like implementation, sneaky

static viper
#

Shit holy

#

I love dis glitter

sudden agate
#

Bump Offset does wonders. Ice is really good looking with Bump Offset

fierce tulip
#

can look good for fake far away snow/rain as well

#

few bump offsets with snow texture, so each layer looks further away

abstract relic
#

Oh my good I love it

copper fable
#

is there a way to have my enemy rotate to its target without enabling UseControllerRotationYaw?

#

or a way for the object not to snap to the rotation with UseControllerRotationYaw enabled?

grim ore
#

I would assume rotating to a new location would be instant unless you lerped it or manually adjusted it over time.

gilded plinth
#

Hey all, does anyone have experience with the rigid body node? I'm finding the docs confusing because they say you can set bones to simulated, but when i right click on bones i don't get that option. only on physics capsules so i'm assuming that's what they meant. Also just can't get the rigid dynamics under control : P

gleaming spoke
#

Hey so! When I want to import a character model I made in Blender, to Unreal Engine 4, do I have to have the bones for the model made in Blender before importing? Or can I just do it in Unreal 4?

grim sinew
#

You need to rig it in blender

#

Unreal can’t rig things

gleaming spoke
#

Right. Thanks!

merry gazelle
#

What do you think is a reasonable filesize for a demo?

#

I just don't want the filesize to be to excessive it puts people off downloading it

grim sinew
#

896gb

amber plinth
#

x)

grim sinew
#

No more, no less

amber plinth
#

It depends on the game actually

merry gazelle
#

Lol

#

Well let's just say a free roam VR game

grim sinew
#

Make the demo fun first, target a file size second

#

People will put up with anything if it’s fun

amber plinth
#

When I DL a demo, I generally delete it after use

#

So the size doesn't really matter.

#

And with the great connections nowadays, even 1 or 2 Gb aren't an issue

#
  • Vr gamers are used to DL heavy games, even for 10 terrible minutes of gameplay ^^
merry gazelle
#

Ok cool so 1gb per minute gameplay should be fine 😅

amber plinth
#

thaaat's it x)

#

I think there is a high fixed memory cost, and a small variable memory cost on such games.
That is to say a short game, or even a demo, would have to be quite heavy compared to game duration.
But as you extend gameplay with maps and scripts, you don't drastically increase the size of the files (except if you have a lot of different environments, characters, voice acting...).

manic pawn
#

your demo should probably not be larger than current AAA games

amber plinth
#

good point ^^

grim sinew
#

If it’s not precisely 896gb it’ll flop

manic pawn
#

that would have to be an incredibly good game for me to buy a new ssd and then spend a full day downloading it

dim arch
#

anyone know where Ican find a free landscape material which blends on the face normal

#

the cliff/grass blend method

gilded plinth
#

I'm having the dumbest camera issue. I have a very simple level which is basically a default with no asset scenes. I added a character BP into the scene (which is using an anim BP). if I hit play from the level my first person fly around default camera spawns wherever it was in the editor (which is great), but if I hit play in the anim BP my camera view always spawns in the same place which happens to be in the middle of a cube im using as a floor and under my character bp. Any idea why? : /

#

guess i'll jus add a player start, but odd the BP play doesn't account for wherever i am in the main editor view

rigid saffron
#

Hi all 😃 Does anyone know if there is an exported for Maya that centers the mesh and sets that as the pivot point? i have lots to export so trying to find a simple way to do it

sonic pagoda
#

for "for loops" that run through other for loops, so for instance, line tracing to a point in each square in a tile 10 x 10 grid (while also making that grid with aforementioned loops) will be immensely quicker in c++ than bp's?

winter fossil
#

spawning is significantly faster in C++ than BP

sonic pagoda
#

sorry i meant line trace , im not actually spawning anything so that term is incorrect

winter fossil
#

it's my understanding (I forgot where in the doc i read this) but if most of your code is handled in built in nodes and your actual bp node graphs are small, it's still fast

#

so if your loops outside of line trace are very simple it's still pretty fast

#

since the line trace node itself's logic is c++

#

it's still faster to do everything in C++ but I don't know how much

sonic pagoda
#

ok, im just asking cause the whole bp is super laggy now.. but i could be because i placed the whole loop logic in the construction script, so i can visualize it before play

winter fossil
#

are you checking against complex collision?

#

collission can get expensive

weary basalt
#

@sonic pagoda Construction Script isnt designed to handle heavy logic.

#

Its for setup.

winter fossil
#

that too

sonic pagoda
#

ah ok thanks guys, i guess ill have to test it in gameplay and actually see if it lags there.. its a super cool ai grid system where im running line traces to the ground to see if the area is navegable, and then another line trace if true to the player to see if the enemy can hit him from there, and then send the ai there

shrewd gorge
#

Hi

For an asteroids clone, I want to keep track of levels, asteroid counts, spawn them and update score accordingly.

It sounds logical to me that this script should not be a part of any specific actor.

Where would I code this in C++?

#

I don't see that I can add a C++ class to a level

#

I think I could create a C++ class "LevelManager" and call its functions from actor components when required. (ex. if asteroid hit, call level manager to check asteroid count and start new level if required)

crisp fable
#

I wonder if you work for epic if you're allowed to work on your own projects outside work or there's a conflict of interest clause

split wedge
#

does anyone know how to set up an invtory system like guild wars 2

static viper
#

which part of it

#

the inventory is massive

split wedge
#

mostly just the backpack slots, different sized backpacks

static viper
#

the slots would be just a number really

#

so every backpack has a number inside them

#

and the sum is the amount of slots

split wedge
#

kk so how about being able to hover over an item and see a description,

static viper
#

thats also easy

#

its an event from the button umg

split wedge
#

cool thanks 😃

#

i got 1 more question i had my currency hooked up in my update numbers function after my level in this

#

and i had it set up here as well in my save game file

#

hooked up to my AI bot my exp and level remain saved but my currency wont save at all it keeps resetting

static viper
#

resetting to what?

split wedge
#

to 0

static viper
#

that means it doesnt reset

#

that means it doesnt save or load

split wedge
#

yea its not saving for some reason

static viper
#

you sure it is the saving?

split wedge
#

i have a shop set up and i can use coin to buy items and if i run out i cant buy anymore

static viper
#

there is not much to help

#

you either save wrong

#

or load wrong

#

make sure that you actually save the coins

#

and not 0 coins into the save

#

and on load

#

print out what is inside the save

split wedge
#

kk i'll give that a try thanks again

soft crescent
#

are there any confirmed features for 4.22 yet

#

are we finally getting the mesh tool

cloud cobalt
#

Sounds like radial motion blur is coming

languid shard
#

really ?

