Has anyone here ever had the "Add to Project" button go missing? I have two projects I can add to https://gyazo.com/f502f101ab6b7a60d422045796d7810b
#ue4-general
1 messages · Page 384 of 1
are you looking at it on the marketplace or your library?
why is the launcher so broken xD
I can't install the engine
so apparently the entitlement public service server is down
but the engine is installing now so that's good 😄
@foggy mason my game broke the launcher XD
rip
sorry! haha
Hey all, I have a weird issue. I'm creating a 3d widget in an actor that displays a skillshot indicator. It shows up in a render target I set up as a rear view mirror behind the car, but it's not showing up on the screen. Any idea what could be causing this?
Where would I submit a typo in the docs?
Albeit a very insignificant one. The doc page for chromatic aberration post process effect has fringe spelled as frigne on the comparison slider.
good find my dude
Hey all!
@flat pine forum has issues report section on docs
@next badger Thanks! 😃
New to 3D Dev and Unreal, should be fun I guess. I am having trouble finding tutorials for getting started with an emphasis on C++ though
@clear junco courses by Ben Tristem and Tom Looman are good (Tom's one is oriented for people familiar with c++)
Seems the page for directional lights is missing some mentioned pictures below the descriptions as well? I'm having issues loading the docs while also being signed into the forum so I might put a draft or something together in notepad with issues as I'm reading through the docs. lol
hey, so they changed the max bone influences per vertex from 8 to 4 for mobile
in 4.21
so all my char skelmeshes arent visible
is there some way to set it back to 8? I dont want to reskin all these characters
Can I link a really good GDC video on toon shading done right?
@next badger Oh, yeah. It seems okay now for me. Must have been a loading thing on my end. I have been using the documentation button in the context menu and it seems to give different URLS so I don't know if that had anything to do with it.
@high stone the only i know https://www.youtube.com/watch?v=yhGjCzxJV3E
While the quality of photo-realistic real-time graphics in games is advancing daily to near feature-film quality, Arc System Works' RED team took a completel...
not for mere mortals tho
@high stone oh, i see, i misread as "can i have a link"
since htis channel is for questions mainly... #graphics if for graphics related stuff...but i think everyone there knows about this video
In case any 3d artists are looking for some new graphical tricks. It gave me some ideas.
pixel perfect uv'ing is not something every artist may endure
It's got other tricks like using vector textures to stop any blur, bleeding of solid lines.
can anyone tell me about the 'Crack Free Displacement' checkbox in the tessellation section of the material editor in UE4? Beyond the tooltip definition?
What is it doing under the hood to prevent cracks?
The reason I ask is because it prevents certain materials from even showing up on my mesh. and when I unckeck it, they show up fine.
I’m really excited because I finally decided on my first project.
@sterile seal it blends the weight on uv edges
@next badger So here is what I ran into.... I use quixel bridge for a lot of texturing and I also use Modo/unreal bridge and Datasmith...
I can take a mesh and export it as an fbx from modo, bring it into unreal and throw a megascan material on there. shows up perfect...
but...
if I use the modo bridge and 'push' mesh from modo to unreal (same mesh, same UV's) the megascans material wont show up, just checkerboard... same with any mesh that is from a datasmith import....
As soon as I uncheck 'crack free displacement' it works fine. what do you think is going on here?
that is the 'pushed' mesh
uv's intact.
mesh on the left, UE4 cube from the basic section... mesh on the right, mesh pushed from modo using 'scene protocol'
both with the same megascans material...
both with same UV's
uncheck 'crack free' and the pushed mesh suddenly gets its material
@sterile seal how's the 2nd uv channel looks like?
You could always just clean that up a little
they really need to make the official text based scripting language already
I know C++ but I'm working on commision for blueprint
But they really are so much simpler
@sterile seal hm...why is your max displacement set to 0 ?
i like to make functions in C++ and plug them in using blueprint
That’s a good idea
creating blueprints is very easy, reverse engineering ones other people made is nearly impossible
Right ?! The default ones are soooo confusing
@manic pawn well, that's true for c++ as well
I find it much easier to follow things in c++ than blueprint wires going all over the place
much less visual distractions too
people think UE4 C++ is a lot harder than it really is
You disgust me
I end up having a harder time in blueprint
@austere parcel that's just a bad design
it's not hard but iteration times are garbage when using c++
i concur
I know like nothing about C++ ugh I only am familiar with java
ye especially since you have to recompile everytime
i was looking for examples of neat / ez to follow blueprints
but all i found was that
What do you mean iteration times ?
write code > see result
takes at least 30 seconds to restart the editor and get back to where you were before
not really a problem in Unity as much
Ohhh that’s annoying
C++ takes a bit longer to compile for some reason in UE4 than C# does in Unity even though C++ is lower level
it's because compiling c++ is an absolutely retarded process
How come blueprints are instant ?
blueprints are just a script language with properly working hot loading in the engine
Oh I was under the assumption that the blueprints were a visual representation of the C++ lol
it does compile to C++ i believe
blueprints are compiled to the ancient byte code that used to power unreal script and executed in a vm
Question: why is it so difficult to reference objects in blueprint/ue4/c++ ??? Like it always says the types are not compatible but they’re like the same thing and it’s so confusing to me
Wow seriously??
for packaged games there is some tool to generate c++ code from blueprint graphs that works about 90% of the time
ye that's what i was referring to
but that's not used in the editor
would take too long
else you'd have the same iteration times as with normal c++
I'm not sure why you have problems referencing objects
you just need to understand basic OOP
anyone know why calling quit game or exit crashes the editor?
something crashes when your game exits
There're Blueprint Nativization, that generates c++ from blueprints and avoiding VM overhead
I feel like in java this stuff would work but in blueprints it requires such an insanely specific target object
a blueprint class is just like a class in java
It’s like: this object is not of class specific type of actor object
And I am confused because I never even wanted that to be the target
If I had a more specific example it would be nice but I’m in bed rn
in java, if you have a reference of type Object, you also can't call a method from a specific type on it
Yeah but I guess I am just confused on what objects belong to what class and such
I wonder if bp would be faster to read/understand if they're less visually fancy
yah
I am trying to debloat the android version, I set it to only use content in the list of packaged maps, but its still using a lot of editor files
I guess there a chain of references somewhere
maybe you used those assets somewhere
could always try the reference viewer on your maps
In this short videos series, I'll be uploading a lot of my personal scripts that was built for several unreal projects I work for, those are very handy scrip...
