#ue4-general
1 messages · Page 395 of 1
what software do you recommend for that ?
screen2gif
looks like Z fighting
it does let me paint vertex color
its just not blending the textures
oke I think I found it!
the CONTRAST
was set at 0
contrast might not be the right name for it
since its the more the transition slope between the 2 textures
im happy 😄
is it possible to disable some codes in BP, i mean like in programming if we change a code into comment than it don't run and just pass
remove the white line @bronze cedar
oh ok yep that's ok , i use to do that , thanks for the help , holding alt and we can do that, thanks my friend
i do want to ask one more thing
its currently 6 degrees Celsius, clouded and a reasonable chance on rain
haha yeah that's nice
Interesting extension
Would it be cool with one that shows you the full executionpath?
Like throughout all functions and calls thats on that specific event
i'd still like something that if you click on a node, it shows how many instructions it and whatever goes before it have
is empty/fake leftover folders after moving aronud common thing? I've loaded project I've used almost year ago and wanted to organize/simplify folder structure
Yep pretty common
ive been using workaround in deleting leftovers in file explorer, but its getting annoying 😄
fixing redirector feature doesnt seem to be helping as some people suggested on forum
#work-in-progress
Sorry about that
@trim trail make sure there are no redirectors in those folders
else deleting them can break stuff
by using 'fix redirector' ?
yea, you can also show redirectors in the filters
so whats the overall safe procedure for moving folders around? move folder to new area in content browser -> use fix redirector on leftovers -> delete leftover folders in file explorer -> delete in content browser?
fix redirs, move folders, fix redirs. if the left over folder cannot be deleted something is still trying to find a file in there
sometimes that fixes with a restart, sometimes its a broken redir
in that case you need to fix the folder structure and place a placeholder file in there depending on what the file/redir is looking for, and delete that.
if you try and migrate your project, you can easily find broken stuff in the output log
fricking pain to fix though
i can imagine
its a pretty old problem, i remember struggling with it 1-2 years ago, i guess its difficult to fix for epic
good example is mesh preview in the material editor. they dont really clean those up, so you can still delete the mesh and the material will try to point at the mesh location. easiest is to replace a material its mesh preview mesh
not sure if its handled better now, generally still on 4.16
It's not really changed so nope 😃
it's not difficult to fix as it's the way it was designed. good or bad it's what it is.
can get rather annoying though.
if a material has a mesh preview, and that mesh has a material asigned to it, and that material has another mesh preview assigned to it...
breaks all the things when migrating
it messed me up so maaaaany times. I have one "vfx toolbox" project in which I tend to make a lot of bases for vfx for clients, packs, etc and migration messed it up sooooo much
Khantam/rami's batch tool now has an option to batch replace mesh previews in materials
godsent
i think i'm almost done with cleanup, ue4 is hobby of mine that i do once every few months, every time i come back, i usually forget what files are, so i delete unecessary ones and simplify folder structure
I find when in doubt hit fix redirectors twice
i used to make just new projects, but the fact i'd have to move my asset library again is annoying for me, so atm im using one mega project and just make new level if i want to do new stuff
Seems a bit silly that redirectors are hidden by default, so you can easily break things if you don't realise they exist
and that batch-fixing them doesnt always work
especially if redirs redirect to other redirs
redirception
so yea, fix up multiple times
That's why I think you want to hit it multiple times, yes
sigh, why do dynamic modules in cascade start with "0" instead of 1
adds new dynamic parameter > add "1" to bleeploads of emitter dynamic modules
because everyone knows indexing starts at 0 😛
true, but it would be nice if it pulled the preview value from the material dynamic node
how do I convert a selectioin of objects placed in the level to a blueprint?
"corrupt data found please verify your installation" This happened twice in one week, what could be the cause? Currently running diagnostics on my RAM, so far no detected errors.
guuuys, is the gitfiles souppose to be as big as the project?
im going to smush my monitor right now
i created the template project witch 700mb
and the git files are also 700 mb for this
can i have some advice?
im going to jump in some big project with allot of assets
and i was just told not to use Git, im so confused
are the git folders contain full weight of ur assets?
like the same amount?
and i suppose to upload 1-2 gb of the data?
Just use Plastic SCM it's designed for large project like game dev. I'm using it for commercial work and it's great.
Are you sharing the project with others that need to pull the latest versions of assets?
Then yes
If only source code for yourself, then no
So the issue is in blueprint that won't let my project launch and I can't actually open the blueprint until UE4 launches.
Ok i am looking to see if there is any way of doing special text effects in UE4
ie display the text as an electric shock like look and have form into letters
like this
materials
as a umg not in a 3d world
Materials**
how do materials change a font?
not sure what you mean, is there any tutorial showing it?
Probably not.
I cant change the focus to a different vertical box, ehen I chenge the input mode andnselect the different widget, it stays on the first widget I set it as
Any clue why some Robo Recall assets are locked ?
There are some VERY specifics assets that cannot be exported/migrated/open
they might use content with added licenses
🤔
This could explain
Not supposed to export/migrate -any- 'mod' content, btw
The license is not permissive for that
But yeah, locking it is annoying, since I would love to see some of those locked materials
All that is made by Epic is 90% open.
But those props in the hub, are locked.
If I get this prop pack from UE4
will I be able to see assets in RR engine ?
(kinda stupid question)
RR engine what?
if its got 4.16 support then sure
hummm is there a maximum amount of "widgets" i can add to the viewport? for some reason stuff keeps breaking in my game 😦
have a few scripted things and now and then they vanish but i dont do anything to them
no max
Hey guys. 👋 Any way to edit the properties of multiple assets in the Content Browser like we used to do with the Property Matrix besides Rama's "Asset Batch Edit Plugin for UE4 Editor"????
Does anybody know a way to change focus between different horizontal / vertical boxes inside 1 widget
can anyone confirm is the Xbox controller bindings are still the same and that Gamepad Special Right is still the Start button as of 4.19?
