#ue4-general

1 messages Β· Page 393 of 1

storm venture
#

ah i see, thanks

hasty flame
#

@grim sinew I was wondering about that for a while. That's really useful document. Thanks for sharing it here

grim sinew
#

No problem! πŸ˜ƒ

#

Honestly, the real takeaway from the spreadsheet is, you can probably get away with more than you expect. It's a trend a lot of people buy into, to over-optimize your assets when you truly don't need to, and all it does is end up making the game look worse without cause.

#

I'm not saying to be wasteful, just not to let paranoia about polycount make you make bad decisions

#

I personally always find it silly when I see people making assets that could be targeting games 10 years ago, for modern hardware, when you simply don't need to.

#

Even if you do need to optimize later down the line, it's easier to remove detail than to add it back in. If you have a beautiful, really good looking tree model, but during the end when you're starting to push boundaries you find you need to cut back a little bit on it, it'll be much easier to do that, than it would be to start trying to add detail because you look at the finished product and it looks like some 13 year old modder made it after school one day.

hasty flame
#

Agreed, I've always been a fan of the "Make a high res mesh > make maps from it > lower poly count > use high res maps" workflow myself

grim sinew
#

Especially right now, your main concern when optimizing is going to be stuff like lighting cost (shadows, light overlap, etc), material complexity, drawcalls, overdraw, and texture memory. It's very unlikely that the major bottleneck in a scene will be polygons.

#

Unless you do something extraordinarily stupid when building your scene

#

"I heard polygons were cheap, so I'm going to bring in raw zbrush sculpts and forgo normal maps!" - An example of that, which thankfully I have never seen.

hasty flame
#

Oh geez I'm going to have nightmares about that now lol

zenith flower
#

ctrl - c crashed the freaking engine

grim sinew
#

Could be worse, in the UDK, ctrl+z would crash if you did anything with BSP

#

100% of the time

zenith flower
#

How do I know? Cause it froze after I did that, then closed without even a crash report

#

so i decided to at least paste what I copied into a text file

#

and i got....

#

Fatal error!

#

lmao

hasty flame
#

Dang, back before I built my new pc, placing down grass would freeze my whole computer until I had to shut it off (and in case anyone is wondering, I am very familiar with grass density)

zenith flower
#

it crashed again

#

lol

hasty flame
#

Lol

zenith flower
#

like sometimes I swear this shit is a woman

#

Will be fine for days/weeks

#

then spaz out over the simplest shit ever

hasty flame
#

I admit, I laughed at that, alot

zenith flower
#

I love the engine like a woman

#

I hate it too though

#

Its never good enough, and I always have to work for what I want

hasty flame
#

For the past 3 weeks I've been working on a landscape material, and I probably will continue to work on it for the next three, because I'm obsessed with realism

zenith flower
#

ah

#

me too

#

(not visual so much)

#

(more gameplay stuff)

hasty flame
#

I'm obsessed all the way around

#

Gameplay, animation, physics, lighting, etc

#

Anyway, it assigns different layers to the land based on the slope. That was the easy part. The hard part is all the grass, mud, dead grass, dirt, leaves, etc on the grass layer

zenith flower
#

I'm just not an artist, or graphics designer, but yes I agree

#

I gotta go though

hasty flame
#

Alright, cya around

zenith flower
#

I sent a friend request

#

night

cerulean nova
grim sinew
#

You have literally no way to tell. Instead move the engine closer to the root of the drive and run the bat again.

cerulean nova
#

it was on desktop

#

i retry by putting it just in the main drive

hot drum
#

does anybody know why this isn't working?

#

Everything is set up

#

It's just not firing

#

(in level bp)

sudden agate
#

"No Collision"

#

@hot drum

hot drum
#

Ah! thanks!

cerulean nova
#

Can someone give my brain a little jumpstart whats the thing called for Charakters to give them clothing that animates with the skeletal mesh i dont mean a socket component πŸ€”

#

Master Pose Component

#

thats what its called

#

lets say i have a Character model and i make 2 diffrent backpacks how does the workflow go? because i have to still paint weight onto the money right so it knows where to go with the model is there a good tutorial somewhere ^^

glossy zenith
#

wow. anyone else been asked to verify the l;auncher a lot lately ?

#

and then takes a while for it to send the email ?

cerulean nova
#

nope but Youtube asks me everytime i search something if im a robot... πŸ™„

#

Anyone here working with Nvidia Gameworks?

humble stag
#

my current AI behavior tree will trigger all the AI in the scene to move together like a flocking behavior

#

how do i make them move only in actual radius rather than 1 AI in radius gets triggered all swarm towards the player lol

cerulean nova
#

give them a radio and call it a feature πŸ˜„

#

That part seems to be what u need but i could be completly wrong 🀷 ^^

cerulean nova
#

and ? @humble stag

placid arrow
#

has anyone to their knowledge made a module for ue4 that implements 'virtual keyboard' support for control pads?

#

e.g. so that you can do a keyboard where you pick keys with the d-pad and A, like is native to xbox, set top boxes etc

thin stag
#

ok so, im making a lightsaber combat game using this dude's tutorials:https://www.youtube.com/channel/UCsVz2WpFbx-NrN6895ale0g And ive come to the part where i need to add damage and health and all those kinds of stuff, ive added a collision to the lightsaber and it works fine, HOWEVER, when i attack i damage myself and so does the bot, what do i do? i think its connected to the Accessed None Error after that happens. Here is the Damage setup:

opal hornet
#

can anyone explain the optimal workflow for bp communication between character and controller? for example, i have a controller that contains the logic behind the input. i have a character that has stats, such as Stamina. When the controller does something, say attack, I want the character to be dealt Stamina damage. What is the proper way of hooking this up? Event dispatchers? Casting from controller? Interfaces?

#

Or can it all be done through something like a get controlled pawn node and use that as the target for the stat modification?

#

which I'm guessing utilizes casting or interfaces in some way

paper kernel
#

Controller doesn't usually even contain that much logic, it's all passed directly through pawn possession

#

(your inputs are directly mapped in the pawn)

#

Once pawn receives input to do attack/receives and attack, it subtracts the stamina on it's own

#

but yes, you can use interface or built in damage system to do it

opal hornet
#

I’d imagine it houses the logic for how the inputs are handled or worked no?

#

Or should those all be events in the Pawn_Base, then have different pawns inherit from that

proven oxide
#

I have a question to confirm whether i understand right, If i want to say load a specific level and run it no matter what level is selected in the editor I can do that in the ABaseGameMode::StartPlay() method, and if i just wrap it in a pragma it will only do this on PIE.

frosty copper
#

Correct me if im wrong, but I do believe '#if editor' is a thing πŸ€”

#

I know unity has it, would be surprised if ue4. Didn't

plush yew
#

im getting the failed to launch editor error

#

anyone fixed it before, hints and tricks?

#

(already tried google and verifying UE files)

plush yew
#

it was set to run as administrator, i think that was the problem

#

Hello gfuys I have a problem with my project

#

When I click on my button to restart the level it show like normal button and ten it appears me these:

#

how to fix the problems?

lime gull
#

Does anyone know to have music that plays throughout multiple levels that doesnt stop when you load a new one

#

Would level straming work?

timber python
#

hello

plush yew
#

hello

#

can you help me to fix my problem? @timber python

fierce tulip
#

behave a bit @plush yew

plush yew
#

?

#

@fierce tulip

fierce tulip
#

randomly asking/@ - ing someone
either be patient, or try a channel more suitable for your problem

plush yew
#

where to write my problem ?

runic fern
#

Can i use steam apis directly or i should contact steamworks first ?

cerulean nova
merry gazelle
#

Depends what you're trying to distort, like the whole level or just one object.

