#ue4-general

1 messages · Page 372 of 1

crisp arrow
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you know nothing of my project

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several thousand

static viper
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it was really important to switch engine mh?

crisp arrow
#

impossible to complete the project without it

static viper
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if this is a client project

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tell them its gonna take time 😛

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have some time to spare

crisp arrow
#

is there a resource for parsing the maps and making changes?

static viper
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yes

crisp arrow
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via C++ or anything

light thunder
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@crisp arrow just export them to excel and import them back as a data table

static viper
#

source control can do this

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tho

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well maybe we shouldnt touch source control

crisp arrow
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@light thunder Oh I've never seen that capability - how would I do that?

light thunder
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If you are comfortable in C++ it should be much easier, but there are some plugins that do Low Entry file managing, and you can save to a file that way

crisp arrow
#

I'm very comfortable in C++

light thunder
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there is a blueprint one as well for excel actually on MP, though I haven't used it

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So you write a function that exports to CSV, then import that into new version

crisp arrow
#

ah ok! I've never seen this. Thanks!

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is there a good way to iterate over all the maps and all objects of a given type within them in order to do this?

light thunder
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That's where I think C++ might be able to help you

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First, figure out how you would handle a single level

crisp arrow
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I should specify - I'm very comfortable with C++ generally, but have little experience with using C++ with the unreal engine haha

light thunder
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So when you export to a CSV, one of your elements should be the map

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Youtube is your friend and remember you have the option of searching for blueprint, because if you can do it in blueprint, you can definitely do it in c++, not the other way around

crisp arrow
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yeah I know like... what I would do architecturally. I just don't know how to begin doing that within the engine

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like I don't know what sort of "entrypoints" are available to me

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but I think it would be fair to suggest that I should search this all myself haha

light thunder
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Tell me about these variables

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I read a bit at your intro about the constraints

crisp arrow
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they're variables on two different types of objects both of which are basically just physics cubes. The original variables were the "constraint" variables that could be set per object on Static Mesh Components.
Due to some difference between the 4.17.2 version, and the 4.20.1 version, these can no longer be set per instance on objects that have blueprints attached, so all of their values have been wiped out. I wrote a C++ function that takes 6 arguments and made a blueprint node for it. It sets these variables per instance.

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I promoted those arguments to variables inside of the blueprint

light thunder
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Wait, what are the blueprints attached to the instances?

crisp arrow
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Things that were there before I got here haha

light thunder
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Also, can you give me an detail on the use case?

crisp arrow
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the whole project is blueprints, which is not my strength at all. They do need to stay there

light thunder
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I've had to become somewhat literate in BP because syntax is a tool of the devil and I refuse to play his games

crisp arrow
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I'm not sure what you're looking for - they lock the rotation and translation along these axes in order to cheat physics a bit for puzzles

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the blueprints do some random other things, I think mostly related to some sounds and resetting positions, etc.

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Right now I have two versions of unreal open, and I started going map-by-map, object-by-object and copying the values from the old version's old variables to the new version's new variables and I realized I'd be doing this for days and decided I should probably at least look into a way to automate it because it feels extremely automatable.

light thunder
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okay I get it, you never actually have to have physics enabled, but you need those axis per the instances to basically have the level's function, they form a sort of layout for the way the puzzle is

crisp arrow
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The physics are enabled

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(and frankly I know it can be automated since I have the full engine source code right here lol)

light thunder
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Just a thought, couldn't you take the velocity of the overlap event and just use that to set the transform upon the constraints? a timeline would work, if you were able to take in the velocity appropriately, would need tweaking and doesn't solve your problem

crisp arrow
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these constraints are set... "artistically"

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there's no logic that I can use

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to automatically discern them

light thunder
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Let me ask you this, how do the devs know what the solution is? like when they were planning a level, did they have a general drawing or order ?

crisp arrow
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please... I've thought about all of this extensively haha.

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It's 100% artistic choice, I'm not sure it's a good choice, but it's how it's done and I have my task

light thunder
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I get it but since you are having to spend the time to restructure it, the benefit of making a more procedural cube could mean they could make levels automatically or easily by hand, extremely fast, but I digress...

spare herald
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Could anyone help me with a problem i'm experiencing regarding Audio? The chat for it is kinda silent.

light thunder
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I haven't played with instantized static meshes much --that's what you have to use correct?

tawdry hedge
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Hey, does anyone know how I can check the UV of my landscape?

crisp arrow
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the levels are all made

light thunder
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How many are there?

crisp arrow
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If you can help me with the conversion process, I'd really appreciate any input you have. I don't really want to keep justifying my attempts though, please understand

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there's about 100, many have dozens of objects that would need to be converted

light thunder
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What type of objects are they, just instantized static meshes?

crisp arrow
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yes, with blueprints on them

light thunder
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that's what I am confused about, what do you mean blueprints on them? Do you mean they are instantized blueprint actors? scene components? what is there class, blueprint wise

crisp arrow
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yes sorry - I'm not fluent in unrealese yet, I believe they are instances of a blueprint class

light thunder
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Can you show me a BP? at least the class/name stuff, or the outliner of it?

crisp arrow
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I don't believe I can. It's client work and I have no idea what we signed

light thunder
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You seem to have 3 tasks at hand - 1 exporting data out, 2 importing it back 3- hooking data back up so it's consistent

crisp arrow
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yes - exactly

light thunder
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3 - would be easy if you didn't care about running a special conversion everytime you ran it but that's asinine

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That's the one area I'm not sure about, making it persistent so you can access it in the editor - you can have savegame objects but I'm not sure how exposed their data is

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If you can make a savegame object and expose that as an accessible asset in the editor, that might work for you

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hell, if you do that, you 'might' be able to just import the savegame asset, no data table crap or exporting outside of unreal (other than to a newer engine version)

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If you are comfortable with C++ you should be able to do it there, just need to make a structure with all of the variables for all of those actors

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then you save that structure to an identical that exists on the savegame object

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after that, normally you would have to load the savegame object at runtime to access it's data - but should be possible with C++ to access it somehow

crisp arrow
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you think it'd be unrealistic to use whatever facilities are available in unreal to try and parse the map files, yeah?

light thunder
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I don't know enough about the structure of the data you have - but I'd look at savegame objects because you CAN import those into a newer version without any issue

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so just make a savegame object with the structure of all your data and in the old version, run it once with that function to save and populate the savegame data

crisp arrow
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okeydoke. I really do appreciate the help!

light thunder
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good luck, let me know if it was helpful, I have no idea what I'm doing

crisp arrow
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haha ok, thank you!

maiden sundial
light thunder
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is there a spring arm there?

maiden sundial
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No, i was not sure how to do it when i use it with a socket

slate urchin
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Hey, do we have help channel here?

static viper
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just ask a question

slate urchin
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So, I've made new landscape and I can't paint foliage on it. It works on bsp and static meshes.