Gamepad Special Right is still the Start button thats right on 4.20
Does anybody know a way to change focus between different horizontal / vertical boxes inside 1 widget
cheers @digital anchor
one might say that it LEAVES something to be desired. (i actually don't know the answer, but had to make a dad joke to start my day)
xd
@lime gull I don't have Unreal up right now so I can't check, but can you use Set User Focus and specify in that which box you want the focus to be?
I tried that but it doesnt give it focus
I have kt set up where if that specific part gets focus it makes a noise, and it never made the noise
hi huys i. have a problem packaging my game. on gradle and jdk
i created a game and solved many problems before and i was packaging my game many times seccusefully and when i tried to install a plugin . Visual studio didnt want to work with ue4.19 so i downloaded ue4.21 and upgraded my project to this version but i had a problem 3 weeks ago and i didnt find any solutions in the internet so please keep reading because. you may have the solution
when i try to package my project an error shows up and it is :
Log : https://drive.google.com/…/1D2JAgCODYNTbrnSdjd34vhQ8E…/view…
Picture of Log : https://imgur.com/a/vWYlo3q
but whene try to ucnheck "enable gradle instead of ant" another unsolved error shows up and it is :
Log : https://drive.google.com/…/158UA9R5MXeTeQUcQdwReYeTVs…/view…
picture of log : https://imgur.com/a/1j8stpY
i really tried everything i reinstalled codeworks 6 times and i deleted intermediat and build folders in the project and i updated the rxtra things on SDK tools and i tried many solutions but nothing work and i really need to publish my game but this error slowed me down around 3 weeks now
and this is a picture of the settings : https://imgur.com/a/FuupPLw
another thing :if i didnt find any solution at least i want to know what to do to make visual studio work on ue4.19 because i have an older version of the project and i need to compile it to make it works
You dont even show the first error properly
First link does not work
i'll be so pleased if you help me
i thought the same thing
i already posted a picture and a txt to know wich line is colored
@lime gull Okay, I did a little bit of digging, and your problem is that you can't set user focus to just anything. You can't set user focus to a horizontal box, but you can set it to a button or something like that.
Wehn i tried setting the focus to button it doesnt change anything
It keeps focus ob my original horizontal box
Doubt a box can be focused. If at all it focuses the next best focusable child
@pallid compass found anything ?
no, im not reading through a massive text file plus ur link does not even work
If you want to hire me to debug it you can.
Familiar with mobile SDK and JDK
thanks anyway
can confirm your links don't work
I have a horizontal box that gets focus when the game starts, then I have one of the grid things with buttons that I tried settin focus to doesnt work
As said, an HBox usually doesn't get focus
It keeps focus on the original box, ubless i put focus on the grid thing
You need to make sure that buttons or whatever you want to focus that you can actually control are marked as focusable as well as visible
They are
Then it should work. I'm working daily with the focus navigation system
Then you might have an issue in the code itself
Its weird, now unlike what I said, the focus does go to the buttons INSIDE The box, i mixed it up, but when I try to give focus to another button, the first set of buttons doesnt lose focus
You could try clearing user focus before you set it again
Never mind, that isn't going to work. I was thinking of something else
Damn
Any chance of seeing that graph? I'm drawing a blank as to why that wouldn't work
Im not at my computer right now, but do you mean the unit graph or event graph
I opened unreal and put this together just to test and it is working fine
Event graph
Let me just try to explain what im trying to to and maybe you can help
Is the Package Failed dismiss button not working only for me or for everyone.com?
Im making an undertale battle menu, with 4 buttons that you go through, using your arrow keys and hitting enter. I have one of those graph boxes that has 3 text and 3 buttons, I want it where when you hit enter on the act button, it sets focus from the vertical box buttons, to the graph ones
Are you trying to set the focus to the vertical box, or a button inside the vertical box?
If you are trying to set the focus to the vertical box that won't work because you can set the focus to that.
I set the focus the the button inside the box which works fine, but when trying to set focus to another button is a uniform grid doesnt work
It keeps focus on the vertical box
Its set up like that, 4 buttons on the bottom, 3 on the top
Is that all one widget?
is there a help section?
Hey there. Would someone please be so kind as to explain to me what "raw sockets" does and what it needs to work? :-) In the "running it" context, not "building it", if possible. I'm not a game dev, but I run DSes and it's nearly impossible to find info on this w/o FUD. I'm particularly tired of reading tutorials telling me to "open game port, game port +1, both TCP and UDP", or just outright port ranges (still both TCP and UDP), with no explanation for it whatsoever. Anyone willing to spend a moment elucidating this for me?
Hey! How to fix reflection cube / sphere making metal material look really dark?
So I'm trying to set up vehicle selection in my project. I only ever set up one vehicle. Can I use that as a base class for my others to inherit from? And how would i tell it which class it's supposed to use on play?
@slate urchin is it only metal materials or all materials
Why is my PC always freezing when I start to drag and drop a tree from the Kite Demo into my scene?
Other stuff is working, just the trees are making problems.
Kite demo is notorious for being bloated
@marble saffron It's only metal. When I set the metal to lower values the material gets brighter.. Without reflection capture looks way brighter
@slate urchinhow many reflection spheres are you using and what types of lighting?
@slate lance It needs to decompress the textures and do a bunch of post load stuff on the mesh
Takes really a while
Only has to be done once though as it's in your ddc after
@marble saffron I'm testing it with one small reflection sphere now. Doesn't matter if it's small or big, looks the same. I'm using movable directional light
black area is where sphere reflection is active
@silver crown But it is already loading for over 30 minutes...
I have access to get the engine source, but other people havent been added to the epicgames organisation when they signed up and got the engine, how can they get access to it?
Hey guys, as I mentioned two days ago I had a problem where my whole Unreal crashed when plugging a pun to a material attribute. Now I have figured out what makes it crash but I have no idea why it does that. I basically modify the normals of a material attribute in a material function and whenever I put a number in the panning speed my Unreal crashes. Any ideas?
Since I get no info from the crash report other than that it just crashes while its compiling 19th shader?
