#ue4-general
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@static viper but you wasn't banned
i just copy his behavior by now and tell people to watch youtube,...
bc some things are just so basic...
we need a nsfw unchained channel
where i can yell out loud what i think
it's actually a common thing for ue4 tutorials, they may become outdated...most c++ ones have at least one difference you have to google how to fix
but that is a bit different
i mean things like
what is this x +
or
how to cast here
ooorrrr
orrr
omg
i am chi.
but thats more about noob users? ๐ค
i know ๐
Italian?
english
non proprio
om shanti owl
Ci sono italiani?
oh god what have you done
Is there a way to align an object in Maya to another object's vertex normal
Pivot mode alt click
Is there any easy way to stop the weird motion blur thing when my marble is staying center in the frame?
Seemed to be in the project by default
Is the marble reflective?
Yes it is
It did this when I turned the specular to 0.1 too (Which was barely reflective at all)
yeah I don't think it's motion blur but the reflective map updating
try using the console comman r.SSR.Quality 0 and see if it helps
How/Where do I do that?
use the console key (normally `) then type it in
you can try it while the game is running
ah crap well that was my idea, that screen space reflection was causing the issue ๐ฆ
anyone know how to fix the issue where when you click on a menu item the drop down wont come down
uhm motion blur should be an option in the project settings else you can disable it in the map using a post process volume
I'm guessing the ball is rolling adding motion blur to it, but Unreal's motion blur is hot garbage
nobody likes motion blur
There are times and places where you want motion blur. Depends on what kind of project your working on though. Like racing games are one place you might actually want motion blur. Problem is Unreal's motion blur is literal garbage making objects like spinning wheels look like they're trying to enter an alternate universe...
anyone?
try clicking and holding and making sure your mouse isn't over the drop-down menu contents
assuming you mean the editor one
set the Z-scale to -1
you may have to select the mesh component rather than doing the actor directly
iirc skysphere has a bunch of construction script-level stuff that tries keeping it pointed up
this is what i mean
this screen
i literally cant open anything
i tried closing stuff in case it was just overlapping but now i cant touch anything
ive restarted the program several times
and even my computer
Does going to Windows > Reset Layout do anything?
@grim juniper i cant even push the windows drop down menu
well
you got any guesses?
because I bet most of the logical ways to add model in your actor blueprint will work
Well all I can see is this and there is no import button
you see the note there? ๐
Thanks ๐
xD
So with my game, I can run a long distance and my ball bouinces
What causes this?
How to use custom skeletal mesh collision?
@surreal sable have you fixed your issue?
@surreal sable this is the first time you launched the engine?
or was it working before?
@surreal sable i mean, have you even seen it working?
yes
so it happened accidently?
yea
@surreal sable does other projects work?
cant get out of this one
what about launcher?
it launches fine
i mean, you could make project there, as example Scifi Bunk is lightweight
turn based strategy is even less
@surreal sable you know where to get them?
other projects dont work either
@surreal sable ok, make sure ue4 processes are closed and make verify action on engine
@surreal sable ok, i need you to find the ue4editor.exe
UE_4.21\Engine\Binaries\Win64\
as example
it's where your ue4 engine is
generally under launcher folder
maybe just reinstall it
well, you could try...if it wont work launch the eu4editor.exe with -log (make a shortcut)
then post log somewhere on pastebin or Hastebin/0bin
@plush yew same way, door just uses the logic to rotate its part, use 2 rotators for each side. you could ask more in #blueprint
how can i fix mesh contains bone as root but animation dosent contain the root track
quick question, how do i snap camera to selected object in viewport?
forgot the shortcut
F, got it
@onyx berry you have a SK that has a root bone and it has animation on it but it does not present in ue4?
@ivory crag F as in Focus (maybe help to remember)
Sounds like you have an animation in the file but it doesn't include the root in that animation
You'll need to get into the animation and make sure the root bone is included when you export
@onyx berry um no, your root bone should be named root
@onyx berry also it's a good rule to store skeleton separately from mesh and avoid any transform nodes (you could make them in the separate tree)
my bone is named root and i exported it now it says failed to merge bones
@next badger
@onyx berry this message says you trying to import a mesh that has different skeleton from the one you are targeting to
if you are reimporting - just press yes all
the animation isnt carryingover
skeleton in ue4 is a different asset, but it is part of the mesh in the fbx file, so when you importing make sure to look on import settings
just the skeletel and skeleton
@onyx berry have you checked the animation checkbox?
reimport does not import new assets, just existing ones
ok let me try osrry for asking so many questons
np
animations in ue4 are different assets too, fbx could store multiple animations (if it was made in Motion Builder)
thanks
Has anyone done a ue4 project for steam online?
ok
After I configured the steam SDK, everything was fine online in the editor, but it always failed after being packaged, and I could not find the server room
When I was packing, the log indicated that I did not know the reason for the failureใ
@eager swallow Is it a shipping build or development ?
is development
It's normal for Steam to be disabled in-editor, and in shipping builds that weren't started from Steam
This error in packaging is normal
Packaging starts your game at some point to find assets it uses, since it's in-editor, Steam is disabled
I couldn't find the server room when I packed it
I don't know what the problem is
I need help, my friends
How did you test your server + client ? Two PCs ?
