#ue4-general

1 messages Β· Page 389 of 1

grim ore
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it's also how you make your own feature packs and add them in later if you are sneaky

wary wave
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{
    float SizeX;
    float SizeY;
    float OriginX;
    float OriginY;```
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boring

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time to make a custom engine branch I guess

left mica
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So now, how would I make it so that I spawn as the FIrstPersonCharacter blueprint and not separate as before?

wary wave
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change the default game mode to the correct one

left mica
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ah, thanks!

tawdry sierra
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hello, im trying to make an animated material. Basically a circle zooming in loop from the center. Any ideas how can i do it?

wary wave
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maths

grim ore
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lots of maths

wary wave
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also you need to be much more specific?

grim ore
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with sin and time maybe?

wary wave
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this kind of thing is usually easiest to do with smart UVs

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then you only need a panner

grim ore
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Im guessing he wants like a ping effect, large circle going down to a small one then looping

tawdry sierra
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lemme find an examle

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example*

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omg i cant find any examples

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its like a water droplet

wary wave
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right

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well the first step would be to draw a circle

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you'll need a mathematical function that draws a one pixel wide circle

tawdry sierra
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a circle expanding from everywhere and another one appears from the center

wary wave
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this is also unfortunately the hard bit

tawdry sierra
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i see

wary wave
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depending on what you want to do, texture based effects may or may not be easier

tawdry sierra
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i need to for a post process effect

wary wave
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without knowing precisely what you want it's more or less impossible to give an answer

tawdry sierra
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alright ill make an animation to show

gleaming narwhal
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@flat scroll I approved your post

plush marsh
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what can be a cause of changes in c++ are not reflecting in editor?

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i sync with OneDrive

vale silo
fierce tulip
tawdry sierra
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@fierce tulip yes but with just 1 cirle

fierce tulip
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that depends on the texture you'd use

grim ore
fierce tulip
grim ore
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I have 0 guarantees on quality or performance or lack of performance but it's something lol

tawdry sierra
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thank you will try now

grim ore
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if you try mine the Multiply on the left is for adjust speed and the remap is to allow you to determine how much of the ring is shown. they arent needed they are just for tweaking

pallid compass
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luos put that black magic away

wary wave
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hehe, good old gradients

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will probably work if you need smooth outlines

fierce tulip
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can always ceil, roof, whatever

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why do I always say roof instead of floor

next badger
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the roof, the roof, the roof is on fire...i mean floor

grim ore
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that's the result of the one i posted

fierce tulip
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just needs a sonar sound

grim ore
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yep I think of it more as a ping than a water drop lol

fierce tulip
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love how there is a million ways to make a circle hehe

next badger
grim ore
fierce tulip
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@grim ore can you give me a gif of it fading out fully before it starts again? for shitzngiggles

grim ore
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yeah, also trying to make the sweep effect get bigger as it gets bigger for giggles

tawdry sierra
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it doesnt work i did everything on point

fierce tulip
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it should work in that case, show us the material

tawdry sierra
fierce tulip
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if you change the X and Y speed it should move?

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not solely for fortnite anymore

wary wave
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I didn't think it was?

tawdry sierra
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it doesnt move

maiden swift
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@wary wave It was until the Epic Games Store was announced, at which point they opened it up to every game on the store.

grim ore
fierce tulip
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@tawdry sierra set the top panner to Speed X 1
bottom to Speed Y 1

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@grim ore cracks knuckles

grim ore
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man gyazo sucks for that lol

next badger
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@grim ore you can drop gif on discord directly

grim ore
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wtf discord can play mp4 files

pallid compass
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yes

grim ore
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yeah I could if i had a gif to share, just lazy and use gyazo to capture and share lol

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well neato now I know to use mp4 it's a ton cleaner

tawdry sierra
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imma kill myself

pallid compass
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close enough

next badger
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wow, avant garde

grim ore
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that's cool, looks like an 80's band rock cover

fierce tulip
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what texture are you using? hehe a sphere?

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you'll need a horizontal line

tawdry sierra
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oh shit

fierce tulip
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hence the trippyness

wary wave
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hahaha

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nice

fierce tulip
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:p

grim ore
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lol

fierce tulip
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dafuq, it was 1:1 sound video in premiere

grim ore
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sir we have contact!

fierce tulip
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must be discord

next badger
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@fierce tulip nah, i've downloaded and its still lags

flat scroll
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Is there a way to organize the stuff in the vault?

fierce tulip
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sadly not @flat scroll

next badger
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@flat scroll no =)))))

grim ore
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see that was perfect timing on that video πŸ˜ƒ

tawdry sierra
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i have one more request please :3

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can another circle appear before the other one fades out?

fierce tulip
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add a 2nd line to the texture

tawdry sierra
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and where the lines should be at

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exactly in the middle?

fierce tulip
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divide the area into 4, this gives you 3 lines (5 actually if you count top/bottom) and put the lines on the first and 3rd line

tawdry sierra
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alright i got two problems

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they are clearly visible

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alright i solved the first problem which is the direction they are moving in

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but i cant figure out these lines

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the texture is pixel perfect

grim ore
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what compression is it using?

fierce tulip
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oh the line?
set the texture (in the material editor) to absolute mip map
and sampler source: shared wrap

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and the texture itself should probably set to alpha compression, and try to keep it small as its always loaded at highest res

tawdry sierra
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it gives errors on alpha compression

fierce tulip
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thats normal, click on the texture and set "sampler type" to alpha

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ue4 doesnt do that automatically (annoying i know)

tawdry sierra
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finally

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thanks everyone

fierce tulip
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haha

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octogoku traveler

tawdry sierra
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haha yess

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im ready to put some years into ue4 and im really glad there people like you guys helping out others like me <33

plush yew
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how did you make those particles

tawdry sierra
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the kamehameha or the aura?

fierce tulip
ruby folio
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@quartz bane Are you still adding features / improving the Ocean & Sky Project?

quick dirge
thick knoll
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Hey guys! I want to ask a question about an issue I am having in UE4 (Blueprint Coding) is this the place to ask or is there a different chat more appropriate?

fierce tulip
tawdry sierra
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this is the place ma dude :DD

next badger
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@quick dirge it means file is opened, close it first

thick knoll
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I just scrolled down further and saw Programming #Blurprint, I shall post in there!

