#ue4-general

1 messages · Page 370 of 1

grim ore
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hidden

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do you have the games checkbox in settings checked? or uh.. unchecked I guess would be the right one you want lol

marble kayak
grim ore
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anyways you have to go to the store, then scroll AAAAAAALL the way down to the mod editors section

plush yew
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Is this in the settings menu?

grim ore
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in setings you have "hide game library"

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if that is checked it hides the store which now has the mod editors

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if its not checked you should have STORE as a menu option and you have to scroll thru all the store to the bottom

plush yew
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Oh so the modding section is in the store page

grim ore
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yep or you can find it in the library if you ever used them

plush yew
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That's a terrible design choice lol

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Thanks!

grim ore
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the launcher is a terrible design choice? You don't say 😉

fierce tulip
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lol

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i do hope they give the launcher (along with the mp) a massive overhaul this year

grim ore
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you know you would think we could get the store page to run at a smooth 60fps so when I scroll there was no tearing

plush yew
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Wish I could just click the Unreal Engine button and anything not related to UE development (i.e the store) could just go away

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A developer mode of sorts

grim ore
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I wouldn't be surprised if we got some more launcher changes this year seeing as how the new launcher is in beta.

fierce tulip
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thats on everyone and their mother's wishlist :p

grim ore
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well you can if you hide the game library but it hides the mod editors as well which I never understood

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I even had to point that out in the intro to the launcher video as it's super backwards

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so I take back what I said... I don't think the new launcher is in beta anymore, I can't seem to opt out 😦

modern sinew
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Can someone help me get Visual Studio to work?

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The tutorial has inconsistencies with what happens on my end

grim ore
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did it explode? exploding is bad.

modern sinew
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The tutorial showed code when he opened the UProject in Visual Studio yet none is showing up when I do so

grim ore
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well he might have had the solution file opened before which would return the last open file

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when you open it in VS it should show your project on the right and all the code files in there

modern sinew
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Let me see

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If you want to help me maybe we could go to DMs if you want, idk

grim ore
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I can't DM but we can try and help in here if stuff is still not working right.

fleet needle
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How can I get a key interaction to work in a BP other than the player character BP, if I add a BP for inputaction -> print string in PC it works, but if I put it anywhere else it won't register, guessing I need to reference the PC somehow?

grim ore
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nope

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you can tell the blueprint to accept input automatically, or you can tell the node to take input

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or I guess you could pass the input from the player controller to that actor sure

modern sinew
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I’m trying to get Visual Studio to work tho

vernal surge
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i could use some help with physx vehicles and a header file issue

fleet needle
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yooooo @grim ore it worked, thanks heaps 😃

grim ore
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yay

fleet needle
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sometimes just need to know the right thing to google haha

grim ore
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"how to make MMO" always returns the best results.

vernal surge
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it tells me I need to include a .generated.h file to my header, which is inconsistent with a tutorial on changing wheels at runtime

grim ore
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when you open the project in VS file @modern sinew does it not open your solution file and load the files?

modern sinew
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@grim ore No code shows up

grim ore
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screenshot what is showing up?

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oh yeah and how are you opening it up I guess would be a good question

modern sinew
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By double-clicking on the .sln file

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And I’ll get a screenshot when my dad gets off the computer

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In like 2 days I’m going back to college and don’t have to deal with sharing a computer

grim ore
modern sinew
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That’s what’s showing up. No code tho

grim ore
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yeah you would have to open one of the code files (.h/.cpp) to show the code.

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this is the problem with following some tutorials where they prepare in advance, the viewer can get out of sync with the presenter.

modern sinew
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how do I open one

grim ore
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learning C++ raw without any experience with another language is a paaaaaaaaaaaain

modern sinew
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I know Java

grim ore
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just double click on it, so like on the right I would double click to open one

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doesn't eclipse or the other IDE's use a similar approach tho? folder view for the project and each file in that list

modern sinew
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I use BlueJ

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but anyway, I can't find the files he has open

grim ore
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oof, is it just not on your list?

modern sinew
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those two don't show up

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they might be in a file

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but idk where in it

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*folder

grim ore
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which 2? I see the FPSProjectile.cpp file open

modern sinew
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there's 2 names at the top tho, right below that?

grim ore
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nope those are function names in that file

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quick shortcuts

modern sinew
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ohhh

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ok I opened it, but it shows different stuff

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wait nvm

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it's just different colors

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thanks

grim ore
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yeah he might have something like Visual Assist or another theme

modern sinew
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he does

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but it said it was a limited-time free trial

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I don't want to get used to something just for it to be taken away

grim ore
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well....

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using pure VS without an assistant is.... pain. be prepared for pain.

modern sinew
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like what?

grim ore
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intellisense, the thingy that tells you the signatures for functions and comments and help for them, tends to just not work at all in the UE4 codebase

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so you end up with auto complete not working at all which just sucks when working in code

modern sinew
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¯_(ツ)_/¯

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I've never worked in a IDE that uses Autocomplete besides GML anyway

dry wraith
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anyone here use arch linux that could help me?

fleet needle
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How can I smoothly rotate an object? SetRelativeRotation does it in one movement 😃

sonic pagoda
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@fleet needle you can use a timeline

fleet needle
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cheers mate, let me look into it 😃

sonic pagoda
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right click, Add timeline

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then make a float track

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you can also use the timeline to drive a RInterpTo

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i have a vector array that stores locations that the ai pawn can hit the player from, and im trying to compare that array with the ai pawn location so that he will move to the one closest to him

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how would 1 approach this ?

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never mind

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i kinda figured i could just add the distance when i am running the line trace (to find spots to fire at the player from) to a separate array and use the same index

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and use that

fleet needle
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cheers @sonic pagoda I managed to get something working 😄

sonic pagoda
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awesome man!

upper wasp
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I got this issue where when I pause my game, and unpause it. The UI I have disappears

foggy spear
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hey everyone, uhm, is there a particular channel i need to post for troubleshooting help or can i just send it in here?

mental shale
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for some reason, the camera in my scene keeps changing based on where it is in the viewport before I press play

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even though I have the camera attached with a spring arm to my pawn

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anyone know why?

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do cameras behave weird with pawns vs characters or something?

foggy spear
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right, so, i recently downloaded WaveWorks branch of the NvPhysX fork of Unreal Engine i followed all the steps, extracted it, ran setup.bat, then ran GenerateProjectFiles.bat then opened UE4.sln in visual studio, built UE4 and then built ShaderCompileWorker, once done i tried debugging it or opening the editor manually from within the downloaded files but it just opens the default project selector that i get when i open ue4 from the epic games launcher, i can't see any example/sample projects and when i make a new project there's no sign of waveworks in there at all, i don't know if anyone is familiar with this kind of issue but any help would be very appreciated, i'll probably post this question on the forum too in a bit...

