#ue4-general

1 messages · Page 395 of 1

whole quarry
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record a smaller window

glad stone
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what software do you recommend for that ?

whole quarry
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screen2gif

glad stone
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oke will try this

whole quarry
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looks like Z fighting

glad stone
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it does let me paint vertex color

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its just not blending the textures

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oke I think I found it!

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the CONTRAST

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was set at 0

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contrast might not be the right name for it

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since its the more the transition slope between the 2 textures

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im happy 😄

bronze cedar
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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

whole quarry
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remove the white line @bronze cedar

bronze cedar
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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

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i do want to ask one more thing

whole quarry
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its currently 6 degrees Celsius, clouded and a reasonable chance on rain

bronze cedar
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haha yeah that's nice

wary wave
fierce tulip
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ooh

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then again, readable materials ftw

graceful sky
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Interesting extension

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Would it be cool with one that shows you the full executionpath?

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Like throughout all functions and calls thats on that specific event

fierce tulip
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i'd still like something that if you click on a node, it shows how many instructions it and whatever goes before it have

trim trail
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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

silver crown
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Yep pretty common

trim trail
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ive been using workaround in deleting leftovers in file explorer, but its getting annoying 😄

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fixing redirector feature doesnt seem to be helping as some people suggested on forum

cloud cobalt
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#work-in-progress

sweet elm
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Sorry about that

fierce tulip
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@trim trail make sure there are no redirectors in those folders

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else deleting them can break stuff

trim trail
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by using 'fix redirector' ?

fierce tulip
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yea, you can also show redirectors in the filters

storm burrow
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@sweet elm love the grass

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Howd you set up the material for it?

trim trail
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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?

fierce tulip
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fix redirs, move folders, fix redirs. if the left over folder cannot be deleted something is still trying to find a file in there

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sometimes that fixes with a restart, sometimes its a broken redir

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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.

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if you try and migrate your project, you can easily find broken stuff in the output log

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fricking pain to fix though

trim trail
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i can imagine

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its a pretty old problem, i remember struggling with it 1-2 years ago, i guess its difficult to fix for epic

fierce tulip
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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

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not sure if its handled better now, generally still on 4.16

trim trail
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ouchie

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im on 4.21.2 right now

grim ore
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It's not really changed so nope 😃

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it's not difficult to fix as it's the way it was designed. good or bad it's what it is.

fierce tulip
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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...

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breaks all the things when migrating

grim ore
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i agree completely on that one

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projects can feel really fragile 😦

fierce tulip
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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

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Khantam/rami's batch tool now has an option to batch replace mesh previews in materials

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godsent

trim trail
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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

gleaming creek
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I find when in doubt hit fix redirectors twice

trim trail
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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

gleaming creek
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Seems a bit silly that redirectors are hidden by default, so you can easily break things if you don't realise they exist

fierce tulip
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and that batch-fixing them doesnt always work

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especially if redirs redirect to other redirs

trim trail
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redirception

fierce tulip
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so yea, fix up multiple times

gleaming creek
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That's why I think you want to hit it multiple times, yes

fierce tulip
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sigh, why do dynamic modules in cascade start with "0" instead of 1

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adds new dynamic parameter > add "1" to bleeploads of emitter dynamic modules

honest vale
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because everyone knows indexing starts at 0 😛

fierce tulip
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true, but it would be nice if it pulled the preview value from the material dynamic node

glacial pecan
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how do I convert a selectioin of objects placed in the level to a blueprint?

sacred bobcat
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"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.

coral talon
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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

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can i have some advice?

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im going to jump in some big project with allot of assets

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and i was just told not to use Git, im so confused

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are the git folders contain full weight of ur assets?

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like the same amount?

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and i suppose to upload 1-2 gb of the data?

sacred bobcat
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Just use Plastic SCM it's designed for large project like game dev. I'm using it for commercial work and it's great.

coral talon
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can u say plz

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am i supp to upload the whole weight of assets?

steady owl
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Are you sharing the project with others that need to pull the latest versions of assets?

