#ue4-general

1 messages ยท Page 377 of 1

plush yew
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WTH is (20.f) instead of 20.0f

pallid compass
#

Compiler should optimize that out

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Same thing really

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20f

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20.0f

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Etcc

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FML can't type on mobile at all

plush yew
#

the same thing? Then why code it as a decimal place if it isn't needed?

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obvs unless it has decimal value

pallid compass
#

No idea I'm only a few years old engineer

normal burrow
#

20f is hex 20.f is not

pallid compass
#

Prob legacy requirement

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Ah there u go

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Wait u sure?

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Does compiler convert itthen

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If it's in a float parameter for example

plush yew
#

what do you mean @normal burrow

regal mulch
#

20F is 527

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gg

cursive dirge
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@normal burrow you sure it's not binary

pallid compass
#

Hex converts to 20.f

normal burrow
#

my bad base32

pallid compass
#

Feel like I've accidentally done similar in the past

regal mulch
#

Question was also 20.f vs 20.0f

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Not 20f

pallid compass
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Ah

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My bad

regal mulch
#

The missing 0 basically

pallid compass
#

On phone

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Ah

static viper
#

mud channel

cursive dirge
#

you can't write 20f?

static viper
#

blocked showoff channel

cursive dirge
#

I actually don't know even

regal mulch
#

@static viper ?

normal burrow
#

c# world only

cursive dirge
#

ah

static viper
#

popcorn channel

regal mulch
#

You aren't adding any value either

#

Fly along then

plush yew
#

why have a hex and a float value when compared to the same object that has all float values?

regal mulch
#

Forget about the hex

plush yew
#

Non!

normal burrow
#

yea you need the 0x in front

cursive dirge
#

focus on hax

normal burrow
#

0x20f

cursive dirge
#

hax is best for gamedev

plush yew
#

hacking isnt developing lol

cursive dirge
#

but... hacky workarounds are still at the heart of gamedev, you'll do it all the time (just ask any seasoned dev in this industry)

plush yew
#

I still don't get it. Why have 20.f and not a decimal value like the rest?

cursive dirge
#

it's just one way to mark it

pallid compass
#

Y not

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1 less type

cursive dirge
#

you save one char too

regal mulch
#

If the value is 20.0f, you can forget about the 0

normal burrow
#

theres no reason skyrip tbh, same thing as 20.0f, 20.f is

regal mulch
#

20.1f however you probably want the 1

cursive dirge
#

can't you like type just 20 tho?

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if there's no decimal

regal mulch
#

If you want it to be an integer, yeah

normal burrow
#

like 20.000000f

digital anchor
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20 is an integer

plush yew
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so theres a decimal, but you dont carea bout any zeros?

cursive dirge
#

float Value = 20 will be integer? kappa

regal mulch
#

Yeah, cause maybe you calculate later with it

plush yew
#

whats the reason for that

digital anchor
#

zeroes to the right are irrelevant, thats like third grade

pallid compass
#

If u leave .f off a parameter that is for float so it's basically an int does compiler auto convert it?

normal burrow
#

20.0d is 20.0

cursive dirge
digital anchor
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no but there will be a conversion, eighter compiler or runtime

plush yew
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but if you declare it as a float, the 20f is a float......? why would you call it an integer

warm tulip
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hello ๐Ÿค—

regal mulch
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You don't call it an integer

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No one said that

plush yew
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0lento

regal mulch
#

You can easily read up on this via google mate

plush yew
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its related

regal mulch
#

(: It's a final suggestion to use google for this.

cursive dirge
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@plush yew try float Value = 1 / 2;

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you think it'll give you 0.5?

warm tulip
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where do i put questions to programming, just in the relating programming channel or can i also ask here, its not that big of a question atleast i don't think it is

plush yew
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sure?

regal mulch
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@warm tulip This channel is only for stuff that doesn't fit

cursive dirge
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I'll not hire you ๐Ÿ˜„

static viper
regal mulch
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So if it's c++ or Blueprint, just move there (:

warm tulip
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ok ๐Ÿ˜ฎ

pallid compass
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Hire me pls

plush yew
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I'm not a programmer anyway. I'm not even a scripter.

regal mulch
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Who would have guessed

pallid compass
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lmfao

cursive dirge
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hey now, let's be civil here

pallid compass
#

Oh man I can't cope

normal burrow
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you can do it skyrip, stick to it ๐Ÿ˜„

pallid compass
#

I love this discord

normal burrow
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you can just do float(20) too if you prefer no decimals, thats all the .f does

cursive dirge
#

you can?

pallid compass
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Lmfao what

cursive dirge
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they have ctor on float?

plush yew
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so hold on.

normal burrow
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uh yea

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everything has constructors

plush yew
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If I put object = 20f it automatically knows it's a float?

normal burrow
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20.f yes skyrip

cursive dirge
#

I've always either done (float)intValue

pallid compass
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Yes spookie

plush yew
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then I wouldn't need to call Float

cursive dirge
#

earlier I did (1.f * intvalue) ๐Ÿ˜„

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as that converts it to float too

normal burrow
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yea its essentially the same thing to cast to float that way

cursive dirge
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yeah, that's stupid I know, but it worked!

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yeah but it makes code less readable

ancient otter
cursive dirge
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because I did that in division math usually, forcing the numerator to be always float

ancient otter
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Its made with ue

plush yew
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so you don't need 'float UArrowComponent::EditorScale = 1.0f', you just need UArrowComponent::EditorScale = 1.0f?

pallid compass
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Are u trying to make it tiny lmfao

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Love it

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Hacks

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Take notes boys

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And girls and other

normal burrow
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skyrip you might want to google it, you need the whole specifier, but theres a lot more going on than just that there

plush yew
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hm?

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You just said it wasn't needed, I was just confirming that's what you meant...

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but now you're saying you need ... what?

normal burrow
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the places where you need that float at the front, you still need it yea. but if you are just setting it no, you don't need it

pallid compass
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U know u cAn just hide it in editor with 1 click

cursive dirge
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seriously tho

normal burrow
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if your initializing it you need to yes

cursive dirge
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if you are not trolling

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you should learn c++ 101 before you try ue4 programming

plush yew
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wym initializing?

cursive dirge
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but since it's weekend, I'm going to just make my own judgement on this ๐Ÿ˜„

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(you never see these conversations any other time)

pallid compass
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U need pick up basic skills

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It will help slot

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A lot

plush yew
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you mean like welding?
but seriosuly whats the point of initializing if your programming already readsthe float value, why need to state "float"

pallid compass
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Get some basic skills seriously

plush yew
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it can already tell the differnece...

pallid compass
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Will answer everything

plush yew
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but the programming already knows what a 20f is... vs just saying int 20

queen arch
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@wary wave output 2d {0,0,0,1,1,2}

pallid compass
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Sometimes you just got to accept it

queen arch
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it makes so much sense when someone points it out to you

pallid compass
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And roll with it

plush yew
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nah thats no fun

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and tbh doesn't seem to be "necessary" ๐Ÿ˜›

next badger
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Can we have role "Special" on this discord?

pallid compass
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Can I have it please

next badger
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@pallid compass are you sure?