#

that would be nice for racing games

cloud cobalt
#

Yeah

#

Though the approach taken sounds expensive

static viper
#

scared???

split wedge
#

i figured it out lol it was casting to my player character on the hud instead of third person game mode

#

lol well it was saving for a min now its not

#

or nvm its saving awkwardly it doesnt save for 4 times then it save about 50 less then what you quit with then it saves with what you quit with for about 5 times then back to not saving

shrewd gorge
#

APlayerController* ShipController = GetWorld()->GetFirstPlayerController();

Keeps crashing really don't know what to check.

#

It's executed upon pressing space.

wary wave
#

you put a breakpoint in and see what's wrong

#

it's almost certainly GetWorld returning null

shrewd gorge
#

I think it's because i'm using it in gamemode.

#

Not sure on what level would I use general level scripting - highscore, level up or down (asteroids game).

#

I need things like... if no asteroids spawned in the world, spawn asteroids.

#

Etc.

#

Not something I can tie to a component, I think.

unreal spoke
#

Is possible to add info (tags?) into a static mesh? (not talking about a instance, I'm talking about the static mesh resource.

wary wave
#

I don't think so

unreal spoke
#

I just saw the static mesh has an "Asset User Data" but the possible types are Datasmith and some animation user data. And it doesn't seem to be possible to create a new asset user data type from the editor. Is it possible?

wary wave
#

with native code probably

#

but more importantly, what are you actually trying to do?

shrewd gorge
#

Regarding above, I guess I will try level blueprint C++ somehow.

shrewd gorge
#

Does anyone know where to apply general level scripts in C++? (unrelated to actual objects)

unreal spoke
#

@wary wave I'm trying to store some info per asset. Those assets will be used by an editor I'm doing and the idea is to use that info for cataloguing, sorting and grouping of the pieces. So a static mesh of a window could have a few tags like window, wall, glass, flat, etc.

wary wave
#

right, well user tags already exist for that purposes and are used by the editor for that purpose

unreal spoke
#

Another question. I'm adding components into an actor in runtime. Is possible to save those changes into the actor? Now, when I press ESC the actor comes back to the previous state.
@wary wave But I cannot find where usertags are in a static mesh. I suspect they are only there for actors, not meshes.

wary wave
#

they exist for all asset types

#

I've never use them though, and can't find the documentation

#

they probably have some other name

#

as for saving stuff at run time, it'll be doable but require native code changes

unreal spoke
#

@wary wave Thanks

wary wave
#

np

unreal spoke
#

hmm, but collections seem to be used during editing, not on runtime. The idea was to group/sort, etc during runtime.

lusty carbon
#

Any good VR template that's free, for version 4.2?

static viper
#

whats wrong about epics?

vast pine
#

i'm gyessing ue4 cloth verts collide with themselves. i made a test because never used cloth before. its a flag and it stays errect when it should drape i guess. see the following

#

I can only guess its like paper and supporting itself

#

not sure which channel might help but here is a gif ping at me if you seen this and got around ir or know which to start tweeking ive played with the cloth config and doesnt seem to ever act likea flag 😃

digital anchor
#

@vast pine can you show how you painted that

#

the values

vast pine
#

that helpful?

digital anchor
#

i was looking for the masks

#

the actual paint

#

i believe theres values there to set the max distance it can move

vast pine
#

looking to see al i had to go with is the white/pink brush color changes

#

100 is where it moves zero does not - sorry if its not super helpful again never played with this but of course watched some quick vids and had a different result 😃 i can keep digging on my own if no one has anything offhand

digital anchor
#

100 means 100 centimeters

vast pine
#

oh hmmm

#

right you are then isee some obsurd ammount made it dip alot more

#

thank you much i never woulda thought for some reason..

#

ma ybe it was just can't even half-staff tuesday hahaha

upper sluice
#

Hello everyone. So i have a problem with my scene. Even though i have no lights build, the scene still remains lit

#

Any tips on how to fix it?

static viper
#

that is actually a thing tho

#

tho

#

show screenshots

#

you prolly just broke everything

upper sluice
#

it is just lit but i have no lights

static viper
#

smooth

#

yee

#

that is skylight

abstract relic
#

Auto exposure on?

static viper
#

that would require minimum light

#

dark areas dont get bright with no light

abstract relic
#

True

upper sluice
#

but how

static viper
#

renamed it?

#

show more pics

upper sluice
static viper
#

no from outliner

#

its clearly skylight

#

it cant get more obvious

upper sluice
static viper
#

show me an editor overview of the map

abstract relic
#

Folders are your friends mate

upper sluice
#

@abstract relic yea thats true

static viper
#

yee yee and box brushes are bad we got it XD

#

now back to issue

upper sluice
#

gimme a sec

#

wait brushes are back?

#

bad*?

static viper
#

they eat like all the fps

upper sluice
#

is there a better way to build though?

static viper
#

you already use static meshes

#

dont you not

abstract relic
#

They’re for white boxing.

static viper
#

dont do puns...

#

not now

#

XD we still havent found the light

abstract relic
#

It’s too early for puns

upper sluice
#

static meshes are all the models from blender

#

i should use them for general building?

static viper
#

can we get back to light?

peak vigil
#

Hello

static viper
#

then i tell you about meshes

#

i promise

abstract relic
#

Lies and slander

static viper
#

I PROMISE

peak vigil
#

How do I open Constraint mode for phat?

upper sluice
#

Where to i show you the editor overview? 😛

static viper
#

here

#

with snipping tool

#

just zoom out of map

#

and copy me a screen of your entire editor

#

i dont need our windows 8 task bar

upper sluice
static viper
#

yee its a skylight

#

did you press g?