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Then yes

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If only source code for yourself, then no

dim dragon
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So the issue is in blueprint that won't let my project launch and I can't actually open the blueprint until UE4 launches.

proven oxide
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Ok i am looking to see if there is any way of doing special text effects in UE4

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ie display the text as an electric shock like look and have form into letters

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like this

wary wave
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materials

proven oxide
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as a umg not in a 3d world

pallid compass
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Materials**

proven oxide
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how do materials change a font?

grim sinew
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Because it's not a font.

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It's textures being manipulated in a material

proven oxide
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not sure what you mean, is there any tutorial showing it?

grim sinew
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Probably not.

wary wave
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text has a font

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text also has a material

lime gull
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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

fossil ore
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Any clue why some Robo Recall assets are locked ?

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There are some VERY specifics assets that cannot be exported/migrated/open

wary wave
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they might use content with added licenses

fossil ore
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🤔

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This could explain

grim sinew
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Not supposed to export/migrate -any- 'mod' content, btw

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The license is not permissive for that

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But yeah, locking it is annoying, since I would love to see some of those locked materials

fossil ore
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All that is made by Epic is 90% open.

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But those props in the hub, are locked.

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If I get this prop pack from UE4

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will I be able to see assets in RR engine ?

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(kinda stupid question)

pallid compass
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RR engine what?

fossil ore
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Robo Recall Engine

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4.16 modified

pallid compass
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if its got 4.16 support then sure

lusty vigil
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hummm is there a maximum amount of "widgets" i can add to the viewport? for some reason stuff keeps breaking in my game 😦

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have a few scripted things and now and then they vanish but i dont do anything to them

pallid compass
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no max

keen frigate
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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"????

lime gull
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Does anybody know a way to change focus between different horizontal / vertical boxes inside 1 widget

wary wave
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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?

digital anchor
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Gamepad Special Right is still the Start button thats right on 4.20

lime gull
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Does anybody know a way to change focus between different horizontal / vertical boxes inside 1 widget

wary wave
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cheers @digital anchor

dawn ember
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guys.

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is it true that ue4 handles foliage bad?

carmine quiver
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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)

dawn ember
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xd

misty creek
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@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?

lime gull
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I tried that but it doesnt give it focus

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I have kt set up where if that specific part gets focus it makes a noise, and it never made the noise

plush yew
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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

pallid compass
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You dont even show the first error properly

plush yew
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you can find it in the first link

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its txt

pallid compass
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First link does not work

plush yew
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i'll be so pleased if you help me

pallid compass
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and i dont want to read through a blank txt doc

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I wanted colored log

plush yew
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i thought the same thing

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i already posted a picture and a txt to know wich line is colored

misty creek
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@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.

lime gull
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Wehn i tried setting the focus to button it doesnt change anything

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It keeps focus ob my original horizontal box

misty creek
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Wait, you have the focus set to a horizontal box?

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When I tried to do that it failed

regal mulch
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Doubt a box can be focused. If at all it focuses the next best focusable child

plush yew
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@pallid compass found anything ?

pallid compass
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no, im not reading through a massive text file plus ur link does not even work

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If you want to hire me to debug it you can.

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Familiar with mobile SDK and JDK

plush yew
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thanks anyway

worn granite
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can confirm your links don't work

lime gull
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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

regal mulch
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As said, an HBox usually doesn't get focus

lime gull
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It keeps focus on the original box, ubless i put focus on the grid thing

regal mulch
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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

lime gull
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They are

regal mulch
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Then it should work. I'm working daily with the focus navigation system

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Then you might have an issue in the code itself

lime gull
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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

misty creek
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You could try clearing user focus before you set it again

lime gull
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Its called clear user focus?

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Or is it another node

misty creek
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Never mind, that isn't going to work. I was thinking of something else

lime gull
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Damn

misty creek
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Any chance of seeing that graph? I'm drawing a blank as to why that wouldn't work

lime gull
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Im not at my computer right now, but do you mean the unit graph or event graph

misty creek
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I opened unreal and put this together just to test and it is working fine

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Event graph

lime gull
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Let me just try to explain what im trying to to and maybe you can help

serene nest
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Is the Package Failed dismiss button not working only for me or for everyone.com?

lime gull
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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

misty creek
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Are you trying to set the focus to the vertical box, or a button inside the vertical box?