pallid compass
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I am very sure I'm special

raven nest
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I think the issue is that Epic Launcher doesn't like the display being in Portrait mode

next badger
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@plush yew btw 20f is wrong notation, compiler will throw an error...20.f is a proper one

pallid compass
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That was my mistype before because on phone

next badger
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@pallid compass just looked at the code:
UArrowComponent defined in Runtime/Engine/Classes/Components/ArrowComponent.h

pallid compass
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Dare u to delete it

next badger
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@pallid compass probably not =)))))

pallid compass
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Do it

next badger
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just to be clear, i'm using master branch, so i need this file to compile the engine

pallid compass
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DO IT

plush yew
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Wait are we allowed to delete things from the engine? Or change values?

pallid compass
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Yes

plush yew
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Oh cool

pallid compass
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U allowed to delete what ever you want

plush yew
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Nice

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TBH I don't know what an overlapevent is...

pallid compass
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UArrowComponent defined in Runtime/Engine/Classes/Components/ArrowComponent.h

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:)

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It's where things oveap

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And cause an event

plush yew
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in what context is this overlapping?

pallid compass
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Collision

plush yew
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@limpid star I can't tell if thats sarcasm

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shouldn't it be a part of collision?

pallid compass
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Nope

plush yew
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what else is overlap event for?

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anything?

abstract relic
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Itโ€™s sarcasm. Look in that channel. Half the post will make you laugh

pallid compass
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Just for col overlap

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Via delegates

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Normally

scarlet birch
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Right now I'm using character movement for the player. I need the player to be pushed back by objects that are moving , rotating etc. I'm thinking I could add some kind of pushback functionality to the character or the other option I see is not using the character class anymore and setting up my own movement using physics instead of character movement. Leaning towards the second one. Any suggestions or solutions I'm not aware of?

pallid compass
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Rip I suck with physics

plush yew
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I mean, researching and looking up programming in google kind of defeats the purpose of Unreal Slackers tbh

abstract relic
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Google is your first stop. When all hope is lost, you come here

plush yew
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But it's called 'Unreal Slackers'

pallid compass
#

Yeah but common sense

plush yew
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yeah but know

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because jargon

pallid compass
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Same rule in studios

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Google and s arch before u ask

plush yew
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What I mean is, that it's too professional

abstract relic
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You better have professionalism. Youโ€™ll get slapped around otherwise

raven nest
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With large trout, potentially.

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๐Ÿ‘พ

abstract relic
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Especially with a trout

whole quarry
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how do I make a MMO?

next badger
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@limpid star just looked through #looking-for-talent
Looking for a female voice actress generally in the age of 20-25

pallid compass
#

pulls out large trout

plush yew
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Add a lot of player slots

whole quarry
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prepares for mega slap

next badger
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@whole quarry you need to click on the intersection of viewports

pallid compass
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Have you tried turning it off and on again

whole quarry
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I did, there is now smoke coming out of the engine. Thats a good sign, right?

next badger
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@whole quarry smoke and mirrors are in action

abstract relic
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Yes

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More smoke = less the player can see. Win win

next badger
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btw, i can't remember when last time i've seen depth fog being used for clipping large distances

cursive dirge
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!slap @abstract relic

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I could have sworn that used to work here

gleaming creek
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scroll scroll scroll scroll that's one long argument about an irrelevant arrow

pallid compass
#

Debate you mean

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Educational debate

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We don't argue in slackers

gleaming creek
#

Ah, a long quest to expand the minds of all involved

pallid compass
#

Yes

plush yew
#

Question: with online multiplayer networking and coding, all information, even movement get sent to server? So, my char sees an enemy open a door, that information from an enemy is sent from server, just like their position..... is there a way to optimize or shorten the instruction that gets sent/read from the server?

cursive dirge
#

educational debate? I thought this all was just beer talk

pallid compass
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That is not how it works

abstract relic
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Is there a difference?

next badger
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@plush yew you decide which information being send, last twitch stream was about server optimization btw

pallid compass
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Or should I say how u want to do it

cursive dirge
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not today there's not

pallid compass
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Go look content exams, wiki and some basic stucc

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Stuff

plush yew
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No, but.... let me explain

pallid compass
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Pls no

next badger
#

there was a book on network programming in ue4...was it by Cedric?

pallid compass
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Network compendium

plush yew
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You have a char with blueprint, and it has all inputs and instruction...
Can you pass that info down the line to "player has crouched", "player has pushed button", to the server instead? Is there something like that, or it can't be done?

next badger
#

@pallid compass thank you

worn granite
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literally RPCs

pallid compass
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Replicated state variables!

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Imut did u calm down yet

worn granite
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fuck no

plush yew
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without an RPC?

worn granite
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Re-write the entire network system to be client authoratative

pallid compass
worn granite
#

cry as nobody plays your game

plush yew
#

makes sense

pallid compass
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I'm not where I want to be right now

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Send help

manic pawn
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cake with ketchup makes perfect sense

pallid compass
#

giant pork pies

next badger
#

@pallid compass oh my...that is lovely, but plese left those for #lounge

pallid compass
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Oh this is not lounge

upper heart
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agreed

pallid compass
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Ops

next badger
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@pallid compass yep, @plush yew make you fooled

pallid compass
#

Ah well going to give my self 7slashes

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Or help someone in the BP channel

plush yew
#

You don't need to rewrite the entire network though, only player actions and whatever you want that's client authoritive? But what I mean is having it client authoritive, without it client authoritive ykwim? Like an instruction tells the server to tell the enemy client that the char at that position made x action...? @worn granite

worn granite
#

Sooooooooooooooooooooo

pallid compass
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Yes u do

worn granite
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RPC

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?

pallid compass
#

Rear parking car

worn granite
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You're not ioflow!!!

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Get outta here, impostor!

pallid compass
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Sorrryy

plush yew
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No not rpc, a separate entity

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Just "this player crouched" instead "player x pushed input C and input C made crouch, player crouched" etc

pallid compass
#

So rpc

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Or replicated variables to drive states

plush yew
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I suppose the latter

next badger
#

controls are not being replicated...bad example

plush yew
#

Okay so all that info isn't sent to server then?

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Then why is RPC needed?

pallid compass
#

Wasstt

plush yew
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Or am I missing what you're referring to

pallid compass
#

I need learn basics fam

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U*

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God dam phonev

next badger
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@plush yew only server events being replicated, cliend request a permission to make an action, that is RPC

plush yew
#

Doesn't that mean networking is automatically optimized?

pallid compass
#

No

abstract relic
#

None of that now

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*behavior I mean

next badger
#

@plush yew you only use RPC for things that need to be synced between clients

plush yew
#

But otherwise inputs aren't sent anyway?

next badger
#

you don't send inputs, you send actions

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like move

pallid compass
#

Input is never replicated

plush yew
#

Right.

pallid compass
#

State information is

plush yew
#

So IMO that means it's auto optimized..

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That's good.

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Kind of what I needed to know.

pallid compass
#

No

plush yew
#

?

pallid compass
#

That makes no sense

next badger
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@plush yew only if you do so, default player controller does that, but you may not use one

pallid compass
#

Nothing is auto optimized

plush yew
#

But inputs aren't sent...?

pallid compass
#

Yup

plush yew
#

So then that makes it optimized.

next badger
#

we need "whatever" emoji

cursive dirge
#

ship it

plush yew
#

Uh no.