#

is there nothing else in this map except brushes and static meshes?

upper sluice
#

yea G is the grid. And no nothing

static viper
#

oh

upper sluice
#

i deleted the skylight since the beginning

static viper
#

thats a baked skylight then

#

you need to clean the level out

#

ok i will give you a set of tasks in order now.

#

click on the level tab

#

if you dont have that, its under windows - world settings

#

oh god i cant remember the name anymore...

#

anyways!

#

there is a tab called lightmass

#

it has a small arrow beneath it

#

^ like this but v

#

you are searching for

upper sluice
#

wait

static viper
#

force precompute light

upper sluice
static viper
#

no wrong tab

#

world settings

#

that was the wrong one

#

i am hailing the shit out of satan for a while now.

upper sluice
#

ok ok

static viper
#

AHA!!!

upper sluice
#

got it

static viper
#

purrfect

#

after you ticked the bool

#

build your light

#

just press build

#

then it will go

#

daaaarrrkrrkrk

upper sluice
#

so i just press build?

#

i am so confused xD

static viper
#

just press build now

#

should take a few seconds

peak vigil
#

excuse me

#

How do I enter Constraint mode in phat?

static viper
#

what is phat

peak vigil
#

Physics Asset Editor

wet berry
#

@upper sluice if that doesn't work check your mesh materials and make sure you aren't plugging anything into emissive

static viper
#

he should be back by now

#

...

upper sluice
#

@static viper i love you

static viper
#

oh hail satan

abstract relic
#

Welcome to the void

upper sluice
#

so what where you saying about brushes?

static viper
#

ah yes

wet berry
static viper
#

this is real power.

upper sluice
#

@static viper how tf does he build so damn fast??

static viper
#

^^

#

youll learn

#

or maybe you dont

#

but its not hard.

wet berry
#

to be fair it's a modular set he's built and is showing off. he's probably built that exact scene multiple times

static viper
#

a good example

wet berry
#

still good work and all

#

yeah, a great promo

upper sluice
#

anyway why are the brushes that bad?

vast pine
#

Baked light, static like basically burns a new texture on the mesh for shadow.

static viper
#

bc they eat fps away like crazy

#

you can try ourself...

#

select all your bbrushes at once...

#

even that is an issue

#

and they behave odd

upper sluice
#

then why do they exist 😂

vast pine
#

Owl. You get the difference. I challenge get you to make a short video

static viper
#

bc they are 20 years old

abstract relic
#

Again. For white boxing

upper sluice
#

oh xd

vast pine
#

Showing dynamic vs baked

static viper
#

they aare part of the engine

#

YOU CANT CHALLENGE ME

vast pine
#

I can even challenge Satan

upper sluice
#

most of the tutorials are ancient man :/

wet berry
#

They are basically meant for level designers to work in engine. They built shapes, play test, iterate

static viper
#

i have no machine you plank ._.

#

how am i gonna fite

#

with finger paint??

vast pine
#

Yes

#

Mario paint

wet berry
#

When they have a level they like they export the brushes and artists turn them into real assets

static viper
#

i will not get a hellmachine

wet berry
#

which can just be dropped in

static viper
#

i am glad if i get food the next week...

vast pine
#

Just instance your current food into millions of clones

static viper
#

i would like to clone my 50 euro papers...

#

like

#

10 times

#

wait

#

i said 100

#

sooo

#

5000!!!!

vast pine
#

Gonna do it once ight as well be millions

static viper
#

i get 5000

abstract relic
#

Just keep adding 0s

vast pine
#

Because the overhead is ez

static viper
#

with 5000 i could buy a new machine

#

and have a bit time to recover

#

pay damages

vast pine
#

Wait meme here if you add dyanmic physics to each clones dollar it gets real fast

static viper
#

also

#

i just think you can get almost all light right with dynamic

#

it clearly doesnt work for realistic scenes

#

like archviz

#

but fantasy scenarios, scifi, horror with a artistic style

#

those are easy matches

vast pine
#

It's not perfect but dynamic light and use of distance fields is dope

static viper
#

just give pc

#

and owl do light

upper sluice
#

so i should stop using brushes

#

i guess i have to redo the whole level 😛

#

@static viper right?

static viper
#

yes

vast pine
#

i need a new pc too rebuilding ue4... gonna be most of my day :<

static viper
#

atleast you have the mon mon

vast pine
#

i only have what i get from my doggies ma ma

#

she don't always pay her doggies support man! ;D

upper sluice
#

@vast pine yea tell me about it

#

i keep having a lot of crashes lately

vast pine
#

I build my game for shippibg

#

Woops shipping and it builds all the way till it is going to archive it to a folder

#

Then says bull reference error and never completes

upper sluice
#

you can copy everything into a usb stick and go to a friends house and do it 😛

static viper
#

no you cant

#

bc i cant even develop somehing!!!

primal prairie
#

Can you rename a packaged .exe without any issues?

fierce tulip
#

Shadowriver sometimes took over my pc late at night so he could rebuild/build on my pc instead of his own pc. (before he got a dev-grant)

upper sluice
#

Why cant you do what i just said owl?

static viper
#

i need a devgrant :c

vast pine
#

Lou's after a post somewhere by you about UV maps I sat down with my level guy who is super green

#

Explained a lil bout UV maps

static viper
#

just send me your pc luos!

vast pine
#

And show how he can make cool effects if you know how to layout uvs and pan. I'm excited to see him@dive down that hole, glad you mentioned it for me to want to inform him

vast pine
#

Male duck face

fierce tulip
#

aww neat stuff @vast pine

upper sluice
#

Owl you cant just finish the game and then finish building and extracting to another pc?

static viper
#

i cant

#

no pc that can run ue4

#

hihihi

upper sluice
#

i am not talking about you specifically

#

in general

vast pine
#

finsihgame.exe

fierce tulip
#

if he has any questions throw him into this channel, can always email me too, but I prefer people asking here :p

vast pine
#

i agree its best answers are in public so others can learn

#

but yeah i do push him to ask in slackers anything

#

funny when you drag uv shells in say maya and watch the checkerboard move to explain... see what you can make happen??