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I've googled it but can't find solution

static viper
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do you have landscape activated do paint on?

slate urchin
static viper
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show landscpae

slate urchin
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the painting dome is showing up, but doesn't place anything

maiden sundial
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Is there already something when you try it ?

static viper
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well do you have a foliage active?

slate urchin
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I do have foliage active, I can paint on other things, except landscape

maiden sundial
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@light thunder Is there a way to use a spring arm when i placed my camera with the socket ?

static viper
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well show the landscpae

light thunder
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@maiden sundial how many videos have you watched on this?

slate urchin
maiden sundial
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I learned the socket part from only 1 video

slate urchin
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flat ground

maiden sundial
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And spring arms i saw maybe on 2 vids

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But this videos aren't only for the spring arms

slate urchin
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Ok, sorry, figured it out... I've been placing wrong assets into foliage type window. Strangly it worked with static meshes and bsp..

sudden agate
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not sure if it's the right place to ask:
Has someone seen a plugin that resembles a Tile 3D Editor?
Multiple Heights, Stairs , hills etc. and everything done with brush functionality is what I need.

unkempt lotus
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Hello Everyone! I've got an issue, I was creating a carbon fiber material in Substance Designer but for a material like that you need to add 2 Normal maps to the material for the clear coated look and to do that you have to enable the "Clear Coat Enable Second Normal" setting in the Project Settings. After I enabled that option I had to restart the engine but now every time I try to start up the project, loading gets stuck at 45%. Does someone know how to fix this? I've opened the DefaultEngine file in my Config folder of the project and found this: r.ClearCoatNormal=True, if I set it to False or delete it could that fix the issue of the engine not opening my project?

grim sinew
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Wait, that's how you fix it

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It's compiling shaders

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Just let it go and wait for it.

unkempt lotus
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Lol the moment you said that the editor window popped up😂

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Thank you anyway, almost got a heart attack when I thought the project was broken

light thunder
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Just making sure I understand sequences - they won't execute future ones until all the events, like loops, have finished on an earlier sequence? (I mean, that's the point right, to control execution flow)>

sudden agate
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@light thunder exactly

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the only exception are Delay and other Latent functions in a Sequence

light thunder
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@sudden agate I must be doing something wrong, probably need to make the sequence inside the loop? that breakpoint fires but that loop should have gone through three actors

sudden agate
light thunder
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It was a simple confirmation 😃

vale silo
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is there any difference between making MP game for PC and Android ? (talking about multiplayer specifics, not the game/mechanics overall)

cursive dirge
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bandwidth maybe?

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I dunno if that's really an issue with modern day mobile connections tho

plush yew
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Anyone have a clue about the bandwidth of a destructible window? At say, 10 cycles per second?

vale silo
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@cursive dirge I would only allow mobile MP via WiFi

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I don't think 4G is fast enough (at least not on T-Mobile where I live)

wispy raven
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Hi, I’m kinda new to ue4, I’m having problems with the Dynamic GI, every time I move the light source, the shadows become visible, but when I build the light (production quality) the shadows disappear

vale silo
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UE4 is not the engine (at least not stock one) to be messing with if you want Dynamic GI

coarse osprey
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And 4g is fast enough for a multiplayer game

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Even 3g

vale silo
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Dunno about that.. Websites take forever to load on 4G here (while the same websites load much faster on WiFi)

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also, traffic is metered and Android device I am making stuff for has WiFi-only connectivity

split wedge
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if you move your assets is their a way for the engine to relocate them after moving?

static viper
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what do you mean

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move assets

split wedge
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i meant moving to a different folder but someone gave me answer

rapid geode
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moving what?

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like for reimporting something?

split wedge
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no from folder to folder in project

rapid geode
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right click the old folder and press "Fix up redirectors in folder"

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idk if thats what you mean

split wedge
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it is haha, thanks

vale silo
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@wicked tiger @elfin jacinth By chance, should we get excited about upcoming AI training streams in Q1 2019 ? 😃

elfin jacinth
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You should always be excited

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No matter what is happening.

wicked tiger
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We've had a few requests for AI streams. We'll see what we can do about scheduling one!

signal minnow
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Is it possible to test UE4 games (using steam multiplayer) in a VM Box running on my PC?

weary basalt
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@signal minnow If you can run Steam on the VM with a separate account you maybe able to.

signal minnow
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i have a steam test acc w/ game override key on it

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Because then I don't need to publish my game files every time i want to test so my buddy can download and play.

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And my pc can handle a VM.

weary basalt
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Do it and see if it works.

signal minnow
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Not sure what's a good VM, never really screwed with VMs

crisp arrow
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Sorry I'm a bit of noob - what's the easiest way to run a C++ function inside of the editor? I've been hijacking the construction script of an object, but that's becoming annoying and is obviously a crappy hack lol

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ideally I'd like to trigger it from a menu or something

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but I'm really just looking for the easiest way for me to move this function somewhere that I can trigger without spawning an object

boreal shadow
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there is foliage in the air, cant seem to get rid of it, anyone know how?

weary basalt
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@crisp arrow Put the function inside the GameInstance and use the UFUNCTION(Exec) specifier, this turns the function into an executable command in the console.

crisp arrow
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Perfect. That sounds exactly like what I was looking for.

weary basalt
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@boreal shadow Im guessing its landscape foliage? Cant you just unpaint it in with the Foliage tool?

boreal shadow
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yes its landscape foliage, ive tried unpainting it but it didnt work

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the landscape was flat, ive sculpted the river and the foliage remained at its previous position but also generated on the sculpted area

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lol restarting the engine fixed it

signal minnow
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Instead of a normal VM, I've decided to try out Hyper-V as I have a Win 10 Pro license might as well use it 😄

crisp arrow
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I'm editing my GameInstance - I added a function to its blueprint and I see there's a checkbox for "Call In Editor". How would I even call a blueprint function from within the editor?

hoary silo
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PLEASE HELP, When ever i do certain actions in the editor, it completely restarts or crashes my AMD 480 graphics card

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(Mostly crashes)

whole quarry
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what are those actions?

hoary silo
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Mostly just editing particle systems

whole quarry
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so what do you do? spawn 100000's at once?

hoary silo
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no

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just about 500

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it will even happen when I click fullscreen on the window

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It could be that my graphics card drivers are unstable

plush yew
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hey guys do you think you can make a game without any coding? or even basic? if you cant could you suggest some coding videos to watch or something?

hoary silo
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yes

rapid geode
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update ur drivers @hoary silo

hoary silo
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I've tried to do that, but it still crashed @rapid geode

rapid geode
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it doesn't look like you're on the most recent version

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try reinstalling graphics drivers from amd.com

hoary silo
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Did that too

rapid geode
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then if that doesn't work delete Unreal and reinstall it

hoary silo
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will my projects still be there

rapid geode
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should be but i recommend backing them up either way

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just to be safe

hoary silo
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ok

rapid geode
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upload them to google drive or something lmao

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or a git repository

hoary silo
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I'm running on Unreal Engine 4.21.1

ancient otter
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guys someone explain this

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viewport

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render

hoary silo
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WTF

rapid geode
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what

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@hoary silo

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the render looks better tbh

hoary silo
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not you, this post

ancient otter
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OFC IT LOOKS BETTER

hoary silo
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of

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oh

rapid geode
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idk some people might like the contrast

ancient otter
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i was looking for it too look how it rendered 😂

hoary silo
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its cool tho 😉

ancient otter
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but for some reason it does not look like it should on voewpoer

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oh yeah saturation is too much i know

rapid geode
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did you build the lighting

ancient otter
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its vxgi

torpid sierra
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noise from post process or?

rapid geode
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okay idk what that is so time to leave

ancient otter
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yes post process

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@rapid geode vxgi is an nvidia branch

rapid geode
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is that like a rendering thingie

ancient otter
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kinda...