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That's info I needed.

pallid compass
#

No one can be this potato

cursive dirge
#

well, it's still weekend

pallid compass
#

Oh ye

abstract relic
#

At least it isnโ€™t as bad as, โ€œcan I mix engines?โ€

plush yew
#

But can you? ๐Ÿค”

abstract relic
#

Get out

pallid compass
#

Learn some basic engineering and you will figure it out

plush yew
#

Meh. Just steal the code and whatever plugin and make it work with UE I suppose.

pallid compass
#

Jesus

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Genius

cursive dirge
#

that was 11 hours ago?

merry gazelle
#

Can I get some advice, I'm wondering where gametime should be tracked. There's no tick or anything in instance

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I want to bind the total time spent in game to my UMG

cursive dirge
#

no that was last wednesday

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oh well

next badger
#

@merry gazelle there's variable called RealTimeSeconds in world object

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you may use getWorld on actor to get world reference

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Time in seconds since level began play, but IS NOT paused when the game is paused, and IS NOT dilated/clamped.
merry gazelle
#

yeah but I'm just not sure where to put it, maybe the player controller?

pallid compass
#

Game mode or p state

merry gazelle
#

Right thanks, I'll use gamemode

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I was wondering because I thought it would have to be in game instance to track across all levels

pallid compass
#

It depends on your needs really

weary basalt
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It probably will if thats the functionality you want.

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GameMode only exists per session, once the level is changed the GameMode is recreated.

merry gazelle
#

I suppose I can cast from gamemode to game instance then

weary basalt
#

You can get the GameInstance from where ever you like.

merry gazelle
next badger
#

@merry gazelle nice currency you have there, in discord we could be rich already

merry gazelle
#

yeah my game pays in text blocks

abstract relic
#

Words are powerful after all

lament star
#

Unreal engine needs an "Editor script" section for actors. A place to do blueprints that will fire only when you place the actor in the editor and any changes to static meshes will get baked

next badger
#

RTFM or GTFO!

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seems compression works on those

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@lament star it's called Blutility

lament star
#

It actually does what I said?

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But it's experimental

next badger
#

@lament star well, it does scripting for Editor...so i assume you may make "any" functionality

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yeah, many good things for ue4 are experimental and may stop to work

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like LPV

lament star
#

that's too bad

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And it's not even new, that's a post from 2014

next badger
#

Epic team is small, and most of the people working on FN now

lament star
#

I guess that it isn't going to come out of experimental anytime soon :/

plush yew
#

FN?

lament star
#

Fortnite

plush yew
#

Whyyyyy

lament star
#

$

plush yew
#

Why not expand pubGeeee

cursive dirge
#

@next badger Number of employees 700[3] (2018)

lament star
#

?

plush yew
#

Yeah that's not small

lament star
#

@plush yew pubg is not Epic games

weary basalt
plush yew
#

But that includes reps and customer support

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Oh yeah @lament star

next badger
#

@cursive dirge i'm aware, most of those employees are not devs...

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and many is working for UDN only

lament star
#

700 devs would be monumental

weary basalt
#

Guys, move to #lounge, dont make me ask again.

lament star
#

they would've published UE 4.42 by now

paper sky
#

I'm working my way through the official UE4 third person tutorial (which does things heavily in blueprints) and I'm concurrently trying to correlate things they do in blueprints with the things that are done in the third person example C++ project generated with the editor

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I'm on the portion which focuses on creating animation graphs and state machines here, and I can't seem to find out where this is done in code; there doesn't seem to be a character animation blueprint generated anywhere

#

Am I missing something somewhere in the C++ project, has this functionality been moved somwere else?

worn granite
#

You almost never actually want to handle animation graphs in C++

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And I'd be surprised to see docs covering their construction in C++

paper sky
#

I figured that, but I can't seem to find where this project defines those either way

#

Maybe I'm not looking hard enough in the content structure here, I'll go look again

worn granite
#

Go look in the code

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Might be hardcoded path references

paper sky
#

Oh shit I found them

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Different place in the project structure

#

Ohhh wow, so much more makes sense.

hidden stream
#

hopefully here I can get some help. Does anyone know if the UWeb Class handles downloads and redirection? This is in Unreal Engine 2 btw.

abstract relic
#

Thatโ€™s pretty ancient

hidden stream
#

true, especially Star Wars Republic Commando

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which decided to not have Co-Op nor a proper downloading/redirection script for multiplayer(game was rushed)

grim sinew
#

What? Rushed? I don't believe you, that last mission was in no way cut halfway through at all. /s

hidden stream
#

lol

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you could've just looked at Multiplayer and knew too

grim sinew
#

Multiplayer existed. I played it a few times, and that was it.

hidden stream
#

no instagib, only 4 modes, etc...

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ye I know but when gamespy went down was when alot stopped playing

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but we still have a scrim community that plays

grim sinew
#

But yeah, I actually don't know if it does handle ingame downloading, but you might want to give UT4 a try. It might have a thing for downloading custom maps if you join a server? Maybe?

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I actually have no idea but it sounds like a thing that might make sense

hidden stream
#

well it does actually download maps, the problem is that it's slow af

grim sinew
#

You can thank American internet for that, still being usually 1/100th the upload as the download

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That combined with the fact that Unreal maps aren't exactly small...

hidden stream
#

true, but many tried it too, an EU clan called TX tried too and they still had the same problems

#

but what i'm tryin to do is get a redirection method setup to see if that'll work much better

grim sinew
#

Might need to do something custom, but it's possible I just haven't heard of it. Unreal generally likes to be pretty self contained and not rely on external stuff.

#

Can't even read/write a text file without custom plugins

hidden stream
#

right, the question I was gonna ask is does the class UWeb handle that or is it solely IPDrv?

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or Engine.Download?

grim sinew
#

I'm not sure myself, but maybe someone in #multiplayer would know? Or someone might just spot it here and answer

hidden stream
#

Ok, I'll ask there thanks tho

pallid compass
#

Search the engine source and you are sure to find what u need

hidden stream
#

Ok, I'll take a look

next badger
#

Admiral: hopefully here I can get some help. Does anyone know if the UWeb Class handles downloads and redirection? This is in Unreal Engine 2 btw.
That is one of a kind question here.
I've just took a look on it, and it seems like it's a HTTP protocol overlay. UWeb.WebConnection extends IpDrv.TcpLink.
WebRequest is GET/POST request, and WebResponse may have binary payload.

hidden stream
#

Ok this is a new wiki, nice, but yeah the game i'm trying to mod to mod doesn't have UWeb.u at all.

grim sinew
#

Class: Boulder. Mesh name: Rock. Come on Epic, fix your naming conventions from games 19 years ago!

cursive dirge
#

thought it was boulder dash

#

and that's way older ๐Ÿ˜„

next badger
#

@hidden stream it's a web manager, main network logic handled by TcpLink (or UDP if you need faster connection)

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i think you could write a websocket and connect to raw tcp on ue2, however i'm not sure how much of that is exposed

#

oh, wait...no, if http library is not part of it, you won't be able to handshake

rustic panther
#

are there any plugins like ODIN Tracker that work in 4.20?

#

mainly to take screenshots of full blueprints

next badger
next badger
#

BTW, am I reading that answer right?