also #UnrealEngine Python Scripts - 5 - Unify Asset Duplicates
wouldn't it make a lot more sense to show unused assets instead of automatically deleting them
@manic pawn #UnrealEngine Python Scripts - 3 - Report Unused Assets
sweet, thanks
yeah, I will see if I can use the reference viewer, havent used it much though
@manic pawn i'm not sure where that comes from, but ue4 packages everything in the project
it doesn't though
it packages everything referenced from the maps I set up to package and the always-cook folders
maybe it defaults to packaging everything if you don't give it any specific maps
yeah, when no list is provided it just cooks everything
probably a poor comparison but I think an empty built ue4 project is like at least 400mb, whereas unity is 30mb
@dim arch um...we packaged vr game in 70mb iirc
can probably reduce that quite a bit
70 mb sounds like nonsense
my exe is already larger than 70mb on windows
really? I have tried using cook only maps and ompress cooked packages
its still over 400mb before I use any additional content
idk if there is some flag I am missing
yeah, 64.5mb zipped
I always see it adding editor icons and localization data into the android package too, even if I exclude editor content
@manic pawn I’ve heard there’s tutorials and checklists created by Epic you can go through to dramatically reduce your package size.
Ill look for it
oh well zipped
pretty sure Ive read it though
ya just remove the graphics, text games only
it does package a giant ton of editor slate icons that the game will never load which is weird
gonna have to check that but I don't think they are
and also disable all plugins which arent being used
that's one of the first things I did when setting up the project
I guess the few editor icons don't make too much difference next to GB of textures and lightmaps anyway
I noticed we have a lot of useless textures exported from substance like 1024x1024 of just a single color
yikes
it only exports what you ask
My animator has given me some materials and an FBX file
you even could set it to combine masks
i understand how to make the material from the textures i have been given but on importing the fbx it also made a physics asset. what is that used for
ok so i dont really need it
(FP gun model)
ok the gun is in a slightly wrong place, how can i move it easily in the FPCharacter model?
its not letting me move the gun within the character position, how am i supposed to do that?
it needs to head forward a little
I'm having here a problem with my main menu background. When i start my game it's working good.
But when i try to make it fullscreen it looks like this
what's the problem
On the right side it's just black
?
you can use a scale box to make sure the background is scaled up to fit the aspect ratio
Alright, should the image be inside this scale box ?
maybe activate your windows version 
The scale box doesn't work for me, but maybe i'm just using it wrong :S
The scale box has the same size as the image
its an Unreal Thing. Fullscreen doesnt seem to work when toggling at runtime
i have the exact same issue
oof
Uh it does
Well, this is a dirty solution but it works.
I just make the image like twice as big as before
I can toggle fullscreen just fine
setres 1920x1080f
Is this the command for the console ?
Alright, but then i have to disable this button here, is this possible ?
don't use console command, use game user settings
Of course it's possible
By using fullscreen
@maiden sundial Uhm, is that play in editor ?
It's standalone
Because that doesn't do fullscreen
Okay
Then it should work fine
How did you set it ?
Set what ?
How did you try to set the game to full screen ?
I actually didn't tried it yet.
But as i can see the command will make the game automatically to full screen with the given resolution
Uhm well, i tried it with this button which i showed above, if you mean that
Full screen is a feature your game needs to implement as an option
I agree, still working on the menus
hey folks!
can i delete the content of
C:\Users\XYZ\AppData\Local\UnrealEngine\Common\DerivedDataCache
?
i guess there is also old stuff in it, so deliting this and open up my project will only regenerate stuff that the proj will need right?
It's a Cache
It Caches often used stuff. If you remove it, it has to Cache again.
So yes you can do that, but iirc you gotta recompile your shaders for example again
yes, but when i have build many projects which are long gone and deleted, i guess there isold stuff in it 😄
okay thanks for clearing this up
😃
maybe i trie to just rename it first and see if that works
yeah..soo....totaly worth the try to regenerate that "DerivedDataCache":
old folder: 13 GB
new regenerated folder: 187 MB
😄
Hey guys Im new here
welcome
does blueprint have something like OnLogin
?
i want to load/save the player data
when is entering the server
In the GameMode there is OnPostLogin
Hey guys i gonna build a pc for ue4
32 GB RAM
3700x and RX 3080 (waiting for out)
512 GB Samsung Evo 960
WD Black 2 TB
What you thinking about
Hi guys, does anyone have experience with dedicated server and advanced session plugin?
Hey guys, would it be possible to make a filebrowser dialog in runtime, like this:
@runic fern yes you can delete it completely safely. unreal will recreate it when its needed, inside where also old files from old projects too
Hallo all, i wonder if there any video tutorial that show boss healthbar?? Im still beginnner to this ue4 so if there any prefer to video than screenshot or documentation tutorial
ive found the image here
https://answers.unrealengine.com/questions/736290/opensave-file-dialog.html
however cant find any code..
Create boss tutorial*
I have not changed anything in my level in a few days, yet I get "TEXTURE STREAMING POOL OVER BUDGET" in red...
is it because I've added a new level and put other resources in that?
only one level is loaded at a time, to my knowledge, though
Would the best way to do a pre main menu sequence (company logo, initial loading screen), be a separate widget that fades out and becomes inactive, or additive layers on top of the main menu itself like a black image covering the menu?
Is there a way to get the resolution size of the current screen where the application is ?
@steady owl Loading screen has support for stuff like company logo etc
If you just want to play movies it's pretty simple
@cloud cobalt It would be more a timed intro to the main menu
But not sure if people have lots of layers on the menu that they animate on and off, or if they do it in a separate widget to keep the menu clean
It can be done either way I suppose
Probably best to keep it separate and functional
Rather than combined and bloated
I mean, stuff like company logo / first loading screen before you can load your UI is handled through loading screen
If you need functionality on it, then yeah, make it a widget
I have a question, is it possible to make a montage but using 2D sprites?