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If you are trying to set the focus to the vertical box that won't work because you can set the focus to that.

lime gull
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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

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It keeps focus on the vertical box

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Its set up like that, 4 buttons on the bottom, 3 on the top

misty creek
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Is that all one widget?

lime gull
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Yea

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Do i need to make multiple widgets?

candid falcon
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is there a help section?

wide epoch
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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?

slate urchin
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Hey! How to fix reflection cube / sphere making metal material look really dark?

marble saffron
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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?

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@slate urchin is it only metal materials or all materials

slate lance
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Why is my PC always freezing when I start to drag and drop a tree from the Kite Demo into my scene?

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Other stuff is working, just the trees are making problems.

abstract relic
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Kite demo is notorious for being bloated

slate urchin
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@marble saffron It's only metal. When I set the metal to lower values the material gets brighter.. Without reflection capture looks way brighter

marble saffron
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@slate urchinhow many reflection spheres are you using and what types of lighting?

silver crown
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@slate lance It needs to decompress the textures and do a bunch of post load stuff on the mesh

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Takes really a while

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Only has to be done once though as it's in your ddc after

slate urchin
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@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

slate lance
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@silver crown But it is already loading for over 30 minutes...

proven oxide
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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?

willow stump
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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?

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Since I get no info from the crash report other than that it just crashes while its compiling 19th shader?

willow stump
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Alright figured out that I was exceeding the texture sample limit with 2 textures

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its weird that it immediately crashes without telling me anything about that

cloud cobalt
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It's a TArray type in C++, which is like a better std::vector

serene nest
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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.

lime gull
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Alright so I have something interesting

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The wodget works, but now you can swap between the 2 umg's

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Is there a way to remove the focus from a umg

willow stratus
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Yo

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Anyone have a blood pack?

fair violet
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@plush yew hnnnnnngggg

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Ok gotta get an RTX card now

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The second link is awesome

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This is super exciting too even if not the current branch

shy silo
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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

abstract relic
shy silo
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cool! I'll have to check this out

shy spire
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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. 😃

zenith flower
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Whats with the editor subsystem thats auto instanced?

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Is it like a singleton?

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Whats it for?

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its new in 4.22 but the changelog doesnt give much

dry moon
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I think in the code its called dynamic instancing

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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

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no tool required for it, does it in the back in at realtime

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So it overall reduces drawcalls and optimizes the rendering thread when it comes to draws

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also supposedly since this change, HZBOcclusion works a lot better with how this instancing works

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and you'll see performance gain from there as well

novel ember
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you guys have any idea why my ambisonics mixer file would be considered valid?

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i just checked and the file itself is in the correct directory and appears to be intact

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Assertion failed: AmbisonicsMixer.IsValid() [directory]

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actually wait wtf

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it's trying to pull from the wrong drive for some reason

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my UE4 stuff's all on E: but it's thinking the directory is in D:

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how would I go about correcting that?

hot drum
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Is It ok to build lighting mid development of levels?

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I tried building my level but things became more high contrast

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and uh

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some parts of my models were black

glad quail
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does anyone have an idea why ue4 keeps adding StarterContent to my project?

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I moved it to /MarketplaceContent/StarterContent

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but uef keeps adding a new copy to /StarterContent

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and it's not just it reappearing, it's actually readding it

dry moon
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What kind of starter content?

glad quail
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just the defaul stuff

dry moon
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Yeah I think it forces that location if you make the project using a preset

glad quail
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I cant find anything relating to this in the .uproject folder

grim ore
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@hot drum if it goes black after building lighting chances are your uv in the model are bad.

hot drum
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Thanks man!

dry moon
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Anyone know why this artifact happens?

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Started happening randomly

glass oxide
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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.

zenith flower
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@dry moon Thank you for your answer. Goodnight

sudden agate
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@dry moon Cascaded Shadow Maps

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The higher quality Cascade kicks in when you pitch the camera

keen frigate
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Good day everyone 👋

sudden agate
plush yew
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*SIGH*

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4.22.0 has a bug

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try to report bug using Bug Submission site

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Bug Submission site is bugged, submissions don't go through

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who do I contact?

lusty vigil
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the nameless lord of the underworld, Bugzifer the Lightbringer!

