#ue4-general

1 messages Β· Page 394 of 1

wary wave
#

a cursory Google could have told you that :p

#

as it happens, I don't think there's an easy way to do glowing text in UMG

#

since it isn't subject to things like post processing

ruby folio
#

@plush yew You need to plug in the opacity

plush yew
#

damn im actually dumb lol... thanks ._.

next badger
#

@wary wave i think it does work for 3d widgets, no?

wary wave
#

world space widgets might work

#

I'd expct it to

graceful sky
#

widgets can have materials so glow effects is quite possible afaik

#

even in screenspace

plush yew
#

Hey, do anyne know how i can make the camera stay still at the players head. im trying to make a first person in third person

regal mulch
#

You can apply material effects per character

#

As well as outline materials

#

But as said, my Material skills are non existent

graceful sky
#

Epic had a live session about it in 2017

next badger
#

@graceful sky only if manually added...pp is applied before 2d/umg/slate pass

graceful sky
#

if that can be of any help

next badger
#

i think it may be faked by blur widget

graceful sky
tribal frost
#

anyone into Blade and Soul here? working on a fan-made UE4 port and want to see if there is any interest πŸ˜ƒ

pallid compass
#

hope there is no plan to release that

quaint fox
#

I want to make some animated turrets, but I've little experience with skeletal meshes and animation and I'm wondering how best to implement this logically. The turrets should be able to rotate their pitch and yaw to aim at a specific point, but is this best done by using multiple mesh components and rotating the turret mesh component in regular tick while e.g. playing some rotation animation on the turret-base, or should i keep the entire turret and base as a single skeletal mesh and have the animation blueprint rotate the turret bone to a heading set by the code?

fierce tulip
#

many turret tuts online

floral rampart
#

Does anyone know if I would be able to install the launcher and engine on an external SSD and store the project files etc on there too. Then use that on two different PC's?

#

Scratch that... I should have googled first πŸ˜…

bronze cedar
#

i do have more questions about Arkanoid game or Breakout game, what do i do , make a forum post or ask here haha

wary wave
#

it's just a camera in a fixed position?

plush yew
#

Hi guys, is there a way to easily change game mode when I create a new level? I am only allowed to choose a few modes (one being my default which is top down - but I want a flying level). Or do I need to make all the logic from scratch :/

wary wave
#

what do you mean by when you create a new level? in the editor?

plush yew
#

yes

wary wave
#

each level has a default game mode in the details panel

plush yew
#

I know but I am very limited in what I can pick

wary wave
#

you can pick any game mode that is in your project?

plush yew
#

My options are only those game modes which are quite similar to my original project settings game mode which is top down

#

Well it's not in my project but its one of the UE4 default ones

#

UE4 has a default flying game mode which I want to select

wary wave
#

you need to add that mode to your project

#

I believe you can add them as if they are content packs, via the content browser

plush yew
#

In project settings?

wary wave
#

no, in the content browser

plush yew
#

Ok I see

wary wave
#

you will probably need to set up the input though, because this is normally a project setting, and those will be missing for the new game mode

plush yew
#

I don't think I do actually

#

thanks though

glad stone
#

hello

#

whats the most optimized way to channel pack

#

RHA: Roughness Height AO

#

or HRA: Height Roughness AO

#

ive heared couple of people claim the green Y channel contains the most info

#

so should be used for roughness

vale silo
#

neither ?

pallid compass
#

Height what

fierce tulip
#

Green channel is a bit more, but eye-wise unless its actually green you dont see much difference. only in very specific situations that one bit will make a real difference.

pallid compass
#

Height as in parralex occluson mapping?

vale silo
#

why does it even matter ? You are putting totally different (and grayscale!) images into different channels, so that you can use each individually in the material editor. The order doesn't matter at all, as long as you remember what channel contains what

cloud cobalt
#

The order matters because G has one more bit

#

So technically it has higher res

wary wave
#

it can cause some odd unexpected effects sometimes

vale silo
#

technically, but is it something the eye can see ? I doubt that

wary wave
#

I recall a version of lightmass that was making things too green, once upon a time

fierce tulip
#

unless its an actual shade of green, you wont notice it unless very specific occasions

cloud cobalt
#

It can be very obviously visible, for example if your roughness map has smooth gradients over low values

#

But it's probably not really a problem 99% of the time

fierce tulip
#

and in the end, 99.9% of people playing your game wont notice

cloud cobalt
#

It's just the kind of stuff that costs absolutely nothing

fierce tulip
#

still waiting for the first tweet or reddit post going "OMG Y THEY NO USE 1 BIT EXTRA FOR THIS GRAYSCALE!"

vale silo
#

or just use individual textures πŸ˜ƒ

digital anchor
#

you do that for clamps vs saturates πŸ€”

vale silo
#

and bc7 compression

leaden kindle
#

hello, i have small question. is it possible to edit cpp pawn components inside unreal editor? it's quite troublesome to write all that code

fierce tulip
#

@digital anchor because saturate is cheaper, and was only told later that under the hood a clamp 0-1 is replaced by a saturate

digital anchor
#

:p

fierce tulip
#

and, I was a much more angry person backthen :p

cloud cobalt
#

I don't use rougness maps myself - red channel from albedo, lerp node, done. 🀐 Don't tell my family.

vale silo
#

unless you are doing it for console or mobile, what's the reason for packing texture nowadays ?

cloud cobalt
#

Lower game size

vale silo
#

like what, 1Gb vs 2Gb ?

cloud cobalt
#

Lower GPU RAM usage too

#

Faster loading time too

vale silo
#

I really doubt that using individual texture will prevent a game running on lower end spec machines

cloud cobalt
#

Less blurry texture while UE4 streams them

#

Runtime performance will be the same

#

Packed will just be faster to download, smaller on disk, more efficient in VRAM, faster to load, and less prone to blurry textures because streamer has had enough of your shit

fierce tulip
#

rgb packed compression is somewhat crappy though

#

ffs

vale silo
#

again, we are in 2019... Unless your game is 100Gb vs 10Gb, then it doesn't even matter

plush yew
#

is there any way i can get this alpha to work this well inside a material (its a timer bar so its a UI material)

wary wave
#

the size difference between compressed and uncompressed textures is enormous

fierce tulip
#

speaking of uncompressed XD

wary wave
#

the fact that they're compressed in memory is also kinda important

plush yew
#

XD

vale silo
#

they are going to be compressed @wary wave regardless whether you pack RHA into one RGB image or have them as individual textures

gleaming creek
#

I remember spending too long trying to figure out what the best way was

#

I ended up using ARM

vale silo
#

and VRAM is plentiful nowadays

fierce tulip
#

unless consoles :p

plush yew
#

unless Tamagotchi

vale silo
#

that's what I said earlier, if it's for PC then better focus on making game than on how to pack your RHA into RGB

wary wave
#

different compression types have widely different file sizes

gleaming creek
#

That's foolish, though

wary wave
#

some formats reduce it as much as 8:1

gleaming creek
#

you pick one packing algorithm at the start

#

and then you stick with it

cloud cobalt
#

Optimizations that cut your memory usage in two for basically zero effort are pretty great if you ask me

gleaming creek
#

Doesn't take any extra effort

fierce tulip
#

alpha for all them grayscales

gleaming creek
#

make Substance Painter configuration: use this configuration in future, bang

vale silo
#

I don't use Substance Painter

wary wave
#

the difference between a 10MB texture and an 80MB texture, hehe

gleaming creek
#

And just drop the three textures into an instance of a material already hooked up to split them

#

also less hassle to import 3 textures than 5

#

(and match them to materials and so on)

#

also also you have a limit to how many texture samples you can use in one material

wary wave
#

IIRC, an 8k texture uncompressed is 256MB

cloud cobalt
#

And while disk space & VRAM are plentiful, most gamers won't put your 50GB game on their SSD, and you'll have loading times limited by the physical speed of a spinning piece of metal

gleaming creek
#

I wonder if DOOM (4) is so big because they didn't pack their maps πŸ˜„

fierce tulip
#

@digital anchor I had that with a massive lightning flipbook. packing it gave horrible results. so one channel it was, and less variety

cloud cobalt
#

Have fun waiting 30s for that level to load because 50MB/s bandwidth on 1.5GB of textures πŸ˜›

wary wave
#

πŸ˜„

#

Ark.