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please @me if anyone can help

fleet needle
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hey all, whats the best way to go about attaching a text overlay to an object to say for example "Use E to interact"

calm portal
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@fleet needle Add a text component in the blueprint, set it to say "Use E to interact", Hide it by default and make it visible when player overlaps a larger collision box

fleet needle
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wicked thanks, keep finding HUD still on google 😃

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Is it easy to make the text rotate to wherever the player is? I'll have a go now

calm portal
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No worries, that method will make text floating above the object but if you want it to come up flat in the HUD I havent done it before

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Ah yeah, shouldnt be too hard. Maybe get the look at rotation from the text to the player and use that to set the position. Might be inefficient to do it every tick but if you set it when the player initially overlaps that should make it clear to the player

fleet needle
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Alright cheers mate, I'll let you know how I get on 😃

calm portal
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Alright cool! 😃

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Posted this to level design but not entirely sure it's the right place: I am struggling to figure out the best way to set up precomputed lighting scenarios and level streaming in my game. I have 3 maps that are switched between often at runtime. They all share the same basic house walls, floor, roof etc. but with different prebuilt lighting scenarios and some differences in smaller meshes. It needs to be playable, atm I have the core house as one level and load additional elements on top but this is restrictive with baked lighting. Does anyone have any ideas? Thanks!

upper wasp
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I have a problem when pausing and unpausing my menu, my UI disappears

fleet needle
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@calm portal ayye, this works well for the rotation, need to make a few changes so only does event tick when nearby etc but works well great start cheers mate

velvet finch
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when it comes to job prospects regarding developing on UE4

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is there a market for someone just adept in BPs?

calm portal
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Awesome! glad it's working

velvet finch
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or is it expected for anyone seeking work to know C+

calm portal
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@velvet finch I think it would depend on the job

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I got into unreal engine as someone working at a visual effects studio for movies. The emphasis there is on movies and visual experiences so Blueprints was more than enough to do cool prototypes and pitches. Being able to quickly iterate on cool looking stuff to show creative leads was more valuable than complicated coding. And if a concept was approved they would just hire on other coders.

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But I imagine if you want to be a programmer at a mid to large studio then C++ is probably a much more important thing

velvet finch
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ah i see that's good to know!

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i'm looking to learn how to develop realistic weather systems in UE4

calm portal
velvet finch
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oh i've seen that one

calm portal
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Thats more visually impressive than simulation focussed

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I think they would have used houdini for the cool looking stuff

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Are you interested in something that looks cool or something that is more of a simulation?

velvet finch
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more of a simulation at least for now

calm portal
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Like a set simulation or one that you can change variables at runtime?

velvet finch
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houdini seems like a whole new monster to learn haha

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i'd say the variables change at runtime

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but not directly controlled by the player

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just a natural moving weather system

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with day and night cycle

calm portal
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Yeah learning houdini is hard for most people but it is so powerful. Sounds like it's not necessary for what you want but you can check out the unreal integration. Off the top of my head it could possibly help create dynamic cloud meshes etc.

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Have you seen that unreal livestream where they show off fortnites day night system?

velvet finch
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nope

calm portal
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check this out maybe it could be helpful

velvet finch
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alrighty thx for the share dubbs

calm portal
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the premise from memory is them creating nice looking waypoints with the variables and then blending between them

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No worries, good luck with it!

velvet finch
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yups

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think for now houdini does offer a lot of options for me but the learning curve is pretty steep

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i can handle most of my needs with maya for this period of time but

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i might have to look into other options if i'm going to do extreme weather conditions like hurricanes i reckon

mental shale
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yo, anyone know why I cant change these settings inside PP Volume?

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(sorry for interrupting btw)

calm portal
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Yeah for sure man, getting that stuff looking AAA is so hard. I worked on this trailer last year: https://youtu.be/oZzhVx1DNBI There were at least 6 artists at just my studio working for months on all the hurricane, shit flying around, fire stuff. Even the dust and muzzle flashes took me weeks to do. Good effects take a lot of time. Check out Niagra though, it looks to be a similar premise to houdini but inside unreal. Really powerful looking stuff

Pre-order the Gold Edition of Just Cause 4 NOW! http://justcause.com/buy-now Just Cause 4 introduces a new adrenaline-fuelled chapter for rogue agent Rico Ro...

▶ Play video
velvet finch
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nice! amazing stuff!

mental shale
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just for the trailer?!

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or for the actual gameplay?

calm portal
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Just for the trailer, the assets we used were too high poly etc. for the game

velvet finch
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this is a pretty nice channel too

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for learninh that i'm referenciing on

calm portal
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@mental shale Thats real weird man. You aren't simulating or something silly? Looks like its being overriden somewhere. Maybe try adjusting those settings on the actual camera if there is one. I've only changed that kind of stuff on cinecameras using sequencer

mental shale
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ah, yep

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that did the trick

dry moon
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mesheditor.enable

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Use it

bitter iris
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How would I measure in meters? I want to make a quick gun range to test guns

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10m, 20m, 50m, 100m etc

calm portal
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@bitter iris one unreal unit is once centimeter

plush yew
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@dry moon where tho

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actually doesnt matter

dry moon
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In the Output Log

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Enables to new mesh editor in UE4

plush yew
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is there a way to make it do quads

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not tris

dry moon
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Not sure, it crashes a lot

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so haven't played a lot with it

plush yew
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hmm alrighty

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they should just use a bsp system like sabrecsg (its a free unity asset)

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and just leave that as there bsp editor

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cause the current one is garbage

sinful mesa
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Unreal Engine

Epic Games and Improbable would like to jointly reaffirm our commitment to giving game developers the best combination of engine and other technology backed by interoperable standards that work for everyone, while respecting developers’ ability to choose partners and softwa...

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Heh

plush yew
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lmfao

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unity is so scummy

coarse wigeon
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They really are

plush yew
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ay squarepeg

coarse wigeon
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ayyy @plush yew

plush yew
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didnt know u were on this server

coarse wigeon
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I am everywhere 😄

plush yew
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i guess you are 😂

next badger
thick herald
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Hi there folks! I'm a new around here. waves

abstract relic
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@next badger it’s empty. You’re not crazy 😜

next badger
abstract relic
manic pawn
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does indeed seem to be locked

next badger
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@abstract relic you need to be logged

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@manic pawn does it work for you?

manic pawn
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no

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it exists but is restricted

safe rose
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In other news

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Epic Games = F

next badger
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@safe rose F for Fortnite

thick herald
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Hey folks, not sure if this is the right place to ask for some advice?

next badger
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@thick herald if it's ue4 related and don't fit any other channel - sure

thick herald
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To be honest am not sure what the problem is (with my ue project) I can describe what I'm expecting happen and what actually is happening. But I'm at a loss as to why.

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I was following a tutorial on setting up localised fog. All was going well, I even managed to improve on it a bit. Then I did something. I have no idea, but I must have. Because now, even though I've restarted from scratch twice now it's not doing what I expect.

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I'm using a particle emitter cylinder and an exponential height fog. I should be seeing a nice stable round blob of fog. What I'm getting is a mess

next badger
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@thick herald i believe you would need to provide screenshots at least, also visual effects - #visual-fx

thick herald
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I have a youtube video of the said mess. can I link here?

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or there

next badger
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video is better

thick herald
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Made a request there, as you suggested 😃

mental shale
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wait

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I think I may have found it

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it was a custom Icon I was using for the game

modern sinew
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So I get this error when trying to run code from Visual studio, what's going on?

next badger
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@modern sinew What it says?

modern sinew
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But how do I fix it I mean

next badger
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@modern sinew i'm not even sure why it referencing this file...it shouldn't exist

modern sinew
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I didn't touch any settings tho, and I don't know how ti fix it

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I'm just following along with a tutorial, and they didn't run into this problem

next badger
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@modern sinew you're using vanilla ue4 from the launcher?

modern sinew
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Vanilla Visual Studio

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that's connected to UE4

next badger
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no, i mean, what ue4 engine do you use

modern sinew
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4.21?

next badger
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you asking me?

modern sinew
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no

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4.21

next badger
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you've generated the c++ project with it?

modern sinew
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yep

next badger
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which one?

modern sinew
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wym "Which one"

next badger
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there are multiple options for c++ projects to make

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12 by default

modern sinew
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When? Where?

next badger
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@modern sinew i'm not sure what tutorial you following but probably it is misleading

modern sinew
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@next badger

next badger
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@modern sinew oh, you're using downloaded project?

modern sinew
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yea

next badger
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you've generated the c++ project with it? then answer should be - NO

modern sinew
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??