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No need to build ligthning

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is all done with gpu

rapid geode
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dude i meant in UE4

ancient otter
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and its more realistic

rapid geode
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and if its more realistic then obv its going to look more realistic

ancient otter
oblique sorrel
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Are graphical settings I change with console commands being saved to an .ini somewhere, or do I need to build my own system of saving game settings?

plush yew
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is it true that when you program in UE you have to compile each time when you changed code and want to see the changes in the game?

rapid geode
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yeah

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why?

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compiling is pretty quick

plush yew
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does untiy the same?

rapid geode
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no idea

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actually nevermind i think it autocompiles

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nvm

plush yew
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how quick is quick?

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10 seconds?

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@rapid geode

high stone
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@elfin jacinth I found the right person to contact. Thanks for the help!

rapid geode
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@plush yew depends

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how long it is, what it is

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how many things

novel ember
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quick question

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i've done it before but can't remember how

silver crown
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@plush yew yeah compile time sucks compared to unity C#

novel ember
#

how do you achieve a double-ended linear gradient?

silver crown
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Really slow

novel ember
#

right is what i'm trying to achieve

silver crown
#
  • need to restart the editor
novel ember
#

iirc it has something to do with either pow or sin

grim sinew
#

1- and then multiply on top of the original

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and multiply by 2 afterwards to get it back to the full 0-1 range

novel ember
#

terrific thank you

merry gazelle
#

what do you guys think about allocating residential property in my game to users registered on my website? The idea is to add some personality but people could even maybe propose missions, communicate with each other and collab to unlock codes redeemable outside of the game.

I'm considering using the UE web browsers for this purpose

plush yew
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anyone experienced build lighting geting stuck at 0%

open eagle
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Yup

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Loads of times

plush yew
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@open eagle what did you do to fix it?

viral herald
#

hey guys, i got a question

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i am trying to animate a model that will have detachable body parts (example, a robot that launches its fist)

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how would i animate that?

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do i animate the body seperate and add the hand in the engine?

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or do i animate it all together and then there is way in unreal to remove it?

grim ore
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the robot launches the fist but what will that fist do?

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#animation might be a better channel for the question and I am no artist but that is a really good question 😃

viral herald
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hmm ok

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basically, it will become a projectile that will return

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but yea

coarse osprey
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Create your mesh without he hand, but with the bone for it, in the engine you can add the hand through a socket located in the bone

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You can unattach it when you need

viral herald
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ok sounds good, thats what i though but i wanted to make sure

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thanks eduardo

coarse osprey
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Just remember, you still need the hand's bone, even tho the hand itself is separated

viral herald
#

got it

open eagle
#

@plush yew Get A better CPU or graphics card, I have a ryzen 5 and a gtx 1060 and Ue4 works great

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@plush yew I never get that "CoMpIlInG ShAdErs" crap when Im in the middle of a project

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I used to get It when i was using a laptop

plush yew
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@open eagle never had this issue until today

open eagle
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?

plush yew
#

normally takes 10 minutes to build for me

open eagle
#

Just restart Pc or whatever if u get it too constantly

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or figure out what you do in the editor that makes the engine wanna compile shaders so bad

plush yew
#

I just migrated the third person template into my project, and it's not working for some reason?

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I literally do not understand why it's not working.

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Can anyone help?

thick herald
#

Have you called the A-Team™?

rapid geode
#

Tbh you provided 0 information so there's no way anyone could help

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You just said it doesn't work

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Did you set the game mode to 3rdpersongamemode or whatever

plush yew
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The game mode in world settings? I just tried that, didn't work.

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Though I've just noticed that the playerstart's parent class doesn't say navigation or such

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from the original template

zenith flower
#

To reduce a little confusion, they should have two redundant events for every generic event that run on both server and client by default:
BeginPlay
BeginPlay_Server
BeginPlay_Client

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(really its just a hidden has Auth node, but still)

plush yew
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erm...

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Just placing the third person character blueprint and player start....

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On my own map.

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It's supposed to work, is it not?

zenith flower
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lol

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I'm talking about networking and replication. There is too much of a learning curve of "unknowns"

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having "explicit" client/server events for
beginplay
tick
onoverlap
ect

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would make it immediately clear, that there is more than meets the eye

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Also, just because the server has an character instance, and is running its begin play

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does not mean the client does

weary basalt
#

Problem with doing that though is there is still more "unknowns" your not accounting for.

zenith flower
#

and especially means its not okay to send an rpc to the client

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it wouldn't hurt

worn granite
#

Yaknow

weary basalt
#

If you separate it to _Server and _Client, you still wont realise that _Client can mean any Client connected

worn granite
#

if they were gonna do that, I'd want it to be like validated get

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where you can do it with any entry event

vale silo
#

how do I disable tonemapping in the SM5 Preview ? (I need for it to look close to how ES2/ES3.1 Mobile Preview looks)

zenith flower
#

Fine
BeginPlay_Server
BeginPlay_OwningClient
BeginPlay_ViewingClient

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done

weary basalt
#

Yes but there could be any number of Viewing Clients

zenith flower
#

that part doesnt matter

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at all

weary basalt
#

lol

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Some things are just better learnt the hard way.

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IMO

worn granite
#

I can do this feature for ya if you want

zenith flower
#

Thats bullshit

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Its not for me

worn granite
#

o

zenith flower
#

but maybe you could submit to unreal?

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What I mean

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is, its nice to have

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for the community

worn granite
#

when your attempted hook fails

zenith flower
#

it would have been nice to have before I learned the hard way

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The networking compendium, doesn't explain more than the "general" idea

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also, it doesn't teach you that you shouldn't be doing everything in beginplay

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The first line I would write in the Compendium is
"Stay the f*** out of begin play, You probably are doing it wrong anyways"

pallid compass
#

I think that's common sense

zenith flower
#

to you

worn granite
#

remove all delay nodes

pallid compass
#

Well

zenith flower
#

amen

pallid compass
#

Here's a simple thing

#

Execution order matters

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Even more so

zenith flower
#

delay nodes are replications cousin

pallid compass
#

In mp

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Don't assume shit will happen in the right order from stuff like that

fleet cedar
#

Does anyone else find it hard to show stuff of that you programmed to friends? I feel like 90% of time the main focus is on the art

zenith flower
#

yea, you go ahead and explain why execution order changes PIE vs Dedicated vs ClientServer

worn granite
#

@fleet cedar yes

pallid compass
#

Because things aren't synced derp

worn granite
#

just make the stuff you program really neat

pallid compass
#

This isn't the Hydron collider

zenith flower
#

Actually they are, but only if you understand how they are synced

pallid compass
#

Actually there Rly not majority of the time

zenith flower
#

All im fucking saying, is there is some simple changes that can be made to the engine that would just make more sense to the new guys