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Didnt realise the list carried on so far down! xD

quick dirge
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@next badger it worked

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nvm it doesn't work i have nothing open

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except visual studio

grim ore
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go into that folder where the bad file is and delete it. if you can't delete it then.... fix the problem

next badger
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have you guys heard of ODRoot ?

vale silo
fierce tulip
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same as in ut4

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its a mesh along a spline

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its blueprint is a nightmare though

vale silo
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how does one deform spline in runtime ?

gleaming creek
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The same way you shape it normally

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Using the appropriate SplineMesh functions

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It might be expensive though, especially if the model is complicated

grim ore
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is the beam gun in UT4 right now? if so pop it open!

next badger
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iirc there was an ue4 stream about lightning effect, that used dynamic splines

fierce tulip
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not really a spline, it basically does a trace to where-ever it hits (and a homing thing for when a target is close)
then it used some stuff to control vertex offset and what not to make it all bendy

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it just tiles the texture/shader depending on length

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and I think it was a gradient that masks out begin and end, and offsets the rest semi-randomly

vale silo
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@next badger got a link?

fierce tulip
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but yea, check out the one in ut4

vale silo
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Does UT4 come with all the assets readily available ? Is it a project in the Vault ?

gleaming creek
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Oh, you asked how to deform a spline not a splinemesh. Same thing, you can adjust the spline points' coordinates and tangents

vale silo
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I am not UT series fan, so I didn't follow development of UT4

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@gleaming creek and all that available via Blueprints ?

fierce tulip
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yea, all the assets are available after you download it

gleaming creek
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Yes, should be

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IIRC it's set location at spline point and set tangent at spline point functions on a spline

fierce tulip
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the blueprints are insane, especially since the link gun can hook onto enemies and teammates, or use the biogun blobs to make a "web"

wary wave
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tbh, UT3's particle beam based approach is probably sufficient?

next badger
fierce tulip
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I think they did the same thing in ut3 iircc

wary wave
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mesh with spline is doable, but seems overkill

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nah, UT3 is a particle system

fierce tulip
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so is this, but with a shitload of blueprint instead of kismet

wary wave
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tiling sprite beam type thingy

vale silo
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mind boggling o.O

fierce tulip
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visually, id go with ut4 version, beams are fubar in ue4

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the only thing I truly hate in cascade

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beams

vale silo
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is it performance taxing to modify splines via BP in runtime ?

cloud cobalt
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I've tried Niagara and holy shit, it's intense

vale silo
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I generally hate messing with VFX, especially in UE4

wary wave
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@vale silo - a little, but it shouldn't be too bad so long as you're sane

next badger
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@cloud cobalt try Niagara then...

cloud cobalt
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I meant Niagara, sorry

vale silo
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aye, thanks folks..

cloud cobalt
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Cascade is... approachable, though bugged as hell and basically untouched for a decade

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Also no @vale silo, modifying it shouldn't be expensive

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Though the spline itself is

gleaming creek
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From my experimentation with it, making a small change to a spline is fine

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but if you e.g. recalculate an entire high-poly corridor made of splinemeshes, it'll lag a little

wary wave
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a low poly mesh tiled along a spline with few points is likely to be much more expensive than particles, but still pretty cheap

vale silo
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well, I want to have something following spline, while modifying spline as that something travels along (a projectile)

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and that's going to have to work on Android too

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unless it's not how I should be doing this

wary wave
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ah, I'm not sure real time splines will work on android

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you're gonna want to test that

vale silo
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will do, if I figure out real-time splines πŸ˜›

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and if they don't, how'd I send a projectile on a random "path" toward the target (static or dynamic/moving ) ?

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(probably hell of a complicated BP code to make that happen)

wary wave
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bevier curves would be a sound bet

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good for multiplayer too because they can be deterministic

pallid compass
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SPLINESSSS

grim sinew
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@vale silo To be clear, UT4's assets are available to look at, but you cannot use them in your own projects

vale silo
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I'll look and learn only @grim sinew

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πŸ˜‚

grim sinew
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Hey, just making sure πŸ˜› It's confusing, since it's one of the only projects on the launcher you can't use

versed tulip
grim ore
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the trails look like fixed meshes to me, if you slow it down you can see they are just trailing him and they don't actually change. they are like a tail following him. so just static meshes attached to bones around/on the character and using some fancy material effect. I would assume you could even scale it out from 0 to 1 or longer based on the velocity as well to get that effect

bright plume
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is there a way to scale the capsule component?

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nvm im blind

spiral island
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on Mac, is there a way to launch UE4 without having it launch the epic games launcher as well?
on my laptop it chews up cycles and a significant amount of battery, and while I can close it, I'd rather it not open in the first place

abstract relic
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You can open up your project directly within the respected folder you saved it in

spiral island
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I open the project directly from the finder (opening its .uproject) but it still launches the epic games launcher

west quarry
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I know I asked before, well I just try again in General Restriction is said "or for military use in connection with live combat" can RTS game be considered a connection to live combat ?

storm burrow
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no.

west quarry
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how is it not, when it is straight forward to argue that AI decisions developed in epic engine can be used in live combat ?

grim sinew
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It's not live combat because nobody in the real world is getting killed

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Unless you personally work for the military, developing games for them, it doesn't apply to you

west quarry
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@grim sinew your answer even more confusing now, where is said that developing games for military is prohibited ?

grim sinew
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"General Restriction is said "or for military use in connection with live combat"" Your own quote.

west quarry
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exactly and question is in definition of "use in connection"

grim sinew
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If someone's not getting shot in the face, stop worrying about it.

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This isn't difficult

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That type of clause is in almost every game engine EULA there is

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And RTS games still exist

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It's solely to stop governments from using the engines to make training simulators for their militaries without getting a custom, expensive, license from the engine company

west quarry
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you realize that stop bleeding simulator can be defined as connection to live combat ?

grim sinew
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No, I don't realize that, because there is not a physical human person, with an actual life, on the operating table about to die

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As proud as you might be of your AI, they are not a real human life.

west quarry
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forget about AI, stop bleed is gov training for everyone in case of active shooter people can save lives, but it also developed by military and in general directly connected to military

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same applies to active shooter training.

grim sinew
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Alright, there is no point in arguing with this. You're not listening. Fine, I guess it's impossible to make videogames, we should all pack up and go home.

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Videogames are over, nothing can be developed anymore.

grim juniper
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Aw poop I just noticed something which is going to make my life a little more difficult...

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The get section node wasn't updated to include multiple UVs, and it also doesn't have a Vertex Colors output if I decide to use those...

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This is 4.20, so I don't know about 4.21

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I think the additional UVs were added in 4.20. Maybe 4.19. I can't remember exactly

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The API documentation shows the same thing, so I assume that means it's the same in 4.21

merry gazelle
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Random question but is it possible to create textures dynamically from a URL? Ideally without relying on plugins if possible

grim juniper
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You mean like stream them in?

merry gazelle
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Kinda yeah, I know it's possible to stream media from links so I wondered if I can do the same with images.

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Interesting I'll take a look

grim juniper
spiral island
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do you want to do everything in blueprint or are you OK with doing some work in C++ and raising an event into blueprint with the necessary data?

grim juniper
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I only work in BP. Don't know C++. It's fine though. I know a way I can work around it. It's just not as straight forward as I hoped

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Or are you talking to the other guy

spiral island
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to you

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I think C++ is worth learning if you want to do game development, especially in Unreal

grim juniper
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Also, performance doesn't matter as this is for an in-editor tool. I'll be converting it to a static mesh

merry gazelle
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It's worth learning but so is animation, modelling, music production, story writing, etc πŸ˜…

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I'm getting along nicely with BP's so far, you just have to keep tabs on performance

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I don't disagree by the way

spiral island
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I do as much as possible in C++ and then hand off engine things like sound playing and spawn actor to blueprint via event raising
but that could be because I'm a programmer who has some knowledge of art and not the other way around

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also not disagreeing

worn granite
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Bit odd you'd call into the graph just to do a sound or spawn an actor

spiral island
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avoids hard coding the paths, unless there's a way around that

worn granite
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I can see providing the hooks for designers to do whatever they want

merry gazelle
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So us designers can make shit hit the fan πŸ˜‚

dim plover
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Hard coding the paths isn't that bad.