This looks like something that could be useful to a lot of users! However, seeing as you have your own qualms with the implementation (and the fact that we don't feel it is a core functionality feature users would expect), I'd suggest you share it here: https://wiki.unrealengine.com/GitHub_Sharing_Hub. This is a portal we've set up for users to find helpful tools and source for features that we normally wouldn't adopt internally.

Thanks for you contribution!```
Means, `it's a useful feature but since we don't need it no one else needs one either` (except people who could compile own engine) ?
#

@polar hawk sorry to poke you, but is it possible to make a plugin from that?

sonic gust
#

I have a weird audio bug. I'm spawning in some sounds at different locations using "add audio component" node. When running the game in the editor everything sounds good, all the sounds are coming from the proper direction. But when launching it on my phone the same sounds suddenly become stereo. Any clue what might be causing this?

marble saffron
#

I finally got some basic functionality going in my project. (Throttle, steering, fuel). What else would be cool to see in a sandbox driver?

next badger
#

@sonic gust audio component is a part of an actor you spawning it within...it automatically attaches to root if other is not being set

queen arch
#

Today was the first time that I used Blueprints instead of cpp, to create a non game program, because I was feeling lazy and bps are good enough for simple programs

rustic panther
#

@next badger Im working on a C++ project in 4.20

#

seems like a weird response, it would be useful for everyone to be able to easily screenshot a graph

#

adding this looks like I might break something

#

oh this takes source version of the engine not just a C++ project

#

thats too much work

#

and its old, does it still even work

green urchin
#

Is anybody free to help me with some issues I've been having with trying to retarget animations?

next badger
green urchin
#

thank you

gilded plinth
#

Hey allz, I'm a bit desperate to figure out either how to get rigidbody dynamics back on sub components of a mesh in a character BP or figure out why animation blending changes don't also affect the sub-components of the main mesh in the character BP. I posted about this in the #animation channel and on the forums here: https://forums.unrealengine.com/development-discussion/animation/1574653-components-of-skeletal-mesh-in-char-bp-not-changing-animation-on-player-input-desperate-for-help

#

suffice it to say any help very welcome and if it takes some time and work I will $$

next badger
#

@gilded plinth

There is also the limitation that any children of the Master Bone has to be a subset with the exact matching structure, you cannot have any other extra joints or skip any joints. Since there are no Bone Buffer data for extra joints, it will render using the reference pose. Also, you cannot run any other animations or physics on any children.  ```
gilded plinth
#

@next badger totally I read that also which leads me to believe set master pose node is something i can't use

next badger
#

I think Copy Pose From Mesh should work for you

gilded plinth
#

that's why i'm wondering about my second question more so. If I could just find a way to blend animations across all sub components of the main mesh and not just the main mesh

#

so that i can still use physics since i need the rigidbody dynamics

next badger
#

you may copy animation from base mesh to all clothing pieces

gilded plinth
#

that sounds promising!

#

I will research and experiment right now

next badger
gilded plinth
#

yup, i dunno why i didn't read on to that part of the doc. ahhhh im excited. gonna try now

next badger
#

@gilded plinth it's mentioned there, but you sjould keep in mind this is more expensive (basically each element of the clothing will duplicate your character)

gilded plinth
#

ya : ( welp we'll see how my framerate goes. if i can get away with it, i'll def do it and keep the level scene light

#

@next badger no idea how "copy mesh" is supposed to be hooked up in the anim graph : P

#

i mean "copy pose from mesh"

#

im wondering i need a new anim bp for every clothing item now or...

next badger
#

@gilded plinth you need an anim bp for each respective component (they could share the same bp ofc)

gilded plinth
#

ya that's what i was afraid of. im currently creating the anim BP for the first piece of clothing and trying to figure out how to reference the skeletal mesh in the main mesh anim bp now

next badger
#

since the pose will be copied from the parent, you don;t need any other logic in it

#

you need to make a variable for storing the reference

gilded plinth
#

i don't need to cast though right? any casting needed?

next badger
#

@gilded plinth no, if you don;t using class derived from skeletal mesh component

grim sinew
#

It happens.

next badger
#

6 months...no wonder

#

@cyan burrow i'm not blaming you or telling you did wrong thing, it's just from the perspective of other people

cyan burrow
#

for sure

#

good point

#

good feedback

#

thanks

gilded plinth
#

@next badger ya think im just newb. I created the skeletal mesh component object reference variable in my clothing component anim bp then

wary wave
#

I mean, how can you be critical of someone who doesn't want to work on the project right now, if you yourself haven't worked on it for six months?

gilded plinth
#

then in my character bp i changed that clothing component animation mode to: the new anim bp

#

this happens to be hair (not clothing)

#

but animation didn't copy

next badger
#

@gilded plinth you probably forgot to set the reference component in the character blueprint

#

i.e. you made the variable but it's unset

gilded plinth
#

ah ok shoot i dunno how to set it lol

marble saffron
#

Hey guys. I'm modelling different road assets off my base straight. Can I add new planes to the existing uv map?

next badger
#

@gilded plinth this is inside your pawn bp...mesh is your root (main) mesh component

#

i called variable in anim BP - "my main component reference"

gilded plinth
#

yes i figured i did need to cast to something! i think u mean my character bp. Im not using a pawn bp

#

im gonna try now!

next badger
#

@gilded plinth yeah, character bp ofc

#

@gilded plinth and you cast to your clothing animation bp

gilded plinth
#

cool! fingers crossed

#

trying now

next badger
#

@marble saffron UV's are mesh properties

#

UV it just texture space nothing more

#

each vertex has 3d position and uv position

marble saffron
#

I just already have a uv created for the main portion of the road. But added to it to make a turn

#

How can I add the new planes to the map

next badger
#

@marble saffron i'm confused...you what to add what to where?

marble saffron
#

Now I'm trying to add those white planes to the existing map

next badger
#

@marble saffron select the polygon ,then use planar mapping it will add the UVs to those verts, then just align the verts on the UV plane

#

you probably should ask that on Blender discord

marble saffron
#

Probably. I'll try that though. Hopefully I dont fuck it up lol

next badger
#

@marble saffron save, often

#

@marble saffron also, incremental save is a good thing (i.e. my_file_01 .. 02 etc)

gilded plinth
#

@next badger hmm still not animating : / here's my char bp graph

#

woh weird, i can't post the anim bp graph lol it says it's explicit haha

next badger
#

hahahh

#

<@&213101288538374145> that was totally related

weary basalt
#

I dont care what it was, our #old-rules are clear, no Discord links.

#

I suggest you refresh yourself on what the #old-rules are.

gilded plinth
#

@weary basalt not sure what u mean, but let me know if i'm breaking any. i don't think so. it wasn't a link just an image. I think the algorithm thought the running man was a naked person or something so i cut it off

weary basalt
#

You werent breaking any rules mate its ok.

gilded plinth
#

hnmm think the casting is failing

next badger
#

@gilded plinth yeah...ofc...my bad

#

@gilded plinth you should get an anim bp from clothing not from root (main mesh)

gilded plinth
#

?

next badger
#

main has differen anim bp

gilded plinth
#

ya it does

#

main mesh has the bp with the animations i want to copy

#

clothing now has its own bp

#

anim bp i mean

#

but i dont get what we messed up?

next badger
gilded plinth
#

fixed but still failing doh

next badger
#

@gilded plinth have you set the animbp for the hairs?

gilded plinth
#

oh wait!! no im not getting a fail

#

it's not animating but i think it is acting successfuly!