pallid compass
#

Even root motion rep is not totally synced if I wanna get tekky

zenith flower
#

changes that wouldn't even hurt current projects

worn granite
pallid compass
#

Reading motion from curves n such

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Did u

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Just say

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Simple engine changes

zenith flower
#

@worn granite please stop making me google programming terms

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xD

pallid compass
#

To got no idea what your saying

#

You*

zenith flower
#

you have no idea what you are saying

worn granite
#

both y'all chill

#

this argument far too cute

pallid compass
#

Least I can admit when I'm going full potato

zenith flower
#

you are an ass

pallid compass
#

And you are potato

zenith flower
#

I could care less if they made a macro for every event

pallid compass
#

Wat

worn granite
#

That'd be a p silly way of implementing that

zenith flower
#

BeginPlay -> Has Auth -> BeginPlay_Server

pallid compass
#

Sounds stupid af

zenith flower
#

-> No Auth -> BeginPlay_Client

pallid compass
#

Can see issues already

worn granite
#

You wanna be able to right click on the output exec pin of an entry event, and say "Expand to network role switch"

zenith flower
#

yes

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thats it

worn granite
#

That's the feature you should want

zenith flower
#

sure, im just saying now that I know better I can handle it

pallid compass
#

Would this be asynchronous taskes then

worn granite
#

I'm working on some changes that are similar to that (albeit for Get)

zenith flower
#

wtf are you talking about Rei?

pallid compass
#

Waiting for network roles to confirm they have executed

worn granite
#

....

#

no.

#

he means inline HasAuth

#

But like

#

as different events ? (that's his idea)

#

Which is dumb IMO

pallid compass
#

Wait wtf rly

#

ThTs even dumber than what I thought originally

zenith flower
#

Hey, I don't care how long you've been here, what youve done for the community, or who you are. Fucking take that shit somewhere else, you know-it -all

pallid compass
#

What has that your to do with execution order issues over network being unsynced

zenith flower
#

I'll take my infraction

pallid compass
#

Wow angry boi

weary basalt
#

Guys

#

Calm down please.

pallid compass
#

Dw I'm chill

weary basalt
#

Stop being an arse hat to him then

worn granite
#

Heya Devils. Meet Rei.

pallid compass
#

Didn't realize thinking something is dumb is being an arsenal?

#

Arse

zenith flower
#

Just because you don't understand it, does not mean its automatically dumb

weary basalt
#

You were both being arse hats, its pretty clear, just stop.

zenith flower
#

I've spent two years on my game avoiding anything networking related

pallid compass
#

I think I get what your saying either with the different exc methods but I think that's dumb

#

What I don't understand is err

#

What that has to do with things being unsynced

zenith flower
#

Its for the new guys, not for those who know how already

#

its for those new

#

Its something I struggled with

#

and a simple and stupid extra event_client event_server

#

would have made that clearer to me

worn granite
#

I think tackling misunderstanding through additional "magic" features isn't likely to help

zenith flower
#

its literally a cosmetic addition

pallid compass
#

Yeah that's lack of engineering I guess

worn granite
#

Its a non-trivial addition, and would likely be a setting anyway.

pallid compass
#

Imo network comp makes it pretty clear

#

A better with switch is needed tho

worn granite
#

Network Comp makes it clear after reading it a bunch and getting your head around it.

pallid compass
#

Has authority combined with listsen

#

Or something like

zenith flower
#

You should be able to right click any event and split it into the various networking paths

pallid compass
#

Authority, listen, client

#

Instead of just two

zenith flower
#

and it wouldn't break a single existing game

worn granite
#

If I were gonna do it, that'd be how I did it.

#

Not sure that it can be just any pin though.

zenith flower
#

maybe booleans?

pallid compass
#

Custom pin time

worn granite
#

Would have to go look throuhg ExpandEnumsAsExecs again.

#

Nah exec is fine

#

its like.

#

All execs?

#

Iunno.

pallid compass
#

If u expand a custom pin type do u have to update all that meta data handling stuff too?

worn granite
#

I'll toss it on my list.

zenith flower
#

Thank you

worn granite
#

What?

pallid compass
#

I can't remember the name of it

#

You where working on it for epic last time

worn granite
#

You gotta give me more, that's not a question yet Rei.

pallid compass
#

Err

#

Custom flag data stuff I think

#

U ended up making two cup functions

#

I think it was meta handling stuff

worn granite
#

No that was for attempting to add a way to deprecate UFunction meta.

#

Has nothing to do with if pins were split.

pallid compass
#

Ah right okay

#

Thought there was custom functions for handling meta data for pin types

#

Hard coded shit

worn granite
#

There were going to be

pallid compass
#

Rekt

worn granite
#

I mean

#

Pin Meta is "handled" in many functiosn

#

but it really depends on what aspect of meta you want to talk about

pallid compass
#

So glad I never need to make custom bp pins

zenith flower
#

@worn granite One day, you should pack all your plugins together called "Make your f***ing life better" pack.

worn granite
#

Well.

pallid compass
#

Well

worn granite
#

If Epic ever accept my PR

#

Then I will.

pallid compass
#

'shit storm pack'

worn granite
#

Cause by that time I probably can't monetize em.

pallid compass
#

Omg

#

U would be victory plugin 2.0

zenith flower
#

Screw him

worn granite
#

Don't you insult me like this again.

#

Rei.

zenith flower
#

He still hasn't accepted my PR

pallid compass
#

Oh immut

#

I got my next plan

#

For doing the learnz

zenith flower
#

You can have that immutable

pallid compass
#

Build modelling rendering software in to ue4 from scratch

worn granite
#

If I do a "Unreal Life Improvement Pack" or w/e

pallid compass
#

Gonna have big fun time writing math

zenith flower
#

Just make it "Development Only" like they do with Print

worn granite
#

I'll merge.

#

Why?

zenith flower
#

Because I've not tested it outside of the editor

worn granite
#

Why would I mark this dev only?

#

Pfffffft

pallid compass
#

It's either that and spawn million object s n lines

worn granite
#

WHO NEEDS TESTS

pallid compass
#

Or learn to render outside ue4

#

Pls no

zenith flower
#

lol

#

I still use that to this day

#

No hard coded lists of stuff

pallid compass
#

Hey immut

#

Try saying

#

Specialized template inheritance class 10 times fast

#

If u do it in the mirror slate comes and takes u away

zenith flower
#

Hahahahaha

#

Speaking of.... They need to fix making children of widget bp's

#

The work around is annoying

pallid compass
#

What's wrong and with it?

zenith flower
#

You can't right click make child

#

Have to make a new widget

#

Open class settings

#

And reparent

pallid compass
#

Oh I do that all the time

#

Haven't right click make child of something in like 3 years

#

Or

zenith flower
#

My focus will always be ease of use

pallid compass
#

U can search for up class and create it

#

Instead of doing that

#

BP*

zenith flower
#

Yes, still

#

I love that they focus on new feature

#

But they keep adding technical debt

#

"Won't fix"

#

"By "design""

pallid compass
#

If u don't like a thing like that then fix it your self

#

Good learning exp

zenith flower
#

I've even seen "we should and could, but would take a lot of time"

#

Nooooo

#

I've learned from immutable

#

You won't see me PR anything

#

Unless I was "pre-approved" to do it

pallid compass
#

U don't have to pr?