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I did the Right Click- Generate Visual Studio files thing

next badger
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@modern sinew yeah, but the project you've downloaded is for 4.20

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you need to switch its version and you may face some other issues

modern sinew
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But this tutorial has only been out since September >_<

next badger
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it uses Tom Looman's project

modern sinew
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and?

next badger
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it's been a year since it was published

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or more

modern sinew
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So how do I fix it?

next badger
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Switch version, then regenerate the VS project files

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open the project and rebuild

modern sinew
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got the same error

next badger
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you've rebuilt the project?

modern sinew
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yep

next badger
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@modern sinew show the output log

modern sinew
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the output panel?

next badger
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yes, the VS output log

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well, i have to go...you may ask on #cpp since it's c++ related question

modern sinew
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ok

plush yew
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I had same error, but fixed it. You need to upgrade your VS

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then rebuild project files

crisp fable
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anyone know how i'd include third party assemblies for use in my Build.cs file/s?

sleek hearth
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how can I light the room inside with the light from outside? the light doesn't seem to enter through the window

whole quarry
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Build lighting, add skylight

sleek hearth
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I have a skylight

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that's the max amount of light that enters on one of the windows

whole quarry
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Boost the sky light

calm portal
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@sleek hearth Not sure your knowledge level so forgive me if this is basic. Unreal uses static or Dynamic lighting. If you want light to bounce around that room with a natural look you will need to build your lighting. To improve the quality you can place light portals over the windows which will focus the computation on those areas.

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If the image above is with built lighting go to world settings and increase Num Skylight Bounces.

sleek hearth
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Alright

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Thanks for the explanations. I've been using UE4 for about a week so yeah

languid shard
sleek hearth
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I increased the Num Skylight Bounces, but it doesn't seem to change anything

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alright, I'm gonna take a look

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thanks ! @languid shard

languid shard
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no problem

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most of the beginner questions are answered in the docs

sudden agate
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@sleek hearth If your environment is dark (i.e. your interior) there is not much light to bounce around.
If you want to increase the amount of light bouncing off of surfaces, your need to increase the Diffuse Boost of your Material, in your Static Meshes or in the Lightmass World Settings

soft crescent
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huh so apparently you can use the unfinished mesh editor in the live ue4 releases

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just in the console type MeshEditor.Enable and it's there

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Are they still working on it? Or is it dead?

queen path
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it's listed under future releases on their trello roadmap so they're probably still working on it

dim arch
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so uh, I tried cooking my content and it gave me an error

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saying that my .ini configuration was borked

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I had to rename [/Script/Engine.RecastNavMesh] to [/Script/NavigationSystem.RecastNavMesh]

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it cooked, but now the navmesh wont generate

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deleted the ini and it fixed it ;/

plush yew
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How can i make scp-096?

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Im looked him and he raged

languid shard
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@plush yew please keep non unreal discussion to #lounge

prisma ridge
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Hi so I'm trying to make an interactive product demo. Using the product viewer template. Very simple interactions like you press the R key and a railing opens and closes. What I did for this is made the opening/closing animation in a level sequence and bound that to the r key in the level bp. I'm wondering if there's a better way to do this. Because right now what it does is it plays the whole animation from start to finish with one click. What I'd like to do is press r once to open and then r again to close. Or even better click on the railing to open if it closed and close if its open.
Any help is appreciated thanks.

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The railing is just an example there's a bunch of components that id like to make interactive that do a specific thing when you click on them

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Like what nodes should i look up stuff to get me started

unreal spoke
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Got 3 material functions, I want to use them based on a texture (I'm using black for the first, grey for the second and white for the third). What's the best approach? I'm trying to use material attributes with the material functions, so I can work easily in each material function but I'm not sure how to blend all together. Ideas?

dim arch
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@prisma ridge you can make the railing into its own blueprint

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when its clicked play a timeline which controls the animation

fierce tulip
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wake up, read the epic games & improbable thing..
hehe

sweet finch
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Don't forget Crytek getting in there too! haha

earnest cape
#

So I can't seem to find a way to save arrays. They just access none.

boreal shadow
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guys, what is the proper way of importing alpha brushes? im using a heightmap that ive made in world machine, but when i select it in ue4, it switches back to the default alpha texture

earnest cape
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That's my save bp

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The other variables work fine

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hopefully it works

prisma ridge
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@dim arch thanks lol coincidentally i juuust found out about timelines so I'll look into that

left citrus
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Does importing Skeletal alembics into unreal take ages on all versions or is it just 4.19 and 4.20 that it's so slow on?

light lark
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@flint oxide hello 👺

grand knot
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This thing should be a nice little ue4 work laptop ay

graceful sky
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Annoying fan noise tho 😛

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But I guess thats a problem with most laptops

grand knot
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So I have heard, and anoyying price

graceful sky
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Got the old G501 from Asus

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love it,

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but the fans are killing it...

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constant fan noise

grand knot
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I got the GS63VR with the 6gb 1060

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But I just hate MSI quality

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So after wanting a Razer all my life I think it's the right time

graceful sky
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Didnt know Razer = =Quality 😛

grand knot
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Well the build itself is quality

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The way they execute it

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...

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Could be better

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So far my old work XPS 15 has been the best quality laptop I have owned

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Very solid machine

languid shard
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that razer laptop from earlier, its the new blade ?

grand knot
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Yeh

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The advanced version

languid shard
#

2080Qmax ?

grand knot
#

Rtx 2080

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Yep

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With a 4k touch pannel

languid shard
#

QMAX != 2080 though

grand knot
#

Yeh

languid shard
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slightly downclocked

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but still beefy

grand knot
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Yeh as long as thermals are nice

graceful sky
#

like 80% of the perf, isnt it ?

grand knot
#

I don't mind the downcloxk

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Yeh

languid shard
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somewhere along these values yeah

grand knot
#

Still amazing for a laptop

languid shard
#

still more powerful than a 1080

grand knot
#

80%

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Yep

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They say it's equal to a 1080 ti

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So idk

languid shard
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I have an alienware laptop with a 1080

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thing is too big

grand knot
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Oh damn

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Good for the winter

languid shard
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but damn its powerful

grand knot
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Lol

languid shard
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120hz 1440p screen

grand knot
#

Yeh so you're also thinking of going down the Razer road ?

languid shard
#

nah

grand knot
#

Damn thats what I want on the razer 😫

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Why 1080

languid shard
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first models

grand knot
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I mean 1440 120mhz would be perfect

languid shard
#

next will surely have 1440p

grand knot
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Nah the next models are the same

graceful sky
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But on a laptop ?

grand knot
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They have been announced

languid shard
#

on a 17" its alright

grand knot
#

The next model is coming late March

languid shard
#

lower size though, questionable

grand knot
#

It's a 240mhz 1080p display

languid shard
#

hz*

grand knot
#

And a 4k oldest

graceful sky
#

I feel thats abit excessive for UE4 work 😛

grand knot
#

Sorry autocorrects

graceful sky
#

240Hz monitor

grand knot
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Yeh

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I don't game so I'm going down the 2070 with the 4k pannel road

graceful sky
#

1080p sucks to work on after getting used to 3440x1440

grand knot
#

Dunno why there isn't a 2080 4k pannel option 🤷

#

And I'm not waiting for oled due to it going to cost a kidney more and burn in

graceful sky
#

its the cheap one if you get away with just paying 1 kidney lol

grand knot
#

Not really

#

I'm more of a Color type of guy

graceful sky
#

Quality over Quanity

plush yew
#

I need a idea for a jumpscare

grand knot
#

Once U go down full 100 RGB with a high brightness nit screen it's actually really good even at 1080