Alright figured out that I was exceeding the texture sample limit with 2 textures
its weird that it immediately crashes without telling me anything about that
It's a TArray type in C++, which is like a better std::vector
Has anyone had much luck playing/launching games in editor to a network device? IE: developing on machine a, VR setup is on Machine B. Play in Editor from Machine A to Machine B.
Alright so I have something interesting
The wodget works, but now you can swap between the 2 umg's
Is there a way to remove the focus from a umg
yo yo
any one testing dxr ?
check this out.
https://drive.google.com/file/d/1gZmV3hP1qhfTyx7NEb9agCE_lToF0iJl/view keyboard: 1,2,3,4 = toggle area lights on/off 0 = change material of floor num + = inc...
this too.
@plush yew hnnnnnngggg
Ok gotta get an RTX card now
The second link is awesome
This is super exciting too even if not the current branch
so my goal I think is to make a game kind of in a style akin to the windwaker HD in art, and all the starter content materials are quite realistic, is there somewhere I can get textures for like water grass and sand in that style for free? or some way of doing that? sorry im quite new
This week we'll be diving into Post Processing in UE4. Tom and Sam will go over some basics of post-processing before building a couple small shaders, one fo...
cool! I'll have to check this out
Finally out of many many years only using 2 monitors, I am getting a 3rd one tomorrow. I might get a 4th at the end of the year. 😃
Whats with the editor subsystem thats auto instanced?
Is it like a singleton?
Whats it for?
its new in 4.22 but the changelog doesnt give much
I think in the code its called dynamic instancing
It kinda is how the foliage tool works in the sense of the instancing, but now does it dynamically with placed meshes in your levels
no tool required for it, does it in the back in at realtime
So it overall reduces drawcalls and optimizes the rendering thread when it comes to draws
also supposedly since this change, HZBOcclusion works a lot better with how this instancing works
and you'll see performance gain from there as well
you guys have any idea why my ambisonics mixer file would be considered valid?
i just checked and the file itself is in the correct directory and appears to be intact
Assertion failed: AmbisonicsMixer.IsValid() [directory]
actually wait wtf
it's trying to pull from the wrong drive for some reason
my UE4 stuff's all on E: but it's thinking the directory is in D:
how would I go about correcting that?
Is It ok to build lighting mid development of levels?
Also what the hell is happening here
I tried building my level but things became more high contrast
and uh
some parts of my models were black
does anyone have an idea why ue4 keeps adding StarterContent to my project?
I moved it to /MarketplaceContent/StarterContent
but uef keeps adding a new copy to /StarterContent
and it's not just it reappearing, it's actually readding it
What kind of starter content?
Yeah I think it forces that location if you make the project using a preset
I cant find anything relating to this in the .uproject folder
@hot drum if it goes black after building lighting chances are your uv in the model are bad.
Thanks man!
Anyone in here able to help me with my gpu? Somethings wrong with it, the vram seems to have changed for some reason and now my games run slow.
@dry moon Thank you for your answer. Goodnight
@dry moon Cascaded Shadow Maps
The higher quality Cascade kicks in when you pitch the camera
Good day everyone 👋
*SIGH*
4.22.0 has a bug
try to report bug using Bug Submission site
Bug Submission site is bugged, submissions don't go through
who do I contact?
the nameless lord of the underworld, Bugzifer the Lightbringer!
that doesnt seem nameless to me
XD sounds like a "sword of infinite power +2"
Does anyone know how to remove the cube color checker passport from the cursor? I accidentally toggled it on with a keyboard shortcut
\
Guys what do you think it's the best way to save the data of the game?
Doing a database hosted in a VPS and then retrieve the data from there or using a save system and saving the data in cloud?
saving it in my documents
@sudden agate though the issue never occured before, just started happening now
After few months
@spare sun yes i think it's the best, since no one even watch my documents in w10
Is there any info pages about standalone servers
I have seen how to set the engine up for it and how to compile, but i have no idea what files need to be changed in the code to make your game work as such
none, normally
there needs to be code that is set for server run and client run
if i want the server to be authoritative what do i need to do
err, it would normally be just by merit of actor gameplay roles etc?
i cannot find anything explaining what files need to be on the server and what the client needs to do
ie I want the server to manage the fire command, at the moment the BP locally on the client is doing it, what do i have to change and how can i tell the client to see and connect to said server.
that's got literally nothing to do with dedicated servers
this is just basic multiplayer code
ok i run up the client it doesnt even look for a server and allows me to start the game,
how do i make the server simulate the game and actually do the tasks
or is the server a client ?
you might want to spend some time looking at stuff like this:
http://cedric-neukirchen.net/2017/02/14/multiplayer-network-compendium/
Thanks, I think this is what i am looking for
i did see something about setting some #ifs that you needed to use but that may have been from the older versions
hi guys i have a problem packaging my game. on gradle and jdk
when i tried to install a plugin . Visual studio didnt want to work with ue4.19 so i downloaded ue4.21 and upgraded my project to this version but i had a problem 3 weeks ago
when i try to package my project . the packaging fail and show me this log "there's 2 logs . one with "enable grandle instead of ant" checked and uncheked
i really tried everything i reinstalled codeworks 6 times and i deleted intermediat and build folders in the project and i updated android support repository on SDK tools and i tried many solutions but nothing work and i really need to publish my game but this error slowed me down around 3 weeks now
another thing :if i didnt find a solution at least i want to know how to make Visual Studio work with ue4.19 because i have an older version of the project and it needs to be compiled
Picture of the logs and my settings :https://imgur.com/a/EkEzNvr
@sudden agate yeah it has something to do with masked bleeding out a non-raydistance end
this is fucking weird
The other question i have is - when compiling my setup what should i have in the build configuration
Development Server, Development Client Development Editor?
as I am unable to compile as it cannot find the generated.h files
NVM, it appears to just be taking forever to load all the external dependencies
still on the As
Got latest on a new PC
Level Blueprint calls BeginPlay twice
Can trash the PC
Jokes aside, how can a Level call BeginPlay twice
your computer is so good, it loads it twice no problem
That must be it
That literally all
And it spawns 2 splitscreen players and calls hello twice
Which it didn't before
Not sure
my lighting with masked broke too randomly
this engine sometimes smh
oh nvm not just masked
breaks on solid stuff too
AHHHHHHH
I had a "Level call beginPlay blabla" error breakpoint earlier
I guess the LevelScriptActor has a problem
Is it not calling beginPlay for each player
That may be our problem, when we PIE with more than one player the game crashes
including the editor
i am getting missing module messages on trying to compile the engine
"For each player" Do OnPostLogin (pretty sure it's called that)
I have a question
Also crashing should not be happening, that's weird
I am using downloaded source,
i have pointed the project to the source built engine version
do i need to recompile the engine source every time or now its linked do i just need to recompile from within the game solution
ie do i just recompile the game solution / Engine/ UE4 section
or do i need to open the Engine checked out source again
what's the best way to create realistic puddles?
just attach material with 0 roughness to plane?
