#ue4-general

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chrome prism
proven oxide
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i think they were trying to force server authority

chrome prism
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it gets you up and running with modern c++

proven oxide
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also lots of people now can program C++ and don't realise it

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Arduino Sketches are C++

chrome prism
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and then go for this

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there is also this

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but I don't like it

proven oxide
chrome prism
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it's a 60 hour slog

proven oxide
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they have Video and books you can watch and learn from for FREE (if you get the trial)

plush yew
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@chrome prism ty that book looks pretty neat at its from just a month ago

chrome prism
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yep

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i've bought it as soon as it was launched and It's solid and up to date

plush yew
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damn, Im not sure how much time I'll need to allocate for learning to code on ue, to the point I cant start getting some jobs

unreal spoke
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ok so DOF is working only on Cinematic quality in VR projects but it works as usual in non-VR projects? Do you guys know exactly what is different in the project configuration so I can configure the VR project as a regular project? And yes I know a VR game shoudln't have DOF, but still...

chrome prism
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hard do say, but depending on your experience in c# it might not be too difficult

plush yew
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I mean I've been mainly a 2d developer as of now, so I would have to start working with 3d movement math and that stuff

chrome prism
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shouldn't matter too much

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only issue is that unreal has a lot of quirks

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and a lot of uncommented code

plush yew
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what kind of quirks

chrome prism
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you need to get deep in the mud with it until you have a grasp on how things are done

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it has a lot of things that you might not think are important until your project breaks for no apparent reason

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until you start getting the hang of it

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after that it's business as usual

proven oxide
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its on safaribooks as well

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as is the followup

plush yew
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ty,ty will give a check

proven oxide
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you can also get some books in advance of publishing

pallid compass
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If you don't know c++ don't start with ue4 c++

regal mulch
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^

pallid compass
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U will end up like me, totally clueless

regal mulch
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You basically learn some generic stuff that most languages have, like conditions, loops, variables etc.
And then get spammed with macros that Epic created that make your life easier

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And if you ever leave that bubble of macros, you find yourself in a mess

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Cause you never learned native c++

next badger
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thank god Epic is not using lambdas widely

cloud cobalt
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I'm using more and more FWIW, it's pretty great in some cases

pallid compass
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Lmfao if only

cloud cobalt
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Stuff like sorting an array is way more readable as a lambda

pallid compass
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That is true actually

next badger
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looking at Slate

pallid compass
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Ye don't look at slate ever

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Irl hax

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Says person who was looking at slate for about 8 hours yesterday

next badger
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i'm writing slate more often than other code

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*time spent

pallid compass
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Dive in to custom editor slate with viewports and custom asset types it's very fun

next badger
pallid compass
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That is one big can of worms to answer

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Start with a simple 3 attack combo system

plush yew
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@cloud cobalt why not?

pallid compass
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It really depends on what you need and how you structure your framework

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What do you mean by hit

cloud cobalt
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@plush yew Your comment on #released was super gross

pallid compass
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U gonna have try again

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What do I mean by hit

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Hit event?

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Col event data handling

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Your not being specific at all

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We talking away to trigger the event?

thick herald
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Afternoon folks. Hows life?

pallid compass
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From a bit*

languid shard
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hi

pallid compass
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Hit

languid shard
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I'm life

pallid compass
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On phone and about to board a train

static viper
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What was super gross???

cloud cobalt
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Saying someone's $12 game should be $12 less

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It's pretty gross

pallid compass
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Why would you do anything 100 times

static viper
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did it look bad?

pallid compass
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It's just an event hit

static viper
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XD

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ok lets look.

pallid compass
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U mean u want the hit to be physical like a fight game

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U talking damage for the skill

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Okay so let's unreavel something

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You got crossed wires

static viper
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oh is a nintendo switch game ๐Ÿ˜ฎ

pallid compass
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Animstion, col and skill application should be totally unrelated

static viper
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i never saw that market before

plush yew
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@cloud cobalt okay if you just want to annoy me and stop me, please leave it

cloud cobalt
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I won't leave it

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Don't do that

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It sucks

pallid compass
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When u do an animation you can drive a col box
When a col box hits a thing you can try and apply a skill to the target
When u apply the skills you try and modify something

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Separate the entities

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It will make it easier

plush yew
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Its not a talk channel @light lintel

pallid compass
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This is also very dependent on your game framework

next badger
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@light lintel when you hit you have a struct that you could pass...like damage, type of damage etc, anything

static viper
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this channel is to crowded right now

pallid compass
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Wtf u on bout scp it is

static viper
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so better we go somewhere else.

pallid compass
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Don't say struct just say skill for now

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Don't want to overload

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Trying to smooth it out for him

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Skill can be any sort of data that is passed along

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Well

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Imagine u have a template for skills

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Where u can create child classes

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And fill the. Info out

next badger
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@light lintel make a parent class, make one function...inherit...done

pallid compass
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And function that lets you pass this data along on hits

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He's not gonna get that alex

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Got to explain properly

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Slightly slow replies

next badger
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ok, my bad

pallid compass
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Not monster

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Away to store skill data

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Skill data should be totally separate

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Nothing to do with monster

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This way you can give monsters skills

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Or assign them skilks

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How ever u want to put it

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Really first thing you want to think of is how u want to store skill dats

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Data

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A uobject is a good starting point really

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Or object in BP

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Imagine u have a object u can pass along on hits

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That contains the information too apply

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Or what should happen

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U could then wrap skill data in another storage object

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Skill info or something

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That holds

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Skill name
Skill icon
Skill data
Skill animation

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Really pointing at data driven here

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Making templates you can make children from

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Where you just fill in the details

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Make any sense

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Trying to think of example in editor eer

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Errr

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Make object base class

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Call it master skill data

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Put damage float in there

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Make children of it

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Adjust dmg

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Try and pass it along in a hit

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Have function that processes it

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Take DMG amount apply to target

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Super bare bones starting point

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Np

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That be 400$ thx

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Whole different can of worms

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Same thing data driven prob

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Dialog text system is way more complex than you would think

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Normally away to mass store of dialog data and retrieve it through some sort of id

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NOT DATA TABLES

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Oh u mean a text display widget

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When text called

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Display widget load text

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Pretty simple

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Prob want a event dispatcher to tell it when it's done

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Yeah YouTube is 90% shit

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I don't hide it

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Well there is actually

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But not properly in BP

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If you break all ref too it garbage collection will clean it maybe

next badger
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it is free and open source

pallid compass
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I want to make a dialog one properlu

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Be well fun

strange sapphire
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update ๐Ÿ‘€

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aw its not 4.22 :(

maiden sundial
strange sapphire
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class reference? but i dont know thats just a wild guess

maiden sundial
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I can't get vars with it, but maybe i'm trying it wrong

digital anchor
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to the current values? Object reference
to the default values? class reference > class default object

maiden sundial
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Alright, i'll try it

next badger
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@maiden sundial object reference, if you're not looking for some "general" hardcoded variables

maiden sundial
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I search for the default values in this case, and it works.
Thanks ๐Ÿ˜ƒ

pallid compass
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@light lintelwell that makes no sense because you need away to display dialog

fossil ore
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Can someone help me out?