#

casting*

#

yes casting is sucessful. progress!

#

OK! rigidbody physics are not working but it is animating now and blending animations is working!

#

why no rigidbody physics hmm?

next badger
#

@gilded plinth have you added it ?

gilded plinth
#

@next badger I didn't add it to the hair anim bp because i thought the animation including rigidbody dynamics node is all copied?

#

maybe i need to add that node in the anim graph?

next badger
#

copy pose only copying bones afaik

gilded plinth
#

this worked! I needed to add the node to the new hair anim bp i guess

#

WE did it!!!!!!!! : P

#

@next badger now I just need to decide if it's really worth all this trouble to have rigidbody dynamics OMG. I need a blueprint for every clothing now... : /

next badger
#

@gilded plinth why?

#

@gilded plinth just use same anim bp

gilded plinth
#

ohhh

#

hmm let me try

next badger
#

you can also assign anim bp to component in the char bp

#

i think you can (never tried)

gilded plinth
#

for example, second clothing component is wings. So if I want to re-use the hair BP for the wings and other components i would have to add it to the cast object no?

#

@next badger wings are at the bottom there.

#

but how do I add them : /

next badger
#

@gilded plinth gimme a minute

gilded plinth
#

coo

#

@next badger this is kinda working, but for some reason the wing animation isn't working hmm

next badger
#

@gilded plinth does main skel has wing bones?

gilded plinth
#

not sure what ya mean. the main mesh imported without wing bones but the wing import has the bones that get added to the skeleton

#

the animation for the wings is actually just blendshapes though

#

can't figure out why it wouldn't work hmm

#

ok!

next badger
gilded plinth
#

i moved the wing blendshape animation from the main anim bp to the new anim BP we created and it worked

next badger
#

here's how you cycle all the sk components

gilded plinth
#

amazing! i'll try and set that up right now

#

@next badger what kind of variable is that?

next badger
#

@gilded plinth skeletal mesh component

#

but array

gilded plinth
#

dunno how to find that array version

next badger
#

you could define the array right in the settings, in case you referencing some pre existing items

gilded plinth
#

im trying to create it as a variable

next badger
#

yes create one, then click the blue button on the right

#

so you could switch it from single variable to array

gilded plinth
#

OOOHH

#

@next badger do i have to add any elements to the array in the details?

#

I think that's what "add items" does no?

next badger
#

@gilded plinth only if you adding components dynamically

#

i.e. from the content browser

#

@gilded plinth i've used "ADD ITEMS" to add those

gilded plinth
#

yup!

next badger
#

@gilded plinth you may try, but you won't find any component in this list

#

cause you probably can't make skel mesh component instances in the content browser

#

you also could set anim bp class dynamically

gilded plinth
#

@next badger just trying to figure out what im doing wrong

next badger
#

@gilded plinth i think that one is right

gilded plinth
#

clothing isn't animating for some reason

#

@next badger doesn't the for each loop need to execute multiple times or no?

#

i dunnno just brainstorming

next badger
#

no, for each cycle each element in the array

#

@gilded plinth hm...you casting it to hair bp?

gilded plinth
#

ya that's the new anim bp with the copy pose from hes

#

mesh*

next badger
#

ok

gilded plinth
#

I assigned both the hair and the wings to it

#

i need to change the name once i get this working : P

next badger
#

try to debug it

#

you also could debug anim bp

#

but you need to start game first

gilded plinth
#

u can see wings have animation mode set to the helena anim bp

next badger
gilded plinth
#

everything was working without the array thiugh

delicate needle
#

I have a picky question. How do I get the editor window to always open on my second monitor, or to "remember" its last opened location. When testing out blueprints, its annoying to have the window pop up on my workspace.

gilded plinth
#

@next badger unfortunately i have no idea how to debug, but no idea what to look for. everything is still working if i bypass the whole array thing and just connect one clothing item to the get anim instance

#

so the issue i suppose must be in the array

next badger
#

@gilded plinth well, since you have only 2 elements just chain them, i'll test array

#

@delicate needle by default it opens where last tab was opened, you may have one tab opened on your 2nd screen then every other will open there

delicate needle
#

@next badger , I think I found the issue, there is a toggle for "always center window to screen"

#

@next badger Thank you!

gilded plinth
#

@next badger fixed it. i ditched your [make set] and the [add items]. what do you think?

#

@next badger now i just have one new problem doh... in order to get the heels look right i had to retarget all the bones below the foot bone from animation to skeleton. This worked great with my first anim bp. Now that I have this setup and the heels (shoes) are using the new clothing anim bp, they're folding up like they used to doh

next badger
#

@gilded plinth found interesting thing in copy pose, there are 2 checkboxes

#

1st one using source from the parent

#

that allows you to skip all this nonsence with arrays

#

2nd once allows you to copy curves (like morph)

gilded plinth
#

looking now

#

@next badger omg lol ya. i don't need to cast or setup an object reference at all!!!

next badger
#

@gilded plinth magic...well, it worked for me at least, hope for you too

gilded plinth
#

@next badger yes and copy curves works also for the blendshapes

#

haha so much work not needed, but i learned a lot!

next badger
#

same do i

#

well, sorry if I misled you at first

gilded plinth
#

@next badger all good so happy! of course still kinks to figure out. Now for some reason the blendshape animation on my main mesh is not working (it's facial animation)

#

blendshape animation is working fine on the clothes though

next badger
#

@gilded plinth it should not affect main sk mesh animation

gilded plinth
#

@next badger but i want it too : )

next badger
#

?

#

i mean, copy pose just copying the pose, doesnt make any changes

gilded plinth
#

ya im so confused

#

the GCB_test is the facial animation

#

just blendshapes

#

the wing blendshape curve IS working but not the facial animation on the main mesh

#

in the character BP the main mesh is still set to use the first anim BP which is that screenshot. the second anim bp is just the copy mesh pose and the clothes are assigned to it

next badger
#

and which one is face morph?

gilded plinth
#

play GCB_Test

#

p.s. i fixed the heels by using set master pose in the construction script!

#

since they don't use rigidbody dynamics it's fine

next badger
#

@plush yew the reticle one?

rain storm
#

.

maiden sundial
#

Got here a small particle problem.
They alway look at me. Can i make it a bit more const for the direction in which they look ?

storm venture
#

hey so do you guys know of a way to keep the momentum of a physics object when it rescales? for example, if a small ball suddenly triples in size, it should push itself off of the floor from the resizing.

paper kernel
#

@maiden sundial there's a option under "Required" tab for rendering style

#

Emitter Render Mode I think it's called

maiden sundial
#

Alright

merry gazelle
#

What linetrace do you suggest to setup a bomb that fires projectiles in multiple directions (sphere or random).

static viper
#

you can use line trace

#

do a sphere overlap check

#

get actors you want

#

loop with trace for hitcheck

#

done

#

might be a difficult thing

#

be aware

#

10 minutes at least

merry gazelle
#

:P I was trying to set it up last night, I could only get the projectile to fire once in a random direction

static viper
#

wait

#

why would you want a bomb that fires projectiles?