Pretty much. And use a decal, not a plane
the moment when I have to add and call a BP function from my c++ code because I need to modify a protected variable of an UMG widget which is editable in BP but I can't access it from c++ (because it is protected) 🤦
i have a lot of water materials what's best way to make some lake or ocean?
Put them on a plane.
triangulated planar mesh + fancy pants materials
full engine compiles take a long time
380/2496
Welcome to engine builds
this was my project
as it couldnt find the BaseGameMode.generated.h
although it was showing in the External References section
It couldn't find it when compiling, or are you talking about the red underlines / error window which can be ignored ?
The Output Log window is the only relevant error source
all the macros are red underlined
That's just Intellisense being shitty, get VAX instead.
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FPlayerJoinedDelegate, ABasePlayerState*, PlayerState);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FPlayerLeftDelegate, ABasePlayerState*, PlayerState);
I have resharper
Red underlines don't matter if it compiles
^
Intellisense gets confused (understandably) on something as big as Unreal
I dont like red
Red underlines don't matter full stop - the output log on compiling is literally the only thing there is
What solution config should i be doing it under?
development-editor, if you're just building the editor
Development Editor then
what about PIE with standalone server?
PIE = editor
That's what the E stands for
Standalone server on uncooked game = editor too
uncooked? please explain
but dont i need to compile Development - Server to get the exe for the standalone server
What does "standalone server" means to you ? "standalone game that does listen server"; or "dedicated server" ?
dedi server
Right, haven't touched that in my life so I don't know
Pretty advanced stuff I won't ever need
we need a non peer2peer server so we need it
been following this
but it has no info of what code we need to handle in which side
so for that i have been looking at this
that guide tells you everything you need to compile the dedicated server
including creating the new target to build it
there is also this:
https://wiki.unrealengine.com/Dedicated_Server_Guide_(Windows_%26_Linux)
4.18 instructions should still be valid
not sure if you necessarily actually want dedicated servers at this point though
since from your other question it sounds like you don't even have multiplayer code working
I am trying to work out, what code and where to make it work
The part where we all say that no indie dev ever needs dedicated servers...
@proven oxide Dedis don't need particular code, it's just multiplayer code
Start there
Do dedi next
I've worked on more than one indie game that had dedicated servers, so that's not strictly true, hehe
Right, I'm exaggerating here. Just bummed that everyone is trying to do something much more complicated than needed
unfortunately we were forced down this path by another Dev who just quit
probably
but as I said before, dedicated servers are entirely superfluous if you don't even have multiplayer up and running
^
he insisted that we instantly make sure we had a dedicated server to stop people macroing the fire button and firing too fast
that's got nothing to do with dedicated servers
Dedicated servers are useful to prevent cheating, in the long run
But it's not your priority right now
we want a dedi server in the end
Still not a priority
that's fine, but worry about having at least basic multiplayer first
but another prior dev did a lot of code that I still am trying to understand
"Adding multiplayer" is 100x the work required for "Move to dedicated"
It's also 3x the rest of the game
They made a networkPlayerStartBP class
but when we PIE its only using the Player start.
but also what about lobby/server browser how do we handle that
Steam, sessions, lots of code
i have been dropped into this project at the deep end and am trying to find the info we need ASAP so i can pick it up
lobbies and server browsers is a whole different problem
as for which player start it uses, well, that's just your gameplay code
when i PIE and select host on one and join on the other - the server is not visible
No sessions in PIE.
PIE is for local testing
when we run standalone client, we see hundreds of non conectable games
you need to run the actual game to play multi with other people
hundreds of other games, what 0_o?
I'm not sure you even need the tax status right away any more?
That might have changed since we went on Steam.
who can we ping about Bug Submission Form being broken? https://answers.unrealengine.com/questions/874311/bug-submission-form-is-broken.html
How to blend 2 camera shakes?
Where could I get some help running UE4 on mac?
the editor is running, but when I do playstandalone it crashes
also crashes on packaged builds
LoginId:6d2d82d6914fd714d3b4e7832cb5033b
EpicAccountId:35ac59cafce64f8ea6365bbaf76530a4
LowLevelFatalError [File:Unknown] [Line: 696] Failed to generate a hull pipeline state object: Compiler encountered an internal error
FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x10f6854bb (filename not found) [in NordicWarriors]...
Which version ?
Right, dunno then. I didn't even know there was Mac support
lol - seems like there isn't
We tried doing Mac builds over here but sadly that required Mac hardware
Happy to know there is supposedly editor support
Supposedly... well it also has a launcher
but is uselss
if you cant package / run your game
They care more than Linux despite Apple not releasing any decent hardware for gaming in a decade
So I wouldn't complain 😃
Right...
mac should be supported, but eh
Battle tested every platform ?
Mac isn't much of a gaming platform anymore, unfortunately
they refer to the engine rather than the editor, hehe
but yeah, mac gaming is pretty much dead these days
I suspect Epic cares more about Mac gaming than Apple does
I suspect Epic doesnt care at all
On mac only 1 release out of 3-4 working
QA is not existent there ?