Yes, two PCS to start steam and the project
Different Steam accounts ?
yes
You should share both log files so that we can see more
Different steam accounts
In any case, the packaging log is perfectly fine
Packaged logs๏ผ
The log file you shared in your screenshot is fine. The logs from both your server and client failing to connect should be more interesting
Try to connect, and when it has failed, close server and client, get the log files, put it on pastebin
ok i try
close server and client, how get the log files๏ผ
Is it in the project document?
The log files will be in the Saved folder for your client & server
ok thanks
I'll give it a try
Will using a different steam account affect the test?
No, as long as you use two differnet accounts it's fine
I just tested two projects on one computer and everything is fine, but I haven't tested them on different computers yet
"Steam API failed to initialize!" from the log
Sure you're correctly logged in on Steam ?
When I open the project, steam appears in the bottom right corner
And you can open the Steam client, etc ?
yes i can
Is either your game, or Steam, started as administrator ?
No administrator used
I just tried using the administrator, but it doesn't seem to work
Then I'm not so sure what's happening here.
๐ญ
I just did a search on BBS and it seems that I am using steam 480ID and need to register as a steam developer account to use it@cloud cobalt
In case that package message wasn't explained yet: You can ignore that.
That print while packaging is misleading
It's important that this doesn't show up in the log when RUNNING the packaged build
@regal mulch I still haven't found the cause of the problem.
Any way of "propagating" the exposed/public variables of a component to the owning actor? With blueprints
If u know the type of owning actor sure
But that's backwards
Owning actor should pull
Not expect a push
Steam API failed to initialize๏ผI don't know how to fix this
@pallid compass Thanks. What I'm trying to do is a custom camera component that once put in an actor will allow the user to see the postpro settings of the camera from the actor itself.
Just tested it with Heaven Benchmark and no problems..
Hi here, I want to learn how to make this kind of stuff. But I have no clue where to start. Can someone tell me how is it called, what's the technique, the language etc..?
Interesting how the head does not shift back but rest does
I think the simulation is only running when the mouse cursor is held
That's what I thought
My camera component doesn't show up as a component in the editor when I select an actor that has it. Why?
my bad, it does, my window was too smal ๐
Is character a suitable for starter animations
How would we know ?
if the paragon rig is the same as the mannequin
yeah
if its close, you could retarget
anyone able to tell me how i can disable this box thing without reopening the asset?, dw was just a bug with the drag and drop window system, where it somehow activates drag and drop without you dragging anything, was hard finding out what it was, but solved it by actually dragging and dropping somthing.
if not, forgitaboutit
Whats the best forum for getting help on your blueprints?
people will try and help in the programming/blueprint channel
Thanks!
I don't think the Paragon characters use the Mannequin rig
I'm pretty sure they all have their own unique rigs
they do, but they did show some stuff related to 4.21 on how easy it is to retarget to other different sized rigs
animator buddy went totes insane happy about it, because it would save him hoooouuurrs
Hi hi~
I'd like to learn about how early video games were made, but can't find any resources on the development of them, just a history of games in general. Does anyone have any advice for where to look?
how far back would you like to go
I'm looking into it for an assignment, however, it doesn't say how far back, just "early"
early then means historic events
you want to look at the first ones ever
which were machine coded
before 80s
and you wanna look at doom
They're asking about dev techniques from early dev that are still in use
Oh alright, thank you!
doom has alot tech that defined the base of our todays rendering
like Z depth
or texture offset
good luck
Yeah, I know it was one of the first that had 3d space, I've used similar processes when making a graphics engine
I think that was Doom anyways
doom is just a metaphoric thing here
if you google its history you will find alot other games
if you google the names of the people
carmack
there are basically no early techniques that are still in use
some gameplay paradigms and rendering techniques originated in the mid-later 90s
even with new concepts
but prior to that, paradigms weren't strictly established
if you go really basic then you would go as far as pixels drawn
some early games didn't even draw pixels, hehe
a number of arcade cabinets used vector graphics
Asteroids as an example
Star Wars ftw, that was 3d ๐
Me via Bug Submission: "When I click on Verify in the Launcher for a UE Version, no Files are repaired or downloaded"
Epic Games: "Please visit this fortnite page for Launcher Help"
Me: ???
he just couldnt reach anyone
XD
raildex really gets dumped here ๐
i would call epic on twitter
might be something for @gleaming narwhal to look into, its annoying when we dev's get forwarded to fortnite stuff
@fierce tulip @sudden agate This is when submitting a bug submission related to launcher yes?