fierce tulip
#

those are rookie numbers

gleaming creek
#

I generally wouldn't install games onto a non-SSD at this point though

fierce tulip
#

same

gleaming creek
#

Though most people probably don't have a lot of SSD space

wary wave
#

if you have a 1/2TB SSD just for Ark

#

Β―_(ツ)_/Β―

cloud cobalt
#

I see plenty of people build new gaming rigs with mechanical disks today tbh

#

Though maybe more for series etc

wary wave
#

I still have mechanical disks for the most part

fierce tulip
#

series, downloads, backup. everything else ssd

gleaming creek
#

^

wary wave
#

3TB audio library ain't going on an SSD

gleaming creek
#

And I put most of that externally

cloud cobalt
#

I have three SSDs and like four mechanical disks, so same

#

But not everyone puts games on SSDs today

wary wave
#

I just have the one SSD, which usually has one or two games and Windows

#

granted, the machine is probably about 5 years old at this point πŸ˜„

fierce tulip
#

ill keep this pc (still a beast) as a backup/drive thing and to render out video/sim, and next pc needs a mobo with a shitload of nmve or faster ssd's

#

fricking loading times

gleaming creek
#

tbh I didn't notice that much difference between SSD and NVME even though the NVME is way faster

#

but between HDD and SSD is huge

fierce tulip
#

because ssd is already fast af :p

gleaming creek
#

^

vale silo
#

CoD IW is like 100Gb+ on HDD

#

(and I am sure other CoDs are as huge)

gleaming creek
#

And I thought Doom4's 60GB was bad

vale silo
#

well, you can bash the disk space they take and unpacked textures, but those games sold crazy well

#

so, it's either get all technical and get lost in those details, or just brute force it and get it done πŸ˜›

#

I doubt an indie game with unpacked textures will be anywhere near 60Gb

fierce tulip
#

try fallout 4 with its high res tex pack + mods

wary wave
#

I worked on Xbox 360 games that were larger than 60GB unpacked

#

with all the relevant compression they fit on a DVD

glacial pecan
#

any way to directly control the size by dragging a box reflection capture?

#

or do I have to use scaling like an animal?

fierce tulip
#

XD I think I just hit a limit in how much colors you can save in the color picker in one catagory

unreal spoke
#

How to trim the decimals in a float to string conversion?

#

With blueprints

gleaming creek
#

as in, remove them all? Cast to int first

#

there's a... I think it's called Truncate? node

plucky socket
#

@unreal spoke Hi there. If you use "ToText(float)", you can select the rounding mode , the number of digits, etc etc

#

set the maximum fractional digits

#

(then toString it if that's what you want) - i prefer to use that node for more control on numbers shown in UMG

unreal spoke
#

@plucky socket @gleaming creek Thanks I did it with Truncate πŸ˜ƒ

plucky socket
#

πŸ˜ƒ

fierce tulip
frosty copper
#

πŸ€”

#

Yee... White with red accents maybe?

fierce tulip
#

yea sorta like that

#

but for now, fooooods

frosty copper
#

XD. Enjoy!

wispy raven
gleaming creek
#

Looks like someone has been biting into your shadows

wispy raven
#

yeah, i always get this weird effect

#

the quality of the building is set as production

#

and the graphics quality is set at cinematic

cloud cobalt
#

Is that a static light ?

grim sinew
#

Looks like a stationary light that simply doesn't have enough resolution

#

Light quality means nothing if your lightmap isn't high res enough

wispy raven
#

so i have to raise the lightmap?

#

i raised the lightmap to 512

#

it works!

#

thanks

glad stone
#

when enabling normal map the layer goes black/extreme dark

dry moon
#

Normal might be wrong compression or flip the green layer

glad stone
#

can i flip it in-engine ?

#

textures coming straight from Substance

fierce tulip
#

yup, check the texture > flip green channel

glad stone
#

ah

#

yes I just tried it

#

no change O-o

#

its so weird that it shows up correctly when introducing just even a slight blend

#

im like πŸ˜… πŸ€”

fierce tulip
#

4.22 preview is out

cloud cobalt
#

Not even on the forums yet

vale silo
#

they said release notes are coming soon

dry moon
#

I'm wondering if it has that draw call optimizer

cloud cobalt
grim ore
#

yay editor widgets did make it into 4.22 πŸ˜ƒ ooh and the audio engine turned on now, finally no more futzing with command lines

dry moon
#

Yeah I dont say dynamic instancing :(

#

Might be in there but not noted

grim ore
#

Oh there is a ton not in the notes so hold out hope or test away!

glad stone
#

@plush yew omg your a f*kn genius

#

O thanks man

plush marsh
#
This refactor will make the upgrade process more time consuming than normal for licensees who have made custom modifications to private rendering code.
Refactor adds auto-instancing at runtime and more efficient renderthread mesh drawing```
glad stone
#

how did that ever get set as default I wonder

plush marsh
#

isn't this a dynamic instancing ?

dry moon
#

Yeah is that in there?

plush marsh
#

yep

dry moon
#

Og god yes

#

Thank god for going the modular route

wary wave
#

seems that way

dry moon
#

Yeah kinda like how foliage tool works but automatic to static meshes at runtime

wary wave
#

where possible, anyway

dry moon
#

So that can seperately cull still

wary wave
#

it probably won't cull them

dry moon
#

I think someone tested it

#

It does cull

wary wave
#

because it's more expensive to cull than it is to render

#

foliage doesn't cull, as an example

tawdry basalt
#

man really starting to hate the ui designer

dry moon
#

What does foliage do then? When you freeze rendering they dont show when you turn around

wary wave
#

there's a console command

dry moon
#

Type freezerenderer

wary wave
#

but in my current project it's there when you turn around, hehe

dry moon
#

I think

#

Ya mine culls

sharp crest
#

Anyone knows how to implement Discord Rich Presence with a UE4 game? Ping me/DM me please if you answer

wary wave
#

A) Acquire integration.
B) Implement integration according to instructions?

#

seems pretty straightforward

abstract sand
#

hello guys I have a problem with my project. I want when I start the project to show me the menu(this works) and when I click on "Start" to transfer me to other level but not to thirdpersonexample map, to new map which name is "gamemap". How to do this. Anyone can help me?

pallid compass
#

il walk u through it for $$ πŸ˜ƒ

glad stone
#

so I managed to get Vertex Material Blending to work on objects ... but on terrain it doesnt work ?

pallid compass
#

@abstract sand Look up ue4 basic map travel on google, should be doc or wiki on it

#

@glad stone Not sure if this is any use to you but afaik Terrain has its own blending system and painting that requires the use of the landscape material nodes and such

glad stone
#

so if I understand it correctly you "can" use heightbased vertex painting on landscape ?

#

or you use a different method of blending ?

#

i do know about texture painting but I need to heightblend based on heightmap

pallid compass
#

Well for painting landscapes you have to use landscape material setup with the landscape nodes

#

For height

#

You can drive that with a height map

glad stone
#

what I try to understand is if I import a custom Terrain

#

it becomes a mesh ?

#

but once its a mesh i cannot edit it as a terrain anymore, correct ?

pallid compass
#

Correct

#

You can still use it to walk on and such

#

but a terrain is a different thing

#

Actual name is slightly different

#

Look up Landscapes

frank escarp
#

for the fellas

abstract sand
#

hmmm @pallid compass

frank escarp
#

the new mesh renderer does auto-instance everything

#

if you use modular meshes, you will see a huge gain

#

and even if you dont repeat the same mesh a lot, you will still see very considerable gains anyway

#

due to the refactor

sudden agate
#

downloading the Preview right now

#

Raytracing will burn my home. I'm sure of it :D

glad stone
pallid compass
#

right in front of u polygreen

glad stone
#

no thats the old one πŸ˜›

#

this is the new one

pallid compass
#

Oh

glad stone
#

cant see

pallid compass
#

I think it was removed

#

I dont think u need to tick that anymore

glad stone
#

ahh oke πŸ˜ƒ

#

thanks

sudden agate
#

how do I turn dx12 and raytracing on?