#

I need that 4k model because it just looks more quality lol

#

Can't stand the plastic bazeps on the 1080p model

#

Need that glass

languid shard
#

I'm using a triple 1080p screen setup at work

plush yew
#

Me too

languid shard
#

lemme tell you, I'd trade that for a single 1440p 120+hz any day

grand knot
#

Same haha

plush yew
#

Me too

#

Lol

languid shard
#

I'm much more comfortable at home on my 27"

graceful sky
#

I had 3x 1440 screens at work

grand knot
#

Would you trade it in for a 4k 60hz screen?

languid shard
#

if its bigger than 27" yeah probably

#

had my eyes on a IIYAMA 4k screen a few years ago

grand knot
#

Nice

languid shard
#

TV sized

grand knot
#

So U guys think it's a better idea for me to go for a 4k 2070 Razer rather than the 2080 1080p 144hz model?

languid shard
#

shits too big to go on the screen supports I have at home though

#

4k is too big on a 15" laptop

graceful sky
#

plus 2070 will struggle with 4k

#

especially the QMAX

languid shard
#

you'll only have performance problems down the line

#

yeah

grand knot
#

I don't game

#

I meant for ue4 work ect

languid shard
#

even for UE4 dev

graceful sky
#

4k for the price of 2k suggest that quality drops

grand knot
#

The 4k model is the same price as the model with the 2080

languid shard
#

I'd rather get a lower res screen and a beefier GPU

grand knot
#

Yeh I guess you're right

languid shard
#

you can plug a 4k screen later if you want

graceful sky
#

a separate screen will almost always be better, won't it ?

languid shard
#
  • laptop screens arent really good for art
grand knot
#

Though if the 2080 isn't more than 20 percent faster than the 2070 I'll go 4k

languid shard
#

yeah

grand knot
#

Ight sounds like a plan

#

Im thinking that 2080 will throttle but we shall see

languid shard
#

not the QMAX

grand knot
#

Just like when the i9 CPUs came out for laptops

#

The i7s destroyed them in benchmarks

graceful sky
#

Thats why you go Asus laptop with watercooling

#

no throttling there 😄

grand knot
#

Ewww Asus

graceful sky
#

I'll admit they've dropped in quality

grand knot
#

And they just recycle design

#

Plastic bazeps though 🤮

#

Bezels

graceful sky
#

mine is alu 😄

#

atleast!

grand knot
#

Compared to that nice glass

graceful sky
#

ah screen is plastic yes

grand knot
graceful sky
#

everything feels like butter/plastic tho. its just so thin.

#

Is that actual glass?

#

i can only imagine that breaking..

unreal spoke
#

Using "move to Location" is there a way to add acceleration and deceleration?

wary wave
#

no

#

character movement is responsible for all that

grand knot
#

Okay what about this

#

U guys rekon the 9th gen CPUs will be any good or just to pull the trigger on the 8th gen model

#

9th gen won't have hyperthresding

#

But will have 8 cores

languid shard
#

¯_(ツ)_/¯

graceful sky
#

I'm all about Ryzen, sorry 😄

#

Ditched Intel a while ago

grand knot
#

Yeh Intel is forgetting about power consumption and cooling lately

#

🤷

graceful sky
#

knowing intel, there will be like a 5% improvement per generation

grand knot
#

Wasn't the junp 30% from 7th to 8th Feb

#

Gen*

#

And the 9th gen is going to run on a 10mm architecture

#

So idk 🤷

graceful sky
#

Im surprised nobody has made a chart for this

#

Intel processors over generations

next badger
#

@graceful sky @grand knot it's not #lounge

grand knot
#

We where more discussing on what would be better for running ue4

plush yew
#

This chat is unrealGWmiyanoXDD

merry gazelle
#

Any idea what's causing my Hierarchical instanced meshes to pop in/out (flicker)? I'm pretty sure it''s related to culling but all the meshes are set to start culling at 999999

The BP works fine unless it's spawned in game

light thunder
wary wave
#

yes

light thunder
#

What am I doing wrong here? I'm simply trying to linetrace and set the location of an actor to a 2D location (like moving pictures on a wall) Since line trace component returns a hit locatoin, shouldn't I be able to move the item on that? but contstrain the movement on one or more axis?

#

@wary wave Do I need to subract some of the hit location? Weird, glicthy things are happening and the valve is disappearing but when check location it's not at 0,0,0 or anything

#

actually it is at zero zero

#

it partially works, but as I move down the panel, it disappears into it or comes out to much...even though I am constraining that movement access....obviously I have to find a way to normalize that angle ...any ideas how?

plush yew
#

Any way of checking whats the node that crashes?

light thunder
next badger
#

@plush yew yes, it's called debug, you set the breakpoint and then using step to get to crash

light thunder
#

@plush yew check your crash log or just put in breaks and work backwards until it doesn't crash

plush yew
#

great game that

light thunder
#

How would I take the current location of an actor in the world and make sure that something is perpendicular to it? In the screen shot above, those valves are being moved for customization along the 2D axis...but I haven't set up some control to allow for the difference in world angle of the panel, so as you approach the end of it, the valve disappears or comes out to far

plush marsh
#

you can do trace

#

and return impact normal

thick herald
#

Afternoon folks

#

waves

static viper
#

i called you yesterdays

#

no worries

tired island
#

hey, small question, has anyone tried Xenko? if so it is worth the trial of making a game with it?

#

seems tempting but dunno if it an horrible software or it is decent

static viper
#

watch youtube videos aboutt it

tired island
#

seems similar to unreal XD

#

in all the vid

thick herald
#

Seems some people like it. Give it a go if it has what you need.

light thunder
#

@plush marsh but how would impact normal work for angles?

plush marsh
#

you can calculate angle

#

RadiansToDegrees (dot(Vector1,Vector2))

light thunder
#

In terms of making so the actor I am moving stays perpendicular?

plush marsh
#

you can calculate angle and add that to actor rotation

#

oh, hold on

light thunder
#

That and a function that makes a valve perpendicular ,something to do with getting right vector?

plush marsh
#

well, i would get a forward vector

#

ok, i don't know how you are doing it but there is a function to look at in c++ UKismetMathLibrary::FindLookAtRotation(Origin, Target)

#

maybe it is in blueprint too

#

so, basically your perpendicularity is a look at

#

as i understand

#

without this function , you can do trace, dot ( forwardVector,impact normal), get angle and add it to rotation of what you want to be perpendicular

light thunder
#

Hmm, that sounds like it would work

#

But here's what I don't get ,if I am getting the location, and only moving the actor along only two axis, then why is it moving out of alignment, unless the valve wasn't completely perpendicular when it started? I used a placeholder asset to spawn it but I guess the rotation could be off ,even half a degree would affect things very quickly

ruby robin
#

Guys, how do I speed up shader compiling? It was pretty fast before couple of updates, but now each change make me to wait like 20 seconds. Now I've made small change to some material and it compiles 2k shaders Oo

plush yew
#

RAINBOW SIX SIEG

ruby robin
#

It is one material, removed all textures and make simple color. 2k shaders, wtf..

stoic cobalt
#

yo is there any way to make certain meshes not clip trough other meshes? like the viewmodel in csgo, if u get really close to the wall the weapon doesnt go into the wall

grim ore
#

It's possible you re recompiling for other platform support, opengl es 3.1 or SM4 or metal for example and that is the issue.

#

or you are changing a master material and it has to recompile the children

ruby robin
#

@grim ore No children, just one simple material with 3 textures

#

Even if I remove unused nodes, it compiles 50 shaders -_-

#

It was much faster before 4.21

#

And almost instant like 5 or 6 versions ago

grim ore
#

is it possible it's trying to compile for other platforms at the same time?