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You would know when the paths break, at least.

worn granite
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You can expose the properties to the editor, either through subclassing or some other means (project settings)

spiral island
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but if you decide to move something, it breaks
in blueprint if you move something, it stays connected

dim plover
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Sometimes BPs break super hard when you move stuff.

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Also, sometimes, upon ... hotreload ... BPs will lose the selected class fromt he property menus.

spiral island
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I've had blueprints screw up my event headers when changing computers but I haven't experienced that yet

dim plover
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What are event headers?

worn granite
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Hot reload should put all BP into a read-only state.

spiral island
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the Custom event thing when that starts your blueprint nodes

merry gazelle
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I've got a sound cue with 1000 sound waves, I bet that would be more efficient in code πŸ˜†

dim plover
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Hot reload can super destroy BP related stuff.

worn granite
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Event node/parameter list/inputs

spiral island
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when you declare them with UPROPERTY(BlueprintImplementableEvent,BlueprintCallable,...) and it makes a little brick that you can attach your blueprint side to

worn granite
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Or if you wanna sound technical entry point

dim plover
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How much are BPs used in Epic games? I heard someone say that Paragon was entirely BPs.

spiral island
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They probably have an engineering team that does just C++, and programs the underlying stuff, and then an art team which uses blueprint

dim plover
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Another thing I remembered, it's not just hot-reloading that destroys BPs.
If you have a Struct made from the editor (not C++), and you change it, it could destroy all the references to that struct made in other BPs.

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Like if you had a MyStruct variable or function parameter, they would just stop existing.

spiral island
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seems like a frustruating system to use

dim plover
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Sometimes you would just lose the connection, and before 4.16, there were no orphan pins.

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So you wouldn't even know that your BP nodes were unconnected.

merry gazelle
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What do you mean by change it? I've only started using structs / datatables

spiral island
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blueprint is kind of frustrating for source control because they're binaries and therefore don't highlight changes nicely

dim plover
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I'm not sure if the problem still persists, but I remember very clearly changing the default value to a property causing such havoc.

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Also, I remember that this problem was experienced by many for a couple years. With regards to structs breaking.

grim juniper
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I've had that happen before

worn granite
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adding/removing, renaming members, generally glancing at the struct in the content browser.

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All things that can set off a struct rampage.

spiral island
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if you define the struct in C++, is more resistant to breaking?

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I've defined a few for blueprint to use and never had them break

worn granite
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its almost impervious.

dim plover
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Hot reload might fuck them up, though.

worn granite
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only thing might be if you for some reason tried to hot reload a struct change.

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Which, in general, you should never hot reload and expect to continue working.

spiral island
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I've had the editor get confused sometimes during hot reload so if it does, I just close without saving and restart, and its all good

worn granite
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Hot reload -> enter tight iteration loop on the C++ code -> reload editor

merry gazelle
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Is there a way to set up structs etc with a debug to check for breaks?

worn granite
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no

spiral island
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your debug is when you start your game and it's a horrifying mess πŸ˜›

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you could check for some data to be present on load, and if its not there, then the pin probably broke

grim juniper
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Could look at the reference viewer for the struct, then open each BP where it's used to see if connections are screwed up

merry gazelle
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Assuming it's not already a horrible mess πŸ˜„

worn granite
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Or save yourself some headache and learn the basic C++ and Ue4++ concepts to decl a struct type

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I dunno why there's such a purism movement

spiral island
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or learn C++ and avoid blueprint whenever possible

worn granite
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the best is a healthy mix

spiral island
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probably what people prefer to use

worn granite
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Nah they'll crusade over it, kinda like a brace war

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And I'm just like.

spiral island
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C++ can seem daunting to learn, and blueprint can seem clunky to people used to programming traditionally

worn granite
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I mean.

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There's both.

spiral island
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when I export my game as a package, it seems to want to go to full screen by default
can I make it go to windowed by default?

grim ore
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You would use game settings class or ini changes or a console command when it's running on load or uhm a shortcut parameter

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I usually just use the r.setres console command on the main level load begin play.

vale silo
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is there an option for character's collision capsule to tilt when going over a slope ?

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(so that it's on average perpendicular to the surface and not always aligned on vertical axis)

weary basalt
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No, the Capsule is permanently set to being upright.

plush yew
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Now how would I create a Kid Icarus: Uprising style in-flight battle system?

vale silo
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@weary basalt I see.. What if I tilt mesh instead? (I am guessing by checking normal on tick in BP)

weary basalt
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Mesh can move however you like

chrome yew
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@vale silo you can rotate the capsule, "Capsule component" ....... "set world rotation" also look at "get unit direction vector" and "rotationfromXvector" from the surface to align pawn to surface, I did a similar thing but also using a projective component on the pawn for a floaty in space bounce off and tumble around level feel.

vale silo
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not really understanding how you are aligning it to the surface :/

plush yew
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I think not.

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Is it character?

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If so - tilt only mesh

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define angle of slope, then tilt mesh

chrome yew
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Well it would be easier to rotate the root bone, πŸ˜ƒ
but you can definitely rotate the capsule,
for getting the slope for either method you could do a raytrace down and get "impact point" pin drag-out a "get unit direction vector" this will give you the direction the slope is facing, and you can use this for setting rotation, you can spilt the output so you only change yaw, you would also be adding or removing this from the pawn forward direction so character still faces correct direction only tilts back whatever amount you decide on, and use a Rinterp to change rotation over time, make the transition smooth.

plush yew
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will it affect physics?

plush yew
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i'm so bad at unreal engine 4 i need to get somebody to walk me through it

abstract relic
spiral island
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I can't seem to get MoveTo on the behavior tree to work
I have a nav mesh, my pawn has an AI controller, the controller is valid, Path Exists passes, the location it should move to is also valid, the behavior tree is running, but the pawn does not move
it looks like the moveto is failing immediately despite all the conditions being true, since the wait 5 seconds after it does not run

sudden agate
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does it have a MovementComponent?

spiral island
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It does not
I will add one

sudden agate
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A class that inherits from UNavMeshComponent

spiral island
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I just gave it the floating pawn movement and that seems to fix it

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thanks!

sudden agate
tawdry sierra
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what color should the texture be for a postprocess material?

next badger
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@tawdry sierra UI or masks

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also MIP disabled

tawdry sierra
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i want this material in my post process

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so what should i do

next badger
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@tawdry sierra set material to PP

tawdry sierra
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black parts need to be trasnparent

next badger
tawdry sierra
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i ve done that

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next?

next badger
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done...

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pp has only emissive output

tawdry sierra
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black parts need to be transparent

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how do i do that

wary wave
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...opacity

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have you done any basic things in materials at all?