#

-dx12 and -raytracing?

frank escarp
#

no

#

just -dx12

#

do you have an RTX card?

#

its -dx12 plus a setting in the project options

hasty flax
#

Apex legends has a target fps display setting that lowers/raises settings during gameplay to keep the target frame rate. Can this be done in UE? (I’m sure it can, but are there any write ups to look at?)

wary wave
#

Frame Rate Smoothing is already a feature

#

you just have to turn it on / off as a project setting

hasty flax
#

I’m not sure that’s what I’m looking for

sudden agate
#

Unreal has Dynamic Downsampling

hasty flax
#

Yeah that looks like what I want to read about! Thanks both of you.

tall pendant
#

only works on consoles tho

grim ore
#

this is the PITA tho yeah Currently, the Xbox One, PlayStation 4 (excluding PSVR), Nintendo Switch, and Oculus VR support Dynamic Resolution. Additional platform support is planned for future Engine versions.

tall pendant
#

well yeah and Oculus πŸ˜„

sudden agate
#

@frank escarp thanks :)

vale silo
#

@gleaming narwhal @elfin jacinth @wicked tiger thanks for posting 4.22 preview notes πŸ˜ƒ Quick question about 4.22 - is Niagara supported on Android in 4.22 ?

maiden swift
#

Anyone else downloading 4.22 Preview 1 to check out the new goodies? 😎

#

Looks like it's going to be a delicious release.

grim ore
#

donediddly done, already noting stuff I have to cover that made it into 4.22 release πŸ˜ƒ

maiden swift
#

Nice.

#

I'm super intrigued by editor utility widgets.

#

And subsystems.

frank escarp
#

@maiden swift the renderer is where its at

#

DWVR goes twice faster

maiden swift
#

Yeah I saw quite a few rendering updates. Ray-tracing, render graph API, mesh renderer overhaul, etc.

#

Quite a bit of stuff!

#

I'm excited to try the audio stuff, and so happy the new audio engine is now on by default. ❀

bronze cedar
#

on by default , so that means it use to be off before

#

never worked with audio in UE4 until now , just learning it haha

maiden swift
#

That's right. Currently the new audio engine is off by default, still marked as early access.

#

Sounds like it will be stable and ready for production in 4.22. πŸ˜„

bronze cedar
#

oh nice and good πŸ˜„ )

maiden swift
#

Yeah. Hopefully we'll start to see some great audio tools on the marketplace once it's out.

bronze cedar
#

oh nice and good πŸ˜„

#

is it possible to add some other 3rd party components or something like that, addons

#

i was thinking to ask this, but never get the time to ask , now i just thought to ask from you or other friends

grim ore
#

the editor utility widgets is what has me happy, glad to see them in 4.22. making editor stuff with UMG is finally getting some parity with Unity on the Editor Utility front. Still missing a ton of BP nodes to help out (native file saving) but considering we can make new nodes in C++ and expose them to the editor it's good nuff

maiden swift
#

Yeah I'm excited to play with that.

manic pawn
#

what is this about editor widgets?

maiden swift
#

From the 4.22 Preview 1 release notes:

"Editor Utility Widgets are based on UMG, so you can modify the layout of the Editor user interface, and set up Blueprints for logic just as you can with a UMG widget."

dry moon
#

Yeah if someone can show off the editor widgets, I love to know how they work

#

Cant use the preview for like 13 hours :(

grim ore
#

lemme find my tweet

manic pawn
#

wtf I must have skipped that section

grim ore
#

its a crap gif but the interface at the top is UMG and its manipulating stuff in the editor using BP code

dry moon
#

Oh god that looks amazing

#

I can use it to display debug code too without the crappy print to screen too

grim ore
#

they've been exposing alot of editor utility nodes the last 2 versions, like getting stuff and manipulating stuff in browser and editor, so this just lets you dress it up fancy πŸ˜ƒ

#

and yep you can use it for output probably as well

#

I am hoping we get some file access nodes so we can do some silly stuff like making a level editor in UMG and save/load out the files to disk

maiden swift
#

A little clunky to get started, but building and adding the widget to your layout is very straight forward.

grim ore
#

yep the only issue I ran into was trying to remember which nodes affect the viewport and items in the world and which ones work on the content browser items lol

maiden swift
#

It feels just like any other draggable tab in the interface! This is so promising.

grim ore
#

15 minutes later... damnit wrong nodes again

maiden swift
#

I haven't found any of the editor widget specific nodes yet. Is it just using the same Editor Scripting category as the other editor scripting stuff?

grim ore
#

yep

maiden swift
#

Great. Intuitive. πŸ˜„

grim ore
#

this just lets you have a UMG interface is all

maiden swift
#

Yeah, that's really powerful.

#

This makes a big difference in the utility of that stuff.

grim ore
#

i want to test it completely with drag and drop and other stuff but source is compiling still lol

maiden swift
#

Another cool thing: we may start to see some awesome editor widgets on the marketplace.

grim ore
#

stuff like what I was showing is a good example, exposing stuff like snapping and orientation in a toolbar is the bees knees

maiden swift
#

Always happy to see more avenues open up for marketplace content.

#

Are you doing video highlights for these features when the stable version comes out?

grim ore
#

I should be, I did the last 4 versions πŸ˜ƒ

maiden swift
#

Sweet! Always enjoy those.

hybrid scroll
#

"Editor Utility Widgets. Editor Utility Widgets are based on UMG, so you can modify the layout of the Editor user interface, and set up Blueprints for logic just as you can with a UMG widget." - finally! Can't wait to try that

grim ore
#

hopefully we can get preview final before GDC tho or else they will be delayed lol

maiden swift
#

Epic isn't always the best about explaining exactly what a new feature is/is good for in their release notes, so seeing a visual example is super helpful.

grim ore
#

yep yep that's why I do what I do. because one line with "implemented this awesome feature" is only helpful to the dev who did it lol

dry moon
#

Yeah the problem I had a lot with the inspector stuff is that it doesn't allow for too much control. You have to click on an object to do something specific with it

#

at least this way you can now edit multiple things without selecting it

#

just have the debug window on another monitor

grim ore
#

it's got limitations for sure but it's more in what's exposed right now than in features so that atleast can be worked on πŸ˜ƒ

#

honestly this and the Audio Engine being turned on are my happy features. No more needing to fight with getting the audio engine enabled is nifty

bronze cedar
#

my Unreal Launcher is kinda scrambled , what happen

worn granite
#

Remembering that my expandenums change ought to be in 4.22 reminds me that I can still make that more BP friendly.

grim ore
#

with RTX officially being in the engine and going into Unity shortly I might have to break down and get a RTX card 😦

#

ooh. with oculus quest support in 4.22 I wonder if we will see some demos using UE4 at GDC this year.

maiden swift
#

That would be nice.

dry moon
#

wait what be that

maiden swift
#

Spectral analysis nodes for audio. ❀

grim ore
#

I wish I knew audio well enough to cover the audio stuff 😦 It all sounds greek to me... lol

frosty copper
#

Still think the entire rtx is another nvid marketing sham and nothing more πŸ€”

grim ore
#

it's always a sham for the first version of something, then someone figures out a good use and they iterate till we have the stuff we have now πŸ˜ƒ

frosty copper
#

Debatable. Also not a huge fan of locking things behind proprietary hardware, but ya know

digital anchor
#

what

honest vale
#

@frosty copper why would it be a scam?

digital anchor
#

RTX is the door for like 20 features

frosty copper
#

Sham, not scam.