whole quarry
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that doesnt seem nameless to me

fierce tulip
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XD sounds like a "sword of infinite power +2"

north fox
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Does anyone know how to remove the cube color checker passport from the cursor? I accidentally toggled it on with a keyboard shortcut

digital anchor
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\

woeful thorn
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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?

spare sun
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saving it in my documents

dry moon
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@sudden agate though the issue never occured before, just started happening now

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After few months

woeful thorn
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@spare sun yes i think it's the best, since no one even watch my documents in w10

proven oxide
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Is there any info pages about standalone servers

proven oxide
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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

wary wave
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none, normally

proven oxide
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there needs to be code that is set for server run and client run

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if i want the server to be authoritative what do i need to do

wary wave
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err, it would normally be just by merit of actor gameplay roles etc?

proven oxide
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i cannot find anything explaining what files need to be on the server and what the client needs to do

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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.

wary wave
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that's got literally nothing to do with dedicated servers

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this is just basic multiplayer code

proven oxide
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ok i run up the client it doesnt even look for a server and allows me to start the game,

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how do i make the server simulate the game and actually do the tasks

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or is the server a client ?

proven oxide
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Thanks, I think this is what i am looking for

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i did see something about setting some #ifs that you needed to use but that may have been from the older versions

plush yew
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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

dry moon
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@sudden agate yeah it has something to do with masked bleeding out a non-raydistance end

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this is fucking weird

proven oxide
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The other question i have is - when compiling my setup what should i have in the build configuration

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Development Server, Development Client Development Editor?

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as I am unable to compile as it cannot find the generated.h files

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NVM, it appears to just be taking forever to load all the external dependencies

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still on the As

regal mulch
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Got latest on a new PC

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Level Blueprint calls BeginPlay twice

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Can trash the PC

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Jokes aside, how can a Level call BeginPlay twice

dry moon
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your computer is so good, it loads it twice no problem

regal mulch
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That must be it

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That literally all

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And it spawns 2 splitscreen players and calls hello twice

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Which it didn't before

dry moon
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Not sure

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my lighting with masked broke too randomly

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this engine sometimes smh

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oh nvm not just masked

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breaks on solid stuff too

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AHHHHHHH

regal mulch
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I had a "Level call beginPlay blabla" error breakpoint earlier

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I guess the LevelScriptActor has a problem

proven oxide
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Is it not calling beginPlay for each player

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That may be our problem, when we PIE with more than one player the game crashes

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including the editor

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i am getting missing module messages on trying to compile the engine

grim sinew
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"For each player" Do OnPostLogin (pretty sure it's called that)

proven oxide
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I have a question

grim sinew
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Also crashing should not be happening, that's weird

proven oxide
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I am using downloaded source,

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i have pointed the project to the source built engine version

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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

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ie do i just recompile the game solution / Engine/ UE4 section

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or do i need to open the Engine checked out source again

idle haven
#

what's the best way to create realistic puddles?

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just attach material with 0 roughness to plane?

grim sinew
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Pretty much. And use a decal, not a plane

surreal viper
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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) 🤦

idle haven
#

i have a lot of water materials what's best way to make some lake or ocean?

cloud cobalt
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Put them on a plane.

wary wave
#

triangulated planar mesh + fancy pants materials

proven oxide
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😦 still compiling

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I did a rebuild solution and its been going for an hour

wary wave
#

full engine compiles take a long time

proven oxide
#

380/2496

cloud cobalt
#

Welcome to engine builds

proven oxide
#

this was my project

#

as it couldnt find the BaseGameMode.generated.h

#

although it was showing in the External References section

cloud cobalt
#

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

proven oxide
#

all the macros are red underlined

cloud cobalt
#

That's just Intellisense being shitty, get VAX instead.

proven oxide
#

DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FPlayerJoinedDelegate, ABasePlayerState*, PlayerState);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FPlayerLeftDelegate, ABasePlayerState*, PlayerState);

#

I have resharper

grim sinew
#

Red underlines don't matter if it compiles

cloud cobalt
#

^

grim sinew
#

Intellisense gets confused (understandably) on something as big as Unreal

proven oxide
#

I dont like red

cloud cobalt
#

Red underlines don't matter full stop - the output log on compiling is literally the only thing there is

proven oxide
#

i did have a failed to compile 1

#

missing modules on -module parameter

cloud cobalt
#

Post the build log on #cpp if you have build issues

proven oxide
#

What solution config should i be doing it under?