#

My experience so far with 4.21 and before has been no change 😦

ruby robin
#

Maybe, but how do I disable it?

grim ore
#

well did you ever enable other platforms? if not that should not be it.

#

other alternatives is the cache might not be working correctly so it has to recompile every time. alternately your material usage section might be borked and resetting it might fix it (but if you are doing this on a new material and just saving/compiling causes this then it's probably not that)

#

I would say nuking your DDC folder and letting UE4 rebuild it might be a good start

ruby robin
#

Yes, I did enable other platforms, and switched to rendering model

grim ore
#

that would probably cause it then. The engine has to compile all permutations of the material

ruby robin
#

Thx

stoic cobalt
#

so does anyone know is there any way to make certain meshes not clip trough other meshes? like the viewmodel in csgo, if u get really close to the wall the weapon doesnt go into the wall, i tried googling and stuff but couldnt find a proper solution

grand knot
#

Ik skeleton set up maybe ?

#

Or just use a complex physics set up

#

Someone please remove that guys video

#

@wary wave sorry to bother but can you please remove that guys video

wary wave
#

I'm a forum mod, I have no power here

#

@upper heart ?

#

(ban pls)

upper heart
#

👀

static viper
#

i missed it :c

upper heart
whole quarry
#

what happend? :E

grand knot
#

Ass sharing pub g videos and asking people to subscribe

#

Anyways thanks lads

static viper
#

Oh

#

that

#

rogue!!!!!!!!!!!!!

graceful sky
#

I almost expected s3x ads like any other server

#

Some streamers got no limits on how they get viewers

wary wave
#

ta!

light thunder
#

@graceful sky lol, just make a bunch of actors and widgets in unreal that show the links and ask to describe, then ask unreal related questions, "How can I scale this actor using blah blah blah" ....it's brilliant and undetectable

graceful sky
#

Haha. Dodges the mods 😂

light thunder
#

They suspect nothing...

graceful sky
#

Did you get the curve working btw?

light thunder
#

lol, hey guys, I have a 3D widget named "Win FREE IPAD @Ipadscam.com", but it keeps returning none, what am I doing wrong? (then never responds)

#

yes and no

#

I was overthinking fluid hydraulics

#

So, the way fire nozzles actually work is they function like a relief valve

#

So it is literally an engineer relief value designed to "release/relieve" a certain GPM of water given a range of pressure

#

so you can actually think of the friction loss as static, given that, because the nozzle is rated for that pressure

#

once I realized that, I could use the curves more reliably since I'm not using any iterations on it, just a single one

flint oxide
#

@light lark AAAAAAAAA

light lark
#

bbbbbbbbbbbb

grand knot
#

And put the video under a adfly link

sleek hearth
#

If I'd like to develop games for android, do I have acces to the play store api using ue4?

#

or is there any special way to put ads in your application

#

?

upper heart
#

Does anyone know how to make the splash screen stay until the game has finished initializing? Mine only pops up for a second and then disappears and I get the black screen for a bit while it loads.

static viper
#

the first splash screen is engine initialize

#

the content is only loaded after that

#

but i think it is changeable in c++

#

its sorta epics decision todo it that way

#

the first thing it usually does is applying settings

#

like screen res

#

and fullscreen

#

and then it opens the level

plush marsh
#

@stoic cobalt try spring. I saw something similar yesterday in wip, but it is gone

stoic cobalt
#

spring?

#

whats this

plush marsh
#

well, first of all no-clipping = proper collision. But i assume you want to move hand with the gun away from wall when you are close. This could be done with spring-arm

#

component

maiden sundial
#

Uhm, i need some help 😅

#

In the editor i puted the game view out and i accidentally closed it.
How can i get it back ?

static viper
#

under a tab

#

called windows

maiden sundial
#

Thx 😃

stoic cobalt
#

no i just want a gun not to clip

#

without any animation

plush marsh
#

then you need to have proper collision

stoic cobalt
#

so a collision will prevent my mesh from clipping through wall?

plush marsh
#

yes

stoic cobalt
#

how does that work

#

im confused

jolly nest
#

Hello, i cant seem to get unreal to recognize Visual Studio 2019

cloud cobalt
#

Does UE4 support it yet ?

upper heart
#

No

#

The preview was released like 4 days ago

cloud cobalt
#

It's been around for what, three days

#

Yeah

light thunder
#

well crap, that didn't work

plush marsh
jolly nest
#

oh, so they dont support it yet

#

i guess i could try launching it from the snl instead

next badger
#

Visual Studio 2019 is not even released

jolly nest
#

no, but its in preview

cloud cobalt
#

Expect a few months for UE4 to support it

stoic cobalt
#

i mean

#

how that will prevent my weapon from clipping

#

im talking about viewmodel

light thunder
#

Okay, I'm setting up a customizable panel where you can place the valves exactly where you want them....- I just wanted to make sure that this is the right way to do this?

#

I have an interface call when you linetrace and hit an actor, then that sets an event tick to true that allows you to set the movement ....initially I was probably overthinking it, trying to constrain one of the axis so you could only move it in two directions of the panel, not realize that if I was hitting the panel itself, the linetrace would constrain the impact point axis itself -
This DOES work but I'm just making sure this is the best way to do it and any other good practices - (like a good performant way to not let it overlap other valves, maybe a linetrace first to see if you are colliding with the box collision of another valve actor and then not doing the next line trace (the one pictured here)

plush marsh
#

@stoic cobalt weapons have their own collision models. So weapons have DynamicBlock and wall has DynamicBlock - result they will block each other

#

@stoic cobalt from link that i gave you - By setting both of their collision settings to block each other, you get a collision.

stoic cobalt
#

well

#

uh

#

ok

#

but i think u still dont understand me

#

u know a game

#

csgo

digital anchor
#

csgo uses forward renderer, it can just render the guns in front of everything else

fierce tulip
#

@stoic cobalt y u no download UT4 and see how they did it in there?

digital anchor
#

ue4 is a deferred renderer, it cant do that

stoic cobalt
#

oh

#

wait

#

they did that in ut4

#

this is what i meant @digital anchor

#

well sad

#

cuz ye

#

if u unlock the camera in first person in csgo

digital anchor
#

then you have to find alternatives, such as pulling the gun out when colliding with the wall

stoic cobalt
#

if u go behind some wall u can see the gun

digital anchor
#

animating it downwards

#

etc

stoic cobalt
#

yea thats what i did exactly

digital anchor
#

so whats the problem?

fierce tulip
#

or faking it with extremely small gun really close to camera, since only player sees that instance of the weapon

stoic cobalt
#

well

#

id prefer if the gun would be still if u go close to the wall

#

instead of animating it

#

u can download ut4 uproject or what

#

@fierce tulip

#

cuz i dont remember exactly

regal mulch
#

Yeah can download and play the game

#

As well as teh editor

#

Not sure how much of the Blueprints are available but the c++ source code is

stoic cobalt
#

oh ye

#

hope its a blueprint or something

#

cause i dont know shit about coding

#

ok thanks anyway 😁

#

i think battalion 1944 also has this

#

so that when u get close to the wall it doesnt clip the weapon

light thunder
#

I have a static mesh component added after runtime but I cannot set the material in blueprint for an event?

rough crest
#

Why the client is not spawning with the correct pawn? I will send some images here.

#

Someone can help? Pls

torn wind
#

Hey guys, I'm doing a directory cleanup and wondering how other developers organize their content folders. Mostly curious about organization of in-game assets. Current Legacy structure looks something like this...

Environments

  • Decor - Assets that have no gameplay function (such as trees, rocks, clutter, etc.)
  • Props - Assets that have some gameplay function (such as destructibles, chests, doors, etc)
  • Skybox - Assets that aren't part of the playable space, but add visual impact (clouds, mountains)
  • Terrain - Assets that form the structural core of the level (walls, floors, cliffs, etc.)