honest vale
#

oh

#

πŸ˜„

#

well, RTX is a marketing term, it's DXR or Vulkan ray tracing extensions the games will use

frosty copper
#

Like physx and hairworks and every other "shiny" performance destroying marketing crap tbing they pump out

#

shrug

hybrid scroll
#

Well, they want to sell hardware so they are trying to market is as the coolest thing possible.
But you also have to try a lot of features to see which ones are actually good.

frosty copper
#

Oh im aware of that, just tired of the same old people bending over backwards every time nvid throws some new crap out πŸ€”
And slightly irrelevant, but i also like my game engines to be vendor independent, but that's wishful thinking obviously πŸ€”

hybrid scroll
#

Sure, that would be nice.

digital anchor
cerulean nova
#

o.O

#

it does not for me

digital anchor
#

it gets bugged sometimes, ive heard

#

restarting will fix

cerulean nova
#

ah ok

#

never mind then ^^

grim ore
#

well we already have features in UE4 that run on CPU only without GPU accelleration due to trying to keep things fair so 🀷

frosty copper
#

shrug :>

grim ore
#

lol. there is a big VR MODE button now in 4.22 on the toolbar, don't click it unless you know the hotkey to get back out heh

hybrid scroll
#

Yay

frosty copper
#

... Fun. Though tbh i turn on small icons on every project.. πŸ€”

hybrid scroll
#

UMG bluetilities

frosty copper
#

πŸ‘

grim ore
#

oooh... the multi user editor plugin is actually in 4.22....

frosty copper
#

Gonna have fun exploring everything since 18. :o

grim ore
#

if you are playing with the editor utilities don't forget to enable the editor scripting utilities plugin as well πŸ˜ƒ

hybrid scroll
#

One thing that is missing for me right now is to be able to edit details panels for actors / structs using UMG / BP, without code / slate.

maiden swift
#

Totally forgot to enable that @grim ore. I think I assumed it would be on by default now since the editor utility widgets are, but it's separate.

cerulean nova
#

whats so new about the new soundsystem in 4.22 any documentation on that? ^^ πŸ˜ƒ

maiden swift
#

Actually I don't think the new audio engine is documented yet.

#

Last I checked the audio docs were still for the old engine, and there's nothing under the Early Access section (where it should be).

#

There are some helpful guides on the forums, though.

cerulean nova
#

Thank you for the Link i will take a look πŸ˜ƒ

#

this one seems to be it right?

maiden swift
#

Yes.

#

Thankfully in 4.22 it will be on by default. πŸ˜„

grim ore
#

you are right, I was thinking of that thread and some of the components but yep no real documentation 😦

maiden swift
#

To answer your question about what's new about the new audio engine: multi-platform from the start, DSP effects, third-party integrations, real-time synthesis, audio analysis, the list goes on.

#

@cerulean nova ^

grim ore
#

so either my install is broke or 4.22p1 is broke. New third person template project, BP only. hit play and it crashes lol

maiden swift
#

Preview releases! lol

#

πŸ›

grim ore
#

yeah but.. uh... not being able to hit play is a big bug to miss

maiden swift
#

πŸ› πŸ› πŸ›

grim ore
#

and of course I don't have debugging symbols or source installed so lol

maiden swift
#

Good news, everyone. The first person template does the same thing! 🀦

grim ore
#

oh... well... you can test the editor utility stuff atleast

maiden swift
#

Yeah.

grim ore
#

yep I figured it out

maiden swift
#

I wonder if it's one of the new plugins.

grim ore
#

its the magic leap plugin

#

it's enabled by default and it's crashing

maiden swift
#

lol

grim ore
#

sooo... to the thread I go

maiden swift
#

I wish they'd make a bare bones template with only the required plugins enabled.

grim ore
#

and it's already posted lol

maiden swift
#

At least they know heh.

#

I don't think Magic Leap should be on by default. 😦

#

Ah, there we go. Works for me too.

#

Plugin disabled, smooth sailing.

grim ore
#

yep it shouldn't be but.... steam vr is and other crap most people don't have so who knows

#

atleast I can go back to testing, I thought it was the new widget crashing it heh

maiden swift
#

I'm tempted to put my plugin config on GitHub so people who share my pain can just copy/paste it into their .uproject files and be done with it.

grim ore
#

ah ha, that's what it is. The magic leap camera plugin which causes this crash also adds the VR mode button to the toolbar

manic pawn
#

does new audio engine being on actually do anything by itself or is that only if you want to use those plugins like the bp nodes shown above?

grim ore
#

deleted the project, remade it due to crashing. spent 20 minutes trying to get the editor scripting stuff working without any luck. remembered to turn on the plugin.... damnit I even mentioned this earlier

maiden swift
#

πŸ˜† On a roll today @grim ore

dry moon
#

LOL

grim ore
#

ffs tell me about it. Master finished compiling but it's in a broken state so that was an hour wasted lol

hybrid scroll
#

If anybody else is looking at those new scripting functions with widgets: Is there a way to launch a specific script from another script? Like If I wanted to make a button in the details of an actor (with a normal "run in editor" event) that would open a widget window specific for that actor.

graceful sky
#

What was the multi user you mentioned @grim ore ? Couldnt see anything in 4.22 notes?

grim ore
#

I don't think you can create/spawn in editor widgets right now

#

@graceful sky experimental multi user plugin, it's not in the notes because it's not in the preview notes yet lol

graceful sky
#

Hmm, ill have to test that out !

sudden agate
hybrid scroll
#

That they all have the same structure and you should use a maste rmatrial?

next badger
#

New Unreal Audio Engine now on by Default for New Projects

hybrid scroll
#

like, if you have 10 materials that simply use textures for base color, use a texture parameter and make instances instead of many materials?

#

@sudden agate

bright plume
#

how to make my robots head follow the mouse?

grim ore
#

find look at rotation between the mouse location in the world and your robots head

abstract relic
#

Or use aim offset

tawdry sierra
#

how can i create inputs/action inputs in UMG blueprint?

grim ore
#

you would use the listen for input action nodes in the UMG blueprint if you want it to listen in to action/axis inputs

#

but the input mode has to still be one that allows game input for the input to pass to the widget, setting it to UI only will prevent that.

tawdry sierra
#

thanks for the info

#

are you

#

thr

#

WTF guy?

grim ore
#

Yep

tawdry sierra
#

you helped me a lot <33

abstract relic
#

Lol

tawdry sierra
#

great videos

grim ore
#

man the utility widgets are nice but without a way to get them <-> between other blueprints is 😦

maiden swift
#

What do you mean between other blueprints?

grim ore
#

well like someone else was asking, if I wanted a blueprint to pop open a window or I wanted data to go back and forth. I guess more for debugging or output purposes. game runs, bp spawns the editor windows, you can feed that window data on another screen

#

still fun, I can now easily toggle the lighting mobility on all lights in the scene with a dropdown lol

maiden swift
#

Ah I see what you mean.

#

Yeah, I can think of a bunch of useful utilities to build with this.

grim ore
#

my main issue is getting data in a format that I can use somehow. like with Unity I could make an in editor level editor for a simple game using grids and save them out to data objects or text files. No real way to create stuff for storing data I can find yet.. there is promise with the asset utilities but I keep crashing the editor lol

#

damn you can't seem to execute console commands in editor widgets lol

steady owl
#

Is there a checklist of things to test in your migrated project from earlier versions of the engine to newer versions of the engine to make sure nothing broke?