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it would really help

next badger
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@wary wave pp does not have opacity, you have yto preblend them with scene color

tawdry sierra
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i created some materails my self yes but im few months into ue4

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can i use a scene texture node?

wary wave
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ah right, then yeah, you'd need to blend with scene texture

tawdry sierra
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but it gives errors

wary wave
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exactly which post process input I wouldn't recall

next badger
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HDR scene color is PostProcessInput0

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PostProcessInput0 provides the HDR scene color, PostProcessInput1 has the SeparateTranslucency (Alpha is mask), PostprocessInput2 has the low resolution bloom input

tawdry sierra
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it gives errors

next badger
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@tawdry sierra most of devs here not yet completed their Daily use of Telepathy in Support course

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if you want answer - we need question (with details)

tawdry sierra
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2:54

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you can see the black and white circle effect

digital anchor
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but what the error is

tawdry sierra
next badger
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@tawdry sierra have you blended it with the scene texture already?

tawdry sierra
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[SM5] (Node SceneTexture) Coercion failed: Local16.rgb: float3 -> float2

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when i connect the uvs to scene texture and that to the emmisive

#

this happens

next badger
#

@tawdry sierra that means you plugged 3 vector in 2 vector input

#

as example color in to uv or something like that

unreal spoke
#

Can a mesh(skeletal mehs in fact) generated on runtime (with meshmerge), be exported as an fbx? If so, how?

wary wave
#

a) probably
b) probably not without some code

lusty carbon
#

Anyone has a magic fix for the D3D crash? im lost 😦

wary wave
#

sadly not

#

we've been getting it a lot in the office on about 10-15 machines, for about a week :/

lusty carbon
#

What do you do then?

#

it's horrible

wary wave
#

we just restart the editor

next badger
#

@wary wave FSkeletalMeshMerge is code already...so πŸ˜ƒ

wary wave
#

Β―_(ツ)_/Β―

#

@next badger - I originally ported that from UT3 πŸ˜„

lusty carbon
#

whats crazier is than it happens sometimes and sometimes just doesn't

wary wave
#

true story!

lusty carbon
#

cant keep track of it

wary wave
#

yeah, it seems random

#

we have no idea what caused it

lusty carbon
#

you're an epic games employee?

wary wave
#

I used to contract for them, in around 2011-2012 xD

lusty carbon
#

ok

#

thanks anyways

wary wave
#

no worries

#

hopefully someone will work out what started it

#

it must be a recent Windows 10 update

next badger
#

D3D crash = device being lost?

wary wave
#

yup

#

or device hung, or similar

next badger
#

yeah...it's per device issue...even overclocking matters

#

i've read some people managed to solve it by underclockign their gpus

languid shard
#

could be drivers

#

or TDR that is too short

wary wave
#

it's not drivers

next badger
#

i've only had it on my old radeon gpu...not yet happened on 1080ti

wary wave
#

and it's happening on a large number of different machines here, and also people all over the Internet :/

#

the fact that it started happening to loads of people, at the same time, suggests to me it was caused by Windows 10 forcing an update

#

and said update was botched

#

started happening a week or so ago to just about anyone running games / game like things :/

next badger
#

but it only happens on ue4 right?

#

some RHI issue

wary wave
#

mostly UE4 it seems

languid shard
#

havent had lost device errors in a while with UE

#

not on 4.21 at least

wary wave
#

it's not happening to everyone

#

just something like 1 in every 15 people

languid shard
#

strange

wary wave
next badger
#

atlas is usign ue 4.5 ...have no clue how many of commits they are pulled in since

wary wave
#

Dead by Daylight, PUBG, Tekken 7, all affected

lusty carbon
#

I get it randomly but quite frequently on a 2X 1080ti machine

#

latest drivers installed. crash started happening just recently

#

seems like it has to do with my HTC VIVE pro that im working with

next badger
#

@lusty carbon last post on answers tells that that killed his gpu

lusty carbon
#

what did?

next badger
#

D3D error

lusty carbon
#

killed his gpu? as in literally killed it?

lusty carbon
#

mine doesn't overheat and no overclocked

next badger
#

scroll to the bottom

wary wave
#

Microsoft C++ Redistributables

lusty carbon
#

here's what I get

wary wave
#

that would make sense

#

those did get updated recently

#

practically every game on Steam had a small update (sometimes more than once) the past few weeks, for new MSVC++ redistributables

jolly maple
#

anyone know why newest unreal is doing this?

wary wave
#

and yeah, that's a different error than ones we've seen, but it's coming from the same kind of place

#

almost always slate UI

jolly maple
#

pretty much everything that has any hover stuff is broken, and its running insanly slow

wary wave
#

couldn't say unfortunately - is that the launcher verison?

jolly maple
#

ya

manic pawn
#

slate will show up in these callstacks 100% of the time since slate is responsible for calling present()

jolly maple
#

im not super familiar with unreal

manic pawn
#

doesn't necessarily mean something in slate is broken

wary wave
#

not all of ours have come from Slate

manic pawn
#

I guess it can also hang in other places than present()

wary wave
#

quite possibly

manic pawn
#

that you get them elsewhere would suggest slate not being related to the problem at all

wary wave
#

just digging through the call stacks I have on reference - one comes from FParticleSystemProxy, but once again it's going through the RHICommandList

lusty carbon
#

someone in that post says quote "Long story short, it is related to the Nvidia Garfikkarten that are already overclocked from house !!! The so-called Nvidia OC graphic cards!" which makjes sense in my case. I have Aorus 1080ti and it's overclocked from house

manic pawn
#

that could be

#

unreal is extremely sensitive to overclocked gpus

wary wave
#

seems unlikely it's the card - most of the machines we have here have been running fine for a long time

manic pawn
#

if I try overclocking mine by even 50mhz unreal dies immediately

wary wave
#

for it to spontaneously appear on around 15 machines simultaneously seems off

manic pawn
#

while other games continue working just fine

wary wave
#

it's not even all the same project

manic pawn
#

if you want to test if gpu overclock is stable, just run any unreal game for more than 5 minutes :D

lusty carbon
#

@wary wave Well, if it's a new issue caused by a recent driver update / Windows10 update or whatever, it's possible

wary wave
#

it won't be drivers because people were running in different driver versions, but it could be Windows 10

#

something they changed which triggered it πŸ€”

manic pawn
#

there was a windows update last week wasn't there

wary wave
#

probably

manic pawn
#

I know it installed one for me

wary wave
#

they get installed silently here which is a PITA

lusty carbon
#

@manic pawn yes there was

manic pawn
#

I wonder how you use this gpu crash debugger that unreal recently added

#

aftermath

#

there's like no docs on what it is

shell jetty
#

for insider ring fast there was windows update

manic pawn
#

I don't use insider builds though

#

that would be quite crazy

wary wave
#

yup

#

that would be pure madness in a production environment

#

I know nothing about the GPU crash debugger

#

what version was it added in?

unreal spoke
#

@wary wave , @next badger I understand you guys answered my question. So it's possible to export the merge, but can it be done without coding?

manic pawn
#

4.19 I think, it caused the massive memory leak when they added it

wary wave
#

@unreal spoke - I think you'll need at least some code

manic pawn
#

but they never told anyone how to actually do something with it

wary wave
#

hah

#

do you know where to find it?