Would love to hear what others do.

pure stratus
#

@cloud cobalt if the trends continue, we can expect VS 2019 support in 4.22 in about month or so. Otherwise, in 4.23 in about 4 months.

#   Q1|Q2 2019   VS 2019
-   07.11.2018   UE 4.21
-   16.07.2018   UE 4.20
-   14.03.2018   UE 4.19
-   23.10.2017   UE 4.18
-   07.08.2017   UE 4.17
-   24.05.2017   UE 4.16
#   07.03.2017   VS 2017
+   15.02.2017   UE 4.15: Support VS 2017
-   15.11.2016   UE 4.14
-   01.09.2016   UE 4.13
-   01.06.2016   UE 4.12
-   31.03.2016   UE 4.11
+   11.11.2015   UE 4.10: Support VS 2015
-   31.08.2015   UE 4.9
#   20.07.2015   VS 2015
-   08.06.2015   UE 4.8
-   24.02.2015   UE 4.7
cloud cobalt
#

4.22 would be a shocker

#

But we'll see 😛

pure stratus
#

I'd like to get std::source_location so much.

safe rose
#

Hmm. We only had 3 releases last year?

#

4.19, 4.20, 4.21

Things slowing down a bit?

light thunder
#

Need a trick here - I need to ignore a line trace on a Panel (like a wall) because I'm using the impact point to drive movement of objects I'm placing on the wall (and the Panel stops the linetrace from going through)....but I'm trying to change the items that are hit that are on the panel, and the panel itself is blocking them like it's in front of them...any ideas?

stuck sky
#

Is there a hotkey to give focus to the main PIE window so that I don't have to click on it which will trigger my breakpoint in VS? 😅

grim ore
#

make the panel's collision ignore visibility for the channel if you never intend on using a line trace against the panel itself. If that won't work make the item you are moving when you are moving it temporarily ignore collision so it doesn't stop the trace. alternately make a new collision preset for the panel so it will ignore the trace when you trace against the wall to move it.

mint jolt
#

Hello everyone, I have an issue concerning foliage distance view and I wanted to see if anyone could help me with this. My foliage is disappearing when I'm in a certain distance, I want it to be visible from far away because I'm working on a large landscape. Any clues ?
video.mov
881.59 KB

light thunder
#

@grim ore That helps! Now I can't see to change the materials of the primitive components - the line trace is built into the motion controller and I'd prefer not take it apart, is there a way to get all the static meshes from the primitive component, save their materials and then change them?

glacial pecan
light thunder
#

@glacial pecan You're just toggling states, so if you could find a relationship of how the lights are relative to eachother, you can use that pattern and then have anything else drive it, like audio

glacial pecan
#

@light thunder hmm... I actually want moving patterns, so I wonder if I could move around invisible trigger actors which toggle states when they collide with the lights....

light thunder
#

@glacial pecan You could do that, or spawn them and just destroy them on impact, then you just toggle the event that fires the spawn

#

if you have Two main events that spawn 5 actors each, and you alternate around those 10 total actors, so 5 would be in unison

glacial pecan
#

I’m going to have about 50/100 imported static meshes with emissive materials... so ideally, I’d make a blueprint actor that flew around the stage looking for proximity to that material and if so, increasing the emissive strength....

light thunder
#

Why not just loop through an array of them? Is the user supposed to see a flying object?

#

or is it like dancing christmas lights?

glacial pecan
#

yes, at some point I want to attach that blueprint actor to a car that’s going to trigger lights as it races past

light thunder
#

Just use an interface

#

On the car's actor, add an OnOverlapEvent, drag off hit actor or whatever, and fire the interface

#

then on the lights themself, call an event of the interface

#

You can control the proximity by just having an overlap box/sphere on the car and changing it's size on the Car BP

glacial pecan
#

Can I use a beginplay event that searches the entire level for actors with a certain material and then attaches that interface to them so I won’t have to add anything manually?

light thunder
#

No, you should only have two actors to worry about, the car and the box

#

so make an Actor for the Boxlight

#

add that interface, compile

#

You can pass in material object references if you want to, or just toggle them on the BP

glacial pecan
#

As I said, I will have perhaps 100 emissive meshes that the car can pass and light up

light thunder
#

no, you have 1 Emissive Actor, and 100 instances of it

#

So if that function exists on the Emissive box actor, it will fire on all of them, but ONLY when the box overlap triggers that specific instance

glacial pecan
#

The entire arrangement of lights will be imported from 3D studio Max. I don’t want to do anything manually to that import as it might change drastically. The only identifiable unique thing will be the material.

light thunder
#

Ohhh

#

I'd have to see that model but while it's not the best way performance wise, this could work for you, something like it

#

the trick part is it is actual one single actor

#

You'd have to either make a collision bod for each light

#

or find a way to equate their relationship on the actor to their material element, because 3dsmax may have no pattern

glacial pecan
#

Can I make that collision bod a blueprint component (or actor component, I’m uncertain of the correct type here) and in that loop attach it to the static mesh actor with the specific emissive material in beginplay?

light thunder
#

yes but you need location data

dry moon
#

Yee first tweet to 50 likes thanks to unreal 😄

light thunder
#

can you screenshot a picture

#

You can make a placeholder collision box that is the exact size and overlay your first material box, then make a loop that spawns a certain one, but it takes the location data of the previous and adds the distance to the next one....think like a type writer

glacial pecan
#

But certainly there must be a node that gets a list of all staticmesh actors in a level, and from that list, I can check the material of each one, and for the ones with the correct material, get the location and transform data from them?

light thunder
#

oh yeah

glacial pecan
#

The collision body can be the same size for them all, as it will probably be significantly larger than the actual light

light thunder
#

get all actors of class

glacial pecan
#

In order to light up from the proximity of my triggering actor

light thunder
#

then select static mesh, then run a loop on that array and get material , then = to start your branch...as long as you only fire it on begin play

#

wait, you said this import was a single actor

glacial pecan
#

No no

#

Many actors

light thunder
#

screenshot me your window in 3dsmax

glacial pecan
#

So that sounds great

#

Thank you

#

I’m at home now so that will have to wait until Monday 😃

#

But this was a great informative and fruitful conversation, thank you for all the tips!

#

I’ve screenshotted it and mailed it to myself 😃

stoic cobalt
#

yo

#

where can i download ut4 project files

dark depot
#

they are now under the store so open the launcher click store and scroll to the bottom

stoic cobalt
#

oh

#

its in the store

#

was looking into learn section

floral basalt
dark depot
#

it has 10 things in it

#

wait im blind haha

floral basalt
#

check the other sheets

light thunder
#

clearly there is something I'm missing here

regal mulch
#

Maybe it's set in the next frame?

light thunder
#

it never gets set, i'm checking the designer part to make sure but I cna't see why it wouldn't be set unless default is being a jackass?