#

😄

fierce tulip
#

oh god, my previous max install stopped doing that untill you clicked in the 3d viewport again

#

nuked that install into orbit

vast pine
#

woof

shrewd gorge
#

I'm trying to spawn blueprint actors each time none of them are in the game.

#

The flow only seems to be getting up to here.

static viper
#

my eyes

#

and poor me

vale silo
#

I have a dilemma - I need to have a different shape collision in player character (box instead of capsule, because my player's model is not a bipedal humanoid). Apparently it's not a trivial task even when making things in C++. I am wondering if I can just add a box collision to character actor and then on overlap with anything collidable on the level, stop player movement. I assume "Stop Movement Immediately" is the BP node for this. If so, how to I resume movement ? (this way player isn't permanently stopped on the first collision)

static viper
#

@shrewd gorge do you not see it?

shrewd gorge
#

First time doing something like this in Blueprint, until now I was using C++ 99%

#

I don't, no.

vale silo
#

lol, you node isn't connected

static viper
#

dont use tick like this

#

and yes...

#

you have not connected actuall code...

#

you just sorta stopped adding code

#

getting all actors of class inside a tick is a mistake you must see by the way..

#

how many days are you doing c++

peak vigil
#

What's Linear Limits in physic asset, and how do I tick them in Unreal Engine?

shrewd gorge
#

Be specific and to the point, we are not debating my experience here. Nor should we.

If you wanna help, help. Otherwise, talk to whoever accepts your tone. I don't.

static viper
#

then noone can help you XD

peak vigil
#

I reckon their use to be a Body mode button that'll let me switch to Constraint mode, and that's a meter under it

shrewd gorge
#

@static viper What do you mean by code is not connected?

static viper
upper sluice
#

why does ue4 keep crashinggg

#

it never did

shrewd gorge
#

Thank you, let me check. There's something with the spawn actor too.

static viper
#

4.21 has alot crash issues

upper sluice
#

i am using 4.20

static viper
#

4.20 too

upper sluice
#

oh

#

lol

#

you are in my mind 😮

#

enlighten me

shrewd gorge
#

Only crashes with bad references in my editor 4.21

upper sluice
#

i am just gonna save each time i do something 😛

peak vigil
#

How do I enter constraint mode of physics in 4.21?

tribal pebble
#

mmh is there a way to export UE4 VFX to Blender 2.8??

upper sluice
#

@static viper the texture glitches that the player cant see are a prob i should fix or not?

static viper
#

no

upper sluice
#

yea ok thanks

upper sluice
#

Arent the brush boxes essentialif I want to make the block invis for doors etc?

static viper
#

i stopped using brushes 3 years ago

#

thats when i started out with ue4

plush yew
#

where is emudshit

wise flame
#

guys

#

whats the invite link

plush yew
#

Hey Yall

static viper
#

invite link is in the welcome channel

upper sluice
#

But how can i make a block invis without being a brush

static viper
plush yew
#

hey people

static viper
#

you make a 3d mesh?

#

hi spay.

upper sluice
#

I want to make a block invis so that i can then put the door

static viper
#

then turn it not visible?

grim ore
#

if you just want to block something invisible use a blocking volume or a box collider

upper sluice
#

@static viper doesnt work. What i am trying to do is put block and turn it invis so that it creates a hole in the wall

#

for the door

static viper
#

if you want to create a hole in the wall

#

get a 3d mesh

#

that is much smarter

grim ore
#

^ geometry/bsh brushes are good for blocking out but at the minimum convert them over to static meshes if using in a final game.

frail sail
#

the Vulkan API work on 4.20?

static viper
#

should

grim ore
#

and if you have an existing static mesh you want to punch a hole in, you cannot do that in engine, you need to use a separate DCC program

static viper
#

if not 4.21

light thunder
#

I have a master panel, where I have setup an event by timer, to simulate using an event tick - the purpose is to monitor different valve pressures and their data (which is a struct of a few struct, mostly containing float, integers, a string and color enum for example) There are about 10-15 of these valves - Right now the only thing the valves do, event wise, is update their open/close percentage to the Master Panel. (that event is a user activated (when the user physically grabs the valve, a variable becomes valid and allows tick event to proceed, note there can only be two valves grabbed at a single time) When a valve is released, the variable is cleared and no longer valid, so the event ends, and the Master Panel continues calculating based on the now set Valve Position>

Does this seem like a good, performant approach?

eager ruin
#

Hey guys, I want to work in level editor using the "Game View" mode, to hide debug gizmos etc. However after turning this mode on far plane gets do close that some objects dissapear, even from a really close distance.
Is there a way to adjust this?

primal prairie
#

Can you package to Mac from windows?

upper sluice
#

@static viper have you made any games yourself?

static viper
#

no

#

i am useless trash

lilac ether
#

Anyone knows how to center level in world composition?

upper sluice
#

How are you a useless trash you know a lot of shit about ue4

static viper
#

i feel like that doesnt matter.

#

i neither created a mp asset, make money or created something with a release...

#

so yee

#

i did not create something great yet...

#

i am here sobbing my eyes out bc i am so useless

#

that i am still better then alot of people is not my problem XD

upper sluice
#

I'm not sure if I should be sad for you or myself @static viper

#

like

#

I'm just a fcking starter

#

each day I learn something new

#

most of the tutorials are just shit or outdated

#

and it time I ask something I feel like a stoopid idiot bitch when I find out the answer was that simple

static viper
#

the bigger issue is motivation really...