#

we're on 4.19.2 internally, so having it might be handy

manic pawn
#

I know the library is called "aftermath" and there are a bunch of cvars related to "gpucrash"

wary wave
#

cheers

manic pawn
#

but that's about it

jolly maple
#

crazy errors

#

glitching across the entire interface

#

anyone have any ideas?

next badger
#

@jolly maple it was not happening on prev versions of ue4?

jolly maple
#

i used 4.18 fine a while ago

#

i got this file from a client to export textures out of it

#

and its unuseable

next badger
#
  1. test different projects
  2. test different builds
wary wave
#

@manic pawn - looks like Aftermath has been in since 4.15!

manic pawn
#

oh

#

there was big noise about it around 4.19

wary wave
#

you can enable it in ConsoleVariables.ini

manic pawn
#

was 4.15 released around the time where people started getting these hung errors?

wary wave
#

possibly

next badger
#

that's nice to know actually...i was not fond of vendo specific features but i like this one since it's mainly for devs not customers

manic pawn
#

maybe they added it to try and debug this

wary wave
#

r.DX11NVAfterMathEnabled and r.GPUCrashDebugging=1

#

not sure how useful it's going to be looking at the documentation

next badger
#

Where you come in

Sometime around 4.14 Preview 1 (October), we began to see a lot of reports come across regarding a specific D3D crash but have not had the appropriate information to act upon. We have been tracking this issue with the ticket UE-42280.

wary wave
#

pfffff

next badger
wary wave
#

joy

#

guess I'll just keep crashing 3-4 times a day

lusty carbon
#

3-4? you're a lucky guy

fierce tulip
#

@wary wave I solved it by shrug downclocking my gpu

wary wave
#

I'm not sure we're overclocked tbh

fierce tulip
#

mine wasnt either

wary wave
#

D:

fierce tulip
#

still needed to downclock

#

(980ti at the time)

wary wave
#

I'm not sure I want to underclock already strained 970s 😦

fierce tulip
#

i did so many tests, io stresstests, benchmarks, etc all worked fine, > ue4 > device was lost
epic: its not our engine. only thing that crashed my gpu was ue4, but noooooo not their engine

wary wave
#

at least 142 people say otherwise!

fierce tulip
#

had to buy a new one amidst all the crypto-craze, took a big chunk of my money

gleaming creek
#

Exactly what I've cone to expect from Epic at this point

livid timber
#

Hello guys, sorry the interruption, may i know if there is any asset or plugin to animate with bones 2d in ue4?

wary wave
#

bones 2d?

livid timber
#

Yeah like spine

spare sun
#

think he means rigged 2d characters

wary wave
#

sure, but you wouldn't need anything special for that?

gleaming creek
#

They haven't marked it as won't fix yet though?

wary wave
#

yet

unreal spoke
#

@wary wave Thanks

wary wave
#

it's been there since 4.14 though :/

livid timber
#

Hmmm not sure, im just searching a substitute for spine due to... special circunstances

atomic sandal
#

Yo anyone know how much cost to host the game on(steam/origin/site/...)

spare sun
#

you mean publish?

atomic sandal
#

Yep

cloud cobalt
#

Steam is $100 + 30%

#

Origin probably means publishing deal with EA that will have dedicated terms for each game

#

You're not paying the hosting, generally, you're paying the platform

#

Hosting on your own site wil cost you next to nothing

#

But no one wants to download every version from your site

atomic sandal
#

I mean and if you check epic games XD

cloud cobalt
#

What ?

atomic sandal
#

Epic games have fortnite on their app

cloud cobalt
#

Yeah ?

atomic sandal
#

So you think its smart to put on steam and other platform

cloud cobalt
#

Well, yeah, sure

jolly maple
#

im getting these errors across the entire interface

#

been trying for hours to fix it

#

somebody else had a similar problem in 2017, and the only "fix" was reinstalling windows

#

any ideas?

languid shard
#

welp

static viper
#

reinstalling windows for sure is ... extreme

#

XD

jolly maple
#

im not doing that

static viper
#

that is very unexpected

#

i cant believe you wont

#

how dare i think that

#

ofc you dont uninstall and reinstall windows bc of this tiny error XD

graceful sky
#

I will have to do that because of Git -.-

spare sun
#

uninstall windows

#

πŸ€”

static viper
#

you can technicly only override windows

languid shard
#

you could also use the reset feature

static viper
#

not uninstall

#

XD

graceful sky
#

I tried reseting windows to no avail .

languid shard
#

its gonna uninstall every software though

graceful sky
#

getting authentication error,

#

ONLY on my pc...

spare sun
#

reminds me of that deleting My Computer meme

graceful sky
#

same setup works on any other pc. on the same network, different network etc , superstrange

jolly maple
#

im at my wits end on this shit

#

i dont use unreal engine for my work

#

but a client wants me to convert an unreal scan to something else

#

and... this happened

#

i litterally just need the textures from it

static viper
#

but

#

what is the error really?

#

can you not open the project

jolly maple
#

its unusuable

static viper
#

whats unusable

jolly maple
#

those glitches occur across all windows and content in said windows

#

like resizing a window cuases artifacts that persist across the whole enviroment

static viper
#

in ue4

#

or windows

#

XD

#

we only saw inside ue4 launcher

jolly maple
#

the launcher and anything opened with the launcher

#

and on multiple versions of the engine

#

4.18, 4.21 and 4.16

static viper
#

so you open a project

#

and inside the editor all the windows are black

jolly maple
#

the are just glitching the same way the launcher is

#

and none of the menus pop up

#

i think they are technically there, but the rendering glitches are cuasing them to remain invisible

static viper
#

well is it always that laggy?

jolly maple
#

no, the lag has something to do with the gltiches i think

#

like if i click the file menu, when i hover over spots i would expect parts of the menu to be

#

black boxes appear

static viper
#

well its clearly a hardware issue

#

what system do you have

jolly maple
#

it worked on the exact computer inthe past with 4.18

static viper
#

the past is how long ago?

jolly maple
#

about a year or so

#

whenever 4.18 came out

static viper
#

so

#

its clearly a hardware issue

#

what system do you have

graceful sky
#

errrh

static viper
#

wow

graceful sky
#

mix of nvidia / radeon ?

jolly maple
#

i suspect it is the vive software

#

its poping up with steamVR

#

even tho its disconnected

static viper
#

you can always close steamvr manually.

#

in steam

#

so that i dont pops up

jolly maple
#

and i dont know how to get it to stop without any menu interactions

static viper
#

steam vr isnt really doing that much

#

ha

#

maybe its the vive

graceful sky
#

but are you really mixing grafics cards?

static viper
#

using iferior vr hardware ...

graceful sky
#

doesnt sound bulletproof

static viper
#

use oculus

languid shard
#

GTX590 ?

#

damn

jolly maple
#

ya, the 590s are for compute rendering

languid shard
#

dual gpus, havent seen that in a while

static viper
#

that radeon will likely drag your gtx down

#

you cant have 2 different gfx card in there like that.