@maiden sundial try #blueprint
^
rail has an issue with the verify button on the launcher
i think on engines
as it seemed to do nothing
Dont know where rail went now
i am here
but yeah. the verify button just does "Verifying" without doing anything. deleted (mandatory ) files arent repaired or anything
Wow it took me WAY too long to figure out that you can use .bat files to launch a dev dedicated server and a dev client ... So much better than the in-editor play/launch tools
Anyone able to explain how to make touchscreen steering and throttle controls?
hi, does unreal benefit greatly from being installed on an SSD? or is it minor?
lol, for real?
for real
Can you move sfm models to ue4
alright i'll move it then, ty
not with out raw fbx or obj
sorry to bulge in with a question! Is there a good reason for the pawn to use a sphere collider, instead of collision based on the skeletal mesh ?
performance, a physics asset sweeping for overlaps would be like 20 sweeps per frame
Do functions(assuming the same nodes) have any performance boost or is it mostly just better organisation?
So clean : )
At a glance does it look like I'm going overboard with functionality for my master character?
None of these functions have more than 10 nodes
its also easier to get a more accurate movement, if every part of your body would colide with stuff i would be very easy to get stuck ๐ค
on the end of everything
Yeah I'll prob remove that later, just wanted it to be extra obvious casting any stuff
also, calling a function Fnction is not recommended
Well you should know because u know
i mean its already a function, why the name
Its a function lmao
a lot of your functions are horribly named
add and sub can normally also be combined
u wouldnt call a int for hp CurrentHealthVariable
sorta thing
also why have add and sub health
why not just apend health
or something
if you add a negative it goes down
TotalForceFunction
also try to use a verb + noum, AddForce is fine, TotalForce should be GetForce or smth (it can easily be mistaken by a variable)
@plush yew remove it before mods see
I'll amend the naming and see if I can combine the + - health
not just the health
you can call mods
Most frame works dont ever do sub health sort of thing
any function which essentially is just about adding and subtracting ..
@static viper why?
why what
snippet for safety
bc i dont want to look bad ?
"TEACHER TEACHER I TOOK A PHOTO OF IT"
btw they can see deleted stuff
Gets logged
i dont feel offended a bit
deleted posts stay on the channel, they are just hidden
yes and?
i like to trust my own judgement bc i dont know everything
so i take evidence
is that wrong to go safe?
Na it's fine, but yeah the deleted and edited messages are saved by us
now i can delete it.
Thanks for reporting it
np
what was there
ahk
they wanted us to visit their sexy friends in their sexy Unity discord ๐
well, i've got strike for posting Blender discord link (cause there are 2 of them)...
99.99% of the time, no one of us looks into the log.
It's mainly for when someone does something bad and removes or edits it
Unity Engine 4 is so old tho, wouldn't it be better to talk about UE2019 now? ๐
saw this one coming
Can you stick 2 cameras with two booms on a player, one for each eye?
(Both cameras scaled down)
how would you use those cameras?
Depends.
That will not look right at all
But just for the sake of argument, simultaneously as one camera would
he means for single view i think
how though
simultaneously as one camera would well i think that is what he means
Yeah
and we certainly cant reproduce it in math
your brain stitches the images together in your head
in VR
that wont happen in game#
yes
and you are not playing the 3d view card either
as monitors simply cant do that
your eyes do the 3d part.
Basically be like putting two monitors next too each other i guess
yea but how would you do it. You only got 1 screen, with 2 cameras you would have 2 images representing the eyes
If you have an nvidia 3d vision monitor or something, it would work. Outside of that or VR, you're talking nonsense, yeah.
if you wanna combine it ur better off with a centered camera and wider fov
crop place
But the middle wouldnt be stitched
be nice to know what hes trying to dwo
to do
Just thought it would make things more realistic for FP
It would be the opposite
Like in a fighting game or shooter
thats proven by vr already
what you want is what vr does
and that doesnt need 2 cameras
it would, but you would have to play the game cross-eyed
its a render method
Good animation and camera placement will make it more realistic
However, normally that cant be done because u have issues with the camera
Our actual eyes dont see in squares
so we got that out of the way
Jesus.