It advertised to work... it doesn't... and we dont even have any support
They still care more than they care about Linux, despite Linux being the prime platform for dedicated servers 🤷
Report the bug, fix the problem
Complaining gets you nowhere
The reality is that the engine gets little QA overall
It's not uncommon for UE releases to be broken in critical components
my favourite bug so far was the one recently where character mesh could not be rotated
....when Epic's skeleton requires you to rotate the mesh to match 😄
When no developer reports the bug, then sometimes serious bugs even get through a full major release
Like DLC support on 4.19
Imagine your game engine losing DLC support for a full major version
Of all things
So yeah, sometimes platforms are bugged
Report the bug, provide a reproducing sample to the dev team
Wait for a fix
And clearly, working on gamedev on Windows is the most serious approach, despite other quality platforms existing
:/
thats really not how any SDK/Engine whatever should work
I am sorry,
it is total disaster
Unreliable piece of crap thats what i have to say
Then get another SDK/Engine that works the way you want it to. Unreal is Epic's brainchild, they work on what they need to support their games in production, stabilize it a bit and ship it
If you want a "developers first" engine, get Unity
yeah loosing 2.5 years
on this shit
switching to another engone won't help
it was advertised to work on every platform since the begining
I suppose we can even sue them
idk..
And it's still working on every platform, but fast moving software that has major updates every two months is inherently buggy and unstavle
So report the bug
They had to advertised: it is a pure shit that works only on windows
Look, no one here is interested in your opinion that the engine is shit
Either put up with it or don't
If you want actual help, then fine
No one's excusing Epic either, just being honest that no one actually cares about developing games on Mac, so it has even more bugs than Windows, which already often ships with breaking bugs
report the bug
Try on older versions too
Then stick on 4.19
And report the bug so that you'll be able to upgrade to 4.23 or something when it's fixed
Upgrading engine in your 2.5 year project is not a serious proposition
Every major version of UE has some kind of large, breaking bug in some specific case
Once you've got something that works well, don't update until you've tested everything, shipping included 😃
You pulled any requests in ue4 repo?
lol now it is my fault right
It's not
The point I'm trying to make here is that UE4 is 200+ developers working full time to support literally the biggest games on Earth
and?
Your opinion that the engine isn't what you wish it was is wholly irrelevant, as is mine
Either use it, or use something else
Well it is for sure my last prj on UE4
Well yeah that's really hard, tons of pull request , issues are there + new features can have bug too
Then stop doing new features and fix old bugs to atleast stable engine
not hard right ?
Why would Epic do that ?
Make a month each year to fix bugs
Epic needs the features
They add them
And then three months later then get stable-ish enough for release
And that's the deal
Some features are still experimental after 4 years
Some features will always be experimental because someone did it, dropped it, won't be back
Like, LPV's only future is being dropped from the engine some day
@valid pike if you want your problem to be fixed then just make pull request and it will help to fix faster
@charred cloak If I knew to deal with PSO and Metal Shaders I would already just make my own engine
Or compile your own source with fix
Or just use the engine version that works
There has to be one, after years of dev
Use that and never update again without testing 100% of your game
testing 100% of your game
within each update
things getting pushed to modules
vars renamed
public properties being private
It took me 13 hours to update now
so it is a no go..
just will finish with 4.19
hate Epic forever
and thats it
because it is not 100% working
because I have random crashes
with Metal pipeline
because the fucking Window
Ue4 random crash or game?
is rdicolous and not even above the Dock
because in Linux it doesn't render ISM
I can keep go
should i .??
@charred cloak Game
As someone who's shipped a game with UE4 and updated the engine for every release since 4.01 (not a typo) - every update is one full day of work to update, and one full week of testing your game entirely to make sure you actually can update
If you can, then go on
We've sometimes kept two branches of our game for a month
To make sure everything was really ok, without committing to it
Well I don't know what wsa your game
my game has 20k rows of code based n Navigation
thats not that fun after 4.20 update
We have something like 130k lines of C++, so I definitely understand that updating is hard
Also that you don't need to
If you do need, then test every recent version until you find one that works well
lol
Just funny sorry... tools are being not reliable...
makes all that zoo games...
But seems like this is ok -because you ppl brought it to yourself
noone screams on Epic/Email Tim Sweeney IDK
So they keep on shitting on devs
I am done here
That's great news
Opinions are irrelevant
there is no fix for my problem
Shitting? Well you could avoid using it from start
just to revert back to 4.14
If I knew
Atlas is shipping on 4.4 right now
Thats not a valid solution... thats not a solution
I don't need luck in rolling back
I had my backups
If you knew how many people work without source control, you would say good luck too 😛
I just want Epic to make a HUGE WARNING when downloading UE4 thats says about all that stability problems
3 success 1 failed 😦
4>F:\Visual Studio 2017\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(49,5): error MSB3073: The command "F:\Development\UnrealEngine\Engine\Build\BatchFiles\Rebuild.bat UE4Editor Win64 Development -WaitMutex -FromMsBuild" exited with code -1.
4>Done building project "UE4.vcxproj" -- FAILED.
Well , At least i would say some thanks to epic for their engine instead of calling them shit , they just provided you cheap tools :)
The tools aren't free, no thanks are required
Use what works best for your business, pay what you're due, done
it's free if you never make a penny
I think Epic should pay me for using these toold
Epic store doesn't have 5% fee
They have a 12% fee instead, and you can't ship on it
lol
this is worrying
4> Unknown compiler version - please run the configure tests and report the results
Can i ask your source for 12% fee?
Let's not keep discussing this any further, since we're done with the actual discussion on the bug 😃
Uh, the 12% fee is very public from Epic's presentations
https://www.unrealengine.com/en-US/blog/epic-announces-unreal-engine-marketplace-88-12-revenue-share
I already told what I wanted - lol - IDK why you ppl keep on pushing me to share more wisdom
That's Marketplace, but same on EGS.