grim sinew
#

development-editor, if you're just building the editor

proven oxide
#

compiling the code for the game

#

for PIE running

cloud cobalt
#

Development Editor then

proven oxide
#

what about PIE with standalone server?

cloud cobalt
#

PIE = editor

#

That's what the E stands for

#

Standalone server on uncooked game = editor too

proven oxide
#

uncooked? please explain

cloud cobalt
#

Not cooked for shipping

#

Don't worry about it for now

proven oxide
#

but dont i need to compile Development - Server to get the exe for the standalone server

cloud cobalt
#

What does "standalone server" means to you ? "standalone game that does listen server"; or "dedicated server" ?

proven oxide
#

dedi server

cloud cobalt
#

Right, haven't touched that in my life so I don't know

#

Pretty advanced stuff I won't ever need

proven oxide
#

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

wary wave
#

that guide tells you everything you need to compile the dedicated server

#

including creating the new target to build it

cloud cobalt
#

Dedicated is above most people's needs, or skills

#

Not touching it myself 😛

wary wave
#

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

proven oxide
#

I am trying to work out, what code and where to make it work

cloud cobalt
#

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

wary wave
#

I've worked on more than one indie game that had dedicated servers, so that's not strictly true, hehe

cloud cobalt
#

Right, I'm exaggerating here. Just bummed that everyone is trying to do something much more complicated than needed

proven oxide
#

unfortunately we were forced down this path by another Dev who just quit

wary wave
#

probably

#

but as I said before, dedicated servers are entirely superfluous if you don't even have multiplayer up and running

cloud cobalt
#

^

proven oxide
#

he insisted that we instantly make sure we had a dedicated server to stop people macroing the fire button and firing too fast

wary wave
#

that's got nothing to do with dedicated servers

cloud cobalt
#

Dedicated servers are useful to prevent cheating, in the long run

#

But it's not your priority right now

proven oxide
#

we want a dedi server in the end

cloud cobalt
#

Still not a priority

wary wave
#

that's fine, but worry about having at least basic multiplayer first

proven oxide
#

but another prior dev did a lot of code that I still am trying to understand

cloud cobalt
#

"Adding multiplayer" is 100x the work required for "Move to dedicated"

#

It's also 3x the rest of the game

proven oxide
#

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

cloud cobalt
#

Steam, sessions, lots of code

proven oxide
#

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

wary wave
#

lobbies and server browsers is a whole different problem

#

as for which player start it uses, well, that's just your gameplay code

proven oxide
#

when i PIE and select host on one and join on the other - the server is not visible

cloud cobalt
#

No sessions in PIE.

wary wave
#

PIE is for local testing

proven oxide
#

when we run standalone client, we see hundreds of non conectable games

wary wave
#

you need to run the actual game to play multi with other people

#

hundreds of other games, what 0_o?

proven oxide
#

as we are using the generic dev test Steam id

#

😛

wary wave
#

well, don't

#

I mean you can, but it's not hard to get your own ID

proven oxide
#

we havent our own id yet

#

and the game is not in any state for getting one

cloud cobalt
#

You don't need the game

#

You need $99 and a tax status

wary wave
#

I'm not sure you even need the tax status right away any more?

cloud cobalt
#

That might have changed since we went on Steam.

plush yew
unreal spoke
#

How to blend 2 camera shakes?

valid pike
#

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]...

cloud cobalt
#

Which version ?

valid pike
#

4.21

#

4.21.2

cloud cobalt
#

Right, dunno then. I didn't even know there was Mac support

valid pike
#

lol - seems like there isn't

cloud cobalt
#

We tried doing Mac builds over here but sadly that required Mac hardware

#

Happy to know there is supposedly editor support

valid pike
#

Supposedly... well it also has a launcher

#

but is uselss

#

if you cant package / run your game

cloud cobalt
#

Be sure to report the bug to Epic

#

When the bug tracker comes back

valid pike
#

:/

#

if they even cared

cloud cobalt
#

They care more than Linux despite Apple not releasing any decent hardware for gaming in a decade