#

I know 4.22 is only in preview but I really need some of the features on my game, would there be any hidden things breaking that I'm not seeing? The game appears to work exactly the same in 4.22 after an hour of testing

steady owl
#

Many of these are also broken in 4.21 though right?

grim ore
#

that I have no idea, it should say

steady owl
#

Ok thank you! Are there any general steps that you would go through to ensure your project is still working the same way when migrating to a new engine version?

grim ore
#

I would say the same steps to make sure it's working on the older version, lots of testing

#

most larger projects have unit tests of systems to make sure they work

#

even then bugs are bugs lol

steady owl
#

πŸ˜„

#

Good idea

#

There isn't even that much in the game, it's mainly clean blueprints so it isn't as scary as migrating a C++ project

#

Last question- if it does work nicely, the preview builds are all based on the same exact binary that the final release will have, correct? There will just be bugfixes in the exact same way as 4.x.1, 4.x.2 has etc.?

grim ore
#

it's honestly hard to say unless you plan for it and even then it's hard to say lol. a simple playthru of the base features is a good enough check but even then going from 4.22p1 to p2 to final could still break crap

frank escarp
#

@steady owl dont

#

upgrading to 4.22 is suicidal

steady owl
#

How come?

frank escarp
#

4.22 has so many changes in the engine code that its likely extremelly unstable

grim ore
#

I disagree, YOLO that project and enjoy the day cleaning it up πŸ˜ƒ

maiden swift
#

Don't use a preview release for production, period. If you want to test your project in a preview release, make a copy instead of converting it.

steady owl
#

From my tests it has fixed the issues I had needed fixed with 4.22 with no other noticeable changes, but do you mean just the preview or the whole release altogether?

#

That's fine, I'll hold off until the production

#

But even then should I avoid the upgrade?

frank escarp
#

never upgrade

maiden swift
#

Test your project in 4.22 with a copy throughout the preview releases. When 4.22 stable comes out, test your copy against that and if it's all good, then upgrade your real project.

frank escarp
#

unitil its t least a .3

grim ore
#

every version of the engine has problems so you find one that works for you and stick with it if possible. This is the normal way of thinking

#

the more fun way of thinking is just do it, keep backups, and enjoy working on the project πŸ˜ƒ

maiden swift
#

You can have fun in a copy of your project. πŸ˜„

steady owl
#

Great advice thansk guys!

#

@frank escarp do you mean preview 3 or all the way to version .3 of stable?

#

That could be months and the game timeframe is shorter than that

grim ore
#

keep in mind the normal way is for people who have real project or money/time matters or the size and scope. If you are just working on smaller projects and time/money is not a biggie then just do it

frank escarp
#

stable .3

steady owl
#

Ok I will hold off as long as I can

#

It’s funny because in terms of my game working, 4.21 is more broken than 4.22 preview

#

With the specific bugs

#

But it does make sense to wait regardless

grim ore
#

but does making sense make sense?

steady owl
#

That’s the question of the ages

grim ore
#

πŸ˜ƒ

grim juniper
#

So what exactly are these Editor Utility Widgets. It sounds like something I want to use

grim ore
#

they are UMG widgets that run in the editor in their own window. You can use most editor utilities nodes with then like getting selected assets/actors and then doing stuff with them

#

like I can click a button and grab all lights in the scene and change mobility or brightness or whatever. You could select meshes and then align them to the ground or move them or rotate them all for example

#

I am not very creative so.... lol

next badger
#

....there is no 4.21.3

#

i just hope they will not re-introduce bugs in 4.22 (like happened with 4.19)

grim ore
#

well we all have source access so we can just fix those pesky bugs right quick! πŸ˜›

steady owl
#

Is it common practice for games to upgrade along with stable engine releases so they aren't stuck on 4.6 when 4.22 comes out?

#

I guess it only matters if they need the feature upgrades or bugfixes

#

But I'd imagine it makes updating and adding new content a bit easier when you have the countless latest improvements

#

But also increases the chance of bugs

cloud cobalt
#

Depends on the team

steady owl
#

It's a tricky balance of wanting to stay working with the latest performance and tool features but also have a stable place for your game to be at when in development

#

I would maybe not upgrade after the initial release to then ensure it stays on a consistent base from that point forward

#

Well, 0 build warnings or errors, and 0 project issues with my duplicate project in 4.22 preview

#

That's a good sign at least

#

I'll do the same tests on each preview

#

But it looks like the upgrade will be painless

gleaming creek
#

Do make sure to check in your code project before doing that

#

so you can roll it back if something goes wrong

steady owl
#

BP only thankfully

#

I love BP projects as they are all nicely contained in the project folder and super simple to backup

gleaming creek
#

Check in the entire project, I mean

#

You should still using git for traceability

steady owl
#

I backup the entire directory every day as the project size is only a few GB, it's the only way I feel I've done a failsafe backup after many woes with version control

gleaming creek
#

or the other thingy, preforce

steady owl
#

I keep notes and still track all improvements and changes

#

But don't check each asset in individually

gleaming creek
#

Are you making new copies each time?

steady owl
#

Yes

#

Wasteful of space, maybe but it's failsafe

gleaming creek
#

Well, the old manual job

#

I guess that does the job, even if it's a bit inelegant

steady owl
#

I just have had so many nightmares or issues with version control that this way is 100% consistent

#

Makes backing up easy

#

I completely see the benefits of a typical version control setup though

#

Just choosing to do it the overkill way for now

grim ore
#

lol to answer the question a ton of teams stick to one older version and fudge it along, ARK is a good example 😦

steady owl
#

ARK is a gigantic steaming mess. They didn't upgrade to newer versions?

#

It makes me sick to see the amount of crazy decisions in that project

grim ore
#

I think it's less of an issue tho as you end up being custom engine builds at a certain point and you can then just get changes and add them to your custom version over time even if the base is old

steady owl
#

You can do that but I prefer to stay with binary releases for again failsafe reasons

#

Keeping it as simple as possible

grim ore
#

yep yep πŸ˜ƒ

#

tho I would really really figure out how to make source control work again for you

#

like... really really lol

steady owl
#

I mean entire project backups with well documented change logs is working great for me so far, I work solo though

grim ore
#

atleast you are backing up your project so πŸ˜ƒ

steady owl
#

I do it daily or twice a day

#

Even after doing anything major there's a full backup

#

Takes 30 seconds on a fast ssd

grim ore
#

as long as you have an offsite backup you should be ok. I've read too many stories of "the laptop with all the code got stolen" or "the house caught on fire and our backups were all on site"

steady owl
#

3 external drives, dropbox, google drive

#

πŸ˜„

grim ore
#

kudos

steady owl
#

Unless the house burns down and the internet breaks, I should be good

worn granite
#

How detailed are your changelogs?

steady owl
#

I screencap every day the work session and include it with my changelogs with timestamps

#

So if I need more detail I watch the video

#

Great to double check things and get specific values

#

Especially if something crashes and I need to replicate the setup

worn granite
#

Hrm.

#

I think that's the first time I'm hearing anything like that.

#

Well, if it works.

steady owl
#

I mean it's crazy sure and overkill

#

But never again will I have problems with the server not working, assets not syncing, and countless other problems I've had with version control

#

Simply because I'm not a version control expert

#

This way just works great for me

#

I'd rather spend the time making the game and not debugging why things didn't sync or curse at the sky for accidently reverting assets that shouldn't have been

#

For teams of more than 1 person though I can see why it's essential

grim ore
#

I just like source control due to being lazy. Once it's up for me I just have to type words on what I did and hit push and I can use it anywhere else since I have more than 1 place to work from.

steady owl
#

Does it require a server somewhere always running?

#

Or are you just pushing code?

grim ore
#

I use github so it's always running

#

well github for the public stuff, bitbucket for the private so I always have access to it

steady owl
#

I'm just always sketched out a bit especially for old projects that I go back to

#

The entire project approach guarantees to open exactly the same

#

An old project where the server isn't active anymore or things got moved can be scary

#

But I suppose you can always back up the entire project as well as github and it should work the same?

grim ore
#

as long as the correct stuff is somewhere yep

#

it's more about making sure you keep the right stuff and ignore the temporary stuff lol

#

like I opened a 4? year old Unity project the other day off bitbucket and besides having to update some older assets it worked fine still lol

spiral island
#

unreal has a "zip up project" menu which exports only your code and blueprints and stuff

#

excludes all the compiled junk

steady owl
#

Very useful thanks for the tip

#

Can I safely set the HUD class of the gamemode to "none" if I'm not using a HUD class?

grim ore
#

if you can set it to none in the game mode then yes

grim ore
#

and just to make sure since I didn't know I tested it lol. No HUD returns back no object without any apparent problems when you try and use it so if you don't use it then πŸ˜ƒ

steady owl
#

Great thanks for confirming

dawn vessel
#

Anyone know If it’s possible to take the physics part of UE from a certain version and paste it to any other version? The reason I ask this is because there’s some physics changes in an older version that actually worked better than the newer version, as it stuffs my game up.