#

not unsupervised...

jolly maple
#

they are not being used for anything but ray tracing

static viper
#

were they already there with 4.18?

jolly maple
#

ya

static viper
#

mh

#

well they wont do raytracing either

#

XD

#

mh sad. i thought this was more obvious

jolly maple
#

if you like the setup, you should see the monitors i use

static viper
#

i dont like the setup

jolly maple
static viper
#

are your drivers up to date?

jolly maple
#

ya i just updated

#

the rx480

static viper
#

after the glitches?

jolly maple
#

ya

#

like 20 min ago

#

been at this for like 4 hours

static viper
#

and the drivers for the gtx?

jolly maple
#

those are custom

static viper
#

custom?

jolly maple
#

for all intents and purposes they are pretty much disconnected fromt he system

#

other then for blender rendering and cloud stuff

static viper
#

well clearly something is wrong

jolly maple
#

i dont think they are the problem

static viper
#

you dont think?

#

yet you dont know

#

we need a hardware channel

dim merlin
#

hi, i used to use the console command 'stat RHI' to check the triangle count, anyone knows how to debug vertex count?

languid shard
#

since we cant have a hw place 😒

sturdy star
vast pine
#

anyway to get top perspective to actually show bloom and stuff

#

editor window

#

i guess i can photoshop my heart away but just curious πŸ˜‰

next badger
#

@sturdy star they do...it's just roboto font is like that

sturdy star
#

@next badger you can see they specify different fonts for the japanese subfont, it is not using roboto but the japanese chars are identical regardless of font or style

#

i think japanese just falls back to Default font

next badger
#

@sturdy star no, the one that is defined in the japanese font family is Unicode Subset...the font is still Roboto

#

no, my bad

sturdy star
#

yeah sorry i am all a bit unsure exactly what's going on, trying to decipher it and seeing very different results, like regardless of unicode character range i select it refuses to recognise any japanese letters, all very odd

next badger
#

it's Source Sans Pro...and it does not have characters for japanese range

sturdy star
#

interesting, so their example is actually pretty lacklustre, interesting

next badger
#

you need to get a font that does actually have japanese subset

sturdy star
#

i like you, very helpful, pointed me in exactly the right direction of where we were goign wrong. many mega thanks

fierce tulip
sturdy star
#

man i had some crazy stuff like that before and spent a day trying to get it to work correctly and just gave up in the end and approached it differently, if you ever find a solution, shout it loud and proud

fierce tulip
#

prolly has to do with the way splinethicken works, but cant be bothered to find out :p

next badger
#

@fierce tulip show the wireframe look

fierce tulip
#

you cant see the bottom one at all, and top one is just a few squigly lines

next badger
#

@fierce tulip i mean the viewport wireframe Alt+2

fierce tulip
#

that is the viewport wireframe

next badger
#

really? looks weird...well ok

fierce tulip
#

also its 2019, why does CTRL+Z still not properly work

#

edits a particle > ctrl + z > random reverts a material node i moved

next badger
#

oh...cause you need to make proper logic for each action to be undo-ed -_-

#

it looks like ue4 have no solid framework for that

#

i've tried it once...and failed miserably

plush yew
#

It's just me or unreal got really glitchy and crashy?
For example to have my game work properly, I need to compile in order

manic pawn
#

ctrl z has never worked

#

it's even better when it somehow magically loads an asset I haven't even opened today and undoes something I did days ago

#

where does it even get that info from

next badger
#

compile in order ?

plush yew
#

yeap, if I don't compile playerPawn last, a lot of things malfunctions

#

not sure if thats cause I used a lot of c++ or this is the engine

sleek hearth
#

Can I use paragon characters in a mobile game? Or is there a way to downgrade them?

next badger
#

@sleek hearth i wouldn't...you can use Simplygon, afaik they are maintaining their plugin again

frail sail
#

what does mean GWqlabsGarThink
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000

0x00007ffa8414a388 KERNELBASE.dll!UnknownFunction []
0x00007ffa608311e9 clr.dll!UnknownFunction []
0x00007ffa6083121b clr.dll!UnknownFunction []
0x00007ffa60831225 clr.dll!UnknownFunction []
0x00007ffa012205e6 UnknownFunction []

#

when pressed "play" button

next badger
#

@frail sail means you tried to access something not exist...

sleek hearth
#

Alright, thanks! @next badger !

frail sail
#

how GWqlabsGarThink

#

i didnt put "not exist" node

#

and its work yesterday

#

damn

gleaming creek
#

It most likely means you've been using C++ code, most likely pointers, incorrectly

next badger
#

@sleek hearth should know....

gleaming creek
#

Indeed, I was just noting that name

sleek hearth
#

welp, I think that's the first time someone read my name

#

As Alexey said above, you're accesing something that doesn't exist

gleaming creek
#

Most likely one of:

  • You are attempting to access a null pointer
  • You are attempting to access a pointer that points to memory that no longer belongs to your program / has been deallocated
  • You are attempting to access a pointer that points to some random, erroneous memory location
next badger
#

in case above it probably was nullptr, cause "reading address 0x00000000"

sharp crest
#

||2000 years later||

true leaf
#

I read that in the SpongeBob narrators voice

sharp crest
#

lol

true leaf
#

Yeah I run ue4 on a hdd and anything having to do with the file system is quite slow

sharp crest
#

Same I have it on HDD, I got a free SSD but my project is so big it will take most of it of not more πŸ˜‚ and I use a source built version so

#

ok sorry

#

that was my second nightmare

#

but my first nightmare is

#

having to wait for loading after a random compile crash cuteCrying

#

specially after you don't remember what you saved πŸ˜‚

atomic sandal
#

Rip

next badger
#

You can have vault on hdd and ue4 on ssd

#

I recommend this setting, as it decrease the strain on ssd and saves a lot of space

#

ofc of you can afford 1tb ssd it's not the issue

gleaming creek
#

I had to buy a 1tb SSD because every unreal engine update was painful on 120GB πŸ˜ƒ

#

Has to clean up enough to have two versions of UE4 available at once during upgrades!