#

is that a special thing in your game?

#

would be ok

#

i thought of grenade

#

or csgo

merry gazelle
#

Well actually it spawned emmiter / sound but I might also create a radial damage BP_Bullet that acts like a projectile. The projectile could just spawn at the hit impact

static viper
#

i still dont understand

#

what kind of bomb is that

merry gazelle
#

I tried to find a good example but basically the bomb in Resistance. It's a ball that bounces in the air, then releases a several spikes (projectiles) in 360 direction

#

I've already setup the bounce part

static viper
#

ah

#

so the ball bounces into air

#

and then explodes into projectiles

#

thats a mine

merry gazelle
#

Yep that's it

static viper
#

yes i do think there is a correct answer to this

merry gazelle
#

Yeah it's a mine I supose, in my game the player con throw it

static viper
#

you want to take all 3 axis for this

#

you should do the paper math before

#

like

#

how many projectiles you want

#

with a ball it could be alot

#

if you cut every axis into 45 tho...

#

or 23.5

#

you want to spawn up and down too?

merry gazelle
#

Yeah I was thinking 45

static viper
#

i would leave up and down

#

and just spoawn the outer hull

#

so 3 every 45

#

4

#

yes

#

it would be 4 times 6

#

mh

#

or maybe 6

merry gazelle
#

Got it, so would I need to define the translation for each direction?

static viper
#

yes but rather a function that eats angles

#

you create a function for one projectile

#

and then a function for a full circle

#

excluding up and down

#

and then that with rotation

#

what an interesting thing

#

i will need todo this too

merry gazelle
#

Yeah I'll give it ago a bit later. I will also try to make a sticky one that latched onto a surface

static viper
#

thats easy

#

you just stop physics simulation on hit

#

and if you want a bounce

#

you count the bounces with an integer

#

until number is reached

#

ha snip

#

5 seconds thing

merry gazelle
#

Cool ๐Ÿ˜Ž

dim merlin
#

Hi, anyone knows its possible to save a screenshot ingame (like for a save system) ?

grand knot
#

Screenshot ?

#

As in print screen or do U mean create a save state

tawdry basalt
#

im guessing they want a screenshot of their game screen when saving to display it in their load menu

dim merlin
#

@tawdry basalt exactly

hushed delta
#

need some advice here, i'm making a game fully opaque low poly style, don't want any fancy rendering effects, no transparency, no lens flares,
no animated materials. Just meshes, textures, and single directional static light. Do you guys know of a guide or tutorial to disable all the "extra" features that ue4 has by default and are not needed for a game like that?

abstract relic
#

Thatโ€™s a rather confusing statement. Simply donโ€™t implement them.

static viper
#

you can disable some features yes

#

with mobile

#

and lower shader model

#

but

#

its not really advised

hushed delta
#

well i have already diisabled almost all postprocessing, but i'm pretty sure there'is more room for optimizations

static viper
#

not using stuff is already a great thing todo

grim sinew
#

If you're insane, you can use SimpleForward

static viper
#

and you can deactivate pp

grim sinew
#

Which is a dumbed down super barebones rendering mode not even exposed in the editor that's so simple it doesn't even support normal maps

static viper
#

oh boi i didnt know that existed

hushed delta
#

now that is really interesting

grim sinew
#

Go for it, if you want.

#

It'll kind of disable everything along the way, since it supports practically nothing XD

#

All the fancy features are out

#

They mean it when they call it simple

frank escarp
#

they overdo it

#

normal maps should still be there in simpleforward

grim sinew
static viper
#

its too simple

#

i dont like

grim sinew
#

They should be... but they're not. It's as simple as it gets.

#

So it sounds like exactly what @hushed delta wants

hushed delta
#

awesome

frank escarp
#

thats the thing. Removing normal maps is going way too far

static viper
#

does that even have shadow maps??

frank escarp
#

simple forward is good. But normal maps? man games had those in 2004

grim sinew
#

Not for stationary lights, it doesn't appear to. Static lights it does.

#

Or, should.

frank escarp
#

lightmaps also get worse without normal maps

#

becouse you dont get the directional radiosity

hushed delta
#

maybe there are some another shaders models out there that we don't know about?

grim sinew
#

Hey, it's what he asked for.

#

Nope, that's the only hidden one

frank escarp
#

ive thought of modifying simpleforward so it has normals

grim sinew
#

Deferred, Forward, and SimpleForward.

static viper
#

and the shader models you can switch

frank escarp
#

it would have been a great mode for VR

static viper
#

i think you can go down to 4

#

and you can use mobile only

grim sinew
#

UT4 supports Simpleforward, btw, if you want to see how crazy it gets

static viper
#

it prolly looks shit

grim sinew
#

Those screenshots were from the UT4 forums, people complaining that the maps they made looked like that when people turned it on

#

But hey, if that's the look you're deliberately going for, more power to you

abstract relic
#

This hurts my artist soul

static viper
#

mh

#

maybe its not that limiting

#

maybe with that you could have more high poly meshes

#

and more 4K overall

hushed delta
#

man, we need more shaders models

#

if a could write one

grim sinew
#

No, we really don't. It's complex enough as is in 3d rendering.

hushed delta
#

but i'm not as good to do that

#

-_-

static viper
#

i really want to see a highpoly area with that shader model

tall pendant
#

theres are plenty shader models in ue4.. they're just hidden.

grim sinew
#

And they need driver support

tall pendant
#

or are we talking about renderers? i mean we do have 3 or 4 of them too

hushed delta
#

yea renderers

grim sinew
#

zincr0Today at 5:20 AM
need some advice here, i'm making a game fully opaque low poly style, don't want any fancy rendering effects, no transparency, no lens flares,
no animated materials. Just meshes, textures, and single directional static light. Do you guys know of a guide or tutorial to disable all the "extra" features that ue4 has by default and are not needed for a game like that?

#

^That

static viper
#

its 3 by now

#

deferred forward and now simple forward

#

or is there more

#

oh boi...

#

this all happened 4.14

grim sinew
#

Well there's the mobile ones, but they aren't really for PC.

static viper
#

but pc should be able to handle mobile just aswell

tall pendant
#

theo. there is the oculus one iirc

grim sinew
#

PC can't magically run APIs it doesn't have, like Metal.

static viper
#

mh

grim sinew
#

Oculus is just their own forward rendering, not really much different

static viper
#

but i thought vulkan was a cross platform thingy now

tall pendant
#

true yeah

grim sinew
#

Vulkan is cross platform, but Metal has its own dedicated rendering stuff in the engine

#

Mobile is confusing. I normally just use that sentence and a little hand wave, since it's such a deep and complex topic since nobody on Mobile can agree on anything.

static viper
#

well

#

i agree some sort

#

id rather do a default based game with ue4

#

not custom stuff

grim sinew
#

But yeah. @hushed delta back to your question, I would just tick on either forward or simpleforward, sounds like what you would need. The one you go with obviously would depend on whether or not you really -do- need some features and just didn't think of them yet

#

Like losing normal maps is a huge deal

hushed delta
#

i'll tell u a secret guys, i was toying with opengl es 3.1 on pc and works fine, but this, this is way more interesting

grim sinew
#

Oh we didn't even get into APIs yet, this is just the rendering path

#

XD

#

For rendering, honestly just use DX11 in Unreal. Always. It's the only one Epic really tests thoroughly enough to be fully stable.