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ร'm trying to make a turn-table camera that will allow me easily rotate 360 on the focused object.

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But I don't know how to make sure that camera will be focused on X actor/object

digital anchor
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You can attach a camera to a spring arm pointing to the opposite direction, doesnt matter the rotation of the spring arm the camera will aways point the center

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or use Find look at rotation

languid shard
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@fossil ore you can also use a Cine Camera Actor instead of the default camera

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and edit the "Lookat Tracking" settings

fossil ore
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...

languid shard
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perfect for cinematics

fossil ore
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I was using cine for 3hours

languid shard
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you havent noticed ? :p

fossil ore
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Didnt realize there is an option for that

languid shard
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:p

fossil ore
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Is it open for sequencer?

languid shard
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sure is

fossil ore
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Keyframe able?

languid shard
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yup

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I'm doing cinematics right now with it

fossil ore
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Cool!

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Thanks

languid shard
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no problem

fossil ore
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๐Ÿ‘Œ

proven oxide
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ok i am trying to understand how this is supposed to work but its confusing me

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I have a data only BP called TeamPlayerStartBP

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its parent class is Team Player Start

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when i start the game i spawn at one of the starts, how does it do this, can i randomise which one and how is the player spawned?

wary wave
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Game Mode classes have a number of functions related to player spawning logic

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dig into those

proven oxide
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GameMode and GameState they sound important how can i determine what they do

wary wave
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standard practice (and default behaviour) is that the Game Mode looks for player starts and picks one for a player that has requested to spawn

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Game Mode is the game rules

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Game State manages game data for networking

proven oxide
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is that BP or CPP

wary wave
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that depends on your project

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I couldn't possibly know

proven oxide
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no idea i am looking at an open source project to learn from it

wary wave
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then you're gonna have to dig :p

proven oxide
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but the code and stuff isnt very good

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there is a BP called GameModeDeathmatchBP

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and MenuGameModeBP

graceful sky
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I got GM_MainMenu, GM_Lobby and GM_World , if that makes more sense

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For me it does ๐Ÿ˜›

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since there's different "rules" and controllers etc in the different scenarios

wary wave
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menu game modes and deathmatch game modes seems reasonable

proven oxide
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Well the GameModeDeathmatchBP has nothing in it so how can i see how it works?

wary wave
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naming conventions suck though

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if that BP is empty it's probably just data and the native parent class has the implementation

pallid compass
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If you want to dig, dig on the actual doc for what we of the basic stuff does then dig in example projects

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If you want to dig, dig on the actual doc for what the basic stuff does then dig in example projects

proven oxide
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I am trying to work out how this all works

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i have an empty level

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but when i run the level with play - it brings up the menu, i am like WTF how...

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how can i also see the entry point into the game? where is that

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how can i see in the editor where that is,

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all the tutorials say create new project/game and its there

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nothing explains how it is like that

wary wave
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work backwards

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find the menu, find what references the menu

pallid compass
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Sounds like u need pick up some basics

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Follow some shitth YouTube tuts

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Mess about etc

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Then go open project diving

proven oxide
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well i am looking at the projerct settings, i see it as GameDefaultMap set to the MainMenu - but is that level or map

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ok no map exists on that just a level

cloud cobalt
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Level == map

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I might have missed parts of that conversation @proven oxide but there are settings to control the default levels

abstract relic
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Level == map == scene

proven oxide
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i have a content maps folder as well

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seperate to levels

cloud cobalt
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Here is how it goes : you have a project settings entry that control which level (map) is loaded when the game starts

proven oxide
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ok but the level is empty

cloud cobalt
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In editor, when you launch, the current level is always loaded

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And your menu is usually a level that does a menu, with a background, and enables loading of other levels

proven oxide
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the playercontrollerclass has a MenuPlayerControllerBP assigned to it

wary wave
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the level probably is empty, because all it does is spawn a menu

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ยฏ_(ใƒ„)_/ยฏ

abstract relic
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Check the level bp. They usually load the hud through there

wary wave
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that would be unusual

proven oxide
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i cant see where the the empty level creates the menu

wary wave
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it's more likely to come from the player controller

pallid compass
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@proven oxide go do some random tuts and read wiki it will help a lot

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Basics on setting game mode and level up

abstract relic
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HUD, menu, you know what I mean

wary wave
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honestly though, we don't have your project, so asking us is pretty pointless, the only way you're going to work this all out is by doing the digging yourself

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we don't know what your predecessor has done

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we're just guessing

proven oxide
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MainMenuUIBP looks like the server browser page not the initial 2 buttons on the screen

abstract relic
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Amber I call bs. Of course you can read minds

proven oxide
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ok under the heirarchy it links into the server browser

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and the buttons are not visible on the view

pallid compass
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Go

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Learn

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Basics

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Will help

proven oxide
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ah! the Event Graph is better

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its a widget blueprint

grim ore
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Why learn the basics when you can ask for help to do everything until you give up because you can't figure it out?

proven oxide
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and has the controls

abstract relic
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If only there was a video series that can do that ๐Ÿ˜œ

proven oxide
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i would look if someone gave me a link

pallid compass
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YouTube tuts

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Official doc

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Wiki

proven oxide
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all the stuff i have seen never goes into this

pallid compass
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Look on doc at game mode

grim ore
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and if you have never seen this then you have not read enough to get to that point

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"I never knew how to put in the gas in my car, the first 3 pages of the manual don't tell me how to do it. Nothing tells me how to do it I know everything about my car after 3 pages."

proven oxide
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so i have to uninstall VS2017 enterprise and install VS2015 community edition ????

pallid compass
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Wat

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Why do I even have enterprise

proven oxide
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You should have a copy of Visual Studio 2015 for Desktop (Preferably Community or Professional Editions) installed before starting this tutorial.

cloud cobalt
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2017 is fine.

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As of 4.21 I'm not even sure 2015 is still supported

grim ore
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wait what I need to uninstall 2017 community edition

cloud cobalt
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No you don't

grim ore
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but he just said I did

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I am so not helping this conversation ๐Ÿ˜›

cloud cobalt
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2017 community is perfectly fine for UE4

abstract relic
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A bit of vinegar today eh?

pallid compass
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Stay away from Vs for now

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U don't need vs

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Unless your seasoned in c++

grim ore
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little salty at people who can't even dedicate a bare minimum amount of time to learning before declaring the world is going to end

pallid compass
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Even if you are I'd learn your way around the engine first

cloud cobalt
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Can we stop with the personal attacks and saltyness ?