I didn't something similar to create a shield effect but I don't remember what I did

cerulean nova
#

just the sun object

#

or is it some kind of postprocess?

merry gazelle
hoary silo
#

i'm back with the decal thing, I forgot to mention that im spawning the decals into the world

#

and it still has stretching

lime gull
#

After i made a padded tileset it gets blurry then clears up, is there any way to fix this?

hoary silo
#

turn on antialiasing

#

can someone plz help with my question

grim sinew
#

Decals stretch. It's what they do.

hoary silo
#

yeah, thats too bad

grim sinew
#

Also what you said was more of a statement than a question, I'm just assuming you want to solve the stretching, which you can't

hoary silo
#

oh, okay. they should really add warpping tho

grim sinew
#

Add it yourself if you need it πŸ˜›

lime gull
#

My tile map is having lines that appear as you walk through, is there a way to fix thar

grim sinew
#

"lines" isn't descriptive. Show a screenshot.

plush yew
#

Can anyone teach me how blueprints work???

grim sinew
#

Most likely, no. There are hundreds of hours of official tutorials from Epic on their youtube page. Learn on your own that way.

fierce tulip
#

try "ue4 getting started blueprints" on google.

plush yew
#

Okay, I’ll try

cerulean nova
#

im tweaking around the sun and the slider tend to make Ue4 freeze and eat 6gb of memory in a empty scene o_O

hollow parcel
grim sinew
#

Your normals are backwards

plush yew
#

What was the blueprint called, that made the player load into a new level?

abstract relic
#

Open level

plush yew
#

Oh, yeah. thanks πŸ˜„

wraith lark
#

@plush yew nice meeting you πŸ˜ƒ cheers

#

hope to see you again soon πŸ˜ƒ

timber python
#

@amber canopy how can i help you?

stiff wedge
#

hey guys

#

I have a deadline tomorrow and an urgent issue that needs to be resolved

#

Why am I getting this bright patch around the ocean? I have all my lights selected as well, so you can see their size

#

and if it matters, source light is set to movable and skylight is static

grim sinew
#

reflection capture

dapper idol
#

But didn't he say he selected everything?

wraith lark
#

@violet cove nice meeting you in voice, hope to see you agian πŸ˜ƒ

valid pewter
#

Kinky

wraith lark
#

always πŸ˜„

merry gazelle
#

I want to fire line traces down vertically from random points on a plane. Any tips on how I might go about this?

#

As far as I'm aware none of the standard line trace node presets do this by default (not 100%)

dawn ember
#

Greetings!
I have an idea for a game and some questions about it.
I understand this may be a bit inappropriate but I have a lot of questions regarding a lot of aspects, so I can't really say A LOT around here.
Can a very experience UE4 developer DM me?

regal mulch
#

People usually get paid for that sort of "help"

#

A few questions about problems are fine, but for a good chunk you might really want to simply pay someone.

dawn ember
#

it's mostly about technical aspects i am unsure about

fierce tulip
#

idea's are cheap, i wouldnt be scared of people stealing it.

abstract relic
#

You can try your luck asking your questions in the wild or you can pay someone

#

I’d argue ideas are less than cheap. They don’t have any value

tall pendant
#

i always keep notepad open .. so i can write down and steal all the great game ideas on slackers tbh

fierce tulip
#

XD

merry gazelle
#

@fierce tulip I would be scared if I was releasing anything in China

fierce tulip
#

damnit Dizco, I also had a notepad open

#

@merry gazelle true dat

abstract relic
#

All my ideas are stolen from those entry mmo kids 😜

regal mulch
#

@merry gazelle Looking at what China all copied, you don't have to release it there to get your own "Made in China" version.

#

@dawn ember Technicaly aspects are probably even more "worth it" to pay someone for

#

Cause not a lot of people are familiar with UE4 that much to answer that if you are unlucky.

#

But yeah, I would either ask here in the open or give someone a few $€

fierce tulip
#

"already a success in china!"

merry gazelle
#

1million users playing my game lol

inner mountain
#

Hey everyone!

Does anyone here have UE4 on #macos? Specifically, 4.20-4.21 stock version. I have some weird glitch with point lights and want to confirm if it's common bug or my personal issue...

grim sinew
#

Not gonna lie, I legitimately forgot UE4's editor ran on mac

#

Can't say I've seen that specific issue however

#

On Windows at least

inner mountain
#

that's why I'm asking about mac πŸ˜ƒ it's good on my windows pc as well...

grim sinew
#

I assume you've done all the normal stuff? Updating video drivers and all that?

inner mountain
#

@grim sinew there is no such stuff on mac πŸ˜ƒ

grim sinew
#

That's nonsense drivers exist on every type of computer

inner mountain
#

also it was ok I think, at least I didn't noticed this issue while working on mac for about 2 monthes in a row

grim sinew
#

Whether or not they're exposed enough for you to do anything about it is another matter, but I would check to see if there is a more up to date driver

inner mountain
#

@grim sinew I mean, there is no need to "update drivers" on mac, at least not for the built-in hardware

#

anyway, that's not the point of my question...

grim sinew
#

Well it is the point of my answer, because when you see something like that problem, it could be many things, one of the possibilities being a video driver bug. A bug that might have gotten fixed since the last update.

inner mountain
#

ok, I'm just looking for someone with macos, really πŸ˜ƒ

grim sinew
#

Wouldn't be the first time I've seen something really stupid happen because of a graphics driver bug in Unreal

#

Alright, well I'm just trying to help fix the problem itself. If that's not what you're looking for, I'll get back to work then

#

Hope you find someone!

inner mountain
#

thanks!

dawn ember
#

@glad stone ur mic works, u can't hear us

glad stone
#

ahhh thanks

#

now i can! πŸ˜ƒ

wraith lark
#

nice to see jumpers in voice πŸ˜ƒ

timber python
#

UASSET format files are a nightmare

inner mountain
#

also non-stable serialization for the uassets is a nightmare

timber python
#

yep

left cedar
#

i have a server that specialises in 3d modelling dm if your interested or want to know about our network

raven ledge
#

I have another question: how do I copy my skysphere settings over to a new level? I want to keep what i've tested out in the FPSdefault, but copying the sphere and other things seems to do nothing.

inner mountain
#

@raven ledge basically just copy-paste should do the stuff. Other option is to create the blueprint from the skysphere, setup all the options there and just use that blueprint on the new level

raven ledge
#

it didn't seem to do anything. I copied it in and it reset all sky related things

#

ah

#

here we go

#

I had to clear everything in the level more or less.

silent frost
#

Evening all. Just wondering whether UE4 is more CPU, GPU or RAM thirsty when using the editor? (Building shaders etc).

grim sinew
#

Yes.

shy silo
#

looking for a simple way to make a swimming animation for my default third person player and have that triggerd when I'm in water which is just a physics volume and plane, anyone have a good relevant tutorial for the learner?

grim sinew
#

GPU when doing generic work and making levels since that's just a regular videogame workload, CPU/RAM when compiling anything or building lights.

fierce tulip
#

ssd when loading stuff + fast ram

runic fern
#

Steam removed Greenlight services

silent frost
#

Thx @grim sinew Sounds like I need a completely new laptop in that case lol

runic fern
#

Now if someone individually created a game how he can publish it via steam

grim sinew
#

I recommend against a laptop for game dev. I have a $2,400 paperweight sitting on a shelf, that has physical heat damage from working too hard on rendering

runic fern
#

Without registered company

grim sinew
#

You need something with adequate cooling that a laptop will simply not give you often

silent frost
#

My main machine is a PC, just use the laptop when sat in the lounge :) Might just have to stick to PC for the heavy load stuff if that's the case, and get moaned at by the Wife for being sat in the other room lol.

inner mountain
#

@silent frost it's mostly about CPU unless you're doing some really heavy visuals in your project

grim sinew
#

Yeah, and the CPU is the danger when it comes to actual damage. My laptop's CPU has physical, internal damage, from heat generated from working at 100% too much

inner mountain
#

@runic fern Steam does allow an individual to publish a game. It's mostly depends on your country tax laws

#

@runic fern also you don't need the Greenlight anymore, just pay $100/game and publish anything

silent frost
#

Will just stick to small grade stuff maybe and watch it doesn't die :) Appreciate the advice.

inner mountain
#

@silent frost just to say, I'm working with UE4 project on a macbook with integrated graphic card πŸ˜ƒ

runic fern
#

@inner mountain so in steam partner it not important to right company name ?