#

Unless you have a legitimate reason not to, like platform support, use DX11.

tall pendant
#

also how is opengl es 3.1 something you need for the game you described?

#

its way too fancy

hushed delta
#

i don't know much of the technical side

#

but when i use it, i pass from 45 fps to 120 fps

#

xd

#
Unreal Engine

Hi everyone! Iโ€™m Jay from High Horse Entertainment, a two-man team based out of Los Angeles. Our first project, Disc Jam, is an arcade action sport in which timing and reflexes are critical to succes, soย maintaining a high frame rate is largely important for the game exper...

#

but it's outdated, you can now enabled it just changing a .ini configuration

grim sinew
#

Yeah SimpleForward is even more low end than that

#

It's so low end I actively made 2 people cringe just by saying its name

#

๐Ÿ˜„

hushed delta
#

a truly potato mode it seems

grim sinew
#

It was on a GTX 1080, but on a test scene where I used SimpleForward, I was getting around 1,800 FPS

pallid compass
#

I love that video

hushed delta
#

mmm google only tells me how to enable forward shading

#

looks like simpleforward is not very popular xd

grim sinew
#

Yep. You're gonna need to do some digging around for it.

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I could tell you, but that takes the fun out of it.

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I'm convinced there's only like 4 people that know how to turn it on in the world XD

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Most don't even know it exists

novel ember
#

i've been meaning to see how my game looks at potato quality

hushed delta
#

still looking for a way to enable it, when i found it, i will post a screenshot here

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meanwhile, you can toy with the opengl es 3.1 adding +TargetedRHIs=PCD3D_ES31 to your defaultengine.ini

novel ember
#

is there a console command to disable postprocess effects across the board?

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trying to do mobile preview but i keep getting the brickwall texture

next badger
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@novel ember lower the PP in scalability

novel ember
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oh duh thank you

static viper
#

and you can disable individual effects in the rendering options

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project settings

novel ember
#

unrelated to that i'm having a weird issue that's plaguing like half my UI now

static viper
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show?

novel ember
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so the ticks at the bottom are supposed to be the same white and bluish-purple that the numbers are

merry gazelle
novel ember
#

the main two places i'm noticing it are the widget that manages the horizontal bars for those ammo ticks (think overwatch health bars), but my menus are doing it too

static viper
#

can you

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mark

novel ember
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the top button is being clicked, but it should be turning that blue instead of darker

static viper
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the areas

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i cant see it

novel ember
#

they're both having their colors assigned in the same way and bizarrely it's not an issue exclusive to just text or images

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some text colors fine but some doesn't, and same goes for the images

static viper
#

oh

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yes

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i see now

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thats also an issue with how thin the pixels are

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i cant even make out what that is supoed to be

dim merlin
#

so what should be the render target setting for exporting .png?

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none of them (except RGBA8) seems to work, however RGBA8 seems to add opacity all around my image

novel ember
#

here's another example

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it doesn't appear to be explicitly related to size because there are some elements that take up a decent chunk of screen space but still have this issue

static viper
#

i think in general

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you should go for graphics with less detail

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and these cubes

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they only slightly look different

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but its the color really

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use static borders for them

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and then have different fillings

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white borders

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with a bit of blurred glow

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that will fix it

novel ember
#

kk

gloomy acorn
#

anyone here uses gamelift with gamesparks?

next badger
#

@dim merlin render target uses inverted opacity

dim merlin
#

@next badger any change i could save a render target to png? what settings do i need

hushed delta
#

there are no dynamic shadows, but i see normal maps for some reason

dim merlin
#

@next badger i use exact same settings, however i think something changed since i did something yesterday with another render target

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it basically keeps rendering alpha

#

i used to render a top view camera as minimap, but since yesterday that also stopped working

#

not sure what caused the problem

hushed delta
#

here you got the settings to enable simpleforward. It gives 25fps while the opengl es 3.1 gives 45. The simple forward does have normal maps working on ue 4.21

bronze cedar
#

@wary wave , haha i think i got the solution , my ball character is moving how it should be and how i want it to be, with some tweaking in projectile (ball) i got the same effect how I was looking for and now it's really reacting how it should be, i am kinda really happy, thanks to you @wary wave

somber sonnet
#

hello
im trying to learn c++ but havent found any tutorials for it
i usually find blueprint tutorials ( which is not i want )
so can anyone help me by finding any c++ unreal tutorials
thanks in advance

bronze cedar
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@somber sonnet on youtube or you need ebooks

pallid compass
#

u dont start with ue4 c++

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to learn c++

somber sonnet
#

i learnt most of c++

#

but the logics in unreal are very confusing

wary wave
#

@bronze cedar - you're welcome - hopefully you've learn a lot in the process ๐Ÿ˜‰

static viper
#

have fun with unreals "different" c++ approach

bronze cedar
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yeah i am learning and want to learn so many things, haha i just want to make some games and sip coffee haha that's the main goal of my life lol haha ๐Ÿ˜ƒ

fresh rampart
#

Hey guys, so i had unreal years ago but decided to give it another go, installed it, created new project but cant even open project. Tried compiling it through Visual studio but i get The command "C...\Build\BatchFiles\Build.bat" *Editor win64 Development *.uproject exited with code -532461766. I have win10 sdk installed. Has anyone had this problem? I kinda wanted to avoid reinstalling either Visual studio or unreal engine because its so slow, but if you guys think its better

#

(also hi, i just joined the discord)

manic pawn
#

close the error list and look at the full message in output tab

#

it will say what the problem is

fresh rampart
#

Unhandled Exception: System.ComponentModel.Win32Exception: The system cannot find the file specified
2> at Tools.DotNETCommon.ManagedProcess..ctor(ManagedProcessGroup Group, String FileName, String CommandLine, String WorkingDirectory, IReadOnlyDictionary2 Environment, Byte[] Input, ProcessPriorityClass Priority) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\DotNETCommon\DotNETUtilities\ManagedProcess.cs:line 369 2> at UnrealBuildTool.ParallelExecutor.ExecuteAction(ManagedProcessGroup ProcessGroup, BuildAction Action, List1 CompletedActions, AutoResetEvent CompletedEvent) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Executors\ParallelExecutor.cs:line 252
2> at UnrealBuildTool.ParallelExecutor.<>c__DisplayClass8_3.<ExecuteActions>b__1() in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Executors\ParallelExecutor.cs:line 166
2> at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
2> at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
2> at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
2> at System.Threading.ThreadHelper.ThreadStart()

manic pawn
#

what's above it

fresh rampart
#

1>------ Skipped Build: Project: UE4, Configuration: BuiltWithUnrealBuildTool Win32 ------
1>Project not selected to build for this solution configuration
2>------ Build started: Project: ArenaFighter, Configuration: Development_Editor x64 ------
2>Performing full C++ include scan (no include cache file)
2>Building 9 actions with 4 processes...