Its not super accurate, but you get the point.
does GetPlayerName() from playerstate return the steam name when using steam subsystem automatically?
its quite immersive as long as you see the body in first person anyway though
I just feel having that angle, with one camera doesn't make it as realistic as it could be
Its flat projection on a monitor
if you make it realistic, you get shitty arma camera tho
You cant really make it any more relaistic
realistic
You cant really make it any more relaistic
Try and fix it, and you will see a fuck ton of issues that come up
Like if you look at your hand you have the sense both eyes are looking at it, but video games, you're a cyclops
๐
In video games ESP with next generation you'll want to create new feelings to make things seem even more realistic
Well it doesn't necessarily mean you need 2 cameras
๐ค
You cant change how peoples eyes work,
There is not a fix for what your talking about#
But to simulate your vision in game with that feeling
Apart from VR
this would only work with 3D monitor with eyetracking
It cant be simulated
or VR obviously
Sure it could
I guess if you had some really sophisticated algorithm you could try and crop a wider image, calulate more details in the center, and ditch outer details
No it cant
Your talking apples and oranges
Two totally different things
Might be possible to train a neural network to do that
But most likely ud make it worse
But i doubt it would ever work, as they've pointed out, at the end of the day you're watching a flat screen, and expecting 3d-ish behaviour
yeah
It could be as simple as two dots in parallel on your screen instead of one, who knows. I haven't tried anything yet.
That is not how vison works.
say even if you could combine 2 cameras, what would you see as the outcome? The places where it would overlap would be kinda like having bad/blurry vision because of the camera shift
.... block.... him.... have we not learned yet?
Its funny though?
the biggest problem is that you have a window for a monitor, but you are putting more stuff in, them there would be in reality
Personally i dont wanna block people for thinking different,
like the monitor is for example 20 degrees of your FOV
even if its caused by a lack of knowledge
but it's 90 degrees inside it
there is one way to do this though. Simply render side by side and tell the players it's a cross-eyed 3d game

Fun fact, your eyes and brain have basically a neural network system that automatically fills in details in your vision
We need people thinking different. Challenge the system. .
Gets stronger the further away from the centre of your vison you go
That is indeed a fun fact!
neural network rendering FTW
Which is also why the brain is so extremely interesting..
I think its about 60% of your outer vision from the center that gets basically fabricated
Upscaled would be a good word
RTX is already doing that, spade
not really, it's only denoising
RTX uses AI for denoising too tho
or at least it's possible to do it
nvidia had a pathtracing demo with AI denoising on RTX
Yeah nivida do have upscaling NN tech
but its not specific to RTX
it actually has nothing to do with RTX
It was on the website before RTX was even out.
DLSS was built specifically for RTX using a big bunch of there tech afaik
Pretty sure DLSS would also include there denoising
or some parts of it maybe?
nn, DLSS works on tensor cores, but they just announced it with RTX, cuz Turing has both RT cores and tensor cores
but they work separately
but technically it will work on Volta too, since it has tensor cores
that's why it was known (denoising) before RTX was annoucned
You could also try recreating double vision and then "shift" the feeling in whatever direction that works.
That does not work.
Go look up some information on how eyes and vison processing works.
Wym
Let him try and fail. You're not getting through to him.
All you need is a HUD
I mean you literally have no idea how eye light works.
Test it and show me.
eye sight*
God dam phone.
I'm no where near experimenting yet.
Take me about 5 mins to create a double vison system that can shift vision, could prob even get a blender in there for another 10
Im sure you can do it in an hour.
DLSS has been prototyped on the TeslaV
(volta)
which is the Tesla with the fuckton of tensorcores
in theory that TeslaV card should run DLSS super well
Your the one who just said shift.
The feeling, not the sight.
You could also try recreating double vision and then "shift" the feeling in whatever direction that works.
How do you shift a feeling.
๐ถ ๐
I would like to know how you shift a feeling.
Look at a alligator. Now look at a zombie.

So you want double vision with camera's that move separate or what
Are you currently having a stroke?
...I have questions if you have an actual zombie to not only look at but use as a test subject
Because i am seriously confused.
Lol
is he trying to recreate PS2 motion blur?
Just read what I previously said you'll get it.
Can you break that down and expand on it for me please.
Sure.
Thanks.
You don't actually need 2 cameras. You can recreate the feeling of having two eyes instead. Via illusion etc
Or create something that simulates that feeling
the feeling of having two eyes ๐ค
now im kinda curious
How you going to shift an image in too two separate ones at different depths
Thats not possible with out some serious neural networking to patch things up
so basically you want to move your focus point and instead of bluring foreground, you want to see it double
https://images-na.ssl-images-amazon.com/images/I/813VEj1QsfL._SX425_.jpg This would simulate that feeling. Other than that, you're kind of mildly insane.
Because it's how you recreate it... which option you choose
But thats not actually possible.
i mean its technically impossible, since there is no way to stitch the final image
Sure it is.