#

I mean its not important to be officall or not

inner mountain
#

@runic fern Steam will ask you for the confirmation documents depending on what entity type you will choose

#

for an individual, it should be an ID probably. And you have to register your Steam partner account with the real details

#

But later you can setup any public name as you with

runic fern
#

Oh that nice

#

Thanks i just lost the hope before half hour

#

But now thanks for the information 😬

inner mountain
#

I mean, if you're thinking about the name in the game's page, "Developer" and "Publisher" fields – it can be anything, it's a separate thing from the steam partner legal details

runic fern
#

Nice

#

Good information

#

I will start with sdk now

#

After that will think about the 100$ taxπŸ˜‚

inner mountain
#

@runic fern about the $100 – in fact, if your game will reach $1000 sales (not sure about the exact number), Steam will refund you the initial $100 payment

runic fern
#

Yes i ve read something about that

#

I hope its will reach 500$ at least

#

Haha

merry gazelle
#

I've got a BP that fires linetraces, if I place a box in the way (in the level) a hit sound is generated. Yet if I copy that same box into the linetracing BP the box is ignored. Is there some kind extra parameter I need to change so it hits because messing around with collisions doesn't seem to help

#

In other words, how do i make a line trace hit child components

inner mountain
#

@merry gazelle not sure, maybe there is a boolean option kinda "ignore self" or something like that

merry gazelle
#

not that I'm aware off, actually I made the mistake of using hit actor instead of hit component.

Now the trace hit's everything in the BP so I need to figure out how to only hit a specific component

south halo
#

Hello everyone. I've just started Unreal today so I have very basic knowledge of the program. If anyone suggests any tips or any guide, id greatly appreciate it πŸ˜€

untold girder
#

Not sure where to post this but I added an outdated plugin, engine crashed, so I removed the plugin's files but it still crashes. What do I do?

sharp crest
#

look at the crash file anismart @untold girder

untold girder
#

Failed to find object 'Material /Engine/VREditor/TransformGizmo/Main.Main'
CDO Constructor (Manipulator): Failed to find /Engine/VREditor/TransformGizmo/Main

#

What do I do about that what

crisp fable
#

does anyone have any insight into how games like GTA manage unique data?

#

like the buildings, roads, gutters etc

minor swift
#

@south halo I've been following these tutorials and their easy to follow and not boring as hell.

#

Very useful information for beginners!

#

Hey so I created this mountain in World Creator2 and plan on adding different areas to the mountain, such as camps using Unreal. I'm making a fully 3d website and plan to have the different parts of the site on the mountain. Since I'm importing this to the web I'm trying to keep the poly's as low as possible so it'll run smoothly. The problem is I'm not to sure how to go about attacking this. Should I go ahead and model everything in Unreal, export out all the parts to zbrush and zeremesh them there, then bake all the detail back on? Or is there a way for me to reduce polycount in Unreal?

untold girder
#

@sharp crest My message is slowly disappearing lol, do you know how to fix that?

sharp crest
#

No idea sorry

untold girder
#

All good

sharp crest
#

It's probably referenced somewhere

#

try to find where and remove the file

untold girder
#

I tried

#

I even tried putting the original back, nothing helped

sharp crest
#

remove half the project files

#

load

#

works -> add half of the half you removed
doesnt work -> add back the half and take out the other half

#

and repeat until you find the file

#

make sure to backup the project first

#

so fix references later

untold girder
#

I know what file they're looking for

#

I just don't get why the engine's looking for it if I'm not using it, even though it's still there though

#

Sigh

gleaming creek
#

Is there a way to render a 3D model in front of the view, as an overlay?

#

Seems like something you'd want to have in an engine (especially since a lot of older engines used it for things like arm models, so they don't clip into terrain)

#

Only way I can find to do it in UE4 is to set up a scene capture and display that on the screen via UMG

#

which mostly works but is far from ideal, has aliasing around the edges

raven ledge
#

I don't suppose there's some ways to work with the UV space of BSPs is there?

#

also, I can't seem to find a way to remove from a BSP without it creating subtractive volumes.

frail coyote
#

I am following a butterfly particle tutorial, and I feel like I have done everything the same as the tut, but my butterflies barely flap, is there anyone that might be able to help me troubleshoot?

frail coyote
#

nvm, i got it close enough

paper kernel
#

@gleaming creek one option for non-clipping arms is, scale the 3D model down and move closer to camera so that they all fit inside player collision

gleaming creek
#

That had occurred to me, but does seem like quite a hack

sharp crest
#

Anyone knows how to do in-game payment with Steam? for like a special currency in a multiplayer game? Please ping me/DM if you know how

cloud cobalt
#

@sharp crest No support for that in UE4, IIRC

#

Though Steam does it

#

My understanding is that Steam IAPs can't be implemented in the game directly

#

It needs your own service to talk to

sharp crest
#

@cloud cobalt a server like what? a web server?

#

when you make a purchase you are in a ue4 server in my game

cloud cobalt
#

You need a payment server for your company that Steam connects to in order to make purchases

#

Then it's up to you to handle delivery of the transaction

sharp crest
#

wdym a payment server

#

like what

sharp crest
#

I'm reading it rn xD

#

so this is the domain of my website that I use to handle the transaction?

#

give the user the item and stuff

cloud cobalt
#

Steam's IAP is just about making payments. It doesn't interact with the game at all.

sharp crest
#

yea I get it

cloud cobalt
#

So you need to have your online store system somewhere on a server, and Steam will connect to it to say "this person just bought X"

#

And that's it

#

That's why UE4 does not implement it - IAPs on other platforms are very different

sharp crest
#

okay that seems easy enough so just like how paypal transactions work?
I give it a callback URL and then I give the item to the user from there?

#

There will have to be some sort of a setup for UE4 tho, to initiate the transaction

cloud cobalt
#

If you consider having a secure, online account system to handle money for your users "easy", then yeah, it's easy

#

The easy part is linking against the Steam SDK to call the relevant API

sharp crest
#

I would love to just use my own paypal system so I get rid of that shitty 30% fee

#

but I asked and it's not allowed

cloud cobalt
#

I wouldn't want to handle payments in my own game, especially with all the local laws about sales, everywhere

#

Handling refunds etc

sharp crest
#

Well PayPal handles them not me

#

Refunds kinda suck but they probably wont go over the 30% fee lol

cloud cobalt
#

Anyway, the account system is the hard part here

sharp crest
#

wdym account system

cloud cobalt
#

"purchasing server"

#

Your game servers will need to connect to your purchasing server next, to understand if users have bought something

#

Both Steam & game servers will need to talk to that server, which will own the purchasing data for each player, along with identification

sharp crest
#

I want my own payment system Cry

cloud cobalt
#

You... would need this anyway ?

#

You only not need this if you have something like the Play Store to handle the purchase history for you

#

Your own payment system would absolutely need this

sharp crest
#

Why? I run an online game that uses PayPal as a payment system and no issues..

cloud cobalt
#

Then just plug Steam into that 🀷

sharp crest
#

Well the issue is they don't allow it

#

They said you have to use their payment system

cloud cobalt
#

Yes

#

I mean just use Steam instead of your existing Paypal thing

sharp crest
#

But I gotta learn how it works and shit πŸ˜‚ u said urself it's complictaed

#

I also dont do C++ a lot

cloud cobalt
#

Yes it's complicated, will require C++, a Web server, database, and plenty of legal advice per-country

#

But that's not Steam's fault

#

It would be the same with Paypal

sharp crest
#

legal advice per-country? like what

#

paypal is way easier to setup tho

#

and there are like full on code copy paste online for it

cloud cobalt
#

Pricing of stuff is heavily regulated everywhere

sharp crest
#

well on paypal I just charge $$ and it converts from the currency the user wants to use

cloud cobalt
#

Steam will do that too

sharp crest
#

u said I need legal advice for it or something that's why I'm asking

cloud cobalt
#

You'll still be bound to laws on selling stuff in every local country, like over here in Europe, sales are restricted to some period of time a year

#

Also GDPR

#

There is absolutely nothing simple about selling stuff to every country in the world 🀷

sharp crest
#

I do that and I don't have any legal stuff involved or per country stuff

#

with another online business I own

cloud cobalt
#

And you're probably breaking half a dozen law everywhere, but you don't care about it so it's fine I guess

#

Anyway, just read the Steam doc and learn

sharp crest
#

lol

#

hm ok ty

cloud cobalt
#

It's not like you have a choice if your game needs IAP - this is pretty much the only way

#

I'm simply warning you that... you seem underequipped for something that can go very wrong

sharp crest
#

I'm not sure what you are talking about, lots of people sell online and don't do any of that @cloud cobalt

cloud cobalt
#

Any of what ?

fierce tulip
#

does anybody know of a way to keep materials, emitters, etc stay realtime when you "play" in your current viewport?
so annoying to constantly press ctrl + r

sharp crest
#

@cloud cobalt Idk what u said legal stuff per country etc

cloud cobalt
#

Well, yeah. Anytime you sell stuff in a country, you're bound to their laws. Like, why do you think Steam prevents you from doing sales every week ?