#

I make my own fixes and changes all the time

zenith flower
#

I'm a single developer on my game, I don't have the time or energy to worry about maintenance

#

I work around everything in blueprints anyways

#

I've abused everything I've touched

pallid compass
#

Welp u can't expect epic to cater things to the minority

zenith flower
#

Beginners are the majority

#

They just don't make em money

pallid compass
#

Talking about revenue

plush yew
pallid compass
#

If they started catering to beginners we'd have a pbr RPG maker

zenith flower
#

In all seriousness, just what's already there would be fine

#

When they fixed structs in BP, it made a world of a difference

pallid compass
#

The engine is pretty hand holding as it is tbh

#

Fixed stricter in BP?

zenith flower
#

Yes, used to have major issues using and setting variables in structs

#

Also lots of crashing

pallid compass
#

When

zenith flower
#

4.17-19??

#

Not sure

pallid compass
#

I do not recall that at all

zenith flower
#

I have structs all over my game

pallid compass
#

You might of been doing odd and silly stuff then

zenith flower
#

Can't recall the last time I had to manually copy a strict just to change a variable in it

#

Or a crash

pallid compass
#

Well yeah bps basically copy struct for nearly everything

zenith flower
#

I believe there is still an issue with an array of structs

#

Sure, but but you used to have to do it manually

#

Anyone hear about the shit unity pulled with spacialOS?

pallid compass
#

Been awhile since I've done any appending structs in BP but I can't really recall any issues

zenith flower
#

They rewrote their TOS to put them in violation

#

Then offered and exemption to current game devs using it

#

But didn't off the same to spacialOS to support those devs

#

Now spacialOS partnered with unreal for a 25 million dollar fund

pallid compass
#

Rekt

zenith flower
#

To help those migrate from unity using spacialOS

#

And unity's problem? Spatial OS is a "platform" not a server

coarse osprey
#

@plush yew you probably forgot to set your pawn in the game mode, that's why.

plush yew
#

@coarse osprey what do you mean exactly?

coarse osprey
#

First you have to create a game mode

#

It is a blueprint

#

Or if you already ahve one

#

You need to assign your character blueprint to it, so when the game start, you can control it

plush yew
#

@coarse osprey The Third person Template doesn't have that though? Why would I need it?

zenith flower
#

@restive raft In your GameMode, you need to handle the player joining, spawn the char/pawn and posses it, if you do not select a "default" pawn in the GameMode settings

plush yew
#

Third person Template doesn't have that blueprint?

zenith flower
#

You're telling me Third person Template does not have a gamemode?

plush yew
#

...? No?

zenith flower
#

Hmmm. I'll pull a copy

#

sure doesn't

plush yew
#

@coarse osprey said that I need to create a game mode BP. But that's unseen in the TP template

#

So erm...?

zenith flower
#

Its in the "global" defaults

plush yew
#

In the settings?

zenith flower
#

They go in order:
Global
Level
OpenLevel -optional GameMode setting

#

Just assign it to the level you want it to load in

#

If you open a level with a special command, it will override any GM

#

If you open a level, regularly

plush yew
#

So how does that assign the player start?

zenith flower
#

it will use the one assigned to the level, unless its blank

#

which it will then use the "global" one in settings

#

let me look

#

it picked the first player start it finds

#

(which is unreliable, if you have multiple player starts)

#

So:

#

in your game mode

#

in the function tab:

#

click the override button

#

and all the "default" behavior that you can override is there

#

such as "Choose Player Start"

plush yew
#

Why isn't this added to the details pane with the character or PlayerStart instead

zenith flower
#

I know right

#

because they don't want to overload new users

#

When you are ready to learn more, you will go looking

#

the shitty part is if you don't know where to look

#

you have to come here or google

plush yew
#

So balls.

zenith flower
#

(you should make a habit of checking out all the overrides for each blueprint type)

#

like PlayerController, Actor, GameMode, ect

#

Also

#

check out the "unimplemented" events

plush yew
#

Alright so how would one have multiple spawns, like you mentioned earlier, for a random spawn?

zenith flower
#

rightclick anywhere, and type "event" and look at the available events that you can hook into

plush yew
#

Unimplemented?

zenith flower
#

(anywhere in the graph)

#

it means, that there is no default behaviour

#

BeginPlay

#

Tick

#

OnOverlap

#

ect

#

You won't find those in the "override" section

#

By default, they pick a random player start

#

you can actually pick the one you want using the player start tag

#

ill show you

#

Very basic and does not handle "no player start found" issue

#

Then in your player start:

#

(It would be PlayerStart1 in this case, not MainMenuSpawn)

#

@plush yew

plush yew
#

Thanks. Looks like you keep very clean BPs

meager hemlock
#

Can someone dm rq

#

I need help

coarse osprey
#

Tell us your problem

zenith flower
#

@plush yew Yes I do

#

Not to mention I had just built that for you

#

its a good habit to get into

cyan burrow
#

what's up with the looking for work and looking for talent channels?

#

and, anyone want to work together? i'm new to game development (been working on it for just 2-3 years about), but i'm working on it every day, and i have a 3d artist working with me also. if anyone else would like to join us and colloborate our efforts into 1 game

abstract relic
#

Google is your friend @plush yew

maiden sundial
violet goblet
#

Hey folks!
Is it somehow possible to reuse nodes?

like i create node "alpha" in my material and use it,
and later i have tu use it again somewhere so i can reuse it without creating another "alpha"?

abstract relic
#

I assume you mean some custom properties. In that case, yes. Look into material functions and material parameter collection

violet goblet
#

thanks alot @abstract relic

coarse wigeon
fierce rampart
#

Interesting looking tool.

tame stag
#

@coarse wigeon unfortunately, no links or release date in the description...

grim juniper
coarse wigeon
#

^

plain token
#

Hi
in this project i have used two different mesh with same base color but its looks different in viewport even after bake ..both have same texture density . Any solution for this issue..?

keen frigate
#

Good day/afternoon everyone 😃

languid shard
#

@plain token 1) they dont have the same density, quite obvious on your shot :p

#
  1. this is a problem with CPU lightmass, you have to either increase the quality of your bake, or install GPU lightmass which fixes this problem
plain token
#

@languid shard Thanks for the reply . I will give the gpu lightmass a look , i will add u as a friend so if i face any issues i will drop u a msh

#

msg*

languid shard
#

okay

plain token
#

sure

plush yew
#

Are you see that

#

Solo developer i 3 days in the top 20 games on steam

#

SOLO

static viper
#

that article sounds absolutly ridicul

#

likewise that it is fake news.