#

you are rich of it right now

#

but soon learning will become tedious and then you want more

#

it takes alot of hits to make a good game

#

so alot of fails to actually make one...

upper sluice
#

I guess so. For example I redid the whole house that I made cause I used brushes

#

I guess I learned from my mistakes smh

static viper
#

here lies another mistake tho

#

do you want to make a small game in this house?

upper sluice
#

What do you mean 🤔

#

I am attempting to create a pt like game , a clone!

static viper
#

do you have the gameplay done?

upper sluice
#

Small house just like the original

slow python
#

Hello

static viper
#

hello

#

you should start with the gameplay

upper sluice
#

Well I need the basic map so yea

static viper
#

bc art is turning fast into a burden

#

you will be more worried about modelling actuall objects

#

then having a space to place them

upper sluice
#

OH NO

#

The thing is I have a friend that makes the models who actually wants to become a model designer

#

using blender

#

the models are not my concern

#

besides most of them are actually done

static viper
#

thats ok

slow python
#

So umm have you guys sold your soal to EPIC GAMES

static viper
#

i sold mine to satan

#

HAIL SATAN

upper sluice
#

ok.

static viper
#

wasnt that obvious?

upper sluice
#

pretty obvious

slow python
#

I have died

#

WÀAAAAAAAAAAAAAA

regal mulch
slow python
#

Ok

static viper
#

so back to house discussion.

regal mulch
#

@static viper What keeps you from investing the time you spend here into something for the marketplace?

static viper
#

oh right now i have no machine to run ue4 😄

regal mulch
#

Besides that

static viper
#

my drive...

regal mulch
#

I mean you aren't half bad with art and BPs afaik?

slow python
#

Well I am working on a game

static viper
#

i tried marketplace assets once didnt got accepted

slow python
#

Called

static viper
#

but ducky got

slow python
#

INFINTE

regal mulch
#

Marketplace is weird in that regard. Did they tell you what was wrong?

static viper
#

i dont feel like the marketplace is a good place for me

#

they said lack of quality

regal mulch
#

Well, depending on the asset, you could use the marketplace to kickstart your pc

#

Or rather could've

static viper
#

its not ok. but ii think i must go througgh this like this

regal mulch
#

Any other plans?

slow python
#

Oh don't get me started on the marketplace I bought something and wasted my money

static viper
#

its some sort of a destiny

#

well regardless of making games, yes :3

slow python
#

I was scamed

static viper
#

i got a job application running for educator

regal mulch
#

@slow python You can always ask Epic for a refund if the asset you bought is really "scam".

static viper
#

i could teach students about gamedev

#

that would be a dream, using ue4 ofc

regal mulch
#

But since you didn't, I assume it was either not expensive enough for you to care, or not scam.

slow python
#

Oh well time to ask epic

#

It was 40€

regal mulch
#

Explain them exactly what is the issue. They will task the creator to resolve them if they are reason enough for a refund.

#

If the creator resolves them, then you are fine, if not you get the refund.

#

@static viper But I assume you have no way of getting there?

static viper
#

i am almost tthere

#

but the country may not allow it

#

regarding the job errr

#

die stelle wird wohl nicht genehmigt

#

nicht von mir aus, allgemein

regal mulch
#

Germany is tricky. You kinda have to exactly go from A to Z to do something.

#

Or rather to be allowed to do something

#

Like studying

static viper
#

yee i have a pretty awesome chance here

regal mulch
#

Would that be a job at a school, fachhochschule or Uni?

#

Or something else?

static viper
#

i would be "dozent"

slow python
#

I haven't made any progress on INFINTE lately because I need some programmer to continue and yes I did the lft and still waiting it's been a long time

static viper
#

well thats closest one can get really

#

for prof with student you need work experience

#

at least 3 years.

regal mulch
#

@slow python Programmers (good ones) cost a good chunk of money. Even on fixed price projects.
Free and Royalty stuff is pretty much impossible.

static viper
#

so even if i am better then every applicant ever... i cantt teach ue4 with only 2 months oof work experience...

regal mulch
#

@static viper Ah right, I stopped my study after reaching bachelor.
Could have done teaching job or stayed at uni but well, UE4 with company works

static viper
#

its a bit odd

slow python
#

Yeah anyway you don't have to ping everyone

static viper
#

yee ue4 is definitly the way togo

#

i see it in my future as fixed static object

regal mulch
#

@slow python I do this to make sure that you peeps know who I'm talking to.

slow python
#

Ok good reason

regal mulch
#

It's not like I'm pinging you every time. it's only if it cuts in between the discussion with owl

slow python
#

YOU WIN THIS TIME NEXT TIME PUMP SHOTGUN COME OUT

#

Haha

regal mulch
#

@static viper I'm not sure yet. The company is just at the starting point.
Full time UE4 is fun but also not. I would love to do my own stuff, even if my Client's project is fun.

static viper
#

freelancing is a toough spot

#

and germany is on yee toes

regal mulch
#

I actually went from Freelancing to founding a company

static viper
#

everything has to be written down

regal mulch
#

But more due to tax and legal stuff

static viper
#

yee

#

founding a network?

regal mulch
#

And a company looks better on paper :D

lilac ether
#

Is there a way to move entire map without loading levels in world compositor?

static viper
#

networks are the way togo

regal mulch
#

Na, just a normal company

slow python
#

Any of you guys have a job on looking for work

static viper
#

well they are companies in the end

regal mulch
#

@lilac ether Define "move" here

static viper
#

they just work together on large jobs

#

i worked at one of those...

#

was pretty horrifying

regal mulch
#

That is a lot of extra work though. I would love to get an employee at some point for the art stuff

#

Currently we are just two programmers haha

slow python
#

Hmmmmmmmmmmmmmmmmmmmmmm

static viper
#

yee 3d modellers

slow python
#

Programers

#

Mmmmmmmmm

static viper
#

tho you just have to put up a call

regal mulch
#

Anyway, I'm also drifting a lot into offtopic. G2g get someone from the driving school. brb

static viper
#

there are alot of 3d people

#

yes cya latr

lilac ether
#

@regal mulch I have large world map, but it's not centered

slow python
#

Any you guys willing for profits

regal mulch
#

That's the rules

slow python
#

Okokok

regal mulch
#

@lilac ether What's the issue with it not being centered?

lilac ether
#

I have large world made from tiles. I want somehow place player on one of islands and Player Start only spawns at Persistent Level location and i can't do anything with it. But it's not main trouble! I want to place Day\Night Sphere BP and global water level somehow. I read that it's all can be placed in Persistent Level, but it's not helping me to see changes in world levels.

regal mulch
#

Well the spawn point should work in the sublevels too

#

And if the spehere is big enough, the day and night should also work

#

Are you actively adding new the tiles during gameplay?

lilac ether
#

It's completed map of world

regal mulch
#

Static though?

lilac ether
#

Yes

slow python
#

I have a problem for my game can I have help when I am in menu the crosshair shows up this did not happen until I package the game to windows what can I do

regal mulch
#

Does that happen when moving from gameplay to menu?