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UE4 is hard

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Don't help if you don't have the patience

pallid compass
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What attacks 9_o

grim ore
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tons of people have patience but if someone is not going to listen when asking for help then all bets are off on the saltyness

static viper
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its a common thing here

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comes naturally

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its actually epics will.

pallid compass
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Are we reading the same convo?

proven oxide
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I have been googling and trying stuff out now for 2 weeks

abstract relic
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This guy is pretty cool

proven oxide
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I found something on UMG UI designere and its like nothing and does nothing and is short saying learn here

abstract relic
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(Couldnโ€™t help it)

grim ore
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did you read the official docs or the official tutorials?

pallid compass
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L e a r n
S o m e
B a s I c s

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Read the doc

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Read the whole thing

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Like not even joking

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Your trying to skip steps

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You need to acquire some foundation then everything will fall in to place

grim ore
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and I think keeping in mind that different people do things different in the engine so finding the one way it is done is probably not going to happen. Learning how the basics work and then making it work for you is ๐Ÿ˜ƒ

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"damn when I hit play my dude spawns in as a purple blob" is easily answered if you know the flow of the game framework and where this might be happening.

cloud cobalt
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@proven oxide Just like others said - you're talking about levels, UMG, server browsers at the same time, but each of these is really something that takes a lot of time

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Don't attempt everything at once

static viper
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you dont only need an inventory

thick herald
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@grim ore I knew someone who turned into a purple blob once. It was tragic. He got arrested. Last time I saw him the cops pushed him in the cells saying "indigo"...

grim ore
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is that the first dad joke of the day.... lol

static viper
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i dont get it

thick herald
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I feel the need to use a Firefly reference @grim ore Shepard Book "Never had kids".. lol

grim ore
cloud cobalt
grim ore
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really a bummer, they were my go to company for referencing how licensing should be done. Always a good deal in my opinion

manic pawn
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image above must be a photo of the person at allegorithmic who signed off this deal

vale silo
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I see a new stream is happening tomorrow and yet again it's not about AI ๐Ÿ˜ฆ

grim ore
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it's on a good topic that people ask about atleast, tho I am worried about how much most people will get from it due to how Gameplay Abilities are actually implemented in the engine

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I wonder if they take requests for streams? some more complex AI with animations would be neato for sure.

vale silo
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they just keep saying "we'll see what we can do" since the times Alex was there alex

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maybe they feel that Mieszko has to be on the stream and since he is in Poland, it's hard to schedule.. But I think anyone at Epic with decent knowledge of AI (through BPs and BTs) and animation (or one person for AI and one person for anims) could do the stream.

grim ore
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I agree but it seems hard to get these things scheduled lately due to people just simply being busy ๐Ÿ˜ฆ

vale silo
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๐Ÿ˜ฆ

grim ore
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the bad part is a generalist could do a lot of this but most of them seem to be tasked with helping other companies and such and any new ones end up doing the same lol

vale silo
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do you have any near-future plans for AI tutorials @grim ore ?

grim ore
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I think the tech devs at epic are in high demand out there

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man I wish I could do more with AI but nothing on the plate. Like that animation one is a giant pain because it's animation ๐Ÿ˜ฆ

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but people really need a good explanation and design for making AI react and move well

vale silo
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how about a tutorial where AI flanks player, circles around player while facing player (in both directions, switching at random) ?

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no animation needed, can be just a pile of cubes doing that

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BT + BP

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(using Third Person Character template)

grim ore
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gotcha. Yeah generic strategic AI might be doable then. The issue I keep running into is people want to then implement it into a real project and the animation is always wrong lol. but yeah maybe some more intermediate AI systems that are simply reliant on the BT and BP and less on the looking right.

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it all goes back to the sensing and perception systems as well which I want to cover but they always seem to not work right or need C++ to work fully ๐Ÿ˜ฆ

vale silo
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well, AI Perception works without C++ unless you need to attach it to character's head so when character looks around, cone of vision follows.

grim ore
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I think you also cant assign like good or bad to things in pure BP?

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wait no it's teams you can't assign I think

vale silo
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for the tutorial sake you could mention that and accept that for the tutorial sake cone of vision will turn with the controller or pawn (plus there won't be any head anyway)

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perhaps, but you can make custom BP Task that decides on the team

grim ore
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yep yep.

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"in todays video we talk about this system that almost completely works you just have to do other stuff to work around the stuff that doesnt quite work because no one got around to finishing it" lol

bronze cedar
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hi guys ๐Ÿ˜„ ๐Ÿ˜ƒ , i am downloading the latest version of UE4, because i want to check that, and my movement is not working in my old version, so i want to check that too haha

pallid compass
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Not sure if that's a question or not

abstract relic
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Good luck. Hope it doesnโ€™t blow up ๐Ÿ˜œ

bronze cedar
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4.19.2 UE4 version, i cannot make my paddle move left and right, this is what i want to say , i have tried so many ways but i cannot move my paddle haha

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so that's why i am going to the latest one for checking this movement thing, if it don't work in that version too, than i am doing something wrong

pallid compass
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Probably something wrong

abstract relic
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Guaranteed itโ€™s something wrong

bronze cedar
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but it's so easy in UE4 to make anything go left and right using keyboard

ember shadow
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Hey guys im new ๐Ÿ‘‹ , Where do i go if i have a problem with packaging my game?

abstract relic
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Honestly. Start your project anew horse. Fresh slate for fresh eyes

ember shadow
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AH ok thanks!

bronze cedar
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what i am doing is , i put a cube, converted it into a mesh, than using pawn BP , and mesh component i was making my paddle go left or right, key binding is done, game mode is done, camera setup is done, what else do i need

abstract relic
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Well, you need to have it processed by the player for one

bronze cedar
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@abstract relic i did that lots of time, because i understand that repairing something is way better to start from new, time eating if we repair something, this is said when i use to make 3D models

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you mean that camera setting, default player (player 0)

abstract relic
bronze cedar
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ok thanks , let me check because it might be that i have already seen it

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yes i want to ask , is player controller necessary @abstract relic

abstract relic
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Always

bronze cedar
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omg , than i think i was the wrong person, haha

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so i will try and try and try, until i get it working , haha ๐Ÿ˜„ ๐Ÿ˜ƒ

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thanks @abstract relic for the help, and yes that page is also kinda really good, lots of good information to read ๐Ÿ˜„ ๐Ÿ˜ƒ

abstract relic
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Read a page from the doc every night before bed. All the cool kids do it ๐Ÿ˜œ

frank escarp
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@vale silo literally nothing new in the AI systems for years

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what are they going to comment? the BT system is still as its been for a while already

vale silo
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@frank escarp well, they still can make proper AI stream that incorporates BTs, custom BP tasks, AI Perception and tying it to the animation. Just like they had that animation stream split into 5 or 6 parts, they should do the same for AI.

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even if AI stuff hasn't changed

grim ore
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All the cool kids read a page from the doc every night in a different language

proven oxide
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๐Ÿ˜ฆ

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every time i try to play my game in 2 player it crashes the editor any ideas?