Or rather, how does one make a "cinematic" in a 2D game?
@cloud cobalt Is the loading screen something I can easily edit with blueprints?
My game loads so fast that it would be over before you see something
you can set up loading screens with persistent level
Thanks owl I'll look into that, is it also possible to pre load assets with blueprint so when you load into the main menu, most of the core assets are there and actual maps will load fast?
I guess I could just have those assets inside the main menu map
And that might work
i think there is a prerender bool somewhere
If you use HighResShot in a packaged build, where does it go? I bound it to a key and it does not go to the install folder
it should go either to my games
or a local folder
whereever your saves are stored
Interesting, puts it in AppData
AppData\Local\ProjectName\Saved\Screenshots\WindowsClient
If I have a Map of IDs to names to get a name by ID, what's the best solution to get an ID by name (i.e. the reverse) if it's a one-to-one mapping in a blueprint?
Key is Integer, Value is String
I assume Integer is Int32 by default in Blueprints
@pallid compass
Yeah
Well u can grab by key normally however
The other way around in bp
If I remember correctly and it's been awhile
You get an array of values
Then just find in the array
Is there not a find function for arrays in BP
Uhmmmm let me check, I'm new to UE and BPs
It's been awhile since I used BP like that
If not I'd Havel to manually itterate over it
Ah yes there is a Find feature, ty! Final solution for now will be: Get Values array, Find value (to get index), Get Keys array, get key at index
I believe values can be duplicates so keep that in mind if that is a chance in your setup.
Yeh ty but nah my map will be one-to-one
Welcome! We were waiting for you!
Plenty of people here, ask your questions
😄
Thank you for welcoming me Roberto
Nah, I'll be asking my questions pretty soon. It's night here..
It's night all the time 😉
I'm from India
as long as your questions don't start with "So I am making an MMO and ..." or "So I am making a multiplayer game and..." I think it's all good 😃
https://m.youtube.com/watch?v=OEedq1nQi-U
^ @slim magnet -- this radial menu is cool as hel. Very smooth.
Did you ever see the menus in Beyond Good & Evil? Those slick spiral inventories and password input terminals were incredible, and I've never seen another like them since. This one reminded me of those.
A simple test of the generic radial menu system in use for something like item building. Join the conversation and get updates on my discord: https://discord...
Thanks for the tip, MathewW
Anyone knows how the AttachToActor node works for a PAWN. I'm currently unable to attach a pawn to an actor that has a skeletal mesh as root component.
It works if I use "keep world" but if I use "keep relative" then the PAWN will be at Z -12000 and hence be killed
I'm trying to attach an actor to a CHAIR
try not welding bodies
tried...
character
right, important difference
ok
I have a hunch character movement doesn't play nice with attachment like that
ah
but detaching the mesh and attaching the mesh would likely do the job
however then I loose all control on the mesh? looking around for instance?
trying...
the character would still own it
but you might lose come control depending on how you set everything else up
should be a node that does it
(I'm struggling with the same issue as Roberto)
I don't seem to find a way to attach a detached mesh to another actor
DetachFromActor takes an actor, not a component
so does AttachToActor
there is a way to do it in there somewhere
Is there a way to connect my game to the internet with the purpose to check if my game is up to date ?
I made a spectator pawn and make the player possess it. Then I attached that pawn to another meshes component (arrow component I made on a character) and it worked somewhat (location not rotation) .. then I did something ? and now it's all weird and broken lol
Now when the alive character spins , the spectator pawn camera moves all around the world quickly... 😂
Frustrating and bizarre
@maiden sundial nothing really built in for just that, you can do HTTP requests out to a separate service and check that way.
it's weird indeed
@maiden sundial You can look at the Steam API to check that
@grim ore alright 
If not on Steam, you'll need your own server etc
Already good enough that i can do it with a HTTP request 😄
Will be also much work for sure, but it will work when i work on it 😼
I am wondering how I can build a world map like the one in minecraft ?
https://youtu.be/LTHVc3vNszI?t=100
Any tips / tutorial ?
A quick tutorial on how to make a map in Minecraft. This video was created with the PC version of Minecraft. User: INFAM0USX
for a big big world, how I can take care about performance
There are voxel plugins for ue4
You can use one of those or spend 1000 hours building your own custom voxel code in c
It's not easy lol
The trick is to only render exactly just the faces that you need to and no more
Basically..
yes, I am using one
But is not about creating the world
I mean, the item map
how it work, how I can display my map on this item
Ohhh making a world map
yes 😄
see if you can get the info on the topmost voxel, assign a color to it, and render on a rendertarget
then you have a texture to use however you want
oh I see, texturing cost less in performance than using a camera
I'm having some trouble with passing a variable from my main menu widget to the player blueprint
Tell it to stop being a bad variable then and do it's job.
whats the name of "outside the playable area" i only know as "Skybox Envoirment" but does it have a official name?
it to cover up the vision so it doesnt look empty around the actual level
who knows how to use HTML5 for Newgrounds?
seems the Ue4 HTML5 packaging is kinda mysterious
after the update it improved i just can't find much documentation
The skybox is a normal name for it. A material that fakes an environment.
i dont talk about a material
i talk about the stuff that gets placed there
often times for example the buildings only have textures towards the playable area or no roofs
to save performance
you mean the OutOfLevelBoundsMeshWithSkyMaterial?
bad example but it fits the purpose
does it have a name?
or is it just part of the general "scene"
in the source engine there was also a place for these meshes
a small place that showed the hole shape of the map and everything placed in there was their size in perspektive of that skybox place
so a 1x1m box placed above the skybox place would show in the level as a huge floating box
0:00 - Introduction and making of skybox 0:51 - Lining up blocks 2:04 - Texture aligning (and lightmap) 3:31 - Adjusting scale and fog 3:55 - End Finally got...
Oh yeah, you could do some weird stuff with that tiny skybox section of the map.
That is cool, I had no idea that was a thing. I don't think ue4 has that natively?
okay^^
I think you could make one the same way. Render texture from a camera to a material that the skybox uses.