#

So I wouldn't complain 😃

valid pike
#

it does kind of

#

you now have full support for egpu

#

and I having decent fps on it

cloud cobalt
#

Right...

wary wave
#

mac should be supported, but eh

valid pike
cloud cobalt
#

Mac isn't much of a gaming platform anymore, unfortunately

wary wave
#

they refer to the engine rather than the editor, hehe

#

but yeah, mac gaming is pretty much dead these days

cloud cobalt
#

I suspect Epic cares more about Mac gaming than Apple does

valid pike
#

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

cloud cobalt
#

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

wary wave
#

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 😄

cloud cobalt
#

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

valid pike
#

:/

#

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

cloud cobalt
#

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

valid pike
#

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..

cloud cobalt
#

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

valid pike
#

They had to advertised: it is a pure shit that works only on windows

cloud cobalt
#

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

valid pike
#

I dont see any help

#

only excuses

cloud cobalt
#

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

valid pike
#

It works only on 419 for me

#

What does it help ?

cloud cobalt
#

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

valid pike
#

I reported bugs since 4.14

#

none was fixed

cloud cobalt
#

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 😃

charred cloak
#

You pulled any requests in ue4 repo?

valid pike
#

lol now it is my fault right

cloud cobalt
#

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

valid pike
#

and?

cloud cobalt
#

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

valid pike
#

Well it is for sure my last prj on UE4

charred cloak
#

Well yeah that's really hard, tons of pull request , issues are there + new features can have bug too

valid pike
#

Then stop doing new features and fix old bugs to atleast stable engine

#

not hard right ?

cloud cobalt
#

Why would Epic do that ?

valid pike
#

Make a month each year to fix bugs

cloud cobalt
#

Epic needs the features

#

They add them

#

And then three months later then get stable-ish enough for release

#

And that's the deal

charred cloak
#

Some features are still experimental after 4 years

cloud cobalt
#

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
charred cloak
#

@valid pike if you want your problem to be fixed then just make pull request and it will help to fix faster

valid pike
#

@charred cloak If I knew to deal with PSO and Metal Shaders I would already just make my own engine

charred cloak
#

Or compile your own source with fix

cloud cobalt
#

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

valid pike
#

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

cloud cobalt
#

Why the fuck do you even want to update ?

#

If it was working before ?

valid pike
#

because it is not 100% working

#

because I have random crashes

#

with Metal pipeline

#

because the fucking Window

charred cloak
#

Ue4 random crash or game?

valid pike
#

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

cloud cobalt
#

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

valid pike
#

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

cloud cobalt
#

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

valid pike
#

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

cloud cobalt
#

That's great news

valid pike
#

thats my opinion yes, you can take it you can disagree with it

#

there is no point

cloud cobalt
#

Opinions are irrelevant

valid pike
#

there is no fix for my problem

charred cloak
#

Shitting? Well you could avoid using it from start

valid pike
#

just to revert back to 4.14

cloud cobalt
#

There is - move back

#

That's a very valid solution

valid pike
#

If I knew

cloud cobalt
#

Atlas is shipping on 4.4 right now

valid pike
#

that UE4 so unreliable

#

I would never be on it

cloud cobalt
#

Lesson learned

#

Good luck with the rolling back !

valid pike
#

Thats not a valid solution... thats not a solution

#

I don't need luck in rolling back

#

I had my backups

cloud cobalt
#

If you knew how many people work without source control, you would say good luck too 😛

valid pike
#

I just want Epic to make a HUGE WARNING when downloading UE4 thats says about all that stability problems

proven oxide
#

3 success 1 failed 😦

cloud cobalt
#

@proven oxide Do share the build log in #cpp

proven oxide
#

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.

cloud cobalt
#

The full log, in #cpp

#

On Pastebin most like

#

Since it's engine log

charred cloak
#

Well , At least i would say some thanks to epic for their engine instead of calling them shit , they just provided you cheap tools :)

cloud cobalt
#

The tools aren't free, no thanks are required

valid pike
#

I disagree

#

5% fee is not free

cloud cobalt
#

Use what works best for your business, pay what you're due, done

wary wave
#

it's free if you never make a penny

valid pike
#

I think Epic should pay me for using these toold

charred cloak
#

Epic store doesn't have 5% fee

cloud cobalt
#

They have a 12% fee instead, and you can't ship on it

valid pike
#

lol

proven oxide
#

this is worrying

#

4> Unknown compiler version - please run the configure tests and report the results

charred cloak
#

Can i ask your source for 12% fee?