#

Greatly appreciated for any response

dry moon
#

Its usually easier to go from older and porting over newer features

#

Because there is going to be a lot of stuff that is going to require the newer stuff

dawn vessel
#

How do you port?

dry moon
#

And youll have to end up rewriting to get certain things from the old to current

#

Like clothing will probably need fixing as well

dawn vessel
#

Porting over would be best yeah. As I would be updating everything except for the physics side of UE

#

That’ll be nice. But just needa find out where to start this porting

dry moon
#

Best way to start is get both versions

#

and compare the physics classes

mint umbra
#

Hey guys. I've got an instanced static mesh child BP where I spawn a leaf VFX at each tree in my game, controlled by wind etc. I'm having issues copying the same logic to a dusty VFX for my pine forests. The particles simply dont want to move with the wind parameters, and the same thing happens if I attach them to the player. They stay in the orientation of the actor they're bound to; how do I make it "free" so to speak?

fierce tulip
#

are they set to local space?

mint umbra
#

SEc

#

Nope, but I believe I tried with Local Space ticked to on aswell

fierce tulip
#

it should be off

#

how are you telling it to move along with the wind?

mint umbra
#

With an Acceleration module in Cascade, using vector particle parameter distribution

#

paramater name is correct, min/max is 0/1 for the out and inputs. The param modes are using DPM Direct. Always in World Space is on.

fierce tulip
#

did you tell the blueprint to do this for the new particles as well?

mint umbra
#

the Parent BP (which is working with normal leaves) is getting the vector parameter value in BP, the child is only altering the emitter.

fierce tulip
#

might want to try #blueprint I know my emitters, but blueprints i am still learning :/

mint umbra
#

hmm yeah definately, i think it might be something tied into the emitter though. i can try with another VFX to see if that works. i'm using the dust VFX (small white dots floating around) from starter content

lime gull
#

Is it possible to space out umg buttons so that i can still use my arrow keys to move

#

Right now it looks like this

misty creek
#

@lime gull Could you use spacers? They are in the primitive section.

lime gull
#

Let me check

#

Thank you so so much

dry moon
#

Is there a better way to do landscape grass

#

That you don't just subtract the layers for the specific layer you want

wary wave
#

what in the heck

#

there's almost certainly a better way

#

without knowing exactly what's going on it's hard to say, but I suspect layer blends etc might be what you're after

dry moon
#

Yeah but the problem with that

#

I have different type of Landscape Grasses for each type

#

so using layer blends means I gotta duplicate the thing for each input

#

and set the one I want to a constant 1

#

to me this sort of feels clunky as well

dry moon
#

Oh well I'll just do it this way

vale silo
#

I have a static mesh, material, material instance and a few textures (all in different folders). How can I package those into a single .uasset so I could share it with another dev ?

grim ore
#

I don't think you can, uassets are representations of stuff in the engine and as far as I know 1:1. You could always export out the items into a new blank project then share that project in a zip file

native tendon
#

export all of them and make a zip.

pearl mango
#

Hey I just had a question because I'm trying to free up space on my system drive, is it good or bad to store unreal projects and files and stuff on an external drive?

native tendon
#

bad, no. slower though.

pearl mango
#

I'm thinking of doing it but Idk if it will mess up projects or anything

native tendon
#

the folder can be anywhere you want.

pearl mango
#

Like for kite demo, paragon assets and stuff

grim ore
#

I have the same project in multiple places on multiple machines and it doesnt care as long as it can find the engine to open the project

pearl mango
#

Ah ok

maiden sundial
native tendon
#

you need VAX.

maiden sundial
#

VAX ?

native tendon
#

intellisense is just sucky with unreal because of the immense size

pearl mango
#

So prolly better to just store them off the machine, and put the project and any assets I need on the machine itself, right?

native tendon
#

well and intellisense still sucks lol.

#

@pearl mango you can put the WHOLE project on another drive or anywyere, you cannot split up the project.

pearl mango
#

Well Ik I cant' split up the project, I didn't wanna do that. I was just asking because I have an external drive, but sometimes the usb cable has issues with disconnecting randomly. It's rare but it sounds like it could be bad if it happens while using UE4. Just asking for more professional advice, so to speak

native tendon
#

you'd be better to just get another actual drive for your machine

#

especially if you have flakey hardware

#

if anything, unreal itself may not have problems, but the data could get corrupted when saving if the cable comes out for example.

#

and external USB storage is massively slow

pearl mango
#

Ooohhh ok. That makes sense, it explains why sometimes a project will crash when the cable acts up and I have to rebuild projects and redownload assets and stuff

native tendon
#

in comparasin

#

so loading will take a LOT longer

pearl mango
#

Oh trust me, I'm pretty strapped for cash or I'd have just gotten another ssd and been done with it lol

#

That's very true. Ok cool some great tips, thanks a bunch!

native tendon
#

well you could get like a 1TB WD Blue for like 50 bucks, and use it as storage, slower but better than USB lol

dim dragon
#

Well, I couldn't figure it out on my own . https://pastebin.com/raw/qunfegn8 Here's the compile log of the project. I've not been able to get any programming work since Saturday because of this and have taken a crack at audio assets but now I actually need to implement them and to do that I need a working project :x

native tendon
#

you have a bogus #include

#

something like #Include "Runtime/

#

without a file.

#

but need to see the actual error from the output window, not the summary

dim dragon
#

The what now?

#

I'm not a native C++ speaker.

native tendon
#

your screenshot is from the error summary window

dim dragon
#

Please use small words so they can fit in my small blueprint brain.

native tendon
#

not the other window that says output

dim dragon
#

Okay

native tendon
#

the exact error will be in the output window

dim dragon
#

Googling where the output window is...

native tendon
#

should be on a tab to the left of that one.

#

it's in your screenshot

dim dragon
#
2>D:\GameDev\RobotGame\Force\Source\Force/MagicNodes/TestScript__CPP.h(15): fatal error C1083: Cannot open include file: 'Runtime/': No such file or directory
2>UnrealBuildTool : error : UBT ERROR: Failed to produce item: D:\GameDev\RobotGame\Force\Binaries\Win64\UE4Editor-Force.dll
2>                        (see ../Programs/UnrealBuildTool/Log.txt for full exception trace)
2>Total build time: 87.55 seconds (Parallel executor: 0.00 seconds)
2>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command ""C:\Program Files\Epic Games\UE_4.20\Engine\Build\BatchFiles\Build.bat" ForceEditor Win64 Development "D:\GameDev\RobotGame\Force\Force.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
2>Done building project "Force.vcxproj" -- FAILED.
========== Build: 1 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

native tendon
#

to the right of it.

#

yeah TestScript__CPP.h

#

line 15

dim dragon
#

Ah. I was trying a plugin called MagicNode and it seems to have backfired.

#

I was learning just the very beginnings of C++ and had it all setup and working. Had a brownout that cooked a drive. Replaced it. Project wouldn't run. Dumped binaries and started again. Won't compile.

#

Horray.

native tendon
#

look at line 15

#

of the file

dim dragon
#

Yeah its Runtime/

native tendon
#

deleet that line.

dim dragon
#

oki

#

Let's try building again...

#

Also, I didn't know you could double click something in the error list and go right to that file.

#

Like I said, literally started learning c++ on Saturday. Its really powerful stuff from what I gather.

native tendon
#

also it's a plugin, and it appears you copied it to the wrong location

#

if Source\Force\MagicNodes is where you put it

dim dragon
#

I mean, I let Unreal's own tools install it themselves.