@eternal belfry thanks! I'm assuming your referring to these in G&E? https://www.youtube.com/watch?v=euquOpUmUyk
This is from the 2003 Game "Beyond Good & Evil", when i saw it back than i immediatly thought that even though the interface is hardly efficient, it seemed v...
I've never really played the game, but now I'm curious if that's a thing that's possible in ue4.
Also, I did submit the radial menu to epic, just waiting on them to get back on if it's approved or not.
🤞
Soooo, I have a question, potentially about shaders, and I'm not really sure where to ask it
It's probably also basic stuff
Can I ask it here?
I need a recommendation for the cheapest laptop that can run Unreal well enough to not make me want to slit my wrists, but bad enough to be affordable for a student who needs to pay tuition.
Anything that springs to mind?
...I guess I'll just ask then
I'm making a deferred decal material to create graffiti letters, and I want to use a spritesheet with each letters on it. The thing is, I don't really know how to like, "select" a sprite on it. My best bet is that I'll have to UV map it somehow, but I'm not sure how I can do that through Unreal Engine, nor how I can apply the uv map differently depending of each letter.
@oblique sorrel That's difficult without understanding what your budget is and what type content you're handling.
My budget is as small as possible. As for content, a simple 3D game, without any heavy particle effects, crowd behaviour calculations, nothing like that
I need to show the project off in a month or so, but the laptop I currently have is Acer Extensa 5620 that's so far beyond help, even replacing Windows with Linux Mint didn't help it
thats funny, I am tossing mint on a laptop here at work today to see how UE4 runs on it 😃
if you are in the US, and possibly other places I dunno?, look at the outlet stores like dell outlet or lenovo refurbished sections. You can get a good deal if you look for a bit and get a coupon. for a laptop if you can get a 1060 GTX card pretty much you are good to go as a good baseline laptop. If not a 1050 will work well enough and the ti is better but a 1060 is super nice to have. If you cant afford a 10x0 generation machine, you can get by with a 960M series machine if you can find one cheap enough.
from the looks of your laptop when googling it any newer I5 or better machine with some sort of a dedicated GPU would be miles ahead of your machine.
Poland, so whatever price it is, it's probably ludicrous by my standards lol
with that said I currently run UE4 on a i5-4210u laptop with 8gb ram, ssd, and 840m GPU and its good nuff for most basic stuff. the key is getting a machine with a dedicated GPU if you can tho the latest intel GPU's are not horribly
well for example this laptop I got ~$300 us used. I got a i5-7300HQ, 1060 laptop used for ~$600. its far from "horribad" if you look around
I wish I could just pack up my desktop in a suitcase and take that instead
$300 does sound somewhat reasonable
if the machine you have now does have a core2 duo like I think it does then even a newer 8th gen i3 would be a nice upgrade in terms of power but your GPU would force you to run the editor in medium probably.
@latent moth i found agood way to do it
To do spectating...
dont do any attaching of pawns or anything at all
just do something like this in the PlayerState
yeah of course
but then it means your player cannot be injured etc
thanks for sharing BTW 😃
Used Acer Nitro 5 with r5 2500U, 8 GB RAM and RX 560... Should do well enough
thats MORE than plenty compared to what you have but your gonna want to look into modding the machine to let you use 25w or more to get the full speed out of the CPU
yeah its just ONE way to do it
thankfully having the dedicated GPU you won't have to mod it much as it doesnt have to split the power with the iGPU
I've honestly been looking at a cheap 2500u machine the last week or so and it should work as a basic UE4 machine 😃
I see some really cheap laptops by PEAQ, but I've never in my life heard of them
there are quite a few laptop makers that make just the core machines then other people rebrand them, that might be one of those
...Aight then
the key would be to avoid an ultraportable CPU unless you have a gpu with it or its a newer ryzen 5 or 8th gen intel.
PEAQ seems to be Media Markt's brand meant for Dutch market, but they're manufactured by Lenovo
but you are on the right track with that one you listed above btw, just something similar to that would be pretty neato. One of my options for a 2500u here is the one with a 560x so 😉
So, basically Lenovo
I personally love lenovo but that is just my experience. This thinkpad I have had for 4 years is a beastie in quality
well it's better than what you have now... lol
Certainly
Question is, will it run Unreal without making me want to take a toaster bath
no.. the GPU is ~920m equivalent and that is... meh
Okay, let's maybe aim for something with 4 GB GDDR
I have a 970 in my desktop, and it does just fine, so...
Guys,should i invest in 2060?
well that's not a biggie, the 1060maxq has 3GB for example. It's more the raw power
@copper wing it depends on why you would want to invest in a 2060.
Hmm
My new pc, im doing game Development, gaming, programming, 3d modeling , school etc also editing
of course to take super duper cool screenshots
welp blah. yeah I guess if you can get a 2060 for less than a 1080 it seems like a good deal. I did not realize the 2060 was 1070ti comparable.
2060 at MSRP seems like a good deal unless you want to invest cheap right now in like a 1060 and go with an upgrade next year
is there already a feature list for 4.22?
Well its $347
@grim ore Here is a great deal on the ZOTAC GAMING GeForce RTX 2060 Twin Fan 6GB GDDR6 192-bit Gaming Graphics Card, Super Compact, IceStorm 2.0, ZT-T20600F-10M , https://www.newegg.com/Product/Product.aspx?Item=14-500-458&Ignorebbr=true
I found.
it's a good card, it should run most games at high quality 1080 60fps for a while at this point. If that's good for you then its a good investment. If you don't really need it or want to spend less a 1060 will work "good enough" for a year or so and then you can sell it and invest in a higher power card cheaper
Oh ok, imma,think it over some more
I went with a 1080 for example when they came out, and while it was expensive, it runs everything I want and I haven't needed to upgrade for years now and probably not for a few more.