I know about market place but store is different
But I doubt everyone can just ship on EGS
ok found the error what next
Well drm actually doesn't do much
4>UnrealBuildTool : error : Unable to delete F:\Development\UnrealEngine\Engine\Plugins\2D\Paper2D\Intermediate\Build\Win64\UE4Editor\Development (The directory is not empty.)
you have DRM for free on every other store
@proven oxide - POST YOUR BUILD LOG ON #cpp if you need help
The full one
No one can help you here
well not free
for the 30% revenue fee
😄
so here it is the deal 12% no DRM vs 30% DRM
make your math choose the best one
😛
Use all of them
Agree
Share everywhere
So no even a need to bother
We're on Steam, Itch, GOG and we'd love to be on EGS, still working on that.
- make your own store (lol)
We'd be shipping on Switch if the game was portable there
Idk why epic wanna release crossplatform multiplayer kit for all engines
To sell their store
the MP kit will be tied to EGS accounts
So you'll have an EGS account for playing FortDuty on Steam because the dev used that
It gonna be free
People will need to create EGS accounts
Well then that's good strategy
What's your game, Stranger?
Helium Rain
How does it work for Fortnite ?
They need to register
hmm, looks like that is how it works
Same goes for XBox Live on Switch
Well i think their multiplayer kit gonna be like gamesparks
It's not tied to the Switch friends or accounts
Yup
As a dev, using one online subsystem across all platforms though ?
I can see the appeal
really nice, it's just not very end-user friendly
Yeah, users are going to pay for big boys fighting for userbases
Well at least in gamesparks you can authenticate psn or live or steam with account, so no more registeration needed
That's not what Epic does on Fortnite though
So multiplayer kit ain't something new
is there a way to make an actor or light or material exempt from post process
bloom is killing some of my fire effects
I'm planning to have multiple pawns sending information to a blueprint/class, allowing each pawn to easily access details about the other. Would I be better of creating this as a blueprint or as a C++ only class?
I'm having here some brightness problems. When i'm in a closed room it's way too bright.
But it should be as dark as possible until there is light
hi guys, i got a post process material that is a texture. But ingame it resizes the texture to the viewports aspect ratio. How can i fix that?
royalty means you get paid later based on project success
it generally means you get nothing
So royalty basically means you just get paid later?
means you get paid based on sales
Well i am making an arrowverse fan game with someone else and we need visual effects artists and 3d modellers
Because it is fan game we are not allowed to sell
unofficial fan games are 50/50 waste of time
unless you wanna make like, bootleg halo 1 to play with your friends on a lan party or something
Well part of why i am helping make it is because 7t is fun making games
A good experience
Not just to play iy
It*
@paper kernel
i got a post process material that is a texture. But ingame it resizes the texture to the viewports aspect ratio. How can i fix that?
what's best man method to paint material on other with static mesh.
what's best method*
Externally. Aside from vertex paint, Unreal does not have any way of doing that.
all, what is the correct approach to make a vehicle out of a snowmobile? in front there are no wheels, so i am unsure on how to start...
Make it a Pawn class and roll your own logic
Should be a few community examples out there how to fake physics
my packaged build shows the trees without the shaders compiled, did i miss a step? other shaders did compile (grass)
Hi, im trying to get a night vision effect, but all the tutorials I see just boost the current light. In my level there is no light, and I need the effect to give night vision to the player, any idea how to obtain this effect?
@latent moth Yeah that's what I said. Multiplayer is all on you, doesn't matter what class you base it out of
@latent moth i have a bicycle vehicle and use the character base, low friction values etc. it's worked out pretty well for my needs
@frosty bloom not really character class has prediction in CMC... which is helpful
@wintry willow the issue though is the capsule, i guess?
Ah sorry. I figured you wanted suspension and stuff for the front of your snowmobile. Yeah go ahead and do character otherwise
suspension etc can be faked with accel/deceleration as you said...
just fishing for best practices 😃
Yeah CMC isn't that if you are going for vehicle movements, fake or not
so invisible wheels in front? that’s also an option
it’s weird because there are many wheels but they are all tracked
@wintry willow chances are it's missing one of the flags for the material type in the material, you might have had it assigned to a normal mesh then swapped it to instanced for example so it's not compiled for that in the build version. Check the Usage section in the material.
okay great will do thanks
@grim ore i got a post process material that is a texture. But ingame it resizes the texture to the viewports aspect ratio. How can i fix that?
What should I do when I need a material to be tiled x amount of times depending on the mesh?
make the tiling info a parameter, create new instances for said meshes
or use object scale as a parameter for tiling
All the meshes are created at runtime, is it still possible?
sure, spawn and use SetMaterial
with the correct instance, or just set the material on mesh editor
@tawdry sierra I don't know if you can, the post process material applies to the entire viewport.
it's applying the effect to the camera basically
also SetScalarParameter etc. if you want to set for a single mesh
How would I do that Takain, I haven't really done anything with materials before
Was hoping at first I could create instances and change the texture coord values but that isn't possible
Search for Tilling parameter UE4 and SetScalarParameter UE4
Ty
Material is glossy when i'm looking from different spot. This yellow thing is sun direction.
Got it working, thanks Takain
@idle haven you can try #graphics but that looks like it might be your specular showing
alternately your normal map might be fubar depending on where you got it and the green channel might need to be flipped
looks like specular or roughness
@grim ore still having issues with these particular tree meshes when packaged. is there a way to render using what would be cooked for the package build? without having to repackage it? takes so long, I have no idea if what I change will make a difference
For those materials, what does it show for the usage? it looks like your bushes are messed up as well
I changed a line in my code, compiled/ran my project and UE4 crashed and now crashes everytime i try to open the project
not really sure what to do here 😅
change the line back? fix the line correctly? roll back to an older commit in your source control? start over?
i deleted the line but the whole project just crashes on startup
i did quite a lot of work in the last couple of hours so it'd be a bit of a pain having to go back
@edgy totem look at any Constructor code you have for your actors/etc, that's processed on project opening
the bushes share the same material
in the material, in the details panel, you are looking for the Usage section. https://i.imgur.com/cUF3JdP.png @wintry willow
@wintry willow i deleted the only line i added in the .cpp file but the whole project just won't open without crashing ue4 anymore
damn, are you using instanced static meshes for those items? if so the material should be fine 😦
unless you are not using static lighting anymore
uhm. below that in advanced should be the option to automatically set. maybe toggle it off and back on and see if it adjusts it correctly now that it's on the item you want to use it on?