I'm not saying use 2 cameras.
but you need two cameras for this
but you want depth perception
He wants to split an image in half
and shift the depth perception
some how
and then stitch it back together
Because it's better than what FP games are now without the use of 3D vision and whatever else you mentioned.
@plush yew Just out of curiosity, what even is your background? Are you an ophthalmologist or something?
Dont you think if that was possible someone would of done that by now?
Someone who actually has a good sense in this field.
you can do this only with a single plane focal change
so basically everything behind this plane is in focus
everything before this plane is in double vision
but that is not realistic
Okay. Under ocean fringe?
Like, I -really- want to know where this is all coming from, you seem incredibly confident about all this even in the face of the whole server telling you it won't work.
What is Under ocean fringe?
A whole 4 people?
So what is your background
People who have alot more exp than you by the sounds of it.
Not much of a background.
That is not an attack btw.
Yes, the 4 people that just so happen to be here. Really though, what is your background? I'm genuinely curious where you're getting this idea from
Real life?
eh?
So your education and training for your current job is real life? Huh?
came here for the lulz
Uh no the idea is from real life lol
Pretty much what Rei said, yeah
Im an Engineer, Generalist, 3d Modeller, loser, weeb, BSL interp, ex commercial dancer
Okay, I get that, you think the idea is from real life. But that's not what I asked
Like, are you a programmer? An artist? An eye doctor?
I like the ex commercial dancer part
I dont believe in the ex part
Spiral fractured my arm super bad, no more dance dance for me.
I've went to college for law security and policing. That's about it.
i dont believe in the commercial part
I'm not professionally anything lol
We are still on topic, we where inquiring about background
to help understand the discussion
ex commercial dancer wait tell us more about that
So how did that background in law security and policing lead you to draw this conclusion?
Worked in london and stuff doing sick tricks
@grim sinew I never said it did lol
well you seem confident that all of us are wrong ๐
So... what then, do you do graphics programming as a hobby?
so that confidence must come from somewhere
Like... I'm just trying to connect the dots, as to why you think you know better than every graphics programmer in the industry that ever made a 3d camera.
Game Design and development as a hobby.
WHIPS OUT BOOK NOW LISTERN HERE SON
oh fuck i dont have my rendering book with me lmfao
you can kill a burglar with Real Time Rendering
that thing is classified as weapon of mass destruction
Iv got another killer with me RN
Game Engine Architecture?
Okay. And when going through development as a hobby, what brought this all up in your head? That you can completely reinvent the 3d camera in games?
Uh no
Because it sounds like you're of the opinion that every game and 3d program out there is doing it wrong
Nah. Devs just half ass everything for money.
excuse moi
...well that's not a statement that will make you enemies on this server of all places
hue
If you can produce one effective system in ue4 and show me
Devs just half ass everything for money. okay.
il give you ยฃ200
you do realize, that rendering is heavily experimented upon in universities?
so basically anything that can be created is being created
@pallid compass i'll take them
K.
@plush yew If you can produce a effective system and show me, il give you 200$
example
Skill system framework
Huh?
Show me a not half assed system.
@plush yew look it's really simple
take a stereo camera
take a photo
it will create two photos
now stick them together without any aditional info
...
good luck
Anything really
damn, if only I found work that easy
Lol I know nothing about coding and scripting. That'll take me a while.
DING DING
You admit you dont know anything
So how do you know people half ass it?
you dont.
Uh huh...
Rei if you didnt half ass it all the time we could be already living on mars
obviously
K.
but you want your money dont ya?
urge to innovation, but ur searching for possibilities in the wrong spots if you ask me
๐
@spare sun ๐
@plush yew So if you want to really experiment and try this out, I would suggest going through some basic OpenGL tutorials maybe?
agreed, red
What do I need that for
so you can make a prototype
Thats a brutal point too start at
I bet NASA is half assing too, we still have no shuttles to Alpha Centauri after all
So you can make a prototype and prove your point
If you can prove your idea works, every single person here will change their mind.
Uh. What are you talking about.
https://learnopengl.com/ Here's a good starting point.
Learn OpenGL . com provides good and clear modern 3.3+ OpenGL tutorials with clear examples. A great resource to learn modern OpenGL aimed at beginners.
Why would I need that when it can be done in UE
But it cant fam.
@grim sinew is it Vulkan updated?
It'll be easier doing it in your own engine, UE4 is too massive
you cant modify how the camera works in UE
Very, VERY hard to work with changing UE4's rendering
You can spade :p
plus its easier to do in opengl on your own
@next badger shrug
@iron wadi yes you can (c++ is a pawa...but, you need to know c++ right?)
Yes very hard....
@next badger without changing engine code?
Yeah prob alex
Unless you simulate it or create an illusion
Seriously though. Give this a shot, it's literally a thousand times less complex. Changing something as basic as the camera will be easier.