cloud cobalt
#

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

valid pike
#

I already told what I wanted - lol - IDK why you ppl keep on pushing me to share more wisdom

cloud cobalt
#

That's Marketplace, but same on EGS.

charred cloak
#

I know about market place but store is different

valid pike
#

But I doubt everyone can just ship on EGS

cloud cobalt
#

It's 12%

#

No, not anyone can ship on EGS.

valid pike
#

also EGS has no DRM solutions built in

#

you will have to make your own

proven oxide
#

ok found the error what next

wary wave
#

or buy a DRM solution

#

if you even need one

charred cloak
#

Well drm actually doesn't do much

proven oxide
#

4>UnrealBuildTool : error : Unable to delete F:\Development\UnrealEngine\Engine\Plugins\2D\Paper2D\Intermediate\Build\Win64\UE4Editor\Development (The directory is not empty.)

valid pike
#

you have DRM for free on every other store

cloud cobalt
#

@proven oxide - POST YOUR BUILD LOG ON #cpp if you need help

#

The full one

#

No one can help you here

valid pike
#

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

#

😛

cloud cobalt
#

Use all of them

charred cloak
#

Agree

valid pike
#

But you cant hip on EGS

#

😛

charred cloak
#

Share everywhere

valid pike
#

So no even a need to bother

cloud cobalt
#

We're on Steam, Itch, GOG and we'd love to be on EGS, still working on that.

charred cloak
#
  • make your own store (lol)
cloud cobalt
#

We'd be shipping on Switch if the game was portable there

valid pike
#

hahha

#

I will shut up...

charred cloak
#

Idk why epic wanna release crossplatform multiplayer kit for all engines

cloud cobalt
#

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

charred cloak
#

It gonna be free

cloud cobalt
#

People will need to create EGS accounts

charred cloak
#

Well then that's good strategy

quartz bane
#

What's your game, Stranger?

cloud cobalt
#

Helium Rain

wary wave
#

is the MP kit tied to EGS accounts?

#

how would that work on consoles?

cloud cobalt
#

How does it work for Fortnite ?

charred cloak
#

They need to register

wary wave
#

hmm, looks like that is how it works

cloud cobalt
#

Same goes for XBox Live on Switch

charred cloak
#

Well i think their multiplayer kit gonna be like gamesparks

cloud cobalt
#

It's not tied to the Switch friends or accounts

wary wave
#

it makes a certain amount of sense

#

but eew, layered accounts

cloud cobalt
#

Yup

wary wave
#

two layers of 2FA

#

fml

cloud cobalt
#

As a dev, using one online subsystem across all platforms though ?

#

I can see the appeal

wary wave
#

really nice, it's just not very end-user friendly

cloud cobalt
#

Yeah, users are going to pay for big boys fighting for userbases

charred cloak
#

Well at least in gamesparks you can authenticate psn or live or steam with account, so no more registeration needed

cloud cobalt
#

That's not what Epic does on Fortnite though

charred cloak
#

So multiplayer kit ain't something new

spare steeple
#

is there a way to make an actor or light or material exempt from post process

#

bloom is killing some of my fire effects

edgy totem
#

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?

maiden sundial
#

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

tawdry sierra
#

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?

rigid arrow
#

What is a royalty compensation?

#

There are paid unpaid and royalty

wary wave
#

royalty means you get paid later based on project success

manic pawn
#

it generally means you get nothing

paper kernel
#

in self-published indie titles, yea

#

high chance of low sales, split into tiny bits

rigid arrow
#

So royalty basically means you just get paid later?

paper kernel
#

means you get paid based on sales

rigid arrow
#

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

paper kernel
#

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

rigid arrow
#

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

tawdry sierra
#

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?

coral talon
#

why my ULTIMATE WIDGET looks so wierd?

#

its suppose to be for the X and Y

idle haven
#

what's best man method to paint material on other with static mesh.