@edgy totem Try delete binaries/intermediate/saved folder, regenerate C++ files and then start it again
so delete those 3 folders and try reopen?
All those do is define what type of shaders are compiled
Ie the vertex factories for that type with the material
I think
@frosty bloom deleted those 3 and reopened, told me it couldn't be compiled and to rebuild manually?
Quick question.
What was the key to place a mesh perfect on the ground ?
did you right click the project exe file and press the generate VS files?
@maiden sundial end
ah that seems to have fixed it, you're a lifesaver! @frosty bloom
I was trying things because my tick event in my pawn blueprint doesn't fire at all
Glad it helped!
Man, editor utility widgets in 4.22 let you do some really interesting things.
Are this small updates even worth ?
So far i imagine this only as bug fixes
Nvm, from 4.21 to 4.22 doesn't count as small update xD
Definitely not a small update. Quite a few goodies. 🙂
fortnite RTX update when
4.21 to 4.22 is very small... very small. .01 small that like 1 percent small... very small
lol
that would be a cool indicator to see. version to version how much of the code base changed % wise/added
@grim ore Have you figured out what editor subsystems are yet?
Maybe that sounds really obvious to the target audience, I'm not sure.
yeah... but who is the target audience. I have not yet, had 0 time to do any UE4 😦
its on the list tho lol
OK glad I'm not the only one who was scratching their head about it.
Krunker.io is a free io Multiplayer First Person Shooter. No Download browser FPS! Free!
@maiden swift They are basically systems that can be created through blueprint or python without needing to go through C++
which don't need to be spawned to use in a sense
Its like any other subsystem you find, except you can fully program it without needing to compile through c++
editor utility widgets... the very basis of Unity... glad to finally see it in Unreal
@dry moon Ah, wow. That sounds very promising.
@glacial pecan Indeed! Even better, the panels in Unreal are simply written in UMG. 😃
all we are really missing is an easy way to modify the details panel on an object, that would be super
Yeah all this editor customization stuff has me really excited.
That sounds like it will be great for people making Marketplace content, to be able to set up a custom UI for configuring the assets
^
definitely want more info on that subsystem stuff. for allowing us to avoid complexity it doesn't make it easy to figure out lol
Custom editor panels will probably become the norm eventually for marketplace tools.
There was a thing I was thinking of making for the Marketplace and one thing that bothered me and made me never finish it was because the setup would be too complex for users
@gleaming creek that's what 100% of Unity assets in their store does
Okay, wouldn't go so far as to say it was why I didn't finish it, but it was certainly a hurdle I hadn't thought how best to overcome yet
and it was so confusing coming to Unreal after having lived with that for years 😄
the utlity widgets go in their own drop down menu on the window menu as well which is nice but I can see that getting cluttered
I've seen some Unreal stuff come with custom control widgets, but as far as I understand they had to be written in C++
I use an asset in Unity which adds to the outliner tree, and by god I wish someone would improve the world outliner in Unreal too now
oh ok srry
what do you guys think about a mobile game like fortnite and creative destruction
if any one wants to be a part of like character modeling, map textures, animations and sfx dm me if you want to help on the project not work just need feed back but if your interested dm me
Sounds very over-enthusiastic in terms of scope
60% content complete or 60% content and testing and debugging and more testing complete?
ah yeah then your like 10% complete of the completed game
its like in aplha stage
for the first look
1 man game working on it 1month so i dont expect anything more than that
Mathew only thing left are strucuters and sfx
So im trying to make a ping pong game. And i want the ball to bounce of everything it tuches, but it only bounces off the pawn/paddle. what can i do to make it bounce of everything it overlaps with?
inv ,map ,character skin shooting is done
@plush yew You need to play around with the physics collision settings on your objects so that the things you are trying to deal with trigger overlap events
@gleaming creek Where can i find those settings??
On the component for your ball
I'd assume it's a sphere or a static mesh inside a blueprint
The thing that has physics enabled on it
Actually, you should probably read this: https://docs.unrealengine.com/en-US/Engine/Physics/Collision
Oh, okay. ill check it out. Thanks 😄
https://www.unrealengine.com/en-US/events/experience-everything-unreal-and-more-at-gdc-2019 , I am in the pictures for the learning theatre near the botton left lol
already booked yep. Bottom left corner, grey shirt green mohawk. That was from last year. Still don't know what color hair this year yet lol
I am looking forward to making the wife hike up and down all the hills lol
oh yeah. Thankfully I found a much easier walk to the hotel this year.
I dont mean to be rude and cut in to the convefsation but I just have one question, is itnpoasible to make it so you cant focus a certain set of buttons at all?
focus like tabbing to it or it taking focus?
Keyboard focus
and the is focusable option is not working?
I should have made myself clearer, i meant yhrough blueprints,
oh there is finally going to be some announcement on what "chaos" is all about
For what im doing i need to toggle, and i dont know if IsFocusable is a variable or not
the is focusable is on all of the widgets in the UMG editor, its under interactable. it prevents the keyboard from taking focus
@manic pawn I noticed that. Sounds like it's a new physics system, which is exciting.
I saw that Chaos Niagara plugin and was like
.
Now it makes more sense.
Can I change that with blueprints ib the event graph?
The only variable i have is a boolean
I dont think you can set it, I think it changes things at design time
Damn, cause it messes up what im doing
well every widget has an on focus lost/received event you can try overriding and doing what needs to be done
Do you mind if I send a video so you can get a better idea of what i need and what's happening?
you can post it in here or in #umg if that is more appropriate, someone might be able to help
oh yeah. you might have to have some custom code that take the input and wraps around your list of valid objects
There multiple ways to solve that
- You can override the TextBlock navigation to not go to the bottom, but that's tricky as you probably fill these dynamically
- You can try to disable teh lower buttons. Disabled buttons can't be focused.
- You can place a small, full width "focus redirect" widget at the bottom that doesn't do anything with the focus.
So basically an empty custom widget that does nothing but accepting focus.