#

where is that article

cloud cobalt
#

Looking at the Steam page, seems legit

#

2675 reviews, so minimum 50k sales, probably 100k

wary wave
#

the Chinese love it, IIRC

#

there's a really active forum thread on the UE4 forums about it

static viper
#

show

ionic oxide
#

He or She received a grant from epic

static viper
#

noone can show a link

cloud cobalt
static viper
#

clearly fake

cloud cobalt
#

It's... not fake ?

wary wave
#

I'm not entirely sure it is an entirely solo effort, but yeah, it's a real game

static viper
#

now that someone posted a link

wary wave
#

it's been on the forums for a couple of years, haha

#

¯_(ツ)_/¯

ionic oxide
#

I remember the first post on WIP thread on forums

static viper
#

something like this needs alot years in solo

#

maybe paid for some assets

#

clearly the characters

cloud cobalt
#

Well, yeah

static viper
#

there is too much high quality here to be done by only one dev

cloud cobalt
#

lmao

#

It's a shooter with UE4 - arguably the genre most well-suited to the engine, it probably does use plenty of asset packs, and I see no reason why it wouldn't be a solo effort

static viper
#

asset packs are the reason

#

money made way here

cloud cobalt
#

Our game was a duo effort, with basically three paid assets

#

I think quality was fine

ionic oxide
#

IIRC he is a modeler

static viper
#

its really not a favorable story at all

ionic oxide
static viper
#

it depcits gamedev badly

#

well the article does

cloud cobalt
#

Why are you so mad about this ?

#

I'm happy to see an indie succeed commercially on Steam

static viper
#

the article

#

it clearly gives away that one person can do all this. Shadowing the bad sides of gamedev...

#

as if we are all like that

cloud cobalt
#

2.5 years of work, and the main assets appear to be from the dev

static viper
#

as if that is the standart now

#

there are alot of games done by tiny crews its nothing new

#

but this article depicts it as a world record

cloud cobalt
#

¯_(ツ)_/¯ My next game is a solo effort and I fully expect the same level of quality

#

Shipping 100k units solo on Steam in 2019 is very newsworthy

static viper
#

its not ok.

cloud cobalt
#

Why not ? It's a great project that has great success

static viper
#

i told you why XD

#

you might wanna scroll up

cloud cobalt
#

One person did do this

static viper
#

one person did alot of things.

#

that doesnt mean that it is easy

cloud cobalt
#

Who says it's easy ?

#

2.5 years of work isn't easy

static viper
#

this article makes it look like a low effort

#

what other message can get out of it

cloud cobalt
#

Oh, I thought you had a problem with the game

#

My German is too rusty for the article 😉

static viper
#

after i told you that i was on about the article already

#

you just now clicked

#

XD

#

the garbage in that ue4 thread

#

some of these commenters...

#

thats a new low also

#

someone makes big thing... and suddenly everyone is his best friend

cloud cobalt
#

Sorry but you sound super jealous here 😛

static viper
#

have you read the comments? XD

#

you think i am jealous of those people

cloud cobalt
#

Of the developer.

static viper
#

some of them sound like fanatic fangirls

#

he must get so much hate for not answering

cloud cobalt
#

So basically gamers ?

static viper
#

ofc one can be jealous of a devgrant

#

there is no way around it

#

i dont think those are pure gamers XD

cloud cobalt
#

No idea how you'd be jealous of someone being successful. Do great work, reap great rewards

#

In this case, do a great-looking Chinese centric game on a platform that's newly popular in China

#

Surprise, it sells

ionic oxide
#

Hey Stranger, are you working on another space game?

cloud cobalt
#

I'm still working on Helium Rain tbh, but my next project is a bit different and not really space

ionic oxide
#

Are you going to release new content to the game?

wary wave
#

the Chinese market accounts for 30 million active users on Steam, so having a Chinese-centric game there is gold right now

paper kernel
#

alex someone should take these spline functions and light them on fire

cloud cobalt
#

@ionic oxide No, probably not. We're focusing on a mod kit for now, hopefully to release soon on the Epic launcher.

unreal spoke
#

Can you guys recommend ue4 compatible character creator middleware/tools?

wary wave
#

Maya.

paper kernel
#

Spline key at distance of spline length returns 1 /tableflip

unreal spoke
#

@wary wave no, I mean character creators for users.

ionic oxide
#

@cloud cobalt That's cool

cloud cobalt
#

@unreal spoke Character creation is pretty involved artistically

#

And programatically

#

Not sure there's so much resources

unreal spoke
#

yep, but I know there are a few options out there but I can only find the one in the marketplace... And I know there is one that is considered (or promoted as) the best character creator tool but cannot find it.

violet goblet
#

Hey guys, does it actually makes sense to create soft edges when i know the mesh will go into unreal engine for a game?
(never fully used unreal engine)

cloud cobalt
#

It does

#

If you're careful about it and the poly count isn't crazy

violet goblet
#

my initial idea was to use soften edges on haircards (so i dont have to add multiple edges on cureves)

split wedge
#

hello i have tried to move my game mode a couple times now and ive fixed up redirectors everytime but it wont work for some reason

violet goblet
ruby robin
#

Guys, is it possible to start packeged build without render window?

unreal spoke
#

Does anyone remember an official video from epic in which, among other things, they showed a character creator from an external company? Maybe 1-2 years old. I'm checking their videos in youtoube and cannot find it.

plush yew
#

@static viper FAKE news!!!!

cursive dirge
#

@violet goblet that's not really how meshes work

#

if you want smooth round shape like in the latter image, you'd need to add more geometry

violet goblet
#

oh, okay

cursive dirge
#

you can still use tessellation for it

#

but it's going gen the geometry too

violet goblet
#

is soft edges for renderings only than?

cursive dirge
#

in meshes, soft edge just refers to normal shading

violet goblet
#

i am clueless, so this means what exactly?
it wil work but not? 😃

cursive dirge
#

you can only fake the lighting with it, you can't bend the texture to appear round

plush yew
#

anybody know why my build lighting gets stuck at 0% it was working perfectly fine a few days ago

cursive dirge
#

for the texture to bend smoothly, you need more geometry

violet goblet
#

aha!
bending the textures works only in maya then like on the latest image

cursive dirge
#

yeah but that's actually doing subdivision for the mesh there

#

if you bake it down, it has a lot of polys

#

ue4 has some support for mesh subdivision but it used to be really bare bones and you had to enable it at mesh import

violet goblet
#

what a great explanation! thanks a lot!

cursive dirge
#

but ultimately, it just baked the polys in the final mesh so end result is the same if you bake in the modeling tool

violet goblet
#

never read a better explanation for it, now it makes totlay sense 😄

plush yew
#

@ruby robin far as i know, yes

ruby robin
#

@plush yew How? 😃

plush yew
#

sorry i misread, far as i know, no you cant

#

sorry bud

opal coral
#

Hey, trying to take some cinematic screenshots, but when I click 'Eject', I don't see certain particle effects (such as my smoke). Ideas for how to display it? Some particles show, but not that one.
Edit: Solution : Game view (G)

obtuse marsh
#

Hi, I just joined this server. And I am looking forward to learn develop games . I have already wanted to to do this but I didn't had enough motivation but I have finally made up my mind that I have to start from somewhere.

keen frigate
#

@obtuse marsh Welcome and good luck on your journey. 😃

merry gazelle
#

Is there any reason not to make my buildings as character pawns

#

I will have several attributes similar to characters and I could possibly do some cool input related stuff

jovial bobcat
#

I need some help with packaging ;o if anyone could be so kind and check out what my issue is that would be awesome ;/ (It's about UE multiplayer via steam sessions)

regal mulch
#

I highly doubt your Buildings need movement

#

@merry gazelle

lament oxide
#

anyone aware of good procedural generation tutorials using pre-set rooms?

plush yew
shrewd gorge
#

I'm trying to set an onhit event, but RootComponent is undefined:


// Use a sphere as a simple collision representation.
    CollisionComponent = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));
    CollisionComponent->BodyInstance.SetCollisionProfileName(TEXT("Projectile"));
    CollisionComponent->OnComponentHit.AddDynamic(this, &AFPSProjectile::OnHit);

    // Set the sphere's collision radius.
    CollisionComponent->InitSphereRadius(15.0f);
    // Set the root component to be the collision component.
    RootComponent = CollisionComponent;
#

This is in UActorComponent

#

Should I have made an Actor through C++ and not BP?