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i dont understand the crash report

pallid compass
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L e a r n. B a s I c s

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Stay away from MP for now

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Pick up some basic stuff

proven oxide
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Assertion failed: false

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WTF does that mean

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thats the ErrorMessage

pallid compass
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Google it

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Always Google first

wary wave
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it means you find rthat assert in the source code and see what happened

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google probably won't help

pallid compass
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I meant Google what an assert is

proven oxide
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BaseGameMode.cpp

pallid compass
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There's no way they can debug that amber

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Did u leaned what game mode and game state is yet

proven oxide
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problem is another dev runs it fine

pallid compass
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I've been waiting to use this

proven oxide
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meh

abstract relic
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I was about to say ๐Ÿ˜œ

pallid compass
#

Sounds like who ever set it up has set it up wrong

static viper
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doesnt have to be mmo right away. maybe its coop

pallid compass
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Or you have changed something

proven oxide
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i havent changed anything

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the other dev disabled steam

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mine is disabled as well

pallid compass
#

Are you using source control

proven oxide
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yes

pallid compass
#

Sounds like the mp system has not been tested at all outside of editor space then

proven oxide
#

just waiting for VS to restart

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there is no MP system, we are using UE4 networking on 7777

pallid compass
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Yeah

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Multi

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Player

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That is multiplayer

proven oxide
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i mean wwe havnet programmed anything

pallid compass
#

With some sort of multiplayer system someone has built

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Well mp does not work out the box

proven oxide
#

using basic listen server

pallid compass
#

With the exception of the character movement comp

static viper
#

usually if you press 2 clients, it works out of the box

#

in default at least.

proven oxide
#

thats what i did

static viper
#

so are you sure its all default?

#

this is a new fresh empty project?

proven oxide
#

i need to see if someone fiddled with the basegamemode file

static viper
#

yes

#

seee

pallid compass
#

To asset on game mode is really something

#

Either game mode is not setup or

#

It's full of shit that has problems

#

Most likely one of them

proven oxide
#

well they had it using steam

#

the other dev turned that off

pallid compass
#

Well sounds like it might not be turned off properly

proven oxide
#

there is also this

grim ore
#

random shit causes random problems. I ran into an issue where a system environment variable on my machine caused visual studio installer to not run.... random shit man.. random shit

proven oxide
#

[2019.01.23-17.19.00:939][891]LogSpawn: Warning: SpawnActor failed because no class was specified

pallid compass
#

That's a warning

#

Not an error

#

But I can see already the system must be set up like a shit storm

grim ore
#

I think a good question might be if you are not doing multiplayer then why are you doing multiplayer?

pallid compass
#

Actor classes not being specified and no checking not good

proven oxide
#

at the end it just says this

bronze cedar
#

@abstract relic hahahahaha yes right

proven oxide
#

[2019.01.23-17.19.25:110][522]LogOutputDevice: Warning:
Script Stack (0 frames):
[2019.01.23-17.19.25:111][522]LogWindows: Windows GetLastError: The operation completed successfully. (0)

pallid compass
#

That's not the assert

static viper
#

why dont you just

#

post the entire log

#

instead of just chunks

#

XD

#

get a pastebin

grim ore
#

noooo... the spam...

static viper
#

i said pastebin

grim ore
#

yeah I was typing before that lol

proven oxide
#

line 28 on there is the crash

static viper
#

i say log

vale silo
#

oooh, C++

static viper
#

you post script

#

i say pastebin

#

you post git

pallid compass
#

Question

#

Why the hell

#

Is it programmer not helping

static viper
#

what the hell

#

what is going on here?

pallid compass
#

That's not a log

static viper
#

you plank

#

i just said that

abstract relic
#

Grab a whip. Find your programmer

proven oxide
#

thats the line that caused the error assert

static viper
#

post the log!!!!

vale silo
#

why not to use Blueprint for now ?

static viper
#

in a pastebin

pallid compass
#

U crash because ematchstate is invalid

#

No case is being matched

grave nebula
#

Do it on GPU and readback the results if you ask me.

pallid compass
#

So your catching on a check

#

Which means MyDetailedMatchState is invalid

#

Or has some blank state it's sat on

proven oxide
pallid compass
#

Why is your programmer not helping

proven oxide
#

I am the programmer

static viper
#

you are not

proven oxide
#

the old one quit

static viper
#

get him back

#

fast

#

its urgent

proven oxide
#

can't do it was a toy out the pram situation

pallid compass
#

U best quit too then

#

In over your head

#

That's not meant to be nasty btw

#

Just from what I can gather you are way in over your head

proven oxide
#

but if iti was an assert why did the client crash

pallid compass
#

Because you don't know what an assert is

proven oxide
#

I mean rather than just the game shut down the whole editor crashed

pallid compass
#

That's the whole point

#

Who ever put that in there was smart

#

It caught an edge case

proven oxide
#

omg it sets the state invalid on start

#

WTF

pallid compass
#

We'll match state has to be invalid

#

If there's no match state

vale silo
#

that's why I stay away from C++ currently - if I have a programmer and (s)he quits, I can fix/add Blueprint code myself ๐Ÿ˜›

#

(unless existing BP code is from that Thumblr)

grim ore
#

C++ is the bestest. Its 100 million times faster than blueprints and it has all those cool semi colons

vale silo
#

that's definitely a strong side of it, but I have to compromise

grim ore
#

but the colons.... the colons.... you can't resist the semi colon!

#

man I really hope they push in the UMG -> Editor Utility stuff in 4.22

proven oxide
#

there are a lot of checks()

#

like there is one in the InProgress case

vale silo
#

there is a lot of hopes for 4.22, but 4.21.2 hotfix now needs hot-hot fix #2

pallid compass
#

Yup checks are good

proven oxide
#

hmmm there is one underlined line that was a change by the other guy

#

7 days ago

#

it was missing an include apparently

#

engine/World.h

#

nope still crashes, it goes into the game but doesnt spawn the player and then crashes

cloud cobalt
#

What's the call stack ?

proven oxide
#

there are load errors on the map missing textures apparently

pallid compass
#

Fam u are x100 in over Ur head

cloud cobalt
#

Unlikely to be the cause of a crash

proven oxide
#

and an error in a BP which i have solved multiple times (not using it anyway)

cloud cobalt
#

You need the call stack

#

In Visual, while debugging

#

If you're the programmer, this is your job

pallid compass
#

They crashing from a check false

#

Edge case on a game state enum

#

Switch that is

proven oxide
#

but also it just says Network Failure GameNetDriver[Failure Received] host closed connection

cloud cobalt
#

That's not really an error

pallid compass
#

Ignore everything after crash

cloud cobalt
#

Why don't you paste the full log on pastebin

#

So that we can help

proven oxide
#

<PCallStack>UE4Editor-Engine 0x00000000d8210000 + 14ed700 UE4Editor-Engine 0x00000000d8210000 + bb8470 UE4Editor-UnrealEd 0x00000000d63a0000 + 452085 UE4Editor-UnrealEd 0x00000000d63a0000 + d72346 UE4Editor 0x000000005dc40000 + 6225 UE4Editor 0x000000005dc40000 + 1596c UE4Editor 0x000000005dc40000 + 159ea UE4Editor 0x000000005dc40000 + 248da UE4Editor 0x000000005dc40000 + 2659a KERNEL32 0x0000000057d70000 + 17e94 ntdll 0x000000005a0b0000 + 6a251</PCallStack>