#

They handle a lot of the load already - VAT, price displaying, currency, etc

sharp crest
#

because then whats the point of the initial price lol

cloud cobalt
#

Because it would be illegal in Europe

sharp crest
#

to do sales every week?

cloud cobalt
#

Yes

sharp crest
#

so if someone did that europe can sue him?

paper kernel
#

big -90% sale has effect on weak minds

cloud cobalt
#

Yes

sharp crest
#

but like

paper kernel
#

even if the price is inflated by 1000%

sharp crest
#

there is casino online

#

it doesnt mean a country can sue the business for not allowing casino in it

paper kernel
#

no, most online casinos operate from malta

#

because of the laws

cloud cobalt
#

You're liable where you sell

#

So if you're online, you're liable in the country of your clients

sharp crest
#

ok but like Idk lol a ton of people sell stuff online without any of that

#

Ik there are problems with china

#

but not with other countries

cloud cobalt
#

Every country has laws

sharp crest
#

but it's an online thing lol

cloud cobalt
#

Being online does not change any thing about the laws

sharp crest
cloud cobalt
#

I'm just saying pay attention to that kind of stuff, make sure you know how to handle refunds, make sure you don't store personal data, including IP addresses, make sure you're not going to get trivially hacked, don't play with prices...

paper kernel
#

then there's the exception to the rule of EU VAT, where VAT is paid by destination country

#

trust me, you don't want to dig into this as a developer, just hire someone to do it for you

cloud cobalt
#

Fortunately, VAT doesn't apply on Steam, because they handle it themselves

paper kernel
#

aight but ingame purchases

cloud cobalt
#

They go through Steam too, so

#

I mean that's what @sharp crest here is trying to do

paper kernel
#

could be different tax class, depending on the content

cloud cobalt
#

Still handled by Steam, AFAIK

#

I've been selling on Steam for two years and we've yet to see VAT

paper kernel
#

well steam can't know about what it is selling

sharp crest
#

I'm just saying pay attention to that kind of stuff, make sure you know how to handle refunds, make sure you don't store personal data, including IP addresses, make sure you're not going to get trivially hacked, don't play with prices... oh yea those are obvious, I was thinking more like adding an agreement per country and stuff is what you talked about

cloud cobalt
#

@paper kernel I'm pretty sure nothing Steam sells is liable to any alternate VAT

#

I've never seen any option for that, even for selling stuff like a soundtrack, etc

paper kernel
#

you can sell anything through ingame store, but steam might overcharge the VAT because it assumes it's just digital goods

cloud cobalt
#

Which it probably is - they might just have language to enforce that on your side.

bronze cedar
#

those free games offered in Epic Game Launcher are free for ever for for limited time only, i mean if i installed it will i be able to play it after the offer or not

sharp crest
#

yes you will be able to

bronze cedar
#

oh nice, thanks for the help haha

#

so i should save it , and will install it later, haha

#

so that i can play it later when i get the time

#

πŸ˜„ πŸ˜ƒ

sharp crest
#

yep thats what I do

#

I'm wondering how much Epic pays those games lol

#

I assume per purchase ShrugColors

bronze cedar
#

yeah you are right, haha, i think that's kinda deal, per installation they might have to pay something, other than original price

fierce tulip
#

might be the same kind of deal as they do with the marketplace.
decent sum for one month, regardless of sales.

sharp crest
#

interesting

#

how much r they paying the marketplace stuff? @fierce tulip

#

or u dont know that

fierce tulip
#

7500 for one month, more for infinite free

#

guessing its more for released games though

sharp crest
#

wow thats a lot

#

well Idk

#

I assume thats no where near what they get from normal sales

#

nice

cloud cobalt
#

Probably more than what they make in that period

lusty carbon
#

Help! Tesselation on a plane causes its flickering! any ideas?

fierce tulip
#

means something else is also on that spot

lusty carbon
#

it's not z fighting

fierce tulip
#

then you need to show a gif/video of the problem

lusty carbon
#

how to gif?

fierce tulip
fierce tulip
#

please tell me thats forward shading

lusty carbon
#

it is

#

oh could be that

unreal spoke
#

do you guys know if blueprints with warnings due to missing inputactions(they are from other project and are not in this project input mapping) will not receive key events until I clear all the warnings? I'm just trying a "b key"->Print "hello", assigning the player input to 0 and giving some priority and it doesn't work. The same thing works in a brand new blueprint though.

shrewd gorge
#

Can you use "Player Collision" editor view when playing the game?

lusty carbon
#

@fierce tulip So no tessalation in forward shading?

shrewd gorge
fierce tulip
#

@lusty carbon Iunno, never used it. I do know that you need quite a few polygons on the mesh itself to make tess work. though cant say what the issue is.

lusty carbon
#

aww okay thanks anyway

shrewd gorge
#

Does anyone know if you can use the collision view as Spark's above while playing the game?

paper kernel
#

no don't think so

#

you can press Alt-C to see the collisions ingame tho

#

at least, for simple shapes

plush yew
#

I am facing issue with ndisplay configuration file, can somebody help me ?

#

do anyone know, how to change the text of an widget? when a button is pressed

#

application instances are running on the same screen on both the machines (lets say master node has two projection screen, slave node has two projection screens). Right now both the instances on master node runs only on the main display screen instead of being one on the main screen and one on the other screen. Same happens to the slave node.

haughty knot
#

hey guys i have a problem, im using advanced sessions plugin but the multiplayer doesnt work, when a client joins, the pawn doesnt get possessed and the camera just spawns at 0,0,0

graceful sky
lusty carbon
#

how would you guys approach a correct movement of the curved conveyor belt?

fierce tulip
#

proper uv-mapping

lusty carbon
#

I'd say UV mapping properly but I can't get it right without stretching

#

^

fierce tulip
#

if you increase the curve, you'll have a better time

lusty carbon
#

How about if I align the uvs

#

straight

fierce tulip
#

you'll get weird stretches around the curve.

#

also, generally they would make the items on such a belt drop onto the other one without curves

lusty carbon
#

What do you mean by that?

cloud cobalt
#

This doesn't exist IRL

#

Well, it does, but it's mechanically more complicated

lusty carbon
#

I know

cloud cobalt
#

A regular belt can't turn

lusty carbon
#

Still. I need to make it work

cloud cobalt
#

Just unwrap the whole belt by making it straight in UVs

#

It will obviously create heavy distorsions

#

Since it's not physically possible

lusty carbon
#

so there's no magic solution

cloud cobalt
#

A five-minutes unwrap job seems pretty magical to me

#

Stretching has to happen

#

It's not physically possible

fierce tulip
#

oh god, animating objects/adding motion to chars for that curve

cloud cobalt
#

Mechanisms for turning belts include : spinning cylinders instead of a belt, "armor-plate" type belt with moving segments, and funny contraptions with conical cylinders

#

Mostly it's linear belts at 90Β° angles, which serve the purpose well enough

fierce tulip
#

"how its made" episodes flashbacks

cloud cobalt
fierce tulip
#

waiting for my bags flashbacks

cloud cobalt
#

"has my luggage been lost" flashback

abstract relic
#

β€œGrab it before it moves out of reach” flashback

fierce tulip
#

"Sir, SIR! that is not your bag, thats mine!"

gleaming creek
#

Checking the label to make sure you haven't picked up someone else's identical-looking bag

sharp crest
#

Anyone has an idea on how to setup microtransactions with Steam? (Don't just send me the Steam docs link cuz I don't get how to even start with that)

wary wave
#

if you wanted a correct conveyor belt, each segment would be an instanced mesh

#

I suspect this wouldn't actually be all that much effort tbh

#

nor bad for performance

cloud cobalt
#

@sharp crest What did you not understand from the Steam docs ?

shrewd gorge
#

Is the official .gitignore file on github regularly updated? I still see build files not being ignored.