#

I thought applying a C++ script to a blueprint Actor would work.

#

Also, my actor already has a collision, why would I have to create a collision via C++?

#

First time doing this, sorry for any wrong assumptions.

frosty bloom
#

@shrewd gorge Try place RootComponent = CollisionComponent; directly under CollisionComponent = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));

shrewd gorge
#

@frosty bloom Here's the result:

regal mulch
#

Creating a Component inside of a Component is not really what you should do

#

What you are doing there is required to be in an Actor Child

shrewd gorge
#

Aha.

#

I just have a blueprint actor class to which I added a C++ component.

#

Can I perform it that way, without using Blueprint scripting?

regal mulch
#

The BP Actor should already inherited from a Custom C++ Class

#

You can use that Custom C++ Class to spawn your Component

merry gazelle
#

@regal mulch Why not? 😛

regal mulch
#

Well, the Character Class and it's CMC are very heavy

#

Performance wise

shrewd gorge
#

@merry gazelle Let's be on point please I'm very confused as it is : D

regal mulch
#

And bring tons of stuff that I'm not sure if a Building needs that

#

The Class is really made for humanoid characters

shrewd gorge
#

So I should be spawning a collision component, even tho my mesh has collision set up?

merry gazelle
#

right thanks, I figured the character pawn might impact performance but wasn't 100%

regal mulch
#

No, you can keep your Mesh for that if that already has collision

#

My main point is that the code you've posted doesn't belong into a Component

shrewd gorge
#

Is it even needed? That's what I'm trying to understand.

#

If the mesh has collision already setup, why would you have to create anything additionally?

regal mulch
#

In that specific situation, probably not

#

But there are a lot of other places where more than one collision makes sense

#

Like a second sphere collision to overlap stuff

shrewd gorge
#

Aha, okay.

#

So is it possible to register a hit event within the C++ class on a blueprint actor?

#

Checking if I should do this all over or not..

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Was I doing it wrong

regal mulch
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You should be able to have an Event Calling in the Component if it is a primitive

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Well if it has a hit event in the first place that is

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E.g. if you make a child component from a collision or mesh component

shrewd gorge
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So I have to set C++ class as child to the Asteroid mesh?

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Then it should register hits?

regal mulch
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I'm abit confused as to why you can't just do that all in BPs

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Do you want to avoid BPs?

shrewd gorge
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It's an assignment to get into a volunteering team, to learn more about this in a group environment. I should be doing this in C++.

regal mulch
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Alright and where do you want to get what HitEvent now?

shrewd gorge
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In the C++ class, AsteroidsClass on the left.

regal mulch
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AsteroidsClass should be getting the hit event from the Mesh?

shrewd gorge
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Yes.

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if that's possible.

regal mulch
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Did you, by any chance, use Unity before UE4?

shrewd gorge
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I don't have any experience in game development.

regal mulch
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Well, UE4's components don't like to talk much to each other

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Mainly cause you can't easily get a reference from one to another, neither ensure that the other component even exists

shrewd gorge
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So I should've created the actor rather as C++ class?

regal mulch
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You'd have to grab the ActorOwner and then find the other component on that

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Usually, you'd bind to the hit event inside of the Actor that has the component

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So that AsteroidClass component

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Should just not exist

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And all that code would simply be in the Asteroid Actor

shrewd gorge
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Aha, okay.

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Thank you I think I got this.

simple dock
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hey im having a problem with unreal engine animations

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specifically, i know its buggy as arse but in my skeleton and animation blueprint they showed up, after saving, closing and reopening the editor the animations no longer show up

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not sure why it was set up already

grim ore
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if you try and choose a new one do you find your old skeleton?

gloomy acorn
#

hey guys, anyone here worked with gamelift with gamesparks before?
I'm having a problem after i upload my game server to gamelift, in the logs i'm getting this error:

Received websocket error: X509 - Certificate verification failed, e.g. CRL, CA or signature check failed
Got websocket error. Please make sure, that you've setup you credentials.
Connection stopped, deleting it

The fix I've found in the forums, based in this link https://support.gamesparks.net/support/discussions/topics/1000084162/page/1?url_locale= , was to add certmgr /add addtrustexternalcaroot.crt into the install.bat. i did that but it opens the certmgr.exe, so i'm not sure if the command is missing something or if there's another fix for it.

any idea what i might fix this?

fleet cedar
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While learning C++ for UE4 I kind of thought that blueprints were a lot better and I wasn’t going to end up using C++ but now I actually kind of prefer it

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It’s nice having everything organized and while I run into more syntax errors using it, I think those will go away over time

grim ore
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goood... gooood.... feel the power of the C++ side.. feel it coursing thru your veins and pulling you to the dark side.... goooood.... 😁

simple dock
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oh wow ue4's animation system has entirely broke since 4.19

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cant even make aim offsets

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cannot drag animations in, they show red lol

hybrid scroll
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What's a good software / app / website to create a "wiki" for documentation?

livid haven
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Reminder that Epic works on Fortnite using the latest engine version for pretty much every major release - it's unlikely anything fundamental is really, truly that broken.

hybrid scroll
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Preferably simple and cheap / free 😃

livid haven
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And if it is, not for very long at all.

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@hybrid scroll MediaWiki is the software than handles Wikipedia and is free to use.

cloud cobalt
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whispers DLC support

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It straight out doesn't work in any version of 4.19

livid haven
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But is fine in 4.20?

cloud cobalt
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Yeah

wary wave
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shit loads of stuff is utterly broken in latest

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¯_(ツ)_/¯

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anything Fortnite isn't using is potentially in a bad state

livid haven
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Just saying, "ue4's animation system has entirely broke since 4.19" can't be true, unless we've been selling emotes in Fortnite for many months despite having no animations. 😉

cloud cobalt
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That's one major release that's completely unable to build DLC or mods, which is kind of a large thing to break across all three minor versions of that release.

hybrid scroll
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@livid haven yeah, but that requires a web server, database, etc. 😃

cloud cobalt
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Gamepedia is fine if you don't want the hassle

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Get in touch and they'll be cool

wary wave
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UE4 hasn't properly supported displays that use certain DPI scaling since 4.18, IIRC

livid haven
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@hybrid scroll You mean installing Apache and MySQL? Trivial and free. 😛

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DLC is important, but I did say fundamental.