@manic pawn you should sometimes see what UE4 actually packages on empty project
probably all of the editor and default content since an empty project has no map set up to package only referenced assets
they used to put even some tutorial content there, VR demo content or something like that, all kinds of irrelevant stuff
there's like shitload of things you've never seen in the editor
actually let's launch 4.21 and find out
you only notice they are there when you actively start blacklisting them 😄
you do see them on the temp folder and you can also package the assets so they use separate files
there used to be some vehicle stuff there too
https://captrobau.blogspot.com/2019/01/ff7-remako-hd-graphics-mod-beta-released.html well, this has improved a lot more than i thought
holy shit the quality
The Remako HD Graphics Mod is a mod for Final Fantasy 7 (PC version). It uses AI neural networks to enlarge an enhance the pre-rendered backgrounds in the ga...
crazy
so a blank project with nothing set up is 186MB
yeah the dont use editor content checkbox is not on by default which is .... weird
I don't have that on in my project either
default editor content is even bigger hehe
weird
the packaging only referenced assets does not seem to function in this test project
there's something like a 4k RGBA blur kernel texture that gets packaged by default too, which is just amazing
'packaged only referenced' has never worked
how come in my normal project it's packaging only maps and referenced assets, yet in this test project with identical config it's packaging everything
because it's racist?
Lol
well at least I think it is doing that
because a sky texture I was loading manually via cpp did not exist in packaged until I added it to the always cook path
Anyone expecting Unreal's trello to get updated soon?
no
🎱 "All signs point to no"
Hey Friends! Has anyone tried pixel streaming?
I have some difficulty to follow the documentation
run 'run.bat' to start the server, and this is the message I got
npm WARN cirrus-webserver@0.0.1 No repository field.
npm WARN cirrus-webserver@0.0.1 No license field.```
Thanks Mathew!
does fornite use blueprints or c++

it uses both
...howw?
because that is the way the engine is engineered.
Which part?
what should i learn c++ or blueprints
do you know any programming languages?
ok so no programming languages? Blueprints would probably be an easier introduction to the engine and programming then.
you keep asking the question, getting an answer, then asking it again. Do you want a different answer?
can u simplify it
ok i will try both
so Mobile Controller Support Bluetooth controller support has arrived in mobile on supported devices! Drop in and earn a Victory in a whole new way. for Fortnite so maybe we will get support in 4.22 for that 😃
Tip 1: Dont start off trying to make complex games xd
Tip 2: Dont make the game you're thinking about. Make Minesweeper or similair
wait, that might even be a bad tip
yea dont try make fortnite 😂
tip 3: Dont think you can make a complex game in a day 😉
I guess i should listen to my own tip before i start sharing the secret with everyone
rule number one - you don't talk about fight club
Tip 4: actually listen to people’s advice instead of repeating your questions
😂
hey, what's up guys it's scarce here
im making a fps game
nice
I think for my first project to help me learn this engine, I'm gonna make a HL2 remake
Try to do a WOW
oof that sounds harrd
Make pong or spacewars
0-0
world of warcraft?
thats confusing
yep
that's an mmo
but it is great
I'm not that experienced with networking
nah, it will be fine
pong/spacewars would be too easy
imma make spacewars
You can do it solo in 24 hours
Come up with something along the lines of pong but its your own idea.
or just bite the bullet and make pong
I make the same game as a first game with any given engine
its a boring game with lackluster design but I learn a good bit about the engine that way
you are ruining all the fun , Lambda
well ill make pong then make another game with the same code but different
put em all up on steam
You’ll discover it’s harder than you think if you have no experience in game development
you'll make a digital killing
$60 of course
ok ill try make the end product on steam for
free to play with skins is better
50c with trading cards was p good
Naaaah we all know asset flipping is the way to go
quick aside from the pay-to-win
is it possible to do something akin to supersampling for the UMG? like screen percentage but for the UI
weres the box brush..?
Under Geometry in the Modes panel
THANK YOU I WAS SITTING HERE FOR SO LONG!!
I suggest you watch some intro tutorials
In computer science, binary space partitioning (BSP) is a method for recursively subdividing a space into convex sets by hyperplanes. This subdivision gives rise to a representation of objects within the space by means of a tree data structure known as a BSP tree.
Binary spac...
@slim magnet -- https://www.youtube.com/watch?v=euquOpUmUyk
Yup! That's the one! The smoothest text input UI and inventory radial for a simple interface ever. Was such a cool system to navigate. I hope Epic approves your radial menu! Your snow and oil demo was very cool too! Welcome to the channel.
This is from the 2003 Game "Beyond Good & Evil", when i saw it back than i immediatly thought that even though the interface is hardly efficient, it seemed v...
What does a GDC do
cost money
ye bud what do u do as a gdc
I don't know that any of us have been a game developers conference.
as gdc you host a public event , no ?
Only if you have money to burn
but you will charge guests , so you will get your money back
most people do )
when im importing a mesh, it is importing the individual components rather then whole. what should i do to import it as whole?
You need to merge them as a single object before import
You can do both. Take your pick
also on import settings you can check Merge Meshes, need to expand some menu
Is https://answers.unrealengine.com/ down for anyone else?
Good on my end
I've been wanting to ask this for a while but felt unsure about asking such a question: Where should I go to find current information on blueprints? Like, I'm trying to find info on how to properly set up jumps and alter certain behaviors DURING the jump, but everything I'm finding is from earlier versions or just not viewable by me.
the most current way to find info on blueprints is to just screw around with every option lol. Alternately you could read the c++ code behind the node to see what all the options do.
Is there a way to take a function as a parameter in blueprints?
wot
I'm making a generic confirmation dialog box UI which has buttons "Yes" or "No". When I create this widget I want to be able to set what code is executed when these buttons are clicked (on widget creation)
Ah then look into event dispatchers
So I therefore want to somehow pass in a function to execute. If anyone knows Java, I want something like a Callable
Ah ty
Hey guys. I'm thinking of building a new PC for UE development, which CPU would you choose Intel Core i7 8700k or AMD Ryzen 7 2700x?
Threadripper
I'd go Ryzen, but that's entirely personal bias.
I'm not very familiar with what the difference between them is
Is there an archive of all the code released for the live training streams? I'm trying to find the code used here, but I'm not having any luck.
https://www.youtube.com/watch?v=BcxtpSLMnH4
Richard Hinckley, Sr. Learning Resource Engineer, returns to the livestream to discuss data-driven character movement. We'll demonstrate how to use curves to...