I doubt its all exposed
You should be able too make a child class of camera
prob stuff in there can be overriden
@surreal isle by changing engine code...thanks Epic we have that ability
And even if you want to "simulate it or create an illusion", the knowledge you gain from going through these will help you with Unreal anyway.
space 
@grim sinew it's not my focus atm
Zero is right
And I think that is the best, actual advice, anyone here can give you. Go through those tutorials.
Im writing my own engine as we speak
Im writing my own engine as we speak
and its going F******* awful
i've made my own movement for editor camera, still haven't PRed it
you better be going the vulkan route
pls raildex
If you manage to do what you think you can do, you will singlehandedly revolutionize the entire games industry and everyone will want to use your camera. You will be swooped up to work at any studio you want.
get out of here with that small boy
:(
@grim sinew it's not a camera lol
Well, whatever it is you want to call it.
Anyone got a photo of real time rendering 4th edition
K
I dont have mine with me
nice github
@plush yew If you believe in your idea, why don't you want to pursue it?
infamous 4th edition ๐
writes down Zero's Real name
That still does not do it justice
@grim sinew I'm still very slowly learning how to use UE
Sometimes i think i am going backwards
i only have an old "Computer Graphics Using OpenGL" by Hill
i am developing on a macbook pepeHands
@next badger oldgl is dangerous
its likely to use the old pipeline wich is pure trash
Outdated but theres most of my engineering books on the bottom
all of them i would highly recommend.
lmao GEA asserting dominance
Like I have an idea to what extent can be done with UE but I don't know how to use UE since I don't know anything about C++ or blueprints.
my real time rendering is not on there RIP
@pallid compass You have a lot of good books on that list. ๐
Love how the middle is weeb central
@plush yew And that's why I'm recommending you go through those OpenGL tutorials. It'll teach you everything you need to know, from scratch, and it's much less to bite off at once
@grim sinew maybe another time.
No "How to write a deferred rendered in 48hrs" ?
no sorry ๐ฆ
How about learning instead of tellimg everyone you don't know how to use UE4 ๐ค
Dam how can you not want to learn?
Rei, was that on purpose
Learning is like heroin to me
?
...wait so what's your plan then, if you don't plan on not learning from any existing source
no it was not lmfao
Are you going to just bash your head against the engine and bruteforce it?
Lol no.
10:52 AM] Skyrip: @ZeroNight I'm still very slowly learning how to use UE You guys seriously seriously seriously keep feeding the troll
well. He certainly isnt using the engine
I just mean no one learns.
@grim ore we all know that. it's just fun
@grim ore I'm convinced this guy is genuine, and that's what scares me
And why I'm trying to at least point him in a better direction
bashing your head is da wae
whip lash
It's a good direction but I have the need to complete a game first, before anything else @grim sinew
Know what, that's a good goal. Go do that.
@grim sinew "come back when you finish"
You got to learn before you can finish a game.
I don't intend to
Don't intend to learn? I.... wish you the best of luck, I know your journey will be interesting and eye opening.
is there any way to download your own models off of sketchfab
you folks have paper books?! ๐ฎ
fuck pdf
were adults after all
@plush yew no, afaik...i see no such options (except you publish it with download options)
yeah
@plush yew https://forum.sketchfab.com/t/option-to-download-own-models-without-setting-download-on/21238
I found out another way @next badger
Anyone here have UBT experience with loading .SO files for linux?
E.g using PublicLibraryPaths.Add(Path.Combine(ModuleDirectory, "Lib", "Linux"));
In the build target
I feel like I'm now very capable of creating a great game. But I'm not able to due to time constraints
welcome to our world
That's very annoying haha
quit your job
quitting your job ftw
i did a year ago, never looked back
@thorny cipher that sounds so cool! Maybe after my first game (or first successful one)
I'm trying to use ensureMsg but the compiler doesn't recognize it. Am I missing a header file?
hey, im trying to use console commands to check something in slowmotion
but demo.timeDilation kinda doesnt do anything
how can I slow down general time via console commands?
slowmo
thats not a valid command
slowmo 0.1
did nothing
but the command executed in green
what sort of number do you have to enter, is time based on factors of 1?
or some other thing
PIE
do a capital S
nice
guys need one help , if anyone is online here
Just ask your question mate, if someone is around to help, they will help.
yep , because i have to go in 5 minutes that's why ,
i was checking movement thing, what i cannot do from past 5 days i think , i want to move left and right my character, but don't know why it's not happening
just want to tell what i am doing so that you guys can correct me
i took one cube , convert it to mesh, than made a BP Pawn class, and connect that cube in this BP class with Static mesh
than in project setting i bind two keys, that's left and right
in BP i was moving with add movement input
but i cannot make my character work,
camera setting was , ortho graphics , and made it so that it look to player 0
I'm making some progress but hitting a wall
in camera "auto active for play" and making it player 0
Using a widget for controls for mobile. If I use on click for my inputs (gas brake steer) it wont hold. If I use on pressed it wont release
have to go now , cya guys later ๐ ๐
if anyone can help me , plz point out what i am doing wrong, ๐
[File:D:\Build++UE4\Sync\Engine\Plugins\Enterprise\DatasmithContent\Source\DatasmithContent\Private\DatasmithAssetUserData.cpp] [Line: 25]
How to fix this datasmith error ๐ ๐
that's a file path, not an error?