I might be looking at it from a wrong angle, what should be ignored if I only want to save assets, code, etc, and not any rebuildable files?

sharp crest
#

How to start setting it up @cloud cobalt

#

Like how do I make it so there is the popup of the transaction with the details I want

red thistle
#

If i'd like to have my Red color value on all channels what can i do to get that?

frosty copper
true scarab
#

hello

shrewd gorge
#

@frosty copper Thank you, checking.

true scarab
#

I have a question

#

how can i make a rolling ball on ue4 ?

cloud cobalt
#

@sharp crest Basically your secure game server needs to send a POST message with some formatting to Steam's servers with your secret key

#

That will trigger the Steam client UI for confirmation

frosty copper
#

No worries. It's for svn but applies to any source control, you mainly want the bit relating to the directories to include

cloud cobalt
#

Your game can then get a callback to confirm (optional) and your server will be notified

#

You can then confirm the transaction

#

Based on the result, you can go ahead with granting the item

#

It's not really complicated πŸ˜ƒ

sharp crest
#

I don't understand how to set it up in C++ tho I never did anything with the Steam API

#

I use the Advanced Sessions plugin for what I need from Steam

cloud cobalt
#

It's for the workshop, but the same logic will apply

#

Just stop at the "steam workshop" part and start reading the steam doc at that point

sharp crest
#

Okay thanks I'll try it now

cloud cobalt
#

The hard part is getting your game client to tell the server (which needs to be owned by you) to buy item X with data you extracted from Steam's API

sharp crest
#

Okay I mean I have to get it to work at some point so might as well start trying xD

#

Can I pay you to set it up pls

cloud cobalt
#

You need the client to identify the user, pick an item to buy on your store UI, send a server RPC to trigger the buying on server-side, have the server send the POST message with the private key & client's data

#

Steam will then ask the user to confirm

#

Client gets callback with result

#

Client sends another RPC to confirm

sharp crest
cloud cobalt
#

Server confirms with Steam, is told result

#

And no, I don't take money to do it for you.

#

This is much more work than I have time for

upper quartz
#

hi guys, have any way to disable draw debug line (like shpping mode), in editor

sharp crest
#

Rip

#

@upper quartz debug line of what

#

if it's a linetrace or something then just disable it in the node

upper quartz
#

oh... i know hwo to siable in the node.

sharp crest
#

try using this if you want to disab le it in shipping mode

upper quartz
#

hum... i don't wanna package project (it's too waste time), so...

#

have anyway can be disable/enable draw the debug line or not?

#

this is i need.

abstract relic
sharp crest
#

@upper quartz I don't understand what you need

upper quartz
#

@sharp crest disable the draw debug line on "Play" Mode

sharp crest
#

I told you how to do that above

#

Not possible from what I know

#

You can decompile models and textures I think

#

Yea I don't think that's possible. That's a question for Google

digital anchor
#

brings a tear to the eye

sharp crest
#

Short answer: no

#

lol

#

I also don't use Git

#

All is on my PC

#

I should probably start lol

#

I told you short answer is no

abstract relic
#

Source control man 😜

sharp crest
#

Rippp

fierce tulip
#

you could try to put out a tweet asking if someone found a drive with X files on it, hashtag all the things, and get some rt's

sharp crest
#

lmao how to go viral 101

upper quartz
#

@sharp crest hum....not wanna do something on shipping mode ...

dim dragon
#

Does attenuation in Soundcues account for the distance between self and object and add the appropriate delay to the sound reaching the camera or does a delay have to be manually added?

sharp crest
#

@upper quartz From what I understood that's what you need, can't explain it any better

#

That's like 0.00000000% chance you will find it

#

No one is going to retweet unless you have cute cat pictures on it

#

Sorry that's the truth GWqlabsYaoLUL

fierce tulip
#

add all the hashtags

abstract relic
#

#ScrewedStudent?

dim dragon
#

I would just test it but right now my project isn't building and I can't figure out why so I'm waiting to get into contact with a friend. Its super depressing.

#

sooo I'm doing sound design to kill time.

sharp crest
#

@dim dragon why not ask here

dim dragon
#

@sharp crest I dunno, it feels like inconveniencing you because its a problem I've struggled with for like two days now and I can't seem to fix it.

sharp crest
#

@plush yew Na I wouldn't even try lol. If you lost it somewhere try to go back there or call someone that works there

upper quartz
#

@sharp crest this pictrue, in "Play" Mode, have any way to disable the red box showing

sharp crest
#

@dim dragon Experience πŸ˜‰ Try your luck with us!

dim dragon
#

You guys are super nice and I don't want to take advantage of you. I have really really tried to figure this out but its driving me crazy.

sharp crest
#

@upper quartz I told you above

upper quartz
#

by console cmd or change setting

sharp crest
#

to the linetrace settings

dim dragon
#

I'll be on some time later tonight but right now I can't be working for too long because I'm waiting for a delivery and when it comes in I have to go run some errands and I don't wanna leave you guys hanging.

sharp crest
#

My project for today is doing Steam Microtransactions, so far I'v done a lot of progress!!!

fierce tulip
#

@plush yew try #ue4 #gamedev #indiedev #ggj and some others

frosty copper
#

I find the fact theres two of those redundant, because surely if its not shipping , its dev. No?

abstract relic
#

Tbj, you need to take a picture of the picture every time you gotta repeat yourself

sharp crest
#

@abstract relic Yes it's fun

#

@frosty copper Yes lmao funny to me too

#

I mean it's helpfull if you don't know about the node

#

So if you search for what you need you will find it ShrugColors

#

well actually there are keywords

#

I guess no point

frosty copper
#

Mmhm :p

#

Just redundant i spose

abstract relic
#

Gotta know when to tap out 😜

frosty copper
#

I'm curious now.. BRB

sharp crest
#

lol about what

frosty copper
#

Whether the functionality is there without needing plugins

sharp crest
#

@frosty copper It's a plugin

#

what I posted I mean

frosty copper
#

And stupidly it isn't.

#

I know

sharp crest
#

ah you are checking if it's possible

#

ShrugColors Who cares you would still need plugins for many other things

frosty copper
#

It's doable in cpp. πŸ€”

sharp crest
frosty copper
#

Some of us dont like relying on 20000 plugins :>

sharp crest
#

What have you all been working on today? I'm bored let's talk

#

Lol

#

Ofc but you always need em ShrugColors

frosty copper
#

Debatable πŸ€”

sharp crest
#

You could make your thing but that's time

#

πŸ˜…

frosty copper
#

:> things worth while will always take time.

sharp crest
manic pawn
sharp crest
#

@manic pawn wdym

#

ah Lol

#

who knows ShrugColors

dim dragon
#

WOW, ue4's soundcue system is incredibly powerful and its really well documented compared to a lot of parts of the engine. I'm really impressed.

paper kernel
#

do I smell sarcasm

sharp crest
#

Sooooooo who is programming my Steam microtransactions system

grim sinew
#

Nobody.

wary wave
#

you are

grim sinew
#

Nah, not even he is, since he's on here asking about it instead

cloud cobalt
#

@sharp crest TBH, contracting the pipeline users will use to pay you sounds like a stupid idea

#

You can't verify that the developer won't keep your private key, or leave holes

sharp crest
#

Well I mean I can read and understand code I just don't have much experience doing C++ with Steam stuff, I don't see how someone can scam me for that, I can always change private keys and stuff

vale silo
#

trust no one

fierce tulip
#

besides me and @vale silo when we tell you that you can tell us your game ideas

sharp crest
#

Lol

cloud cobalt
#

@sharp crest Seriously, either don't do microtransactions (never heard of indies doing it on PC anyway), or do it well, yourself, by understanding every part of it

#

I know I'm never going to do it personally - F2P doesn't work at indie scale, and micotrotransactions in paid games are a big fat nope

sharp crest
#

https://norpongame.com I know I'm never going to do it personally - F2P doesn't work at indie scale, and micotrotransactions in paid games are a big fat nope is the game I'm working on, I'm open for feedback on that.
And I run another business (smaller than a full 3d game) that uses microtransactions and is free to play and it works great.