@dry moon would a Threadripper 1920X be better than 8700k for Unreal Engine and still enough to play some games?
Maybe not the 1920x
Honestly, just a regular gaming CPU will serve you just fine. I'm running Unreal on an Ryzen 7 1700, and it doesn't struggle at all
as long as you arent compiling the shaders and engine every couple minutes anything with a 4/8 setup for cores/threads and some decent clock speeds is fiiiine. pair it with a good GPU and your are fiiiiine.... just learn to be fiiiiine.
if you actually work with the engine code, you want all the cores you can get
I'd expect that TR to beat that i7 by huge margin if you do anything like that
Threadripper does outperform the i7s on engine code compilation
but not by as much as you might think
(and you can build two i7 machines for the price :D)
TR probably sucks at lightmaps as UE4 uses intel lib that favors heavily Intel CPUs
somebody still maintains that?
I don't think so, sadly
wasn't the guy making it hired to Epic?
aye
yeah
until then if you don't mind being on a slightly older engine version it's all good
I'm still using 4.18 for the most part to dodge the DPI scaling problems
don't think so:
https://forums.unrealengine.com/development-discussion/rendering/1460002-luoshuang-s-gpulightmass
Unreal Engine Forums
Click image for larger version Name: image_138398.jpg Views: 1 Size: 82.0 KB ID: 1478783
Disclaimer:
This is a very simple and early version of my GPU lightmap
can i make it to where i can have multiple levels open in unreal
in separate windows/tabs
does 2 players using wasd and arrow keys on the same keyboard count as multiplayer?
Don't think so
hello guys. usually developer use play animation montage in blueprints or c++ more efficient?
efficient at runtime?
anybody know whats causing this?
yeah
@steel shuttle c++ is more efficient, but less flexible to work with (for animators)
its is useful for complex stuff, like multiplayer firecycle sync (the issue that PUBG has recently)
Anyone know how to see cpu usage with Session Frontend?
how do you do animations in cpp 🤔
damn, didnt even know it was a thing. ty
That seems off to call that handling it in c++ when the majority is in bp in engine
@upper heart
- open ue4edito
- open UnrealFrontEnd.exe
- go to session frontent tab>profiler
- push data capture
- start the game in the editor
- stop game
- unpush data capture (the data transfer will emerge on the bottom)
- hit Load File
Okay, thank you. I'll give that a go.
@upper heart make sure firewall does not blocking the connection (you should see a session under My Sessions on the left)
That worked. Does it show overall cpu usage somewhere tho?
@upper heart i';m not sure, but i assume that's called Threading CPU utilization
you need to double click one to add it on graph
and you can look info about each value by hovering the "label" icon
That makes sense. The graph is still showing the axis labeled as ms tho hmm
would like to see a % view on the graph
@upper heart yeah, when you hover the mouse over the graph you will see the value in the name of the graph
maybe it's possible to set the axis labels too, but i have no info on that
Is there a way to have a different defaultGame.ini for build targets?
E.g windowsNoEditor. LinuxServer
documentation says : [ProjectDirectory]/Config/[Platform]/[Platform]Engine.ini
So I'm looking at the Top Down Character Controller in the Top Down BP sample, and I'm noting that for character movement, they're using a "SImple Move To ()" through AI. Is there a good tutorial or documentation I can use to add some deceleration to the character as they approach the goal?
Oh hang on, this might be better asked in Blueprints, sorry
hi there
Hi
@thorny cipher i'm honestly confused by the amount of config files ue4 has...documentation don't even describe all of them
👋
Hey guys, when i export as fbx to unreal only some textures import
Not all of them get imported :/
Import them separately ?
There are too much mats and stuff
Its from league of legends
I have a .c4d and i exported aa fbx
Materials aren't going to be imported correctly anyway, they're too specific to game engines
Unless they're basically just albedo, roughness, normal and nothing else
@ancient otter ripping from other games is something thats frowned upon in here.
Also that.
@primal edge nice new script!
@next badger sweeeeeeeet!! glad it helps!
@fierce tulip I have already said A LOT of times.
I'm in a community of editors. EDITORS. We don't release, we do videos.
I have already done this on csgo and other stuff and , again, I have showed and said it a lot of times

Free videos with zero advertising hopefully
I'm going to do some wallpapers and maybe an edit
Advertising ? Is this a joke ?
We do it for fun

@ancient otter we dont care
Just don't act all shocked that game developers don't spend their free time helping you reuse other dev's work 🤷
Nice new pfp Stranger
@ancient otter just keep the details where it's from private then you'll get your answers faster
TBH, they are.

@ancient otter stop the flood pls
It's not flood lul
It's not like they're hurting the games they rip assets from, but it's clearly not "fair use"
And it's commercial work
And it' doesn't even credit
I mean... I guess idk everyone has opinions
Technically it's illegal
Lil I just got warned
I'm not arguing I'm just discussing
It's not like I'm mad or anything like I said everyone has opinoond
I don't even know why I'm still here actually
@cloud cobalt it is legal in my country...reverse engineering is a legal right
I'm just giving facts here and explaining why this is frowned upon here.
and kicked
Not sure if i'd be very happy if someone ripped my assets
@next badger Building a commercial Youtube channel based on content ripped from commercial games is legal where you live ? I'm not so sure.
This isn't reverse engineering for compatibility purposes like the EU made legal
can we drop the subject and go back to unreal related things? 😃
Fine by me 😛
@next badger ur country is best country 😄
just when I was about to get some 🍿
recording a ue4 mat function showcase, and everyhing that can go wrong and crash, did go wrong and crash.
@fierce tulip for the store assets? or just a tutorial?
vfx debug mat function basically
All, I have a character that gets moved because it is in a moving platform (an actor it is attached to). The controller though does not rotate when the actor gets rotated, so basically my camera gets completely shifted in comparison to where the mesh is heading at... What is the best practice to "realign" them?