#

It's obvious the SetSelected option never actually works and I have no clue as to why

thick herald
#

evening folks.

upper heart
#

Does anyone know if it is possible to get the splash screen to stay until the level has finished loading? Right now when I start my game the splash screen shows for a second and then I just get a black screen for a while until the main menu level has loaded. I want to display a video right away (instead of a black screen), but I need to be able to play music at that same time. I can't have the music inside the actual video because I want the music to continue playing at the main menu (after the movie has stopped) and I want this transition to be seamless.

safe shoal
#

I haven't done that to be honest, in my case the splash screen fires up then there's a brief period where the starting movies are loaded

#

To get around the load times we load into a completely blank level until the startup movies complete, then load the actual main menu

#

means there's a loading screen, but I'm cool with that

upper heart
#

a loading screen after the startup movie completes?

safe shoal
#

yeah

#

that's what i did for sat com

#

otherwise the startup movies just juddered anyway

gleaming creek
#

Are you taking about a loading screen when your game starts, or when you load a level?

upper heart
#

When my game starts

#

I want to play a video and a separate music track right when my game starts up. The music track needs to be separate because I want to continue playing it at the main menu (after the startup movie).

safe shoal
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For the music I guess you'll have to manage that in the game instance or something, create an FActiveSound directly

gleaming creek
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So, like Oblivion does for example, it starts playing a little video while loading but the music continues into the main menu

upper heart
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yes exactly

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the music is a loop that will play through the startup movie and main menu

gleaming creek
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Would the short video then stop once the level is loaded?

upper heart
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The video should play until the player presses a button or it ends

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It shouldn't stop when the level is loaded tho

broken stream
#

good day, i have this black shadows on my bulding that i make to mesh, any one know way ? thanks

gleaming creek
#

I don't really have any advice for you on the technical side of this, because I've never tried this kind of thing myself

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But could you not load a blank level, play the video, and then use the dynamic loading systems to load in the rest of the menu level?

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e.g. the same mechanism that gets used for streaming parts of levels

upper heart
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That is an interesting thought, that might be worth looking into

gleaming creek
#

Also, a completely different angle: do you really need a video there?

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In most cases, people are going to watch it the first time, and then skip it the rest of the time

safe shoal
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Yeah Start-up movies are pretty one-dimensional. Using the media framework might be a better shout

gleaming creek
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So why not just have it only play on the first run (or so), and then have a button on the menu to replay it if you want to?

upper heart
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Yeah I need it to play the video. Either way I still need the video to play and the music to seamlessly continue on to the main menu

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ah so startup movies play while the engine loads up.

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But using an empty level for the 1st level should help mitigate that and I could play the video and music from there.

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But then I need to either stream in the rest of the main menu or load the main menu level and use bIgnoreForFlushing on the sound.

stoic cobalt
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well i looked into ut4 firstperson models and the technique for the clipping looks the same

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looks like gun is rendered ontop of everything somehow

upper heart
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@stoic cobalt It's at the material level

stoic cobalt
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ye im looking into material rn

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shitton of material functions lol

upper heart
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It's more complicated than other engines, so they have to do it at the mat level

stoic cobalt
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yea cuz of the deferred rendering right

upper heart
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yes

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No camera layers because of it

marsh swallow
#

is there a console cmd to hide all static meshes while playing?

placid arrow
#

kind of on topic, ish: lets say i release my game and i put it on the epic store, steam, itch.io, gog, and a whole load of other places. they all take a different percentage cut, and out of whats left, for some stores i owe epic games 5% of what remains if ive earned over a threshold, and for others i dont. do i have to manually monitor all those sites and/or build something myself to aggregate all that marketing data together and work out how well my games selling as a whole, or is there some affordable programs that can manage my listings on all these sites and monitor my sales, tell me what total figure i need to put away for when epic send me an invoice?

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i need to make sure im putting aside the correctly calculated percentage for epic, basically, right? this is why i ask.

upper heart
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Are there any ways to preload a level without level streaming?

dry moon
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Why would you need to preload, just to load faster?

upper heart
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yes, to load faster to make a transition shorter

dry moon
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Is it open world?

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with landscaping etc

upper heart
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It's a menu level. But yeah not a travel or anything network related

dry moon
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The way I do it is make the initial load when you boot the game into the main menu level but putting often used assets in there so they load there

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and then when I transition to the other level, it'll load in between faster

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other than that, you'd need level streaming

high stone
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Is there a big difference in UE performance between 16gb and 32gb ram?

dry moon
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Not really no, just means you can load up more with more ram

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but if you are loading 16GB into memory, you got other issues

high stone
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More so I was wondering if it affects the final compile?

cloud cobalt
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Not unless you have gigantic textures

dry moon
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It'll be the same, final compile mostly uses CPU

high stone
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Glad I got that 8700k.

gleaming creek
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I haven't seen UE use that much memory, but I have managed to eat up most of my 16GB by running UE4 + other related programs at the same time

grim ore
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Kite Demo, Infiltrator demo, getting bored and running 2 editors at once 😛 it can nom nom that memory fast

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but hey just opening chrome on top of UE4 will probably eat the other 16GB memory anyways

high stone
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That's why you should use Firefox.

#

I think someone said Brave is even better? But I'm not brave enough to try it.

plush yew
#

kappa atlas best game kappaross

peak vigil
#

Hi, I just failed to cook a project

#

What is the possible cause for this?

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This is my log

mental shale
#

yo

#

anybody here ever make their own fonts??

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if so

#

how??

silver crown
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@peak vigil Step 1: use pastebin to post your log

grim ore
#

make your own font, like from scratch, or make your own font by importing a ttf file?

mental shale
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like

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from scratch

#

I already made a png of all my characters I want to use

grim ore
#

oof. You might need something like shoebox or something else to convert that into a bitmap font file but even then 😦 bitmap font

high stone
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Bitmaps in 2018?!

timid panther
#

Hello

hard willow
#

Giant hugs to Unreal for their awesome reaction to the Unity-Improbable thing going on.

high stone
#

What's up with that? I haven't followed the news. Is Unity doing something dastardly?

mental shale
grim ore
hard willow
high stone
#

This why you honor grandfather clauses. Anyone know if @elfin jacinth is on tonight?

silver crown
#

Why?

high stone
#

Grandfather clause means whatever was signed originally, stays in effect for said person(s).

hard willow
#

It's actually important to my gaming experience because I play "Worlds Adrift" heavily, which uses SpatialOS. However, it helps my Game Dev Club decision making, because I used to put Unity and Unreal on "the same level". It's now going to be Godot vs. Unreal xD

silver crown
#

Why?

hard willow
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I used to be biased against Unity for guesstimated assumption reasons(they just "seemed" to be this way), now I know.

elfin jacinth
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I am on, whats up?

high stone
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I sent you a question, dm?

peak vigil
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So, I just failed to cook a file.

#

I mean project

#

Here's part of my error log, what's going wrong?

cursive dirge
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need that terminal font

#

oh snap, discord autoscroll fail again

plush yew
#

Is there a place for me to ask for a mentor by chance? I know it's a long shot but doesn't hurt to ask 😉

cursive dirge
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probably a long shot 😄

#

people on groups like these tend to help you mainly on specific issues you may come across

#

which is usually fine

#

as one on one support would just take too much time from individuals

plush yew
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I supposed that's true

#

it's just that I've never used UE4 with C++ before, so I was wanting help with knowing where to code what

cursive dirge
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I'd suggest going through the docs intro to ue4 c++ part first, then maybe seek some individual tutorial up or if you feel like exploring already, start implementing something and try to solve issues you face one by one

#

you can ask help for individual tasks here, for c++ you'd just use #cpp

plush yew
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Yeah I just found it as you posted it ^^

cursive dirge
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hmmmm, that intro is for 4.9 😄

#

that's old

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there might be small api changes since

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its not fundamentally different now tho

plush yew
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kk

cursive dirge
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briefly scrolled it through, seems fine at first glance to me

#

most things are still very relevant

plush yew
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In all honesty, I thought the only documentation was for visual scripting (aka blueprints) so I was thinking this would be a lot harder than it will be

#

Well, time to grind through documentation and then start working on an action combat system 😄

cursive dirge
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there are docs and some c++ tutorials from epic to get you going

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it's actually going to get harder only afterwards when you try to figure out undocumented c++ api side

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ue4 wiki also has lots of small code snippets but you need to be more cautious with them as they are community generated content (and many can be really old or just funky in some other ways)

#

still great resource

plush yew
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no idea how many APIs I'll have to deal with in the future