abstract relic
#

Noooooo

proven oxide
#

which log i did the whole crashxml

cloud cobalt
#

The full .log file

#

Also you're going to need debug symbols

fierce tulip
#

and paste it into pastebin, if you spam that whole log here we might not be so nice :p

cloud cobalt
#

Yeah I did say pastebin, we don't want mods to start banning people

#

I mean, not all of them

#

Probably

proven oxide
fierce tulip
#

no, we ban everyone

#

:p

cloud cobalt
#

No crash here @proven oxide

abstract relic
#

The best solution is to delete everything afterall

proven oxide
#

thats the file in the crash folder

cloud cobalt
#

This looks like the client log when the server crashed

proven oxide
#

only other thing i have is the minidump

cloud cobalt
#

Seriously though

#

Start the game in Visual

#

Wait for crash

#

Get the call stack ๐Ÿคท

#

This is the only way to work out crashes

#

If it's in your code you'll get the error down to the line

#

If not you'll at least know wtf happened

#

Debugging is as simple as a right click on your project in the solution, "set as startup project", F5

proven oxide
#

how do i get the call stack the editor just closes

cloud cobalt
#

Then press F5, or the green arrow in the VS toolbar

#

With the editor closed, since this will relaunch it from VS

#

You should install the "Editor symbols" package from the engine options in launcher, to get accurate data from engine crashes

#

It's a 10-20GB download but it's basically required

proven oxide
#

ok its revuilding the editor

#

ok that time it worked fine

#

WTF?????

cloud cobalt
#

Might be a hot reload error

proven oxide
#

but i cant get them talking ot each other so thats another issue

#

but at least the editor is no longer crashing

#

it deleeted a load of old dlls and pdbs

pallid compass
#

Have fun stranger :p

cloud cobalt
#

Deleting DLLs and PDBs is normal - that's hot reload stuff

#

Most people would advise to not use it

#

It's safer to close editor, build, and relaunch

#

When you're just changing a .cpp it's usually safe, but it's not safe when touching UPROPRY() related stuff

#

And will usually crash or fuck Bluepritns up

proven oxide
#

anyway that worked thanks for at least stoping the editor from crashing

cloud cobalt
#

Just take it slow and patient

untold snow
#

Hey, does anybody have any material on getting started with using third party APIs? Im looking into making a location-based game like Pokemon Go and have located the APIs I needed, but I have no experience working with them before or have any idea to get them to work with the engine. I attempted to do my own research but have been unable to find any of the answers I am looking for. Thanks in advance!

true leaf
#

I just use vaRest to read and write to my own centralized rails api server

grim ore
#

^

gleaming narwhal
true leaf
#

Using GET and POST rest api

#

Super nice... Easy

#

New version of rails has an --api only mode

untold snow
#

Oh man I had no idea about these. Thank you!

glacial pecan
#

how do I get the import options window back on reimport?

fierce tulip
#

need to enable it in editor settings

#

very weird choice to add that option and set it to true as its standard config

glacial pecan
#

know the name? I'm searching for import but didn't see one that fit, and now I'm going through the list

fierce tulip
#

general misc "show import dialog"

glacial pecan
#

yes, found it just as you wrote it ๐Ÿ˜ƒ

#

weird that search didn't pop it up

#

ohh, it did...

#

blame it on dyslexia

#

@fierce tulip thanks!

fierce tulip
#

np

tribal pebble
#

does anyone know about a Ue4 TPS Free Multiplayer template?

misty stone
#

there's a playlist of tutorials that I can link if that's helpful to you?

tribal pebble
#

i mean maybe , i found Unity5 has a new FPS free multiplayer working template ,its just i suck at unity

misty stone
tribal pebble
#

lemme check

#

wait does the one u sent me work as a hero shooter? i don't intend to have characters switch weapon i intend to have the weapon be part of the mesh and animation of the character , like Knives or Scepters

#

@misty stone i'm trying to cut corners here , having weapon and character be separate is too much for me lol , i'd just rather have them be part of the same thing just have animation blending for upper bones and boom , shooting while walking

misty stone
#

fair enough

#

as far as im aware there is no template

tribal pebble
#

fug

grim ore
#

the shooter game sample from the learn tab is shooter enough? Should be able to turn those into TPS characters without much issue and that is a good base

gleaming creek
#

Now I'm going to be sad every time I'm painting a model

tribal pebble
#

why? @gleaming creek

#

@grim ore learn tab?

#

the one from where ue4 starts?

#

it has no multiplayer >_>

gleaming creek
#

The earlier part about Substance Painter's Allegorithmic having sold their company off

ember shadow
#

Anyone wanna test my short game?

tribal pebble
#

sure? ๐Ÿ˜„

gleaming creek
#

That wasn't in relation to your question

#

Just in relation to reading 17 pages of negative responses on the Allegorithmic forums

tribal pebble
#

what happened D: ?

grim ore
#

you know you might be right @tribal pebble , I always assumed since it had bots and looked like it was set up for multiplayer it had support for it ๐Ÿ˜ฆ

true leaf
#

I didn't even know what substance painter was now I'm sad lol

tribal pebble
#

ye i'm just tryina make something for fun , for me and my friends to make funny videos on lol @grim ore nothing serious ,so the Unity project would be great for me to add my characters ,its ,just everytime i see code ,i die inside a lil bit

#

unity is scary its like the monster under the bed for me lol

true leaf
#

But this is unreal. ๐Ÿ˜€

grim ore
#

It's scary but it's no worse than any other engine or language in the end

tribal pebble
#

true ,but admit blueprints are more approcheable

#

its like a grandma with a sweet cake

#

u know its gonna take a while to get those pounds off

grim ore
#

you might have to find a marketplace asset if you want a leg up

tribal pebble
#

but its good!

#

s'all so pricy and basic

#

i would go on a loss on doing an asset flip over there lol expecially since i don't even wanna sell

grim ore
#

well considering Unity didn't have a template like this until now, give Epic a few years to catch up ๐Ÿ˜ƒ

tribal pebble
#

true that!

grim ore
#

now that I think about it, I wonder how many multiplayer ready examples epic actually has out

tribal pebble
#

thats a good question :

#

i mean made by them?

#

i see usermade stuff

grim ore
#

yeah or sponsored

#

I guess 1 in the multiplayer shootout demo

tribal pebble
#

wait can i see it?

true leaf
#

All because you buy assets doesn't mean you are asset flipping ... Just make really good gameplay ๐Ÿ˜‹. Unreal has lots of small demos

#

The multiplayer one has two orange cowboys

#

It's in the launcher I think

grim ore
#

yeah it's not the best but I think it's the only MP one

#

ok now I am bummed out that the one I thought would be MP was not, the shooter game lol

tribal pebble
#

ye but why would i be spending money to make a meme game with models from a freetoplay game that bored us now but they can't stop making videos on it cuz its the thing that makes them money lol @true leaf

true leaf
#

Well you can either spend time or money

tribal pebble
#

i mean dass sad cuz multiplayer is pretty usefull to learn and have examples

true leaf
#

Or use free assets ! Lots of those around

grim ore
#

ok so there is a complete multiplayer learn series on YT but it has no gameplay soo.... there is that I guess lol

true leaf
#

You are trying to make something like GMod ?

tribal pebble
#

gmod?