#

@cloud cobalt ^

#

And I'll try doing it later when I have time I didn't say I won't ShrugColors

cloud cobalt
#

Your trailer has 19 likes, so I question if your F2P microtransactions will make more than Steam's fee

#

No offense...

vale silo
#

@cloud cobalt have you watched Sword Art Online ?

cloud cobalt
#

I've heard way too much of it from the 246545 last indie MMO projects to even want watching it

vale silo
#

lol

sharp crest
#

The trailer was released yesterday and we'll be working on marketing before launch soon, our focus is finishing the game now

cloud cobalt
#

Marketing isn't something you do just before launch

#

Get 10k likes on that trailer

sharp crest
#

Isn't it better to advertise a bit before launch so people can actually play the game instead of maybe signing up to email news?

cloud cobalt
#

It's better to advertise all the time in full force, as soon as the game is showable

#

Anyway I don't want to sound patronizing and all, just voicing my concern here.

#

F2P with microtransactions is hardly a common thing in indie games

sharp crest
#

Well we have 500 members in the Discord ThinkMorph
It's all good ty for sharing your opinion

#

I was thinking if it will be F2P it will be easier to market

wary wave
#

free to play games cost a lot of money to run effectively

sharp crest
#

for what? servers?

wary wave
#

amongst other things

#

analytics aren't free

#

microtransactions need to be implemented, so they intrinsically have a cost

sharp crest
#

analytics for what

#

yes but how long can that take and it's a one time thing

wary wave
#

analytic for anything tied to what makes you money

#

and it isn't a one time thing

sharp crest
#

also not hard to mplement

wary wave
#

nothing is a one time thing in a free to play game

#

analytics are expensive, because you need to be able to collect, store and analyse a lot of data

sharp crest
#

not something that gives me a good enough reason to move away from f2p

#

F2P = more players, easier to market

cloud cobalt
#

F2P has a critical mass below which it makes zero money

#

No one buys skins in a game that has 50 players

#

People buy cosmetics to differentiate themselves in the crowd

#

That is only a thing if there is a crowd

#

Just name one successful free-to-play indie - I suspect you won't find much, because this is pretty well established

wooden hare
#

well, thechnically Warframe is an indie game.

sharp crest
#

πŸ˜…

#

expensive asf RIP

proven oxide
#

Heeeelllllpppp!!!!! I am getting an error on compiling and I have no idea why

#

UnrealBuildTool : error : Couldn't find target rules file for target 'UE4Server' in rules assembly 'UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
1> Location: F:\Epic Games\UE_4.21\Engine\Intermediate\Build\BuildRules\UE4Rules.dll
1> Target rules found:

cerulean nova
#

More of a Technical interest question why does enableing Planar ref. give a ~15% performance hit even if not used some background calculations just in case?

proven oxide
#

my configuration is set for Development Server

#

i was following @ebon saffron 's tutorial

#

but his tutorial only goes up to UE 4.18 and I am on 4.21

grim ore
#

I used that for 4.21 and it worked for me, what does your Server.Target.cs file look like?

upper quartz
#

have anyway can let particle's target to lcation?

fierce tulip
#

could you try to rephrase that?

proven oxide
#

using UnrealBuildTool;
using System.Collections.Generic;

public class OpenGhostServerTarget : TargetRules
{
public OpenGhostServerTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Server;
ExtraModuleNames.Add("OpenGhost");
}
}

#

same error if the [SupportedPlatforms(UnrealPlatformClass.Server)] is also added

#

The Game.Target.cs doesnt have any of them

keen frigate
#

Evening everyone πŸ‘‹πŸ˜ƒ

Any way to edit the properties of multiple assets like we used to with the matrix, beside rama's plugin?

grim ore
#

the game target should not have that

#

you need the [supportedplatforms part

#

the rest seems fine but if you cloned the Editor file you should have ExtraModuleNames.AddRange( new string[] { "OpenGhost" } ); for the last part now

#

using UnrealBuildTool;
using System.Collections.Generic;

[SupportedPlatforms(UnrealPlatformClass.Server)]
public class MultiFarmServerTarget : TargetRules
{
    public MultiFarmServerTarget(TargetInfo Target) : base(Target)
    {
        Type = TargetType.Server;

        ExtraModuleNames.AddRange( new string[] { "MultiFarm" } );
    }
}``` is an example of what I use
#

and its file name is "MultiFarmServer.Target.cs" for example

#

and i use that setup right now in 4.21 with source build and it builds development server without issue

#

looking at your error tho it seems like you are trying to build it using the binary build target form the launcher and not the source unless you named your source directory UE_4.21

proven oxide
#

??

#

I am in VS2017 and selected Development Server

#

It doesnt tell me what project to make the default in the page

#

2>Project not selected to build for this solution configuration

#

so what do i set the Startup project to

#

ah! found it

#

doh!

#

hmm still not working

#

i right clicked on Engine UE4 and selected set as startup project

#

still reporting >Project not selected to build for this solution configuration

grim ore
#

did you change the .uproject to the source build version?

proven oxide
#

??

grim ore
#

did you right click on your uproject file and change engine version and point it at your source version?

proven oxide
#

I am not changing my engine version

#

I am using the same engine as I had.

#

but how can i then put it into the repo?

#

isnt there an issue with putting the engine source into the game repo?

#

also, why do we have to rebuild from source?

grim ore
#

ok hold on a sec

#

are you trying to make a dedicated server from a launcher build? or a source build?

proven oxide
#

??? its a C++ project

grim ore
#

that's irrelevant

proven oxide
#

i don't know how it was originally made

grim ore
#

did you get the engine from the launcher, or did you build it from source on github

proven oxide
#

downloaded the project from the repo, and i had the 4.21 installed on my launcher

grim ore
#

so your engine is from the launcher? if so this will not work. You have to use a source build to make a dedicated server

proven oxide
#

how can i tell if the source from the repo was source or launcher build?

grim ore
#

your confusing the engine with the project

#

the engine that you are using is either from a source build, you used Visual Studio to make the engine itself, or from the launcher where someone else compiled it and you used the launcher to download it

#

the dedicated server will only work on an engine build that comes from source

#

the launcher build of the engine will not work

proven oxide
#

so i have to download the source for the engine

#

but does that also mean that everyone on the project will have to do the same?

wary wave
#

they will need a binary build

proven oxide
#

and do i then have to put the engine code in the repo of my project

wary wave
#

no

proven oxide
#

why is this so difficult

wary wave
#

but you will need a binary build that everyone can access

#

eh, it's not that difficult

proven oxide
#

its so confusing what we have to do though, I mean i have the engine / editor crashing completely when i have an error in my code

grim ore
#

there is nothing stopping you from making a source build of the engine to match your binary build from the launcher, using that source build to create your development dedicated server, and then everyone else can still use the binary launcher build for the project.

#

you only need the source version of the engine to make a dedicated server in this case, once the server is made it can be shared

#

the project runs on an engine, it doesn't really care if that engine is the source or launcher build it just wants one it can use thats correct and works.

wary wave
#

shouldn't use the binary version when other people are using a compiled version

#

they're technically different versions and cooked content might not like it

proven oxide
#

ok so checking oput the engine from github

lunar bobcat
proven oxide
#

so once i have it built what files do i need to make available and how can i instruct others how to use them?

#

or will that be installed in the uproject

wary wave
#

you need to supply the entire new set of binaries

#

i.e the engine build

#

not the source

#

I'm pretty sure there must be a guide for this somewhere?

proven oxide
#

so i now run setup.bat

#

gah! dependencies hung at 33%

willow stump
#

hey guys! I made a custom material function which basically blends a couple textures over and makes water puddles. The question is whenever I connect all the pins in my master material my unreal just crashes

#

and it only happens with the material function

#

when I was reading the crash log nothing appeared apart from that there were no textures which is not true since I had put placeholder fill colors in the tex samples lol

#

so I have no idea what to do

#

like im probably gonna redo the function but if there are any other solutions im down

fierce tulip
honest rune
#

Is TArray supported by reflection, replication etc due to something the UHT does? I'm wondering because I'd like to create a templated container type and have it supported as UPROPERTY etc but looking at the source for TArray, there is nothing indicating it in there

manic pawn
#

support for it is integrated all over the place... in uht, array properties, etc

honest rune
#

so if I wanted a templated queue that is supported by UPROPERTY etc, I'd have to do it at the engine level yeah?

bitter iris
#

is there any way to stop this? Or do i just have to lower the landscape or something

cloud cobalt
#

Tweak the landscape lod bias

worn granite
#

@honest rune You'd have to make changes throughout much of the engine.