Anyone got any ideas on the inputs?
https://forums.unrealengine.com/unreal-engine/unreal-studio/1561770-packaging-failed-datasmith-error
This is the prb iam facing @wary wave
I get the error below when packaging a project.
It's a project that I've been working on since 4.19 I think. It was imported using Datasmith 4.19.
It used to
there's no error message in that call stack
no information
ah, the top log does
Ensure condition failed: It->Value
this is the error
I don't have access to the Datasmith source, so I can't help much
Ohh
but most likely if you want to fix it, you will need to run your project through a debugger
can anyone tell me if i would want to make a inventory system in c++ or blueprints?
goddammit
it just hit me i've been doing my progress bars needlessly complicated this whole time
i've been getting elapsed time and mapping to range based on variables pulled from relevant actors with timers, accounting for special use cases, etc.
when it could literally be as simple as "get elapsed time" + "get time remaining" for timers to get their specific rate
@distant gull Whichever you are more comfortable with
Anyone have experience dealing with Blueprint Runtime Error: "Attempted to assign to None" / "Accessed None trying to read property" ? I have a UMG blueprint and multiple references to it in the PlayerController, I have a Custom event to create the Widget and set the reference to it but its still returning none...
how can i delete the gun http://prntscr.com/maaeer
@vagrant pier you would have to show the code but the error is pretty simple, your reference is not good when you are trying to use it so figure out when it is trying to be used, F9 to breakpoint on it, and see what is going on when you debug.
[G]ame Mode ๐
there is a toggle for it in the viewport as well
@junior solstice we have no idea how your object is structured but selecting it and hitting delete in your component tree (top left) should get rid of the component that is displaying that mesh. Alternately you can just set the mesh for that component to none and it would show none
Every error is for a event that gets a reference to GameUI or LobbyWB
Empty?
I thought the references where messed up.. but your saying its the myplayercontroller ?
@junior solstice those are just sockets. You need to remove the component in the bp
@junior solstice oof. that looks like it was brought in as part of the mesh, you are going to have to either try and hide it or fix it in your DCC program.
@grim ore ฤฑ dont understand Can you give me a tutorial video
I cannot no, did you get this from a pack or a person? You might need to ask them. to me it looks like the bazooka is part of the character and not separate which means you have to remove it outside of UE4. You might be able to just hide it but that might be better for #animation
from the unreal pargon package
how can I hide it
Hi -- Some Paragon characters recently released come with weapons included in the mesh by default.
I tried exporting them to Maya to delete the weapon manually but
@vagrant pier you might need to show the actual code where the error is coming from. Also is this in a networked project?
@grim ore Yeah it is networked project, I followed NiceShadow's Tutorial on YouTube.. This all worked flawlessly and I was able to go from Main Menu to lobby to Map but in one of the more recent versions of his videos he switched the lobby system to be incorporated in the map and I'm getting these errors aswell as being sent straight to the map with no Lobby inbetween.
All the variables that are giving errors in MyPlayerCharacter are referencing GameUI and LobbyWB, both UMG Widgets
I mean all the events/functions giving errors during gameplay *** not variables. The Variables are references to the UMG Widgets
Rewatched the โthis is ODSTโ cinematic for halo, forgot how good this was
What is the best way to switch UE versions for a project?
If I'm on 4.19.2 source, should I go to 4.19 launcher (rocket) version, to 4.20 launcher version, then 4.21 launcher version?
when i build my project i get a warning '''Steam API Disabled'''
how to fix it?
using ue4.20
multiplayer isnt working because of that error
@dim plover are you on c++ project?
Whats wrong with this? The "Lobby WB" is a reference to a UMG Widget Blueprint, I'm getting the accessed none error for this ...
going straight to 4.21 should work the same way, but c++ project files may be an issue in either way, you may need to change the .build.cs files manually
@vagrant pier is LobbyWB set?
@vagrant pier yes, is is set prior to UpdateNumberOfPlayers?
Thank you for even replying lol, I've spent so much time trying to debug this
@vagrant pier you could verify the execution order, what even is triggered first?