How can I have animation as a parameter inside the animgraph? Let's say I want to blend between two animations (Idle and Attack), but one of them must be dependent on whether the player is using a 1 hand or 2 hand sword (so the idle must be a parameter)
When I drag from the blend I can only select specific animations inside content browser, rather than create some variable
use Blend Poses by Bool
and create one node for every anim-combination?
just to be clear:
i need the one marked in red to be parameterized preferably. so i don't need to create one node for every single attack animation
Oh geez, please make a state machine
Then make animation montage from the attacks
Cache it and use the pose bool
@stray smelt A little bit hidden: The Play Node has a checkbox "Sequence"
tick it and you can plugin a variable into it
there is a state machine behind that. @abstract relic just created those nodes to illustrate. would prefer not to create state+connections for every single attack
@sudden agate thanks. will check
perfect that was exactly what i was looking for
Has anyone ever tried to render particles to a renderTarget and then using the alpha channel of the RenderTarget for the opacity?
Seems like Particles aren't added to that
sounds like you want to render to a custom buffer
Well, it's the basic "Render Mesh in UMG" thing
only that my mesh has a particle effect
ah, that old one
I assume there is no new supported way or?
I really need these particles to show up >.>
there isn't to my knowledge
not without a custom buffer, but that's a code deep-dive
if your UI was in world space it might be more doable
...but navigation, focus etc
Nope, has to be in 2D space
We have to fit 4 Pawns into the screen for Splitscreen
Not possible to arrange that iwth the scene bla bla, i have to put it into 2D
Isn't it possible to just not have the RenderTarget fill the void with black?
Already doing that
so if the particle is child of those rendered objects, it should show up in the render target
It does show up in the RenderTarget
But the renderTarget is a black square with whatever you render in the middle
Usually you oneMinus the Alpha Channel and put that into Opacity
That works for the Mesh I'm rendering, but the particles don't show up in there
what about chromakey?
Alpha and Alpha + Red in the gif above
DXR fallback layer is horribly slow and MS have abandoned it
No way...
uhh, background is 0 color 1 alpha, mesh is ? color 0 alpha and particles are 1 color 1 alpha
possibly conflict in particle material
I'd first look at the particle material setup, you may find they're rendering in another pass
@next badger Big fucking surprise 🙄
there are a number of optimisation that might be having a knock-on effect here, I think
are they gpu particles?
I have never seen that icon
It means "EditorOnly"
But I swear I've never seen that in over 4 years
Or it's just a hint idk
yea it's only for render target settings
I'll check the particle first then
my guess its additive
@wary wave Any chance you can guide me where I find what pass it uses?
not sure where to look without doing a lot of digging myself
first place I would start looking is in the materials etc though
things like 'separate translucency' and all that jazz
haha
it's the additive blend mode
But changing that to translucent changes how the particle looks like
Guess the artist has to find another way then
Thanks for the hint! Time saver!
no problem ^^
Hey you guys, There's something I must understand.
VR Template is there for us to use and change and build levels upon, or is it just for testing your headset ?
How are most VR games created in UE4?
yes to the first question, and in the editor for the 2nd.
Vr isn’t as special as you think 😉
VR are special, they are more reality than reality so it takes more work.
I mean, is it mostly C++ and they code in the teleport movement with the spline and all that, or just BP VR template
VR games are just like any other game. You start with something and add from there.
I wanna make some sort of visualization in unreal. in VR. best use the VR template?
you can use a blank project, you can use a template, you can use a non vr project and add to it, you can use C++, you can use BP, you can use another engine.
@lusty carbon yes, vr template will work for vis stuff
Game development \o/
The template is there for you to go "oh hey that is how you do stuff, now that I know I can use this template and add more or I can use this knowledge to create a death star from scratch"
FPS template also uses VR stuff in it
so does the vehicle one 😃
it's like VR is just something extra in normal game dev like a controller or keyboard...
I think top down as well but that makes sense
oooh.. actually hell every one does if you use the VR level when you create new level
we need a paper2d vr template now
... at this point did we help him more than we confused lol
Never
never confused, never surrender!
By Sweeney’s hammer
I've got my next project in mind but have to figure out how to properly do particle effects over UMG and how to render lines in UMG/Overlay.... both seem to be features left behind in the UE4 dev cycles
starting to wonder if I should just do the project in 3d with an ortho camera with sprites so I have access to normal particles
You’d have to contend with a broken ortho camera
well if it displays stuff flat and respects depth which it seems to do I am ok with that
@wary wave I assume there is no chance of getting the Additive Particles to work?
Cause I assume Translucent looks bad on stuff that should technically use Additive
nope
the whole point of the additive particles is that they don't do what you're asking from them, hehe
additive particles are pretty cheap
that's their thing
you should be able to use translucent ones instead and take a performance hit, without much of a visual impairment
I just tried something
I compared Translucent Sparkles to Additive Sparkles in the UI
Translucent Sparkles show up just by using the OneMinus on the Alpha
Additive show up if you BLEND ADD the OneMinus Alpha with one of the 3 other channels
Seems to look the same
Clyde just blocked a material graph image
I should multiply them?
I'm a network gameplay programmer. That stuff is magic to me. (╯°□°)╯︵ ┻━┻
Okay no, Multiply doesn't work at all
xD Let's just stick to the lucky guess of using Add
Unreal Engine Forums
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
Tried that, doesn't work with the flame particles we have
Don#t ask me why, cause I have 0 idea
I'm not entirely sure whats happening here.. I'm trying to run my game from editor, it was working last night. At some point, it seems like the second player stopped getting it's own player controller? It's unable to move, isn't getting it's HUD, but the thing that is really odd, the other player doesn't move on it's screen. When the other player shoots, the projectiles spawn for the bugged player, but they don't move. Enemies spawned by server though, move and act as they should... Anyone have any ideas?
@vale silo By all I know they could be something no one knows about yet
But yeah, it's realistic fire
@faint urchin i think that's the question for #multiplayer
Gotcha, sorry
from my point, if you able to shoot - then it does have a player controller
you ofc could debug that
Only the one player can shoot. The bugged one can't do anything, and theres only one player controller showing in the world outliner
No idea what I could have changed that would have caused it
@faint urchin "When the other player shoots, the projectiles spawn for the bugged player, but they don't move. " sorry, misread that
@regal mulch I'd use additive material for fire particles (especially for VR). Translucent would be the best bet, but there might be performance hit, depending on the hardware it's running on.