#

Through the Epic manager

native tendon
#

i guess the marketplace version has an example or something

#

i assume that's it

dim dragon
#

So I should install it locally to the project.

native tendon
#

it goes in Projectdir\Plugins\

dry moon
#

Does the C++ access UE4's api fully?

native tendon
#

well the engine is c++ so of course.

dim dragon
#

Do I have to do anything to make VS see the pasted files or can I build ?

dry moon
#

well just didn't know if you can only do small stuff in it

dim dragon
#

Here I was shitting bricks thinking this was a references issue or something which I've been told is pretty scary.

polar hawk
#

holy fuck

#

the fuck

#

that magic node

native tendon
#

for VS, you need to generate the project files by right clicking your .uproject and click generate visual studio project

polar hawk
#

what the fuck

#

someone was on fucking programmer crack

dim dragon
#

Yeah, MagicNode is crazy.

dry moon
#

how is the performance on it?

native tendon
#

im not so sure if that's really a good way to "learn" c++ though lol..

dim dragon
#

given that TestScript_CPP was me farting about and it has errors in it, is there a way I can remove it and the project not get mad at me?

#

Also yeah I think I'll just VS it next time instead of MN

native tendon
#

yes use explorer and delete the file.

#

then regenerate project.

dim dragon
#

Regenerate project?

native tendon
#

[9:59 AM] omega: for VS, you need to generate the project files by right clicking your .uproject and click generate visual studio project

dim dragon
#

Ah. I thought it meant something different.

#

I don't actually get a prompt to generate project files when I rightclick the uproject.

lime gull
#

Is it possible to have a umg that goes up to down and left to right

native tendon
dim dragon
#

Yes, I don't have that.

#

Yes UE4 is installed. I'm running 4.20.3

native tendon
#

apparanetly it has the wrong associations too.

dim dragon
#

I can run the editor just fine on its own, just not with my project.

#

Ah. I'll take a crack at changing it.

#

And now I get those options.

#

Good.

#

Thank-you @native tendon

grim ore
#

yep the blue one is the version selector thingy you want,. it breaks sometimes when updating

dim dragon
#

Mmm.

#

I like your hat, Matthew. I used to have one just like it.

#

Attempting build...

#

Fingers crossed.

grim ore
#

I found one this weekend at the good will that has the arms hanging down πŸ˜ƒ little glove things to put your hands in

lime gull
#

Is it possible to get a umg that has 3 options in an L shape

dim dragon
#

That's adorable. I had one that was like a wolf's head with a funny nose that I used to wear on our games nights.

lime gull
#

Like up to down and left and right

grim ore
#

Grid/Uniform grid panel?

dim dragon
#

Build succeeded it seems. Let's see if anything broke.

#

What a helpful message.

lime gull
#

Thak you so much Matthew, exactly what i needex

grim ore
#

when you right click the uproject and switch engine versions make sure it's on your correct version that works?

dim dragon
#

They took it down?

#

Maybe if I open the editor first then open the project...

dim dragon
#

What a farce.

#

Life lesson: Get a UPS with surge protection. Brownouts are nasty bad news for harddrives.

grim ore
#

ouch

dim dragon
#

Inverters get low current and suddenly decide "hey let's make a lot of voltage" and lots of bad things happen.

cerulean harness
#

So I finally told myself to get off my ass and learn how to develop a game, What do you guys prefer? I just learn things through blueprint or should I learn how to develop it through coding with C++?

dim dragon
#

Thank-you tremendously for the help guys and this has been something of a learning experience for Visual Studio which until now was kinda alien to me and intimidating.

cerulean harness
#

I'm not sure if I should place this on #career-chat or not seems weird

lime gull
#

Is there a way to have multiple on clicked events

#

Cause when I try to add more they conflict eachother

dim dragon
#

How do you mean?

#

I mean, there's mouse down and mouse up. You can trigger multiple events from that.

lime gull
#

I mean when you hit enter

#

I have a keyvoard menu set up

dim dragon
#

Right.

lime gull
#

And when you hit enter its supposed to press thst button

dim dragon
#

So when you hit enter, you want multiple things to happen?

#

Or is this looking for the release of the key instead of the press?

lime gull
#

Hold up lemme check one thing, but basically I want it so enter gets linked to multiple buttons

#

If thst makes sense

#

Yeah I only ever had 1 button set up at a time

dim dragon
#

So basically, you want the buttons to listen to if enter is pressed while they are active?

lime gull
#

I have the button pressed under an event, and I csnt place multiplr

native tendon
#

why do you need more than one in the same object

lime gull
#

Cause i have multiple options

native tendon
#

for the SAME button?

lime gull
#

Its all under a widget

native tendon
#

you've lost me, you have one button, on one object, and you want to bind the single event multiple times. why?

lime gull
#

Wait i may have got jt

#

Ill get back to you in a few minutes

#

OOOHHH

#

Yeah I got it

#

I just didnt understand fully about events

#

My problem was i was trying to bind the same event under the different buttons

native tendon
#

that's why i asked why you were trying to bind the single event multiple times lol.

lime gull
#

Last question : How can I change the color of text with blueprints?

hot drum
#

Can anybody tell me why this is happening?

#

(ignore the auto exposure, that's not part of the problem lol)

#

This happens with every actor that crosses into that area

#

even the character and what not

#

Or hmm

#

auto exposure might be the problem

#

I'm entirely not sure

dim arch
#

vs19 yeee

#

and RTRT

lime gull
#

How do I set keyboard focus to a uniform grid panel

#

Im trying to set keyboard focus to a button but its not working, do I need to remove the focus then set it to another one?

dim dragon
hybrid scroll
#

@hot drum Make sure that actor is inside reflection capture volume.

hot drum
#

It is.

#

every object is in it

#

πŸ€”

hybrid scroll
#

move it and rebuild lighting?

#

on the gif the change looks gradual. Can it be something within the material?

plush yew
#

Can someone animate one thing for me?

lime gull
#

What is it

#

And does anyone know how I can switch the keyboard focus to a different group of buttons (horizontal box, vertical box ect

#

Set keyboard focus isnt working

plush yew
#

@lime gull you talking to me?

#

with "what is it"

lime gull
#

Yea

plush yew
#

a 10 second hand to hand fight sequence

lime gull
#

Is it like a 2d drawing?

plush yew
#

No 3d

lime gull
#

I could attempt, 3d animating isnt really my strong suit

plush yew
#

I have the characters

lime gull
#

Do they have bones?

plush yew
#

Yes

#

I rigged with mixamo

lime gull
#

Are they fbx models?

plush yew
#

yes

lime gull
#

I could try, like I said animating isnt my strong suit

plush yew
#

Cool

lime gull
#

Most ive animated was a fist closing

plush yew
#

I'm dogshit with animation

hot drum
#

@hybrid scroll It happens with all actors, even my character

#

So It can't be the material

#

also doesn't building the lighting cause some weird stuff to happen to your level

hybrid scroll
#

Building the lights causes lights to be built. If your lights are weird it might look weird.
Usually it will get a bit darker for example.

#

When lighting is not built you get those "preview" texts on shadows.

#

Try the same meshes on a new clean level.

#

That will rule out few problems.

azure monolith
#

hey i need a little help with a concept in my BPS

#

is anyone around able to give me a quick pointer

hybrid scroll
#

sup?

dim dragon
azure monolith
#

So i've been following along with virtus's side scroller tutorial
in the video he often has an actor cause the players health to drop below zero and in response they then tell the player to die, but I was wondering where and how I could just set a more global condition that whenever the player hits 0 for any reason at all he dies?

dim dragon
#

I think my project expects something to be somewhere and its not.