#

i mean kinda

#

something like a Third/first person shooter meme game

#

where i just use characters from a game

#

that is not a shooter

#

and make it into a shooter LOL

true leaf
#

Gameplay is easy just write logic in a Game instance /Game state

tribal pebble
#

using their animations and abilities so no extra weapons

grim ore
#

multiplayer is the devil for trying to learn and teach... the literal devil from hell with the horns and all that stuff just poking at you making you suffer while you do it.

true leaf
#

Okay interesting . Yes that's true ^^

tribal pebble
#

LOL

grim ore
#

the bad part is UE4 makes it seem simple, I mean boom 3rd person template and you can hit play and people can all run around eachother but then you go "hey I want to make something happen" and you are dead on the floor bleeding in your office.

true leaf
#

Also open endedness is also the devil , define your scope. Doing a bullet Ray trace for multiplayer isn't too bad..... Basically when a client clicks their mouse it sends a 'Shoot request' custom event replicated to the server .. then the server does a Ray trace using that characters transform and changes stats of the actor that was hit... And that actor and it's stats are auto replicated

grim ore
#

'But all I wanted to do was shoot something in multiplayer" is how many people ended up in the crazy asylum

true leaf
#

๐Ÿคฃ

grim ore
#

then hell for fun toss in UI replication and you might as well just commit yourself if your family doesn't

tribal pebble
#

LOL

#

dam

#

that's how the joker became the joker

true leaf
#

Yeah it's not easy but after you 'get it' it's like riding a bike

grim ore
#

and this isn't the hard stuff. yeah getting your head around replication and replication and even replication is what matters.

#

"make sure all the animations are in sync for everyone at all times"

#

and let's use IK for fun

tribal pebble
#

welp

#

dreams crushed

#

lol

grim ore
#

nah we just want to make sure you know it's not like a light switch where you turn it on and boom multiplayer. Networking is actual work to make it all work lol

#

and I would say most of the work is just learning how multiplayer works and should work

tribal pebble
#

well ye i've seen someone do it,its like u put some checks , like a node that checks for the value

grim ore
#

It mainly just depends on what it is and what you are doing and how you want to do it.... lol. like making the same thing the same thing on everyone's screen varies depending on the thing and who owns the thing and who is saying to change the thing heh

#

like a variable in the game mode? nope only server has access to that... uhm.. the color of a cube? sure who owns the cube and who is trying to change it and who should see the color changed? make code for all those possibilities!

next sierra
#

hello unreal dudes. I have a question about camera modifier. I have a custom modifier that offsets the location and rotation of the camera. it works well when I apply it to the CameraManager but I would like for it to blend in and out. I have set the "Alpha In Time" and "Alpha Out Time" in the class defaults but I can't figure out where it uses these options. I have tried adding/removing and also enabling/disabling the modifier via the manager. any tips?

dry moon
#

how are people enjoying speedtree 8.3?

rancid verge
#

Is there anyone in here to talk about unreal studio cad data imports

grim ore
#

so epic bought out 2 companies today and are collaborating with a mobile app firm. Can we guess what is next lol

safe rose
#

nothing because so far (over the past year/two), the companies they have bought out haven't produced anything

unreal spoke
#

How to get the screen position of a 3d location? I know I've done it before but cannot remember or find it.

#

found it, Project world location to widget position

crisp fable
#

anyone know why i'm getting global 'failed to reimport' messages across my project?

#

when reimporting static meshes

patent junco
#

@crisp fable did you happen to rename the part(s) that aren't reimporting?

crisp fable
#

nah

#

just tried it again with a box mesh

#

import, reimport

#

nothing in the log

#

ill check it out more later cause im doing this for a meeting in 2 hours ๐Ÿ˜ฌ

#

i also found a bug which ill report later ๐Ÿ˜„

#

calling World->SetNewWorldOrigin in world settings PostLoad causes a crash because the worlds scene isnt initialized yet

#

what the flanders

#

i found it, the point cloud plugin is trying to reimport my mesh. i dont get it.

#

its not even april fools

upper iris
#

they use a spline for the road but the has a groove going through it

#

but the surrounding surface uses a single static mesh.. i literally dont get it...

#

theres are no seems... its like they built one big static mesh for the floor....

#

please anyone if you know how they did it ,could you please help me

crisp fable
#

what game

upper iris
#

days of war

crisp fable
#

yeah its 100% a mesh

#

and the seams are from baking the normals from adjacent meshes

#

not auto-calculating them

#

a cheap way is to just have them all pointing up

upper iris
#

i just cant seem to replicate it...

#

theres no static mesh running underneath the road either..

novel ember
#

Why would a velocity vector print string its value correctly but If nodes not work correctly?

#

I'm trying to check if the player's Z-velocity is negative / they're falling (I can't use IsFalling because a lot of my movement stuff is custom) and print stringing outputs negative values, but bool nodes aren't treating it like that

#

nvm

umbral tartan
#

Where is a project's "Default Engine" setting stored/set?
Checked DefaultEngine.ini and MyProject.uproject, but it doesn't look like any engine is specified in either.

manic pawn
#

baseengine.ini probably

umbral tartan
#

@manic pawn
Thx! So, if I have no baseengine.ini anywhere in the project folder, that'd be a problem, yeah?

manic pawn
#

it's in the engine folder

dim arch
#

@novel ember have you tried turning it on and off again

#

I got a few bugs with vars returning values in BP

#

If nodes usually work though..

umbral tartan
#

@manic pawn Interesting. So the engine's baseengine.ini specifies what project's launch with it?
Doesn't look like any project's names are specified in BaseEngine.ini. For me.

manic pawn
#

ehh what do you mean what project?

umbral tartan
#

Ah sorry, I mean "which projects launch with it".

I built a custom engine for 4.21. Uploaded a project to bb on a diff machine, but I forgot which engine I created it for.
Downloaded that project. Now I want to see which engine it was created for, to see if I need to convert it.

It doesnt look like "compatible projects" are listed in an engine's baseengine.ini.

manic pawn
#

the engine association is stored in the uproject file

#

for custom builds it'll be a guid

coral shoal
#

Is there an easy way to have a 3d widget in the world display in front of everything? Normally i would look into custom scene depth, but UI materials don't have a scene depth pin

next badger
#

the point of a 3d widget is being rendered in 3d

#

i.e. if it's in front of something and positioned somewhere in space behind any other element it makes no sense, especially in vr

steady owl
#

@grim ore shootergame IS most definitely multiplayer

#

Whoever told you it isnโ€™t is very wrong

#

The whole point of it is a fully working multiplayer demo even with demo recordings

midnight wigeon
#

Im confused

next badger
#

@coral shoal closest point in 3d space is camera near clipping plane, you could place widget there

midnight wigeon
#

????

#

Someone,Help.

next badger
#

@midnight wigeon read the pinned message there

midnight wigeon
#

There?