#

I keep the vault and projects on other drives, though

next badger
#

4 builds of ue4 are 140gb (one of them is source)

#

and the source one is 108gb

#

i assume you'll be around 60-70gb per build if use debug symbols

vale silo
#

1Tb SSD is a must due to TBW value

#

(especially when used for UE4)

next badger
#

i still don't get how tbw warranty works...not even sure it is legit in my country

vale silo
#

it's not really a warranty

#

it just says how much data can be written before it fails

#

for 512Gb 970 Pro it's 600 TBW, while for 1Tb 970 Pro it's 1200 TBW. Meanwhile 1Tb 970 Evo is only 600 TBW.

flat scroll
#

Is it possible to get a current value of an UI widget? Basically I want to check what value is set to currently without casting to character or anything

vale silo
#

so for gaming, maybe 1Tb 970 Evo is more than enough. But when you constantly write to SSD, I'd say 1Tb 970 Pro is what you need.

flat scroll
#

ok found it

gleaming creek
#

Eh, I think there's a slight flaw in your logic

#

If the SSD wears out, buy a new one! It'll be much cheaper by then

#

Rather than buying the much more expensive pro in the first place

vale silo
#

not really

#

it'll be either the same, or more expensive

gleaming creek
#

Tbh I haven't noticed any SSD wear out yet

fierce tulip
#

pro > evo > much longer lifespan

vale silo
next badger
#

what's the purpose of long life span for an ssd?

vale silo
#

I can't get the damn thing to work in my project (cel shader with ink outlines with custom depth)

fierce tulip
#

as in, it allows for much more writes and such

wary wave
#

I have not, but since when was that free πŸ˜„ ?

vale silo
#

dunno, but support is spotty to put it mildly

gleaming creek
#

I get the idea in theory, but haven't had any SSD that had issues yet

wary wave
#

you could say that about 90% of marketplace assets tbh

vale silo
#

😦

wary wave
#

I have very little faith in the marketplace 😦

grim sinew
#

Modern SSDs last an exceptionally long time

#

Don't worry too much about it

vale silo
#

I actually bought that damn asset and it worked ok in 4.16, but I didn't really have use for it.. Now it's 4.21.2 and it works on its own level, but when I try using in in a different scene (but in the same project) it just doesn't work :/

vale silo
#

SSD is blazing fast though (NVMe that is)

#

@grim sinew I wouldn't bet on that

grim sinew
#

People tested SSD lifespans. It takes hundreds of terabytes written to kill one

vale silo
#

with moderate day to day use, maybe.. When you are constantly writing on it, I think it's safe to say it will die sooner

grim sinew
#

No average user will manage it.

vale silo
#

but building UE4 from source often?

grim sinew
vale silo
#

(and building projects)

grim sinew
#

Does not matter.

#

We don't work with files large enough

#

The final casualties in their test took on average 700+ TB written to kill it

next badger
#

i'm rebuilding ue4 few times a week or a day

gleaming creek
#

I must also admit that I didn't notice that much difference when I replaced my old Samsung 120GB with a 1TB NVME one

#

It benchmarks much faster

next badger
#

considering it's 100Gb of data

gleaming creek
#

But didn't really have much effect on actual usage

grim sinew
#

700TB is a ton of data

vale silo
#

but what mode are you running it at @gleaming creek ?

grim sinew
#

And even then SSDs don't "die", they just can't be written to any longer

vale silo
#

It can run in PCIe or in SATA mode

grim sinew
#

They still operate, you just can't write more. You can read the files off it and get them all back

gleaming creek
#

Can't remember offhand, I'd image I put it on the best one

grim sinew
#

And all that testing is from SSDs in 2015, in 4 years they've gotten even better

gleaming creek
#

The benchmark put it at something like 4x the speed of the old one IIRC

vale silo
#

well, on ASUS mobos BIOS value is counter-intuitive - if you switch to PCIe mode, it actually sets it to SATA mode.. I don't know why they did it that way.

gleaming creek
#

Hmm I do have an Asus

vale silo
#

also Samsung has an app that tells you what mode it's running at

#

leave M2 setting at "express SATA". That will ensure M2 is set to use PCIe lanes

gleaming creek
#

For found an image from when I tested it

vale silo
#

that's not what NVMe values should look like

gleaming creek
#

Except wait that's the old one

#

It says 120GB

vale silo
#

yeah, that's more like SATA SSD

gleaming creek
#

Argh, I know the file is on that server, but I don't know the filename and directory listing is disabled πŸ˜„

vale silo
#

that's more like it

manic pawn
#

what ssd is that?

graceful sky
#

My guess is a samsung 960/970 m.2

manic pawn
#

I get this with a 960 evo

graceful sky
#

Using these beauties for unreal?

manic pawn
#

of course

graceful sky
#

Was thinking abouy upgrading the 850 i got

#

But not sure if its worth it xD

manic pawn
#

if you already got a m.2, probably not

graceful sky
#

Nah its a regular ssd

manic pawn
#

oh

#

don't know then, I don't have one to compare

graceful sky
#

So i'd get 6x the speed with a new m.2 , in theory

#

But i figure it dont really shave off much of the loading time :p

manic pawn
#

unreal wrote 40TB to this drive so far

graceful sky
#

Over how long ?

manic pawn
#

good question

#

uh

#

1-2 years I guess?

graceful sky
#

Not to bad

#

If its 600 tb between failure ,

manic pawn
#

supposed to last for 400TB

graceful sky
#

You got 15-30 years

#

10-20 years* then

manic pawn
#

I'll probably replace it long before then

#

it's getting too small πŸ€”

wary wave
#

tbh you can burn through 400TB of data read/write pretty fast

#

depends on what you're doing with it

manic pawn
#

yeah I'm not doing the kinda work that moves 100GB around every day

graceful sky
#

Yeah think ill pick up a tb next time i upgrade

#

Hate running out of space

manic pawn
#

but the 2TB one is so expensive still

graceful sky
#

Pro or regular ? Usually not so bad here in norway

analog blaze
#

Expensive is subjective

latent moth
#

They are still going through meshes

digital anchor
#

Its a translucent particle, colliding with opaque objects right?

latent moth
#

it is colliding with opaque objects

#

so no, it's just passing through objects...

digital anchor
#

i dont see a reason to not be working

#

you know that the objects must be visible for it to collide?

#

as in, if its hitting the roof, but youre not looking from above the roof, it wont collide

latent moth
#

AH

#

no, i didn't know that

#

basically I'm in a ski gondola

#

and it's snowing inside

digital anchor
#

oh thats expected

latent moth
#

so now i'm trying distance fields

#

still not working

#

so what can I do

digital anchor
#

it uses the depth buffer to know the distance between the particle and the world

latent moth
#

I mean, what are my options

digital anchor
#

sorry i never used distance fields/vector fields,

#

but i know they are much more flexible

latent moth
#

that is stopping the rain but not the snow damn

#

πŸ˜ƒ

#

thank you Takain

latent moth
#

I'm seeing this reply from Eric
https://answers.unrealengine.com/questions/252337/how-do-i-prevent-particles-from-entering-a-water-v.html#comment-252337-form

"A more elegant but more setup intensive would be to add a volume aligning with your water volume and in your emitters setup a Float Parameter in your Alpha Control then in a BP setup a relationship with Particle COllide with Volume to begin a fade of the Particle itself to 0"

However I don't get what this "relationship with Particle COllide with Volume" means...

nocturne knot
#

Don't know where to ask this but does anyone know how I can track down what's causing a crash ?

digital anchor
#

@nocturne knot If youre debugging with visual studio, just check the callstack, and the output log

#

if its on a packaged game, check the appdata logs and minidump for the callstack

#

if its on a launcher version, make sure you have the debug symbols

nocturne knot
#

yeah it's a launcher version

#

this is what it gives me : Assertion failed: Mesh.VertexFactory->IsInitialized() [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Renderer\Private\PrimitiveSceneInfo.cpp] [Line: 47]

willow stratus
#

Can someone give me advice

#

I have rain particles in my game

#

However, they go through objects

fair pulsar
#

help me pls

willow stratus
#

I turned the collison to block

#

But it dosnt work

fair pulsar
#

i can download ue4 13.2 but i cant download ue4 13.0

#

how to download ue4 13.0?

willow stratus
#

@upper heart

grim ore
#

4.13? if you need the base branch without any revisions you need to get that tag from github directly, the launcher will always have the latest revision of each version. @fair pulsar

gleaming creek
#

@manic pawn yes, 960 evo 1TB SSD

#

And while it's much faster on paper, I didn't notice much difference in e.g. actual Windows boot time or program launch vs the old SSD

fair pulsar
#

@grim ore 4.13.0

grim ore
#

yep you need to get it from github then and compile it yourself

long comet
#

Hi guys , whats up ?