@next badger Yes, I'm a C++ project.
@dim plover well, make a copy of the project before going anywhere
Yeah, everything is backed up.
@dim plover the you could convert in place, or set the engine version on uproject file
here're both methods described: https://www.worldofleveldesign.com/categories/ue4/ue4-convert-update-projects.php
Unreal Engine 4 tutorial on how to convert or update your projects created in older engine version to new upated Unreal Engine 4 version.
you may have issues with compilation (that's expected)
Thank you, I figured out how I want to do things now.
Anyone else having problems with "bake material position offset into collision" ??????
this has just snuck up on us and killed us right when we have investors comming...
think I found a workaround
it's to do with the Collision MipLevel
@fallow cliff what's the current status of async in UE4? Since your post in 2015 we've got promises and TAsyncResult
should we be using TAsyncResult now which emcompasses both ?
@crisp fable what are you trying to do?
async call to a database, where i care about the result
and im trying my best to avoid callback hell
well, you could use Async() with a callback delegate
there's no high-level API for JavaScript style continuations yet
ok
I started my own consulting company a few months ago and no longer work at Epic, so it is uncertain whether a high-level API will ever be added
but I'm thinking about developing one in the form of a plug-in later this year
@swift spindle baking material in collision need to be adjusted, since world position offset is shader thing and landscape is not, if you're using tesselation it also need to be linked to position offset, since displacement is normal oriented and height map is not
@fallow cliff offtopic question, why you're not in Epic Staff group?
Hi, anyone got a smart way to get data from say a local program into ue4? Say I make a console based program and wanna send some stuff from it into ue4
@fallow cliff cause you're not at Epic anymore?
beside using files
@icy bone you have some control over this program?
yes total control of source
i just dont know an easy way to send data over beside using file or REST...
or websocket...
hmm...
I'd rather use some library for linking those 2, but REST is a good and simple way. You may ask on #cpp specifically.
@icy bone the only plugin i know that does that is MayaLiveLink
@next badger oh thanks alot, let me research a bit, thanks alot! :)
what could cause certain pins to break every time you start up the engine?
@uneven fractal there was a bug related to that
what version of engine you're using?
4.5
That's why
Well I know that's why but I'm more concenered with fixing it not just knowing why ๐
you may try to serch for UE-17322 in ue4 github and commits related to it
but it may be that commit was aggregated on branching
i.e. it's a single commit with 1000+ changes
@uneven fractal alternatively you may ask here https://answers.unrealengine.com/questions/242075/blueprint-pin-disconnects-after-restarting-the-edi.html
Unreal Engine 4.5 Released!```
I'd call that ancient...
in terms of ue4 history
yeah I'm from the ark modding discord and not even the staff there have encountered this so here I am
@uneven fractal i only could wish you luck...i'm aware that ark is using 4.5 so i assumed it may be the thing
once ark dries up I'll be switching to atlas which has a less uh dusty version of ue4
@uneven fractal you have Atlas?
could you please take a look on binary, what version it uses?
@uneven fractal it's Engine\Binaries\Win64\UE4Game.exe
like that
oh wait you meant atlas?
@uneven fractal yes, atlas
atlas doesn't have a win64 in it's binaries
@uneven fractal @next badger I would also assume that Atlas is 4.5.
I mean, I'm pretty sure Atlas is just ARK with other assets. Doubt they would rewrite their code in a different engine version.
Maybe they duplicated the project and updated the engine for it, but then again, why would they.
Doesn't seem the company type.
it's 4.5 with all the new features backported according to the atlas modding discord @regal mulch
What does that even mean
That basically sounds exactly like what I said. It's ARK + ATLAS Assets
they customized the engine so much that they can't fully update but they just pick the features they want from newer ue4 and port it to their engine
Yeah that's normal
My point is, that ATLAS is most likely the same engine if not project. So you could run into that pin problem there too
The ARK menu was found in ATLAS, so probably the same engine/project
it was the same project at some point but the features in atlas would be impossible with the ark engine
Which doesn't mean that they can't just update the "ark engine"
Sorry, I pretty much dislike the company behind ARK for how they market etc. the game
Yeah, like the company that uses Shootergame as a basis has done so much customization
- Unoptimized EA game
- DLCs while main game in EA
- ATLAS most likely a DLC that now is a full game cause their season pass wasn't generating enough money
But that all aside, the pin problem
Which might come up if you ever touch atlas mod editor
So be aware
I doubt it i've encountered hundreds of unique issues that have never come up again they just screw you over for like a week and just disappear after that
I would have to be the epitome of bad luck to have the same weird issue twice
I've been with this engine for a few years. Some of the issues are def bad luck.
๐ ๐ hi everyone ,what's up guys