#

O

#

Oo

#

Ok

coral shoal
#

The idea would be to have the 3d widget be in a position in the world with shear, skew and all the stuff that results (without having to do tons of math to reproduce it) but also sometimes appear through geometry

#

if that's not easy/possible understood, though

midnight wigeon
#

Quick question

coral shoal
#

Also alexey, there's actually a lot of VR stuff that does exactly that, but it uses an overlay/stereo layer to make sure the widget always appears in front

#

which is kind of something different

#

and not a thing for non-vr games

midnight wigeon
#

If you were dev , How much money would u want on the average for a job?

cursive dirge
#

depends totally on the job description and the location

#

more responsibilities, more pay, what's much in some countries can be something ridiculously low on other

next badger
#

@plush yew -90 ?

cursive dirge
#

can't you just.. try it out? ๐Ÿ˜„

next badger
#

looks like one of those questions on interview

midnight wigeon
#

@cursive dirge What if I make a city

#

With a map

#

How much would YOU want.

next badger
#

@midnight wigeon for what? assets, level, logic?

midnight wigeon
#

Idk level

#

Im just giving example

#

To see how much yall would want

next badger
#

is level made from scratch, or uses premade assets?

midnight wigeon
#

Scratch

next badger
#

what average poly budget, does assets had to have LODs?

#

what target platforms? what graphics style?

midnight wigeon
#

Anything

#

I just want to hear

#

How mucu

#

Much

#

U would want

next badger
#

@plush yew then do 90...

#

@midnight wigeon $15-20/hr

midnight wigeon
#

Mmmkay

#

What If there was just a 1 time payment

next badger
#

depends on volume

#

@plush yew well, you need to change closing angle then

midnight wigeon
#

80?

#

@next badger

#

Oof

next badger
#

@midnight wigeon 80K? that's a good salary in many countries

midnight wigeon
#

LOL

next badger
#

annual i mean

midnight wigeon
#

Oofie

#

How would u even promote the game

#

To me the only way to promote through social media

#

But that really doesnt always work

next badger
#

social media is a good way, then comes influencers, like twitch streamers and youtubers

midnight wigeon
#

Gg

#

And I have to pay mad money to make the game

#

:/

#

Oofie

next badger
#

Epic also helping to promote games that are published on Epic Store

midnight wigeon
#

I would end up paying like 1,000 Dollars for all Devs Combined

#

Oofie

#

Gotta save up

#

:D

next badger
#

most people here are not paying money to "make game", they are requesting particular tasks

midnight wigeon
#

.

#

Does it work?

next badger
#

i'm taking jobs there from time to time

midnight wigeon
#

You would take a job without payment

#

?

#

@next badger

next badger
#

it's not a job, it's called Volunteering, i'd rather spend time on my own projects

midnight wigeon
#

Exactly

#

Unless u getting paid

#

holds hand up for high five

#

๐Ÿคš

#

Gets Denied

#

:(

plush yew
#

What would cause me to have to recompile all the shaders in my game?

next badger
#

@plush yew changing the shader model as example (SM5 to ES2 etc)

plush yew
#

Ohh I enabled Planar reflections

#

Would that do it?

#

Just now finished wow

next badger
#

@plush yew use scene capture instead

plush yew
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How? Project settings

next badger
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planar reflections have performance impact on scenes that even have no reflections

plush yew
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Should I just turn off planar reflections?

next badger
ivory crag
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having trouble with my gamemode blueprint. when i make one deriving from gamemodebase, i don't posses my char, when i derive from gamemode, i posses my char but can't move him

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the playercontroller is properly receiving inputs

next badger
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@ivory crag probably cause bStartPlayersAsSpectators in AGameModeBase is set to true

ivory crag
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how do i change that in bp

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i can't set it, i can only get it

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@next badger

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if you've got a sec i think you'd be able to fix this quickly if we hopped in a call and i screen shared

#

it's something with the gamestate or gamemode

quaint rune
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Hey guys can I ask a question? I am developing an solo fun project that take place in italy during 1943-45.
In your opinion I have to take care about world fascism law or I can just put a 18+ on my game? (If I ever release it)

tall pendant
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world fascism law? ๐Ÿค”

next badger
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@ivory crag maybe the issue with movement component, you may ask on #blueprint

ivory crag
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i did, nobody responded

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and the character now just isn't spawning

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i can place him in the world, or place a spawn point, and he just gets deleted @next badger

quaint rune
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Yeah for example in Italy is against rule the reconstruction of fascist party etc etc but on videogames there arenโ€™t any problem, as well in Germany with nazi symbol

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But idk i was just asking

spare sun
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country-specific

quaint rune
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Oh so i can set the country where I want to release it?

next badger
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yeah, i believe it's per country law...
ue4 has tools for localization

tall pendant
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You can create Art which has a historical background tho. As long as it's not promoting facism to be something super awesome you don't have to worry about it.

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even in Germany we are allowed to do it this way ..since recent law changes

quaint rune
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Yeah I was reading it

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Thank you all guys

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Really important feedback as always ๐Ÿ˜˜

next badger
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yeah, in Russia swastika is also allowed (it was not for some time)

spare sun
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wouldnt count on Russian segment being the primary source of income though

ivory crag
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I have character placed in my world, when i start playing, my camera jumps to a random position and either destroys the character, or has him fall for a few seconds then destroys him

abstract relic
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Check the basic first. Do you have your game mode, controller, etc set up. For the auto destruct, go to world setting and find z... something. Thereโ€™s a set boundary that destroys pawns that touches it if youโ€™ve used the default startup.

ivory crag
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yes to the first part, auto destruct fixed, thanks for the help

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still not spawning where i want him though

novel spire
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Is it possible to stop blueprint editor from displaying my variable "Apple_Pear" as "Apple Pear"?

dry moon
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I'm just glad kanye is making video games

proven oxide
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here is a question and a half, I have googled and looked at tutorials and i cannot see what i am looking for,.

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i have a material with 2 textures, 1 which is a bullet hole (opacity channel) and the glowing metal from the emmisive channel,

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how can i make the emissive fade over time? there is no tick available in the material so how should it be done?