#

can i post here a link for KS campaign or should i post in other channel?

fierce tulip
#

@long comet check the rules πŸ˜ƒ

long comet
#

@fierce tulip , rules say : Don’t message about the same thing repeatedly in different channels.

#

i understood that is possible to post the link πŸ˜…

wary wave
#

"6. Strictly no advertising"

#

It's in the rules

fierce tulip
#

"This rule also applies to your crowdfunding projects on Kickstarter, IndieGogo or the likes. We understand how hard it is to get funding for your project, but keep it professional. People here will gladly give you feedback on your pitch or campaign if you ask for it, directly asking for money is unprofessional and your message will be removed"

safe rose
#

So basically...

#

You can post links

#

Just don't be like " Yo people, come throw down some fat cash on this project for me"

#

Be like: "Hello everyone, I've just posted my Kickstarter Project here: asdfasdfsadfasd.com , I'd love to get feedback on the structure of it"

#

ezpz

grim ore
#

but what if they want it for like 200 coffees to keep them fueled for the project πŸ˜ƒ

plush yew
#

does anyone know how to turn on automatic update on ue4

grim ore
#

to make the editor Update or like for your project? if so I don't think either is an option lol

plush yew
keen frigate
#

Hey everyone πŸ‘‹

Any suggestions about assets on the marketplace that could look like being on a ship/boat? Thanks. πŸ˜ƒ

teal tulip
#

@plush yew there is a setting in the editor but don't rememner where

plush yew
#

oh

teal tulip
#

auto update on move or something on the editor settings I think

plush yew
#

ok im gonna try to search for it

grim ore
#

Do you mean when you drag you want it to show or it doesnt update when it stops? if during dragging I don't think you can

#

the geometry brush won't update it's faces until you stop any operation you are doing on it.

plush yew
#

when i stop dragging the asset it wont go where i dragged it, only a shape of it goes there

flat scroll
#

Does "ease" work when used inside a function? I want to smoothly transition from one value to another

grim ore
#

ah yeah then it's a checkbox in editor settings called Update BSP Automatically under Level Editor -> Miscellaneous but it should have been on by default.

plush yew
#

ok thanks

#

thanks it works now

long comet
#

@wary wave @fierce tulip @safe rose @grim ore Thanks for your reply

unreal siren
#

Heya, I've got a quick question
I'm trying to figure out a lil script for changing materials and I stumbled upon the problem having to change different slots of materials for the different meshes.

#

Is there a way to figure out when a ray hits a mesh to tell me which material it is using on that particular location?

next badger
#

I'm not sure if he was talking about cascade, since it's probably impossible to set value per particle in the bp for it.
but that what "relationship" means...you trigger the fade out by collision

wary wave
#

is LocalPlayer gone in 4.21?

manic pawn
#

no

wary wave
#

I can't seem to get at it

#

where is it referenced?

#

hmm, only function I can find that returns one now is GetOwningLocalPlayer in Widget

manic pawn
#

isn't there just a GetLocalPlayer function

wary wave
#

that's what I thought, but nothing comes up

manic pawn
#

are you in an object that doesn't have a world context?

#

I'm not sure what could be going on there

wary wave
#

that's from Actor

manic pawn
#

wtf

wary wave
#

created a Character, can't get it there either

#

(4.21.2)

#

note that it is also not context sensitive search :/

manic pawn
#

I haven't used it from blueprints so idk what should be available, but it's definitely still a thing

wary wave
#

it used to be accessible D:

#

digs through source

#

still exists, just not exposed for some reason

#

it's barely referenced any more though, might be being phased out or something D:

#

weird

grim ore
#

are you sure you arent used to is locally controlled?

manic pawn
willow stratus
#

can anyone help me

#

With particle collision

spare steeple
#

im on 4.20 and my only option is from that plugin

wary wave
#

Last time I did this kind of stuff was in 4.15 / 4.16 - never used that plugin, hehe

#

I've just gone and made the necessary changes locally

tawdry sierra
#

im trying to make a lit particle but it doesnt seem to work(i basically trying to make rain that reacts to light)

lime gull
#

Hey when I import an image to a widget it appears blurry and after a few seconds it looks clear

buoyant mulch
#

Hmph

abstract relic
#

Bless you

#

That’s just the image being loaded

grave nebula
#

@latent moth Don't bother killing particles such as snow or rain or w.e. Just hide them, when inside.

latent moth
#

i was trying but how

#

what’s the link between β€œinside” and setting alpha on particles... i don’t understand how to do that

lime gull
#

It looks terrible

#

Guess i gotta deal with it huh?

abstract relic
#

Don’t change the alpha, toggle actor visibility instead. How you trigger it is up to you.

stray smelt
grim ore
#

@lime gull change it to no mip maps and set its texture compression to ui interface and see if it helps

glacial pecan
#

how do I reset a view in an editor?

#

I created a niagara emitter and managed to zoom out so much that I can't get back

#

I've even scaled the emitter up like crazy but I can't find it in the viewport

#

ah, "show bounds" helped me to navigate back...

abstract relic
#

Press F

glacial pecan
#

that's the first thing I tried, and weirdly it didn't work... but now that I'm trying it again, it does work

#

thanks for making me try again! πŸ˜ƒ

kind mural
#

Hey guys, trying to use the wiki "time of day" tutorial to create a day/night cycle. I want the player to be able to grab the sun and move it to change the time of day (will be in VR) any clue how I can go about implementing this?

indigo viper
winged crypt
#

Anyone here using AWS?

#

@glacial pecan "F" only works if you have an object selected. So if you're too far from everything, click on one in the top-right viewer then press F and it'll travel to it.

dry moon
#

@indigo viper That would work sort of like cutting down a tree, look into that

#

just apply the same technique

glacial pecan
#

@winged crypt I was in a niagara particle emitter viewer

#

so not sure how to select anything in that

#

but worked the second time around

last echo
#

Anyone know a fix or workaround for my GPU getting destroyed when i try to take 4x or 16k High Res Screenshots? As soon as i take one 16k shot my editor becomes unusable and i have to restart it.

spiral island
#

Why does your screenshot have to be that big?

last echo
#

marketing purposes

spiral island
#

Could you take four 4K screenshots and stitch them together?

#

oof my math

#

but you get the idea

last echo
#

heh yea it would be hard to line them up properly, would have to create a camera rig

#

maybe there is an easier way to render a still from a camera that wont screw up my engine?

spiral island
#

how much video memory does your GPU have?