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---- PRoject not selected to build? what

pallid compass
#

@somber sonnet then you got a fuck ton more c++ and general engineering to learn

manic pawn
#

do you have game dev with c++ tools installed for vs

somber sonnet
#

ok thanks

fresh rampart
#

hum, i will run the visual studio installer, but last night i did not see any option for that

manic pawn
#

its one of the big options right when you open the modify page

fresh rampart
#

I have Game development with C++

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but im seeing on the right an unclicked "Unreal Engine installer".... so maybe that? ๐Ÿ˜›

manic pawn
#

nah

#

that options useless I'm not sure why it even exists

fresh rampart
#

fair, but yeah, i have Game development with C++ checked

manic pawn
#

see if there's a more detailed log telling you what file is missing maybe

fresh rampart
#

not that i can see, i've pasted all the output logs

bronze cedar
#

is it possible to freeze something so that it cannot be selected, because i just get lots of things from selecting from the top view

next badger
#

@bronze cedar you need to see them?

#

if yes - sublevel is your only way, if not - you may use layers

#

layers or folders

bronze cedar
#

oh ok thanks, what i do now , i am them invisible

#

@next badger one more thing i am confused about, when i play when it's top mode i see two paddle and when i play from perspective view there is only one paddle character, what's that , i cannot find this why it is happening

#

and thanks for the help

next badger
#

@bronze cedar what is paddle character? also how are you switching views?

bronze cedar
#

ball and paddle game, paddle is just a cube, converted to mesh in UE4 itself and is a BluePrint

#

i change my views from the top left corner

next badger
#

um...but you can't play in top view set in the editor...you need camera

lethal breach
#

Hey everyone, is there a way to change the project directory location for UE4 projects? I bought an External HD to back-up/Sync my project in the event something happens to my PC but when I create a Mirror folder and place the Unreal Projects folder within it (to sync any changes I make in my game instantly) I can no longer open the project in UE4

hushed delta
#

you mean the project doesn't show in the launcher anymore? the .uproject should always open if ue4 is installed

bronze cedar
#

yep i have the camera , @next badger

next badger
#

@bronze cedar show a screenshot of your issue pls, i'm really confused here

bronze cedar
#

ok sorry for that

next badger
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np, i just won't be able to help if i won't understand what is happening

bronze cedar
#

it's not hurting me, because for now that's not the problem , but just want to know why it's happening

next badger
#

yeah, that's not screenshot i was asking for...where are you taking them from?

bronze cedar
#

from UE4

next badger
#

you can't run game from "top view"

bronze cedar
#

oh ok that's fine than , thanks for the help,

#

can you just let me know one more thing,

#

no matter what , i cannot make my paddle move left and right, this is really killing me, can you tell me what are the things necessary to make it move, i mean like game mode and player controller are needed

next badger
bronze cedar
#

yeah that's right, yes

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when i render the game from the perp view it's all good, but when i go to other views and make it run, things get changed, why i was doing that because i am working with top view more than other views, so i just run the game without knowing haha ,

#

and the results are really different

next badger
#

@bronze cedar i have no clue why this happening, game should not have any differences if it was run from one window or another, you may use PIE

bronze cedar
#

what is the easiest way to make a paddle left and right, nothing more for now haha

next badger
bronze cedar
#

oh ok thanks for the help , i don't know what is PIE but will find it out on google, for now i am trying to make my paddle move but i can't , don't know why ๐Ÿ˜ฆ

#

oh ok thanks for the screeshot ,:D

next badger
#

@bronze cedar to move the paddle you need to make input events, for keys, and then feed them in to function that will change paddle position (is paddle inherited from the character class?)

bronze cedar
#

see what i did and doing ok , let me write

#

i bind the keys , that's left and right in project setting, than i made a BluePrint and gave a cube mesh to it, i scaled it so that it looks like paddle than a cube, in paddle BP i and calling input axis LeftRight and than add movement input, i just search on google and do all this because still learning haha

#

@next badger

#

i just run the mobile version and that another paddle is visible in that , haha

#

that's not a big issue because i can make another new project , for now i am just trying and learning

next badger
#

input axes are for gamepad and mobile touch controllers

#

just in case

bronze cedar
#

oh i don't know that,

#

than what to do, i mean if i want to make it move with my keyboard left and right , how to do that, because all i can find is this when i searched the google

next badger
#

for keyboard keys are "Left" and "Right"

bronze cedar
#

yes i did that

next badger
#

@bronze cedar oh sorry, those are project defined axis

#

but yes, that;s how you do it, but you also need to set the vector to move along

#

world direction

#

in your case it probably will be 0,1,0

#

depends if left is +1 or -1 and if you're moving along Y

abstract relic
#

Iโ€™d just put Get Right Vector

next badger
#

@abstract relic that's a proper way to do it

bronze cedar
#

thanks guys, i will try and keep trying until i get it work , haha that's the way i work lol

abstract relic
#

That stubbornness will go a long way

#

Not without a few slaps I imagine ๐Ÿ˜œ

bronze cedar
#

hahaha yes and this is what makes me keep going lol

#

i just thing to do one thing everyday , it's kinda mission for me, now it's Mission Move Paddle haha

#

@abstract relic

#

๐Ÿ˜„ ๐Ÿ˜ƒ

#

i know i am not doing the right way how it should be in the UE4, that is what i have to find out haha , it's hard to find 2D tutorials or help because it's not that much on the web , but if you want to make a Full 3D FPS game there are so many tutorials on the web , haha ๐Ÿ˜„ ๐Ÿ˜ƒ I think i always do what should not be done lol

next badger
#

@bronze cedar 2d...like ue4 2d game?

#

ue4 lacking 2d features cause most of them are not officially supported, even paper2d is side project of one of the employees

tall pendant
#

a breakout clone should be doable tho even with paper2d

bronze cedar
#

@tall pendant what you mean by that, is the work behind the game you are talking about

#

@next badger yes i understand that, but 3D games with 2D look, kinda i mean, i have been searching and searching so much and trying to learn, like for example moving left and right a character is hard to find, i mean the exact tutorial or help i mean

fresh rampart
#

@manic pawn Just wanted to tell you that i ran Repair on visual studio, still didnt work, then i deleted Binaries and intermediate folder, ran "generate visual studio project files" and ran build and it seems to be working. Just wanted to update you and say thanks for the help ๐Ÿ˜ƒ

tall pendant
#

@bronze cedar I mean that a breakout like game should be doable in UE4. It's not that complex like an fully fledged 3d game. A good starting point into gamedev by the way.

#

some people here start way too ambitious

bronze cedar
#

and about paper 2D i think there are lots and lots of devs who want to make 2D games, i am not forcing but epic should also look that point too , i am not saying that it should be done but just my thinking

#

haha yes @tall pendant you are right, i was also that kind of guy before, i have been in gamedeving from past several years, was using a 2D engine before and now i switched to UE4 when i was free, i get very less time to learn but i am trying haha how much i can , yes it's doable i understand but for a noob like me is kind hard i think, so that will make me learn some of the working of UE4 and can also complete one game on the way to go for the next game or just make this game more good and so on

next badger
#

@tall pendant if you real game developer you should start with MMO

tall pendant
#

@next badger alex

cloud cobalt
#

Don't - some people actually take this seriously ๐Ÿคท

static viper
#

i cant

abstract relic
#

fools can't take advice regardless

static viper
#

the amount of headache in blueprints today

#

was absolutly massively traumatic

#

i really enjoy ambershee