#

Not to mention UX work

honest rune
#

so basically I should just add simple GC support if I wanna go this route and avoid reflection system then

worn granite
#

πŸ€”

honest rune
#

figured may have to but thought I'd check

worn granite
#

What's it gonna be for?

honest rune
#

had wanted to have supported in BP but its not a deal breaker as long as I have proper GC for it

worn granite
#

for a game you're making?

honest rune
#

si

worn granite
#

Ah okay. Yeah

honest rune
#

queue and circular buffer'

worn granite
#

struct/function lib wrapper + GC support.

#

If you were going to do this for other reasons it might've been worth it anyway.

honest rune
#

I'm stubborn. I'll probably mess with it for a few days and see how painful it feels lol

worn granite
#

Its not really so bad, but I say that knowing where quite a few of those changes are.

#

Start with UHT - if that doesn't scare you off, stay with it.

honest rune
#

heh, k and thank you

remote juniper
#

Hi there,

Is there any information if Epic is working on the possibility to import Solidworks Edrawing files in the near future?

That would really simplify my workflow, since the company I work for only generates those files automatically. Now I have to download each solidWorks file one for one from the Server. (long proces)

any information would be much appreciated!

cloud cobalt
#

@remote juniper Solidworks should be supported with Datasmith, not sure which specific file formats

fierce tulip
#

<_< when you forget to rename about 40 variables in a big shader, and renaming them will result in resetting all the values in instances

grim ore
fierce tulip
#

well, forget isnt the right word, the stupid _1 you get when duplicating a variable in 4.16

lime gull
#

Is thrre a way to have something move across a wodget screen, like a rectangle

remote juniper
#

Thanks @grim ore , I will suggest the other filetype!

#

@cloud cobalt yes, SolidWork Filetypes are supported. But i was asking about the Edrawings filetype. But thanks anyway:)

grim ore
#

You can animate widgets with the animator or in code if that is what you are asking

lime gull
#

I need a rectangle to go across the widget, and when you press enter the trctangle stops moving

sharp crest
grim ore
#

welp you can use an image for the rectangle then animate it using the position on the canvas panel (assuming you have a canvas panel as a parent). if you aren't using a canvas panel you can't really move anything in UMG.

lime gull
#

And i can stop the animation with a button?

#

I say stop but i mean pause

grim ore
#

well the animation would be driven by an animator, so yes you can stop/pause it, or by code so you just interrupt the code from continuing.

lime gull
#

Alright I'll test it out

frosty copper
#

@proven oxide if you dont want your other team members to build the engine, you just provide them with the items inside the /binaries folder.

merry gazelle
#

I've made an array in construction script and confused as to why when printing the num of index from the arrays reference it only prints "1" (the first index)

gleaming creek
#

Why are you looping and creating 51 arrays?

merry gazelle
#

The array is composed of 50 components (meshes) and I'm attempting to scale all 50. If the "make array" is creating 51 individual arrays then It's because I'm confused lol

#

I've tried so many variations but can't figure it out, I know it's something simple -_-

grim juniper
#

No you're setting the array variable to only have that one index each loop

gleaming creek
#

You're looping, making 51 arrays, and putting the index into each of them

#

And then overwriting the variable each time

#

So you just end up with the last array in the variable

#

value ought to be 50 though

grim juniper
#

What you want to do is add to the array each loop

merry gazelle
#

ahh that makes sense

#

I've done looping before but never used add so I didn't think I would need that

grim juniper
#

Also, if it starts adding more and more each time the construction script is run, then you'll want to clear the array before the loop.

merry gazelle
#

my thought process being that this foreachloop would pick each index from the array and then apply the scale to each. It's still only effecting 1 though so clearly I'm doing something wrong πŸ˜…

gleaming creek
#

You're not using anything from the array?

#

You're just setting the scale of "plant comp" repeatedly

merry gazelle
gleaming creek
#

You have made an array of ... integers I think

#

So what are the integers going to do for you?

#

Do you actually have 50 of those plant things at all?

merry gazelle
gleaming creek
#

Did you put them into an array when you created them?

merry gazelle
gleaming creek
#

So, you loop 50 times. Each time, you set the helpfully named "New Var 1" to the index of your loop (but don't appear to use it later).
Then, you add that index value to an array of integers.
Then you print out the index value.
Then, you spawn a new child actor and... can't see what you do with it, it's cut off the edge

worn granite
#

Fancy way of printing 50 ints, i must credit you

merry gazelle
#

hmm I'm just going to give up on it I think , spent the last two hours trying to work it out and it's getting messier

#

I gave up trying to name the variables since I've just be stringing it all together testing different setups

gleaming creek
#

Maybe you should take a step back and describe exactly what it is that you are trying to do

#

even if only to yourself, to get it straight in your head

merry gazelle
#

I'll try it another time, it's just my inexperience / lack of understanding of how arrays work. None of the tutorials I've found are related it seems

lament star
#

why is the UE roadmap not getting updated?

grim sinew
#

Because the roadmap hasn't mattered to Epic in years

maiden swift
#

The roadmap was last updated in November and a new team member joined the board last month. Seems like it still matters.

thorny cipher
#

it is updated

#

they update it near releases

maiden swift
#

Indeed. We'll probably see a "Done in 4.22" list soon.

thorny cipher
#

pog

#

gimi that 4.22

#

im stuck on 4.19

#

because anything 4.19+ sucks

#

for multiplayer games

maiden swift
#

Ouch.

#

We just upgraded to 4.21 and it's great (single player game).

thorny cipher
#

Yeah the replication graph fucked a lot of things

#

makes me

#

(β•―Β°β–‘Β°οΌ‰β•―οΈ΅ ┻━┻

#

basically if you have bp tools and use instanced static meshes on construct, UE4 nav mesh ignores those meshes

gleaming creek
#

Hey, at least you've got an Unresolved instead of the usual Won't Fix that plagues any bug I care about

thorny cipher
#

ive got a few wont fixes in my time

wooden hare
#

My editor tells me to "compile lightmass" when trying to build the lighting. How do i even do that? i found 2 threads on that error, and both just vaguely say that it's not possible with the engine downloaded over the launcher.

sudden beacon
#

I am having a problem trying to import a car my friend sends me into unreal from maya. (or blender when I tried my self) the collision for the wheels are never where they should be. I have tried to search for answers my self. but even following a guide from start to finish it still does not set it correctly.

gleaming creek
#

Well, I'm no one important anyway, so I guess I shouldn't expect them to fix bugs I find, but from working in software dev, I've developed a deep hatred for the words "won't fix, working as designed"

#

And it also bothers me when I waste hours of my time investigating a bug only for them to dismiss it entirely, that's me doing the job of a software tester for them, for free, and they just throw the result away

sharp crest
#

how do you get your game like that? lmao

#

just selling well or is it a sponsered thing?

finite slate
#

Guys I did it

#

I found a way to get a custom sun texture

#

replace the original sun nodes with that

#

sexy

#

aesthetic

polar hawk
#

s i m p s o n s w a v e

finite slate
#

still working on it

#

helll yeah

#

I am spending way too much time on the sky

#

but the sky is an important part

#

I want my game to induce nostalgia like vaporwave

#

I am getting little tingles just working on it as I look at this

#

I might make the sun massive and make it fade off into the horizon

#

this engine is amazing

#

that is just a couple days of mindlessly wandering around it

sweet elm
#

Can someone help me something small? I'm new to unreal and I'm not sure how to word my question

#

I loaded up grass in kitedemo and the material textures were balls and not the actual model themself, so when i painted grass on my landscape it wouldnt have the texture etc.