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@ivory crag have you placed a player start in the map?

ivory crag
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yeah

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didnt help

proven oxide
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on our one we have 2 different ones

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the editor play uses one the actual game uses the other

dry moon
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Its best to fade it through blueprints so you know when to delete the actor as well

proven oxide
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we are using it as a decal

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it dies after 30 seconds but we want the glow to go after 5

dry moon
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Yeah decals do have a cost that you'd want to delete if you having bunch of players shooting them causing mass amount of them

proven oxide
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gub, ok we have a player start instance which is used by the editor play when we play the level directly PIE

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We also have a NetworkPlayerStart for when entering through the menu

glacial otter
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@proven oxide You can use the "Time" node in the material editor.

dry moon
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and when with blueprints, it'll be per instance of the decal. If you control it through material, it'll fade all of them at once unless you do some complex material

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which just isn't worth it

proven oxide
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its a bullet hole

dry moon
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Yeah

proven oxide
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I am also having problems with randomly selecting one of 4

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i have a U and V offset either 0 or 1

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but i cannot work out how to randomise it

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you would have thought that they would have something in the system for this

dry moon
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so when you shoot it, put it into a pool in the actor that shot it and use that actor to tick the timer to make it fade

proven oxide
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hmmm i think i need to investigate pools more. ๐Ÿ˜ƒ

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love your name by the way

dry moon
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Yeah its best way to keep track of what caused what, and you have them all in one place to clean them all as well

proven oxide
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or just use 2 decals one for glow and one for hole

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but then thats double the lag

dry moon
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Well you won't need to, just use the parent actor that shot it (player) and use its tick for it

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and then use the material instance float thingy (I'm tired so not remembering the name) to modify the value of the glow

proven oxide
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but 2 decals

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but nice idea limit the number of decals per player

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so if they shoot 100 decals the 101st deletes the first one

dry moon
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Yeah exactly that

proven oxide
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I need to learn more about ui widgets

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specifically the menus,

dry moon
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and its called Set Scalar Parameter Value node

proven oxide
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thanks

dry moon
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so you can have a scalar on the material scalled emissiveamount, 5 for instinace

ivory crag
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@abstract relic you have saved me thank you so much the kill Z fixed it, you are the best thank you so much <3<3<3 i have been stuck for 2 days and now i feel dumb but thank you thank you thank you

dry moon
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and then through blueprint, just use deltatime to slowly lower the value with a clamp of 0

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Though you can just use a Timer event so it ticks far less to gain more performance instead of ticking it every frame

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You'll just need to look into that

proven oxide
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๐Ÿ˜ฆ

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i tried to watch a tutorial - video removed because user closed their account

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how do you make animations keyed to opacity?

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ok i have an animation but its not doing anything

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how do i make the animation run in the BP?

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and the tutorial menu looks nothing like the one i am seeing so i guess its for a prior engine version

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Tutorials are so helpful all it says in the how to do animations tutorial is this In the widget Timeline, create an Events track with a Key, and an Animation

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HOW!!!!!

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i have an events track but how to add a bloomin key

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i have my animation track with key already but i cant work out how to link it to the event

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ok trying to trigger my animation crashed the editor

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ok i am having problems recompiling

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1>UnrealBuildTool : error : Unable to delete F:\Development\UnrealGhosts\Intermediate\Build\Win64\UE4Editor\Inc (Access to the path 'BaseCharacter.generated.h' is denied.)

fleet cedar
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So I've been working on this vehicle movement component for way to long now and it's finally starting to come together

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It's all done without simulating physics which I'm really happy with, I just need to add jumping and drifting and then squash the 1000 bugs I've got

proven oxide
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yep for some reason i cant even clean the source

fleet cedar
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@proven oxide did you say you've got a timeline in a widget?

proven oxide
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trying to

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I am trying to fade in a menu

fleet cedar
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If I remember correctly, that's not allowed, at least in the blueprints of widgets

proven oxide
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i had the animation in but the animation didnt trigger

fleet cedar
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Or at least it doesn't pop up when you search for it

proven oxide
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there is a playanimation func

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and it created a sequence(0)

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but then my editor crashed and I have lost it all

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so i have just closed everything and am just loading up the VS and trying a clean solution

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is there any details of the network data that UE4 sends or do i have to manually construct my packets if i want to interface with non UE4 server

cloud cobalt
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If you want to interface a non-UE4 server you'll basically need to implement your own networking from scratch, starting from UDP

proven oxide
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๐Ÿ˜ฆ

cloud cobalt
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It's not just about the protocol, UE4 networking works by having both server and clients run the same game entirely, including the level, physics, collision, etc

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The server just doesn't display his game or process inputs

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Other than that it's the full game

proven oxide
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we just want it to be a level playing field and running inside docker - UE4 standalone server cannot do that as far as i know

cloud cobalt
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Run inside Docker ?

proven oxide
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yes so running on a linux box, when the auth/lobby server asks for a new instance it would spin up a docker instance to connect the clients to

keen frigate
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Morning ladies and gents ๐Ÿ˜ƒ

cloud cobalt
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Doing this would require your own online stack too

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You can't exactly plug yourself into the Steam online subsystem, for example, and detect someone needs a server

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What you can do is have all of your game servers report their player counts every few seconds to some server, observe how many empty slots are available, and depending on that, start new servers

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I don't see why you couldn't do that, Docket or not

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It's also 100x easier than doing your own server engine

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If all else fails, there are quite a few existing solutions too, like SpatialOS or that Gamesparks stuff

proven oxide
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basically docker is lightweight VM that you can run an application in seconds

cloud cobalt
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Yeah I know what Docker is, just not sure why you couldn't use it

proven oxide
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doesnt UE4 only run on windows - i mean it compiles dlls

soft crescent
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nope

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ue4 runs on mac and linux

proven oxide
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the only option i have is bake for windows

soft crescent
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yeah you need to compile the game on those os's

proven oxide
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i dont have a linux box to use it on

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and i am not going to install it on an azure / AWS instance just to compile

cloud cobalt
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UE4 can definitely be compiled for Linux

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Look it up

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The recommended process to build is on Windows though

soft crescent
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you can do linux on windows

proven oxide
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Well i am gonna start a new project and just play around for a bit, work out what i am doing

next badger
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UE4 even could be compiled for ARM Linux

proven oxide
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ok first problem

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I am trying to change the skydome but it will not let me edit the skysphereblueprint

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how do i edit it?

next badger
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isnt sky sphere bp called BP_Sky_Sphere?

proven oxide
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yep but its in the engine and is uneditable and i cant work out how to replace it

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World settings will not allow change

pearl idol
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Hey guys! Anyone knows how is working Localized Assets?

next badger
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@proven oxide world settings are not related to sky sphere...as for sky sphere bp, you should be able to edit it, maybe it's read only file or something...if you want to make other version you could make a child class, it will replace the existing bp to a new one

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or you could copy the original BP and replace it in the scene

obsidian rain
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anybody have any experience with projectile collisions on characters i've found a bunch of different approaches to the problem. I still don't want to jump into it until i know which ones best for me. I'm looking for something that lets me at least have headshots and a fairly accurate mesh shot rather then the basic capsule usually i just pickup something from the market place as i cut corners and learn but there was nothing of any value for this.

next badger
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@obsidian rain you could get a hit result and then get a bone name from it, then judge based on that

obsidian rain
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that actually sounds good saves me messing with hitboxes

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trying to read about raytracing to see if i should scrap the projectile system and use that

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dont think i'll start anything til tomorrow just wanna absorb as much on it as i can and make sure whatever i build i dont have to bin and start over haha

oblique sorrel
#

I'm writing my thesis on making games vith visual scripting languages, using BPs as an example.
Thing is, it's rather hard to fit screenshots of the graphs on an A4, width-wise. What do you think the best course of action would be? Cutting them into pieces? Scaling down and hoping noone will try to read them?

graceful sky
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Cut into pieces usually works fine,as long as you cut on places that makes sense