#

Or just directly when yo ustart the game?

slow python
#

Just directly

regal mulch
#

Are you sure you aren't creating the crosshair somewhere?

slow python
#

Yea

#

Just in case you need specs of my pc

Ryzen 5 2600x

Rtx 2070

32gb ram

500gb sdd

3tb hard drive

fierce tulip
#

people thinking mentioning their specs will help

static viper
#

you can send me that pc

#

i take for free

slow python
#

NO

#

@fierce tulip just in case

lilac ether
#

Is 4km x 4km is large?

plush marsh
#

half of fartnite

slow python
#

Yeah pretty large

static viper
#

it is big

#

but the content decides that more

lilac ether
#

....I have world map with 1351 level 4x4km lol

slow python
#

wtf

static viper
#

why not do 64

#

i dont understand

#

4km should not be a big trouble

#

what are you building

slow python
#

Mine is using a method to make it bigger

#

Cause I can

lilac ether
#

Hmmm.....I want to make world like WoW or alike. But work on one island for start

#

Still, have issues with spawn and world water level

slow python
#

Check errors in log

lilac ether
#

Also, levels acting strangely

slow python
#

Helps me a lot

#

Anyway gtg

#

See ya

lilac ether
#

Thanks for suggestion

fierce tulip
shrewd gorge
#

@static viper Something to feast your eyes upon lol.

static viper
#

this is still bad

#

there is no feast

shrewd gorge
#

I know it's why I love you

static viper
#

i get sick

shrewd gorge
#

😄

#

This is a special consideration from your lovely unknown friend.

static viper
#

denied

shrewd gorge
#

😦

#

But I have no friends.

#

"Good"

static viper
#

i assume that has something todo with your coding skills

shrewd gorge
#

Not everything has to do with coding 😃

static viper
#

friend

grim ore
#

that thing so needs reroute nodes

#

and right click align lines lol

static viper
#

hes using get all in a ttick

#

that alone screams "help"

lilac ether
#

Okay, even if i load first level with PlayerStart in it, FindPlayerStart still not see it

#

UE4.Difficulty: Hard

grim ore
#

nothing wrong with doing it all in a tick, kinda like doing it all in a main loop in C heh

light thunder
#

Is there any way to put a comment in a Curve Asset?

grim ore
#

It does not appear to be a way to do that besides naming it well

nocturne ocean
#

Has anyone used the unreal extension for visual studios before?

light thunder
#

I have a cad file (IGS extension) .... right now I can only import it into Unreal Studio, not the engine itself? I"m confused. (it says unknown format when I try to import to engine normally)

grim ore
#

That is one of the features exclusive to the Studio version of the engine really

light thunder
#

ah, too bad

#

I can open it up in Maya and convert it I guess

#

Does the studio version allow a workflow that can import in mass?

#

like if you had 2000 cad models and you'd like to import them into a project and come back the next morning?

south ridge
#

We convert CAD models

#

Through whatever appropriate tool

sonic gust
#

Hey

#

Any clue how I can visualize the Audio Sphere of a BP while in-engine playing?

#

I have audio radius selected in show -> advanced flags -> audio radius

#

but I'd love to get something like this

grim ore
#

you could always use the "Draw Debug Sphere" node to replicate it at runtime

sonic gust
#

that's an interesting idea! thanks!

restive seal
#

Anyone know if there is a way to trace against physics channels.
like doing a box trace sweep test.

plush marsh
#

LineTraceSingleByChannel ?

#

or sweep

sudden agate
#

@fierce tulip uses world for everything

restive seal
#

linetrace or box trace by channel uses "trace" channels, I'd like to do a physics sweep test so to speak
to trace against collision channels

plush marsh
restive seal
#

Thank you
is there a reason this isn't exposed to bps?

plush marsh
#

ah

#

you are talking about bp

visual belfry
#

Multi*ByChannel?

plush marsh
#

then i really don't remember

restive seal
#

or... is that for objects?

#

and I never knew

visual belfry
#

the difference is the C++ function takes a shape by argument, but the blueprint fns are differentiated by shape

restive seal
#

I think, I was just being dumb lol
though that UWorld::SweepMultiByChannel is going to help too

modern sinew
#

So I was watching a tutorial on setting up Visual Studio for UE4 https://www.youtube.com/watch?reload=9&v=D4UM73O7Zxs and they right-click on a file and it gives them the option to "Generate Visual Studio files" and that's not appearing when I do it, neither are all those options with the UE logo next to it

Learn to make games in Unreal Engine 4 C++ today with Tom Looman in this step-by-step video! In this intro to C++ tutorial I will quickly take you through th...

▶ Play video
grim ore
#

does your uproject show the UE4 logo?

modern sinew
#

yep

grim ore
#

but you dont havre generate project files or any other UE4 specific options?

modern sinew
#

nope

grim ore
#

ok do you have an engine version installed?

modern sinew
#

I installed it from the launcher last night ¯_(ツ)_/¯

grim ore
#

did you launch it at all? it might not installed the pre requisites and associated itself

modern sinew
#

launched it, it's running now. I thought that might be it but it's still not working

grim ore
#

oh crud They moved the file you need to run in the later versions of the engine or else it would be a quick fix

modern sinew
#

WYM? What do

#

*What do I do

grim ore
#

ok so wherever you have your epic games folder you should have a launcher folder and a version folder for your engine like UE_421

#

so like for me it's C:\Games\Epic Games\Launcher\Engine\Binaries\Win64 for the launcher, and you want to copy the unrealversionselector.exe file

#

and drop that in the C:\Games\Epic Games\UE_4.21\Engine\Binaries\Win64 directory for your engine you installed

#

and run it to associate, that "should" work lol

modern sinew
#

In "Epic Games" I have "Launcher" and "DirectXRedist"

#

no UE folder

grim ore
#

ok well theres the launcher, now you need to figure out where you installed the engine lol

modern sinew
#

ugh, one sec

grim ore
#

if you go to the launcher, click the droppy down arrow next to the engine version you installed, create shortcut on the desktop, then open file location on it you can find it