#

thing is, I've never dealt with a single API before so I could see it causing some issues for me. when it comes to learning them to start with

#

make atlas 2

#

oh shit wrong server my b

heady bridge
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I tried doing C++, but basically gave up, I'm not a fan of blueprints, I prefer coding, but gotta do what I gotta do I suppose

plush yew
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Well, thing is, my game is going to be large to the point that the code vs. blueprints performance will matter

heady bridge
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Yeah I understand that, I wanted to do C++ for performance reasons too, as well as not being able to figure some stuff out in BP's that I know I could do in code lol

plush yew
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well, not just that but

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I've never done C++, so while it might sound dumb, I might as well learn it while doing UE4 since it'll pose a challenge for me which will keep me entertained, so I'll always want to keep going (learning through conventional means bores me and makes me quit the learning process as a whole)

heady bridge
#

I learned C++ through making console command games, and then basic rendering engines

cursive dirge
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I'd suggest doing some c++ primer first

plush yew
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and I plan to then use that C++ knowledge down the road to go for a job or some sort

cursive dirge
#

it'll save you from a lot of trouble later on

plush yew
#

what's C++ primer?

cursive dirge
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like some 101 course

#

that covers pointers, refs and stuff

plush yew
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I went over one a long time ago, but I'll go through it again to remind myself

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It was like 2 years ago I think

heady bridge
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I'm proficient in C++, but UE's C++ is on another level lol

cursive dirge
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well, you can then always refresh the topics when ever you face things that you don't fully understand, that's fine

#

also ue4's c++ isn't all that hard, you just have to learn how certain macros work and when to use them

plush yew
#

Definitely not the best site, but I used sololearn just to go through the topics

cursive dirge
#

if anything, best advice I can give at this point is to always read the error message from visual studios output window

heady bridge
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I just have issues with the UE syntax, and when I search up things on the site, there is next to no explanation on what it should look like, I understand what they do, just unsure how it should be written out because I'm always missing something

cursive dirge
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don't try to look at error window

heady bridge
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Yeah I agree

cursive dirge
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as error window doesn't have unreals own error reporting

plush yew
cursive dirge
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like stuff that unreals build tools can generate for you

heady bridge
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I use the output to read errors when I was building my little rendering engines and what not lol

plush yew
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SO I guess I'll be fine as long as I learn from the documentation and refer to sites when I don't understand something like say... pointers or something

heady bridge
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I like pointers 😃 they are a lot easier than a lot of people online say

#

I'll try and keep working at the C++ then, try and get used to the macros and everything

plush yew
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or wait a second...

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That's not a pointer...

misty creek
#

If people are looking/get better at c++ I would suggest that you google The Cherno Project.

plush yew
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wait, those are pointers in C++

cursive dirge
#
  • is pointer
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& is ref

plush yew
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I'm so used to -> being pointers in other things

heady bridge
#

Do you guys know any good places to use as reference to get used to the UE4 macros and syntax? I don't tend to have much luck when searching the C++ api reference tag

plush yew
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that sounds like me navigating the UE4 documentation. I can barely ever find what I need

cursive dirge
#

you learn best by doing and looking at what UE4 codebase and templates do

misty creek
cursive dirge
#

I think those official intro to c++ docs cover the basics

#

basically you'd want to read all those docs from that section really

#

there aren't that much there

heady bridge
#

Okay thanks, I'll refer to the coding standard and the introduction

cursive dirge
#

oh

#

and if you ever see that some compilation error (05)

#

it probably always means that you have some macro issue

#

you'll see that a lot in the beginning 😄

#

@heady bridge @plush yew

#

I can't remember the exact wording but it's with the code five

heady bridge
#

Okay thanks for the heads up, and I'm pretty sure I've seen it before lol

cursive dirge
#

@heady bridge that drew me crazy in the beginnig as I didn't connect it to macros, just hated to get some generic warning without any pointers where the error was

heady bridge
#

I'm glad the movement is easy to implement lol, so I can at least have a quick start into it, but my second step is picking up an object, and that is what I was having issues with all day lol

#

I have an issue with the player when it stands ontop of a physics actor, the player moves erratically, I tried toggling CCD on and off, it didn't do anything

cursive dirge
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character controllers physics interactions can be pretty funky

#

CMC (character movement component) which drives chars is actually code based, not physics driven

#

it uses physics engine for queries but movement is done by it's own code

heady bridge
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Yeah, I figured the reason would be because the player isn't physics based

cursive dirge
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there's physics pushing capability of some sorts (on CMC), if you don't need it, you probably want to turn it off (I have no idea how it's setup by default, I've barely used ue4's chars)

heady bridge
#

Do you create your own character setup?

cursive dirge
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sure

#

but if you do multiplayer, you don't usually want to do that

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as all the fancy netcode for char movement is in CMC

heady bridge
#

I just thought it could be cool to knock over guns leaning against objects, but maybe it doesn't matter?

#

I definitely need the guns to be physics objects because I want to drop them and have physics, but can they ignore the player collider while a physics object?

#

In the collision properties I didn't see anything like "Ignore character" or something like that

cursive dirge
#

just setup them in different group and use the collision filtering to ignore chars for them

#

this is all in collision setup

heady bridge
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I'm just creating a new C++ project with a template this time lol, I'll take a look at the collision in a min so I can understand better

cursive dirge
heady bridge
#

I understand that

sonic pagoda
#

how do you get the distance between 2 vectors?

#

nevermind, just saw you can subtract 1 vector by another and then plug that into vector length

#

to get a float distance

#

i also came across this

#

free stuff

#

Get Distance node

warped hornet
#

is there a way to designate the center of a sphere mesh, as the source of gravity? i want to be able to walk around a sphere mesh like a planet, any help appreciated jenLick

plush yew
#

i imported a landscape into ue4 via l3dt with tiled landscapes, and i find my z value to be too high up, i want to lower it, yet it is locked, therefore i cannot. is there a possible to transform this landscape as a whole a few units down so i can add mountain terrain?

grim juniper
#

If you know exactly how much it needs lowered you could probably redo it and lower it in the landscape creation panel

cosmic tinsel
#

How do I remove this sphere?

After creating a new blank bp project. All i did was add a geometric box and camera. I changed the dimension of the box, the location and rotation of the camera and set the camera to Player 0. Every time from the second time i click play. This sphere will be on or behind the camera and can be controlled by the w,a,s,d,space and ctrl key. It also casts shadow and I cant find it(not even from world outliner) when I am not playing.

light bobcat
#

hello

#

I need some help

#

with my game

#

I keep getting error on my own mainmenu it is saying character error something like that

#

I can show you the pichturce of it

#

saying error

#

nvm haft to start from the start

abstract relic
#

Starting from the start is indeed a good place to start

light bobcat
#

how to fixs it

#

@abstract relic

#

I will fixs it later becuase I haft to go boxing

#

brb

#

but dm how to fixs it

#

@snow crown

light bobcat
#

thanks

grim sinew
#

Always google the error before asking people. You'll find most problems, you'll be able to work out on your own that way.

light bobcat
#

Im pretty new to this XD but thx

grim sinew
#

All the more reason why google is your friend. Every single question you will ever have when you're just starting out, at least 200 people have probably already had and posted about online.

light bobcat
#

Im gonna do it later because It is like 20 m left that I haft to go to workout

strong shoal
#

hey does anyone know the official website where you can download unreal powerpoints

strong shoal
#

thanks

prisma ridge
#

hi so im trying to make this door open and im using a timeline and its not behaving properly. any advice?

#

this is what happens as soon as i press d. the mesh just rotates 180 on the z axis

#

and this is the end of the timeline. the animation is correct but the orientation is messing up the whole thing