#

Like it thinks UE4's editor is at some location of D:/ or something?

hybrid scroll
#

@azure monolith Dunno this specific tutorial, but if other actors do damage to the player, use the "apply damage" from the interface. Then in the player character decide what happens whe you get damaged

#

thats a more universal system

azure monolith
#

interesting

#

the damage thats being done in this game

#

is more in the form of effect a single widget

#

the healthbar

#

i dont know how to use the apply damage nodes though i get the feeling they are a much more dynamic way of dealing with damage

hybrid scroll
#

Look up a tutorial on interfaces.

hot drum
#

@hybrid scroll wait if I build the lighting rn will there be any things affected in the future when I'm making the rest of the level

hybrid scroll
#

No. It will just update lights. You can continue as normal.

#

It doesn "change" anything.

#

it will change how light looks on your level.

#

but its not "irreversible" or something

elfin stream
#

some days compile is instant, other days... so ... slow....

dim dragon
#

Nope, I'm stumped.

#

I don't even know a directory that would have ++ue4 in its name.

hybrid scroll
#

@dim dragon the with with d:\build++ue4 is temporary, for building

#

thats automaitc

dim dragon
#

Ah.

hybrid scroll
#

and normal

dim dragon
hybrid scroll
#

but I have no idea whats wrong πŸ˜ƒ

dim dragon
#

Neither do I

hybrid scroll
#

Ask on answerhub

dim dragon
#

oki

hybrid scroll
#

More permanent place

dim dragon
#

Mm.

hybrid scroll
#

here it will just get lost in a stream of messages.

dim dragon
#

True

native tendon
#

its not that it's "automatic" it's that's where it was built on epic's side

dim dragon
#

Ooh

true leaf
#

Hi so im having a very bad time trying to get blender models into Unreal with animations... I cant even export a working model into FBX , into blender, and back... it just gets allll jacked up.

#

Without me even touching it, the import errors like crazy and breaks old anim BPs, says wrong number of bones etc etc..

#

this other model when I import the FBX the animations are like.. blank? The mesh disppears

#

So how do I go about learning the blender UE4 pipeline o.o

#

I need to get some inkling of a start at it

dim dragon
#

Have you looked on Youtube for tutorials?

#

Generally that's how I got into Modo > UE4

abstract relic
#

@true leaf 1) you can't import and export back out without having a bad time 2) when you export the rig you most likely forgot to untoggle 'add leaf bones' 3) rename the rig in blender to anything BUT armature. It tends to make your animations disappear

true leaf
#

those are some good tips ! thanks. I guess ill start making a doc with like... rips and tricks

#

tips*

#

rules

abstract relic
#

I call mine the book of bs

true leaf
#

lmao well hey after renaming the armature now the anims work!! then it was the wrong way so i just changed the Up direction in the FBX export settings to 'Z' is up instead of 'Y' and now it seems like its great ^^

#

(the quaternius sheep model lol )

#

still doubt i will have luck with a more complex model at this point but hey thats a start

#

ty

abstract relic
#

Baby steps. You'll get there. You just need to kick the software like it's an old NS cartridge from time to time πŸ˜„

delicate tusk
#

Hey guys, I'm trying to damage and kill an enemy AI actor, I've been using a for each loop to apply damage per actor hit, but when he destroy function is called, all spawned enemies die at once, if i don't fire the for each loop then one will detroy even if multiple are hit. Could anyone point me in the right direction for destroy indiviual spawned actors? Or is create individual actors the best way? Thanks!

native tendon
#

for loops happen all at once

#

in one frame

delicate tusk
#

Ok, so far my logic is -> for each ai hit do damage, then for each hit with 0 heatlh destroy

native tendon
#

you're hitting every single ai, and probably killing them all

#

which is why they all die.

delicate tusk
#

Okay I think i see the issue, my hit actor refernces all instance at once, so how might I create unique ai instances?

native tendon
#

your hit actor?

#

it depends on how you';re trying to hit them

#

are you doing a trace, and hitting something? overlaps? what?

elfin stream
#

you may have some fundamental concept issues here.

delicate tusk
#

Im doing a trace by object and comparing against the AI CBP, Then storing the actors as an array and calling it in the do damage bp

#

I assumed the array would only store the hit component, but i realise it will refernce all instances at once

#

so it does damage to every instance of AI CBP

native tendon
#

Just do the damage when you hit instead of an arrayed

delicate tusk
#

Im trying to spawn multiple AICBPs and do damage to each one individually

native tendon
#

Bloody autocorrect

delicate tusk
#

My hit detection is in two parts, intial impact then explode, so a sphere trace on explode

native tendon
#

Qh so youte doing am overlap

#

And then a gorilla loop on the resilt

#

Omfg. For loop

delicate tusk
#

haha yeah

native tendon
#

Well that makes sense for a radius damage

#

You would damage everything that is overlapped

#

So likely they just dont nave enough gelato to survive

#

Rofl heath

#

I think i need some gelato.

delicate tusk
#

okay cool, am I right in thinking that each CBP spawned should already behave uniquely?

timber python
tepid dragon
#

does anyone know when InstaLOD will be available for UE4?

vale silo
#

never

#

I wouldn't touch anything from that company with a long stick

tepid dragon
#

@vale silo InstaLOD looks amazing, but they'll never let indies license it, only AAA studios.

vale silo
#

they did

#

they sold indie license at some point.. early access kinda deal

tepid dragon
#

Yeah, on Gumroad

#

i bought early access for $70

#

and then they just stopped it altogether

vale silo
#

once they secured funding, they just killed license server and no one, who were basically funding their development, got their copy working

#

f@ck them

tepid dragon
#

i agree

#

i sent them countless emails, and all i ever get in reply is "We're still working on an indie license"

#

that was 2 years ago

vale silo
#

they should have at least let people keep their indie version and update it to current UE4..

tepid dragon
#

you could still download it, but you have to use the old version of ue4

vale silo
#

but really, why would you want to buy another indie license if they can just cut it short at any time

tepid dragon
#

i think there's also a way to update it to current version, i've done it before, but it's literally not worth it

#

cause what they're offering is amazing

vale silo
#

I'd wait and see what Epic comes up with

#

or do it manually in Blender

tepid dragon
#

Doubt they'll come up with anything

vale silo
#

and UE4 already has decimator for static meshes

tepid dragon
#

They're working on Skeletal Remeshing and LOD creation, but not imposters and stuff like that

copper wing
#

Question, im plannig to make a prototype demo of an rpg i have in mind, problem is that once i figure out the look of the boss and what not or enemies, how do i setup ai for npc, enemies that follow you to certain part then stop and most importantly boss battles? like how would i construct an boss mechanic like in the dark souls series by adding the multiple phases?

grim ore
#

Behavior trees can do it. You would just pick the right path based on phase.

old summit
#

has anyone here looked into the "bad_module_info" crash introduced by the windows 10 fall creators update? i'm looking for technical info, but all i can find are "reinstall windows" solutions.

maiden sundial
#

I'm havin here a problem with Visual studio code. It doesn't find namespaces like Super:: and other stuff

weary basalt
#

Get VAX, disable intellisense

#

Problem solved.

maiden sundial
#

I think i need a step by step tutorial for this 😨

#

I'm fariy new into visual studio code

#

Normaly i work with the Qt-Creator

copper wing
#

@grim ore OH OK, HOW DO I GET THE BEHAVIOR TREE?

#

sorry about caps, io tend to hit them by accident

spiral island
#

you can edit the message lol

dawn vessel
#

Can anyone refer me to a tutorial or something to port new UE features to an older UE?

#

Haven't found a single thing.

delicate tusk
#

@native tendon turns out I was trying to remove health from each spawned character, instead of just calling the function on self once aha

glad stone
#

anyone knows why my vertex height material is going crazy with flickering ? Oo

#

like back and forward like mad

#

πŸ˜…

whole quarry
#

can you show it in a gif?

glad stone
#

yes sure

#

this is my custom heightlerp function btw

#

maybe somethings wrong here

#

i disabled all layers except the first 2

#

it wont let me vertex paint anymore either

#

i really need a good GIF program

#

they are 30 mb

cloud cobalt
#

GIFs suck

#

Use video

glad stone
#

but that would be 200mb or something