#

I put all mine in the same folder, I want to guess the default is going to be just program files or something if you didnt change it

modern sinew
#

ok it's in Program Files for some reason

grim ore
#

yeah sounds right. move that file and run it and it should associate that engine directory correctly

modern sinew
#

Eerything else is in Program Files x86 or whatever

#

where do I move it

grim ore
#

...\UE_4.21\Engine\Binaries\Win64 directory for your engine you installed

#

or UE_whatever if you didnt install 4.21

modern sinew
#

ok

#

it is

#

4.21

grim ore
#

yep for whatever reason they removed the file from the later versions of the engine and run it from the launcher instead. you copy it over and run if it its broken and hope

modern sinew
#

the Version Selector?

bitter iris
#

When merging meshes, how do I merge duplicated materials?

grim ore
#

yes the unrealversionselector.exe file

modern sinew
#

it said registration sucessful

#

special options for the UProject file still not showing up @grim ore

grim ore
#

oh well pooooop. well try the old trusty restart?

modern sinew
#

I can try. one sec

grim ore
#

yeah it should have fixed it, I guess the other alternative might be to reinstall the engine. This happens when it cant run the extra stuff at the end of the install

#

and might be due to being installed in the program files dir which is evil

modern sinew
#

BSOD on startup RIP

grim ore
#

oy

modern sinew
#

Ok it’s rebooting

grim ore
#

honestly if I was in this situation, and had unlimited bandwith like I do, I would uninstall the engine and reinstall it in another directory NOT program files or the like, like on the root in epicgames or something, as that tends to fix most permission errors.

modern sinew
#

I could just copy it all over and run version selected again, right?

grim ore
#

you would think that would work lol. You could try

modern sinew
#

Oki

#

Now it’s updating :/

grim ore
#

I guess the other options is to manually do the open with when you right click and selected that version selector which should work as well

bitter iris
modern sinew
#

@grim ore Still nothing

grim ore
#

well crap. Try the right click open with option?

modern sinew
#

I've got a Blue UE and a Black UE

grim ore
#

the blue one should be the version selector you want

modern sinew
#

click it?

grim ore
#

the icon for your uproject should be blue if it's setup correctly

modern sinew
#

The I con is black

grim ore
#

yeah if your .uproject is black then it's not associated correctly when the engine was installed. the right click open with might help then.

modern sinew
#

hey, the options are there now 😄

grim ore
#

YAY

#

progress 😛

modern sinew
#

I got a crash when I tried to generate files, but yea, progress

grim ore
#

oh lordy lol

modern sinew
#

also the blue UE logo just looks goofy XD

grim ore
#

might just need to check the logs then, might be a VS install issue or something easy

modern sinew
#
Discovering modules, targets and source code for project...
Binding IntelliSense data...
WARNING: Exception while generating include data for UE4Editor: Visual Studio 2017 requires the Universal CRT to be installed.
WARNING: Exception while generating include data for FPSGameEditor: Visual Studio 2017 requires the Universal CRT to be installed.
Binding IntelliSense data... 100%
Writing project files...
Writing project files... 0%
ERROR: UnrealBuildTool Exception: Visual Studio 2017 requires the Universal CRT to be installed.
#

@grim ore

#

Help

#

ok apparrently it's a SDK problem

grim ore
#

yep read the errors lol

#

run the VS installer, go to the modify option and the manual install for components and it will be in the list to add

#

that was something relatively recent that was starting to be required and of course old instructions miss it

modern sinew
#

yep

#

it's taking a while

bitter iris
#

For some reason merging actors are taking so much longer than they used to :/ its taken 30 minutes and it hasnt moved from 0

celest creek
#

hola

#

So my game is starting to slow down after I've played it for 20 mins or so... I destroy lots of actors throughout the game, could it have something to do with things not getting destroyed properly?

#

Is there a way to troubleshoot these things?

grim ore
nocturne ocean
#

Tfw you just wanted to make a generated.h file but broke everything instead...

celest creek
#

@grim ore Ok great, thanks

ancient otter
livid haven
#

What do you mean by "type" of emissive?

grim sinew
#

Just go paint a color texture with a black background and plug it into emissive

livid haven
#

I think you need values beyond 1.0f to get it to radiate quite like that.

#

Maybe multiply the values in a material, from whatever painted texture.

grim sinew
#

Yep

livid haven
#

Either way, that's just emissive, I don't see anything special about it.

grim sinew
#

And pray DXT doesn't kill your texture with compression

unborn crest
#

Is there anywhere I can find a good tutorial for turn based stuffs?

grim sinew
#

Probably

#

Try youtube maybe

light thunder
#

Playing with Curve Editor...any trick to make it slope like this:

#

ignore the arrow, I just mean that general slope

grim sinew
#

Try using tangents

light thunder
#

I did, but even when using broken ones, it's not very easy...thanks though

grim ore
#

it looks like just 2 points with the poionts set to auto tangent

light thunder
#

the white one?

grim ore
#

for the most part yeah, 2 points, right click on each one and set it to auto so they are curved tangents

#

then just drag one of the tangent ends to adjust the angle you want the curve

light thunder
#

Yeah, kinda works but there are so many points (necessary) that is not worth it, was hoping there was a magic curve bias tool in there

grim ore
#

oh you need all the points on the curve?

#

like you are going from fixed point to fixed point or you need to sample between them as well?

#

but even then making all your points where you want them then setting them all to auto should smooth out the connections

light thunder
#

This is for flow rate for a given nozzle for a fire pump panel - I'm taking the flow graphs directly from the manufacturer, auto did help, it doesn't look like the drawing but no one will be able to tell that, we generally pump fire nozzles at a rated set to obtain a rated pressure, like 75 psi for 150 gallons per minute

grim ore
#

and do you do anything with the in between? if not it seems weird to use a curve since you are basically just using set points and not caring about the in between

light thunder
#

I care but not enough for the difference to be noted, it just has to behave realistically as you scale up pressure, so if you have a 75 psi nozzle at 150 gpm, you don't want it to be at 20 psi and getting 100 gpm, the relationship isn't linear exactly ,hence the curve

grim ore
#

maybe there is some math formula that is being used to generate the values that could be used instead of a graph?