Any predictions when 4.22 would be dropping?
around gdc is my bet
4.22 will be out within 365 days, I can guarantee that (or we will all be dead)
😄
if you are bored tho you can always grab the master branch and pretend its 4.22 release 😃
Will wait it out and hope it's soon 😃
Love your videos by the way
You cover everything in a great concise way
Learned so much about the engine thanks to your channel
Especially stuff that isn't very well documented
master is way far from actual 4.22
i mean who needs more than the raw code heh
I know it's far from 4.22 but it says 4.22 in the startup screen so nyaaah 😛
I got the linux port of the editor up and running on Mint last night on my laptopt. It's smoother to get it up and running on Linux from scratch that on windows lol
Specifically, according to Stephen Ellis two weeks ago
Unreal Engine Forums
What's New
Unreal Engine 4.21 continues our relentless
the setup and generate files auto download any missing elements compared to VS just going "take a guess at what you need" lol
Thanks Stranger!
Hi ! i would like to get some help with Ai controlling , can someone tell me in what chat i have to be for that ?
I wouldn't be surprised to see 4.22 preview any time now unless there are some super major issues preventing them from hitting a GDC release window.
haha thanks !
Would they mean the first preview at the end of March or the actual stable release I wonder?
I would think first preview this or next week, couple weeks of preview, then release (stable is subjective... heh) before GDC on 3/19
this is assuming they follow the same pattern the last 2 years
Great to hear
but no one knows for sure but them of course. GDC time is crunch time for all the neato stuff they are showing so it might get missed shrug
I know we would all love more info on release dates but the minute a company says anything people jump on their asses if they miss those dates or change 😦
i don't think we'll see any major features this release
except new renderer...which is not new
If it's a stability release I'm happy
Not that I have many bugs in 4.21, it seems v stable at least for me
But there's a few that are fixed in 4.22
I was just gonna stick to 4.19 but being able to easily access the amplitude envelopes is too good to not upgrade
I am super hoping the editor utility widget is in 4.22
im hoping for a stable cascade before they ignore it 100% compared to the 99% they ignore it now :p
people still make cinematics with it
Bless our souls
Only zombies uses it now
@steady owl im fine with cascade getting axed, but there are many projects that will use it for years to come, so having it stable for them (and for me as a freelancer) would save a lot of headaches and frustrations.
I completely understand and agree for sure
Transitioning to new tools is always painful
But yeah I can't wait to jump to the vastly improved interface even
Not to mention the new power we get
yea for sure. I wanna delve into it but I never liked being a guinea pig, so ill wait until its actually deemed stable.
can cascade or niagara do effects over UMG easily yet?
nniagara should
niagara has a lot of minor bugs that could ruin your day
on a scale of rare interactions causing problems to opening the color picker will crash, how unstable is cascade?
Yeah gotta wait until it's fully stable
But when it is, ohhh boy
Cascade is most definitely the most legacy tool currently in the editor right?
In terms of interface especially
@worn granite that might only crash once every few 100 to 1000 times
though changing a material (or better, any function inside it) while cascade is open is rather crash prone.
also dpi scaling is totally fubar in cascade
man I really hope you are right about niagara being usable in umg
Is it possible to override the material of a cascade emitter that is placed in the world?
Anytime I do, nothing happens and it uses the same old material so I have to create a duplicate emitter
you could replace it (or its instance) trough blueprint prolly
Yeah but when you are quickly laying things out, delving into BP is the last thing you want right?
yea
When any other mesh material can be swapped out instantly
Thanks was just making sure I wasn't missing something and being stupid
I have like 6 variations of each particle sim it's cumbersome (faint, very faint, thick, etc.)
For environment this is
for one project we had different leaves for each scene, so for each environment or tree change I had to make a new emitter with the material changed. ended up with 50-60 emitters just because leaves. couldve been better if there was some blueprint checking what trees would go where, and changing the instance.. but meh
Any game programmers online that are in industry? Have a question or two I'd like to ask via DM.
And we can just replace instance
i've just noticed that cultrarius is Epic dev...was he always?
no, he got a job there a few months ago
Cascade is most definitely the most legacy tool currently in the editor right?
...except for Matinee, the Material Editor, Landscape Editor ... and BSP editing
bsp is prolly most legacy ever :p
i sometimes wanna go back and make an ut99 map
biggest changes I think were still pre-UDK era
mostly minor tweaks to the nature of brush editing
there're lot more of legacy stuff behind the curtains...whole Kismet...
2k3/2k4's bsp did feel much more solid than ut99's one though.
and lets not talk about unreal ued 1.0's bsp
so much kismet nightmares.
those BP spaghetty vibes
Rainbow spaghetti 👌🏽
All, I've got a character seated on a moving platform (attached to actor). The issue is that the character rotates on this platform, however the controller does not follow (there's no way to "rotate" a controller). Since the controller sets the camera position, it gets all messed up. How can I align a controller to a character? It's kind of the opposite of what "Use controller yaw input" does...
I feel like so many spaghetti issues could be resolved just creating functions. Does that have a performance impact or anything?
material functions? or bp?
BP
generally that should be fine, but im def. not an authority on it
@latent moth there's a way to "rotate" controller input tho, you have to apply the transforms to inputs before applying them to the character
but that's matter of math and game design
I was hoping for a way to "attach" the controller to the character so that it'd have axis defined in that way
will try your way
I guess that's a delta rotator applied to the axis input, with a reference of the original pose?
@frigid needle functions have no impact on performance
@latent moth you need to get rotation then apply moving vector by this matrix so it would be transformed in to a proper movement direction
@latent moth if you're using 3rd person template it's this part:
only rotation is the issue
i do not use the template but that is pretty much the core of it 😃
it's just a free look movement
holy shit
I pretty much just completely eliminated aliasing in my UI using a 5x5 texture
it looks a bit more crisp in motion though
why 5x5?
Imports mesh with almost 300 different objects
mesh has a rig with almost 2000 bones
UE4 FREEZES
@bright plume what you expect?
Why 200 bones wtf
2000*
Oh 2000, then even more why
👌

now go tell fuze, Maro and etc that they are stealing content