robust shadow
#

New monitor came innnnn πŸ₯°

#

@sweet elm the material gets applied to a sphere in the preview view. I believe in the detail pane you can set a preview static mesh

#

But that shouldn’t affect you actually using the material to paint with

#

It’s normal for the preview of the material to be on a sphere

sweet elm
#

Ah, alright - I'll see if I can get it to work thank you

dim plover
#

@thorny cipher , I'm also stuck on 4.19.2 (I use multiplayer). I was planning to upgrade to 4.21 once 4.22 is announced, but now I'm not so sure...

thorny cipher
#

wait for 4.22 it should be a stability build

#

Replication graph will be 3 versions old by then, so kinks would be worked out

dim plover
thorny cipher
#

this is probably what you should look at

dim plover
#

Alright, thanks. This is certainly more telling.

spiral island
#

maybe invoke a copy constructor?

warm palm
#

I have a question I hope someone can help me with. I am not sure exactly how to say this but I have a custom event that takes 4-10 seconds to finish. During that time the function can be started again. I believe I have all different vars when it starts but it seems to reset the inputs of the first run when the second starts. I am wondering if I should just copy the entire function for each way it can be called so it never starts while running. Its in blueprint.

spiral island
#

if the vars are inside the function, they'll reset on each call

#

as in declared inside

warm palm
#

Ok so I am right that it is the issue

spiral island
#

I don't know the specifics of blueprint variable scoping since I mainly use C++ but this is my best guess

warm palm
#

is there a way to do this without just coping

spiral island
#

not sure
in c++ you could hoist the variables to be class variables

#

then they wouldn't reset on a subsequent call

#

would something similar be possible in blueprint?

warm palm
#

I am not sure I will look into it thanks

#

This is my first large project in unreal so I am using blueprints to get use to how unreal works. I am not sure how class variables work exactly. I thought that class variables would be for things not yet spawned.

#

I just need subsequent calls to use unique vars

#

If it helps I have several buttons that use the same event. I need to be able to press one while the event for the first one is still going

#

Thanks for confirming how it handles recalling an event I have got a plan to fix it by creating a new class for all the buttons. Its annoying but it will work.

junior maple
#

hyello

#

i want to ask something, unreal engine its just for programing? im trying to learn basics and i was thinking about this

#

i have to make ALL my models, from chairs to characters to leaves in a program like blender

#

and then program then all to give them a function in unreal engine?

spiral island
#

generally yes that's how you do it

#

Unreal is meant for the game part – setting up game things and programming

junior maple
#

i see, but there is something that confuses me

#

i've seen stuff like materials in unreal

#

why you need materials if you apply them in blender

grim sinew
#

Because material systems are always program specific

#

Every 3D tool has their own shaders that are unique to them

junior maple
#

i see

copper wing
#

@robust shadow cool what type of monitor is it and what the specs of your pc?

robust shadow
#

OS: Windows 10
Motherboard: MSI Z97 GAMING 5
CPU: Intel Core i7-4790K
GPU: EVGA GeForce GTX 1080 Ti FTW3 Gaming
PSU: Cooler Master V850 - 850w
RAM: 16GB DDR3 1600 MHz Corsair Vengeance
Display: ASUS ROG Swift PG348Q 34" Curved Ultra-Wide

copper wing
#

oh nice, im build ing a new gaming pc

#

psu is the seasonic 520w 80 plus bronze @robust shadow

robust shadow
#

nice dude thats awesome

copper wing
#

hold up is my eyes seeing clear? you paid that much for a monitor? how long it takes you to save that much money and to drop it on that?

robust shadow
#

im in the progress of upgrading as well, i've had this 8086k sittin on my desk for months but haven't got a new mobo and ram yet

#

dat tax return

#

lolol

copper wing
#

oh right lol

robust shadow
#

yea it was alot

#

its beautiful tho

#

and that 100hz

copper wing
#

that a first time seeing a pc monitor like that and that price. i thought it was a tv, im using a 4k 55inch tv with my pc, sadly my room is small to put a desk in it

#

thats a house rent right there lol, well im saving up for a macbook pro im getting in the summer

#

honestly i cant spend that much oney on it cause im not invested into pc gaming full time, im a console gamer at heart but learning how to make my own game

#

and still learning how to use pc controls lol

frail coyote
#

I am hoping to have a 3d or even just plane countdown timer sitting in world space... but I can't seem to find where should even start for something like this.

#

Any hints?

copper wing
#

no cluie, im still learning unreal myself and taking virtus tutorial videos

frail coyote
#

Yeah, I am just getting started and, I really have no clue

#

I was hoping that I could just use a black and white countdown video as an alpha

dapper idol
#

Guys where can I show my modeling (is it spelled like that?) and ask for advices and solutions for models -> UE4 problems which are modeling related? (blender 2.79)

ivory crag
#

What's the best way to setup a github repo for an Unreal project? I'm pretty confident with git, but with unreal and multiple people, i always have trouble with updating assets, map, the logs (even though I ignore the intermediate and saved folders)

#

can anybody recommend a seamless way of integrating git into a project?

#

or perhaps a different version control software?

spiral island
#

there's a gitignore

ivory crag
#

ik

spiral island
#

make sure you untrack all the files

#

then it should just work

ivory crag
#

untrack ALL the files?

spiral island
#

then commit again

#

it gets confused on the first commit

ivory crag
#

i meant for an upcoming project

#

theres no files yet lol

spiral island
#

use the command line for best results

ivory crag
#

i'm just looking for some setup recommendations, and i use bash

spiral island
#

I just git init with the git ignore, checked to make sure it was tracking the right folders, and then I was good to go

#

pushing / pulling from github works perfectly

dapper idol
#

Can anyone answer my question, please?

spiral island
dapper idol
#

alright thanks

left ridge
#

Hi, if I have a "library" of items (meshes) that can be spawned into a level, and I want to periodically update and add more items to that library, how would a packaged build be updated? Do I need a new packaged build or could I somehow add meshes to a repository folder and they'd be available in the packaged game?

cloud cobalt
#

Depends on how you distribute the game

#

On Steam, you'd generate a new packaged build, and tell Steam to update

median night
#

Hello there

#

How are you doing?

humble stag
glacial pecan
#

how come a simple material with only a texture sample on it, metal 0 and roughness 0.5 becomes red in the shader complexity view?

#

is it something else I'm doing in the same level?

#

emissive materials are the only ones that's green

ruby folio
robust shadow
#

i should be able to use a dualshock 4 controller in ue4 out of the box right?

#

i'm trying to use a ps4 controller but ue4 isn't recognizing it

cloud cobalt
#

IIRC you need DS4Windows

#

But if it works in Windows it should work in UE4 after you've configured controls for your game

sweet elm
#

Yeah im pretty sure if ue4 doesnt support it in the client you gotta use something like what stranger said

#

not 100% sure though.

robust shadow
#

i don't have ds4windows but it works in in windows and steam

sweet elm
robust shadow
#

i would of thought unreal has plug n play support for ds4 since its in there

cloud cobalt
#

So how did you map your actions ?

#

Keys should be in "gamepad"

#

The touchpad keys here are the keys that only exist on the PS4 pad

unreal spoke
#

What's the recommended way when a 3p character starts riding a vehicle? Changing gamemode? Change player controller?...

sweet elm
robust shadow
#

@sweet elm thanks that worked perfectly

sweet elm
#

No problem @robust shadow

plush yew
graceful sky
#

missing the opacity mask ?

plush yew
#

this is how it looks like and i followed the tutorial correctly

unreal spoke
#

Simplest way to write text in the middle of the screen? Tried to get the HUD and then Dar text but it complains because that should happen in a DrawHUD event and I'm doing it in an actor blueprint

gleaming creek
#

I'd suggest using UMG to draw the text instead of manually using the old-style HUD

#

It's far better at things like scaling based on resolution

regal mulch
#

Is there any known way of giving UMG Text a glow effect?
So basically a soft fading outline?

#

Finding tons of questions about it but no one ever answered it and my material skills are nonexisting

maiden sundial
#

For what stands UMG ? πŸ˜ƒ

wary wave
#

Unreal Motion Graphics

maiden sundial
#

Ty πŸ˜ƒ