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Literally not being able to make or use animations is fundamental.

wary wave
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any widget space to world space (and vice versa) conversions don't work unless the application is full screen

kindred viper
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@wary wave it was way worse before 4.18. The added stuff kind of fixed the 4k issue for me but its still not entirely right in all areas of the UE interface

cloud cobalt
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@livid haven I definitely agree that animation in particular is likely to work very well, but the larger message here is that engine QA has been going downhill, including on stuff that's... still pretty big.

worn granite
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wait wait wait wait wait wait wut

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4.19 can't do mods/DLC?

cloud cobalt
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Nope

wary wave
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nope

cloud cobalt
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Straight out broken

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It's easy to fix manually if you're into that, I guess

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It's a really dumb error

worn granite
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Well I feel bad for one of my clients then, they're using 4.19 for the cel shading

wary wave
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there as a bug a couple of versions ago where you couldn't transform sub-components of Character

cloud cobalt
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Basically the DLC pipeline tries to set the "executable icon" on the DLC

worn granite
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...

cloud cobalt
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No executable, so...

worn granite
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Engine edits?

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Iunno

wary wave
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I don't mean to be rude, but how the fuck did that get through QA?

worn granite
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I can do em but

custom engine

livid haven
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Couldn't honestly tell you.

cloud cobalt
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Fortnite doesn't need DLC, done

livid haven
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Maybe a bad merge?

wary wave
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it was fixed pretty quickly after I reported it, but it doesn't make me feel particularly good about the engine

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it's particularly galling because the UE4 character mesh has a weird rotation by default, haha

kindred viper
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I like that it was fixed quickly but then can we really blame them for missing stuff when its such a large codebase ?

cloud cobalt
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We can't blame Epic for making code errors

wary wave
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it depends what it is, really - something that's that intrinsic to almost every project is a bit disconcerting

cloud cobalt
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We can and should blame Epic for not fixing breaking regressions in minor updates

kindred viper
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it does seem a bit of an oversight in terms of importance

cloud cobalt
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That's pretty bad

cedar wave
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Hey guys/gals - quick question. Are the tutorials on the Unreal YT still valid? The ones that are around version 4.7 & 4.8. Looking to pick up UE4. Used to use Unity as my secondary engine, looking to change that over to UE4.

wary wave
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4.7 /4.8 is a bit old, but it may well still be applicable

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the answer really is 'it depends'

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(on whether things have changed in the meantime)

worn granite
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The nodes will look different, and the editor has changed.

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Just don't get caught up in trying to copy the exact look / steps

kindred viper
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@cedar wave mostly but if not, they are translatable. The problem comes when you get removed code and no error produced to tell you what needs changing (deprecated errors).

cloud cobalt
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IMHO, the "move to next major engine version that maybe completely overhauls audio or video playback or physics and requires updates for every plugin you use" approach to fixing major bugs is very problematic.

worn granite
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Figure out what the tut is trying to get you to do, and use the fuzzy search BP allows to find the right thing @cedar wave

wary wave
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or the time the post processing changed, haha

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that was horrible

kindred viper
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its only problematic if you are keeping up to date with engine versions as you go

cedar wave
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I have a rough memory of UE4 back then. I jumped between it and Unity when I first started learning game dev. Settled on Unity at the time due to some friends. Always liked UE4 a bit more though. Was easier to get a simple thing up and running.

wary wave
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aye, but you have to when you need minor fixes (other than doing the integration yourself)

cloud cobalt
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@kindred viper The problem right now is that even staying on one version is problematic since you might uncover a completely breaking issue late in development, and have no choice but to upgrade all the project.

kindred viper
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yeah i've been in a situation where 3 months of work was scrapped due to requiring an update to 4.19. I cant remember why not but it was a pain

cloud cobalt
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Like if you settled on 4.19 for your project but plan DLC

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If you don't test that early, you'll have to update later anyway

cedar wave
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Alright - thanks guys/gals. I'll still go through 'em, sounds like a good enough basis to start out with. Cheers mates!

wary wave
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no problem!

kindred viper
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@cedar wave dont forget to watch the entirity of the "Blueprint communications" tutorial. Its worth it

cloud cobalt
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My problem is that Epic doesn't port any fix to previous releases, no matter how trivial. I would like less major releases, but much, much longer support on these.

viral herald
cedar wave
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@kindred viper BP is actually something that confused me when I first got into it. I found the CPP to be easier, lol

kindred viper
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coolbeans, then you are set to go 😄

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even so... blueprint comms is pretty vital

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think of it as "an easy version of C++ interfaces" :p

cedar wave
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Cheers mate!

grim ore
viral herald
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yup

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thats what happens

plush marsh
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i have an idea but i don't know is it possible to do. So , i'm spawning actor with staticMeshComponents. Can i somehow remove them from actor that i spawned and add to another one ?

shrewd gorge
plush marsh
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No. Basically what is want is to spawn a lot of actors , get staticMeshes from them and put them inside another actor , and then delete spawned actors

zenith flower
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I made a static mesh skeleton system. Not sure if that's what you are going for

next badger
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@viral herald i see no root bone at all, by default root motion is enabled

viral herald
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?

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there is a root bone

next badger
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oh, sorry it's between front legs, i couldn see it

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and it's called root?

viral herald
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yea

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its called root

next badger
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the units are centimeters? and root has no scale on it?

viral herald
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i didnt put any unit

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i just left it at default

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and the root has no scale

next badger
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ue4 assumes that 1 unit = 1cm...if your scene in inches it will shrunk 2.5 times

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if it's in meters - 100times

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etc

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if root has no animation on it you won't need "force root motion"

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imo root motion checkbox should be called root motion compensation (it just resets all root animation to 0)

abstract relic
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@viral herald rename the rig in blender to anything but armature

viral herald
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@next badger do i need to set the unit to centimeter?

bronze cedar
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how do i make that little camera actor preview always on, for now when i select the camera actor it's on, and deselecting it will make that little preview off, i want to setup my game (level) while seeing in that small preview

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guys anyone who can help me 😃

next badger
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@viral herald i do, but not sure it's mandatory, you may ask on #animation

viral herald
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but it shrinks the entire thing

bronze cedar
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@wary wave thanks for the help, i am making my game now without physics, before i was thinking that it will be hell hard without physics, but now i get it, haha thanks 😄

wary wave
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no worries

bronze cedar
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i don't know you are mod here, that's nice and good 😄

wary wave
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it should be quite easy

bronze cedar
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yes with projectile it's getting to the point, have to make more to check but now i think that yes it can be done

viral herald
bronze cedar
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how do i make that little camera actor preview always on, for now when i select the camera actor it's on, and deselecting it will make that little preview off, i want to setup my game (level) while seeing in that small preview, @wary wave , can you help me with this

grim ore
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There should be a little pin icon in the bottom left of the preview

bronze cedar
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OMG, pom pom pom pom pom, tomatoes

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yep got it, thx Sir @grim ore

grim ore
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😃

bronze cedar
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😄

next badger
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@viral herald you asking me? you have a ...rhino? is it real size? like 150-200cm tall?

viral herald
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yea

next badger
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so is it that tall in blender?

viral herald
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its miniscule

next badger
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should be 1by1

plush yew
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Your rhino scale in UE will be 0.86