You can maybe also toglle the "bIsFocusable" boolean runtime
Not sure
if I want to add a... empty actor to a blueprint... and use it as a socket... I can do neither... what's the workaround?
Why would you use an empty actor as a socket?
How do you disable them
because I don't currently have a skeletal mesh
"SetIsEnabled"
Make something quick in blender?
Can be a block with a armature
Takes like 10 minutes to do,even with tutorials
and set it to invisible you mean, just to have a dummy object?
Yo
All that ended up happening is it got greyed out but i can still focus in it
I have an idea that moght fix but let me run by you
I have a variable that when its active, if any of the 4 buttons at the bottom have focus it goes back to the top text button
It didnt work
No wait I fixed it
hmmm. Dynamic Resolution Scaling is in Crackdown 3 for the PC and it's a UE4 game. I wonder if it's a custom implementation then because we need to steal it if so lol
It's also a H only scaling so thats neato
@grim ore I fixed the material by importing it again but i see that the instanced tree on the left has unscaled uv? so confused. i'm using a free vegetation pack i found long time ago
is it normal that stuff keeps breaking the longer you work on something? Q_Q
the more bugs you introduce into the system yes
oooohh
What would make the foliage tree painted trees to look different than when viewing the mesh in the mesh viewer
4.22 is that fortnite money
So has anyone notice how slow the editor has gotten assigning materials to a skeletal mesh? or is this just me
Im in 4.21
@lusty vigil that's most likely due to lack of engineering experience
Is there a way to draw a line akin to the debug draw line feature that is still there in shipping builds of the game? The feature is stupid helpful for indicating other stuff and vector drawing.
thats better that the ue4 engine having a bug in itself that does that 😄
I forgot, how to get the physical component of an actor?
is it a blueprint? It should show up in the component list
hmmm... I'm confusing get root component with something else...
So I want to attach a component to the "physics body " component of another object, a random object with a more or less rnadom structure. So I don't know the name of the component that has the physics body. How do I get the physics body component of an actor?
I suppose you could loop through all of the components and check?
It should normally be the root though
otherwise you'll end up with odd things like the component moving about on its own but leaving its actor behind
so things like using its location won't work right
has anyone see an issue with skeletal mesh normals and tangents messing up from scaling a rig from maya side?
@gleaming creek Ah, I have that issue of the actor staying behind. Thanks, now I know how to fix the whole thing.
Yup, ran into that myself, it confused me for a while
Can easily happen if you make a generic actor
which will of course come with some root component
and then you try to extend it
and want to put a model there
but you can't replace the default scene root component that it inherited
Trick is to put a static mesh on the parent blueprint
even if it has no model
and just change the model on the children
yep, it worked 😃
sorry, I'm sure this is really basic, but if I want to take a random picture of the internet and use it as a material, does it need specific qualities? I noticed there's diffuse and normal for a lot of the default textures, and I'm not sure what that means if it is important, or where I can get both if it is necessary. Thanks for any help
If I have variables that are only used in BeginPlay or inside any other function should I always create them locally?
@shy silo i would suggest not doing that
you are going to need to convert it to an albedo first
you can use it as a diffuse but it will look quite flat.
there are tools in programs like substance designer that can approximate all the maps you may need from a single picture
but they are really just rough aproximations
ok, so where does one get textures from?
you can use the internet as a source
but you are going to have to make all of the secondary textures (roughness, metallic, specularity, emissive, Etc.) from scratch
You can find sites that offer free PBR textures
http://freepbr.com/ have some, https://www.textures.com/ have some, etc.; just look around
Welcome to Free PBR where you can download 100% free PBR materials and texture files. Our free PBR, or Physically-Based Rendering materials offer the metalness/roughness as well as the metallic/smoothness workflow. These 2K texture maps can be used in Unreal Engine, Unity...
https://beta.gametextures.com/shop?order=popular is really good too, gave away 25 free textures last gamejam and theyre all super high quality good lookin'
I seem to recall looking at that one before but being put off because a lot of their textures seemed very stylised
There's also this one: https://texturehaven.com/
Megascans has a few freebies, too. https://quixel.com/megascans/library/free
where do i get good models beside the marketplace?
turbosquid
Mixer makes it crazy easy to mix up textures to make new ones too
Can anyone help me with smoothing my camera tilt in my game
And pack them for less texture samples
So go with that
Or can they not mix the model textures yet
Is there anyway to change the sky texture on ue?
Yeah edit sky sphere
That is a weird profile picture, I can't tell if the tongue is a prosthetic or art on the mask.
Hey guys quick question just kind of curious how much money you guys put into your indie games you create?
Question 2# how much do servers usually cost to keep a multiplayer up and running month to month
#2 is based on your product, we can't answer it. there are free EC2 servers you can use with amazon to test tho.
Ohh ok. Thank you, do you have a rough estimate, or know how much you spend for a server?
well I spend nothing for example for a business server with constant connections open 24/7, I use a free EC2 server
so from free to millions based on your CCU and the data you are transferring. Database costs might also be incurred if you have a remote one as well as backup in/out costs
a lightweight node server might not need much CPU, a heavy simulation in UE4 might need some major power
Ohh ok thank you very much sir! It was very informative
Is local multiplayer tough to do?
Depends on your definition. Same screen is not, just differing inputs mainly. Split screen is harder
Can someone help me export from Blender to unreal?
Wew fixing Xbox One DX12 crash in RHI
because Epic didn't check if the textureRHI was valid or not
complete noob here , whats the difference between inputting constants into two append nodes and just using a constantvector3 node?
i've seen it done alot and i feel like im misunderstanding something , thanks.
Appending in general allows you to preserve data for later use. Imagine for example, there is a fish. Said fish joins a school (it has been appended). Then it later leaves the school, the fish is still a fish. Now imagine a fish and a shark. Shark eats the fish (it has been added to a variable). You can no longer use or extract the fish (without some math), it has become something else. A fatter shark
thanks for the reply! i think i understand now.
I saw this earlier and I'm not sure why it isn't working anyone know the best practices or a fix for this?