light thunder
#

Probably is, but it's not something I'm aware of, and it's only necessary in the lab, not a fireground training simulator

grim ore
#

but yeah if its not a linearly even graph then you might just have to settle for the weird curvy one with auto lol

light thunder
#

yep

#

the main thing is that you don't get any negative slope what so ever

grim ore
#

"close enough" 😃

light thunder
#

literally they teach in fire pump school, the "ish" approach

grim ore
#

gotcha

#

and ish is pretty much how game dev works anyways lol

light thunder
#

Thanks for your videos btw man, they are my go to resource for learning wtf I'm doing

grim ore
#

awesome 😃 always hoping they are of some use to someone other than myself

light thunder
#

how many people recognize Ralph Wiggum in there? I feel that there is a newer generation who probably just thinks that's a random sound byte

grim ore
#

If you mean the intro for the videos then that would actually be my youngest LOL

light thunder
#

wat, it sounds just like ralph wiggum

grim ore
#

Lol. Yeah it's close

livid haven
#

PSK? Isn't that oldschool UE3?

#

What's umodel?

modern sinew
#

@grim ore ?

#

you were able to help earlier ^-^

livid haven
#

@plush yew Weird. Uh, well... I mean, there's a whole FAQ for this program, so try there?

#

You'd need to import the PSK or whatever into a 3DCCT that supports that format (probably with a plugin), then export to FBX.

#

Looks like you deleted a native C++ class that was used as the parent class for that BP.

#

Or maybe you disabled a plugin that contained its parent class. Or deleted the BP that was its parent somehow.

modern sinew
grand knot
#

If anybody needs some help feel free to DM me

sonic pagoda
#

what would be the right way to code a function, where you have an actor's center, you can make a grid around him, for example 3x3, so 9 dots around him with him at the center

#

whats the maths for that

#

i seen to have had it in blueprints, but now im trying to do it with an ai task but its causing an infinite loop...

#

basically 2 for loops right

#

1st one has the offset value, so if player location = X... the first point will spawn at X - offset, 2nd will spawn at origin, 3rd at x + offset... and then that loops thru the 2nd loop right

#

am i making any sense

#

make grid around player function

whole quarry
#

I would say get grid tile size multiplied by total length / 2 = center

#

Without the dividing you have the offset start location to spawn the grid

upper sluice
#

Guys adding 2 static meshes instead of one box brush is better? I want to make the wall have different textures from both sides

sonic pagoda
#

@upper sluice do that with 10 of each ... run stat fps and see which runs best

#

or do with it 100 of each

#

more dramatic

#

you'll also see more peformance effects

earnest pawn
#

hey can someone please help me

#

im trying to get the acceleration of my player movement component relative to the direction of the player

#

anyone know a way to do this?

upper sluice
#

@sonic pagoda will try when i go home. I am asking because the box brushes are far more convenient for some uses

sonic gust
#

Hey, quick question: I'm developing a game for mobile and trying to use the accelerometer to determine if the phone moved left of right. Thing is, the accelerometer is pretty sensible and I'm also getting a reading every frame so I often get readings like : R R R R R R R R L R R R L R R L L L . While this all was a "simple" right movement in human terms. How would you go about determining what is a real movement, and the direction it is in? Currently, I'm only considering it real if I get X consecutive values of the same type and then set a small delay while you "can't" move

tired bramble
#

I am very new to ue4 because i want to create a mod for a game, mainly a map however the dev kit (which i know is like an altered version of ue kind of) for the game is not released yet
So my question is whether it would be possible to already start in ue4 and then later on import that work into the dev kit once it's released?

wary wave
#

I would not count on it

plush yew
#

I need a Bot with KI.

wary wave
#

eh?

placid arrow
#

hi, how long does a version of ue4 remain supported for officially?

#

ive been using ue4.14 for quite some time now for my game, and i used to upgrade regularly, when i reached 4.15 i had a problem with the ACES colour system, bloom and emissive materials, it messed with the way i was (ab)using the emissives in my game. rather than spend ages rewriting all my materials etc to try and get them looking the same i 'locked' my version for that game at 4.14

whole quarry
#

Until a new release comes

placid arrow
#

will this likely become a problem for me? and secondly, was the ability to override ACES and use the old system ever officially solved?

whole quarry
#

4.14 doesnt get patches/fixes/updates, so.. there is that

placid arrow
#

true, i wish they would do an LTS style release, so that new features dont come in with the fixes that break stuff

whole quarry
#

sometimes things are handled differently in newer versions so other (new) stuff work or are being improved

#

the "bugs" you expierence after that are just stuff that needs to be updated

placid arrow
#

i can see how the ACES stuff is an improvement, but i dont have time to migrate to it and also finish my game within a reasonable timeframe, its one or the other. im planning on using the latest UE4 on my next game

#

i think basically the way i was doing emissives for bright coloured glowing effects was considered "wrong"

whole quarry
#

you... can disable the ACES though

placid arrow
#

yeah, however looking into the forums it didnt completely fix the issue

whole quarry
#

just a google search of "UE4 ACES"

placid arrow
#

the emissives were still washed out and tended to 'go towards white' at high values

#

thats the original problem i had in 4.15 after running that command

#

also they did state that the r.TonemapperFilm value will be completely removed in some future version, so it isnt to be relied on?

whole quarry
#

then just use the ACES and accept that if emissive increases, things get brighter

#

a bright dark blue thing isnt realistic after all

placid arrow
#

yeah, next time (next time gadget, next time) :-)

#

ACES duplicates how a camera works though, am i right?

#

rather than how an eye works

#

so, if a bright green firework went off in the night sky the eye might see bright green light, where a digital camera might 'clip' the value and interpet it as white?

#

do i understand correctly?

whole quarry
placid arrow
#

yes, however that is a photo

whole quarry
#

long exposure too

#

but it turns to white the brighter it is

placid arrow
#

youre right, in photo and film it does, and thats the medium ACES is emulating, in that respect is completely 100% correct

#

i think if i made my game's fireworks look like that, it would see a bit .... boring. its purely an aesthetic opinion i think

whole quarry
#

you could try to, in a new temp project, to play with the emissive values in a dark nightsky

#

i.e. 2 instead of 10 to 100

placid arrow
#

brb

plush yew
#

Looked that Graphik

#

Its Amazing