#

what's best method*

grim sinew
#

Externally. Aside from vertex paint, Unreal does not have any way of doing that.

latent moth
#

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...

frosty bloom
#

Make it a Pawn class and roll your own logic

#

Should be a few community examples out there how to fake physics

latent moth
#

so fake physics, not ue4 vehicle?

#

i need it to work in multiplayer btw

wintry willow
#

my packaged build shows the trees without the shaders compiled, did i miss a step? other shaders did compile (grass)

glass imp
#

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?

frosty bloom
#

@latent moth Yeah that's what I said. Multiplayer is all on you, doesn't matter what class you base it out of

wintry willow
#

@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

latent moth
#

@frosty bloom not really character class has prediction in CMC... which is helpful

#

@wintry willow the issue though is the capsule, i guess?

frosty bloom
#

Ah sorry. I figured you wanted suspension and stuff for the front of your snowmobile. Yeah go ahead and do character otherwise

latent moth
#

suspension etc can be faked with accel/deceleration as you said...

#

just fishing for best practices 😃

frosty bloom
#

Yeah CMC isn't that if you are going for vehicle movements, fake or not

latent moth
#

so invisible wheels in front? that’s also an option

#

it’s weird because there are many wheels but they are all tracked

grim ore
#

@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.

wintry willow
#

okay great will do thanks

tawdry sierra
#

@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?

sick escarp
#

What should I do when I need a material to be tiled x amount of times depending on the mesh?

digital anchor
#

make the tiling info a parameter, create new instances for said meshes

#

or use object scale as a parameter for tiling

sick escarp
#

All the meshes are created at runtime, is it still possible?

digital anchor
#

sure, spawn and use SetMaterial

#

with the correct instance, or just set the material on mesh editor

grim ore
#

@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

digital anchor
#

also SetScalarParameter etc. if you want to set for a single mesh

sick escarp
#

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

digital anchor
#

Search for Tilling parameter UE4 and SetScalarParameter UE4

sick escarp
#

Ty

idle haven
#

Material is glossy when i'm looking from different spot. This yellow thing is sun direction.

sick escarp
#

Got it working, thanks Takain

grim ore
#

@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

wintry willow
#

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

grim ore
#

For those materials, what does it show for the usage? it looks like your bushes are messed up as well

edgy totem
#

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 😅

grim ore
#

change the line back? fix the line correctly? roll back to an older commit in your source control? start over?

edgy totem
#

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

wintry willow
#

@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

grim ore
edgy totem
#

@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

wintry willow
grim ore
#

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?

frosty bloom
#

@edgy totem Try delete binaries/intermediate/saved folder, regenerate C++ files and then start it again

edgy totem
#

so delete those 3 folders and try reopen?

pallid compass
#

All those do is define what type of shaders are compiled

#

Ie the vertex factories for that type with the material

#

I think

edgy totem
#

@frosty bloom deleted those 3 and reopened, told me it couldn't be compiled and to rebuild manually?

maiden sundial
#

Quick question.
What was the key to place a mesh perfect on the ground ?

frosty bloom
#

did you right click the project exe file and press the generate VS files?

#

@maiden sundial end

maiden sundial
#

Thx

#

But it seems like it doesn't work in blueprints

edgy totem
#

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

frosty bloom
#

Glad it helped!

maiden swift
#

Man, editor utility widgets in 4.22 let you do some really interesting things.

maiden sundial
#

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

maiden swift
#

Definitely not a small update. Quite a few goodies. 🙂

frank escarp
#

fortnite RTX update when

grim ore
#

4.21 to 4.22 is very small... very small. .01 small that like 1 percent small... very small

maiden swift
#

lol

grim ore
#

that would be a cool indicator to see. version to version how much of the code base changed % wise/added

frank escarp
#

this one would be one of the bigger ones

#

the entire mesh rendering path was remade

maiden swift
#

@grim ore Have you figured out what editor subsystems are yet?

#

Maybe that sounds really obvious to the target audience, I'm not sure.

grim ore
#

yeah... but who is the target audience. I have not yet, had 0 time to do any UE4 😦

#

its on the list tho lol

maiden swift
#

OK glad I'm not the only one who was scratching their head about it.

plush yew
dry moon
#

@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++

glacial pecan
#

editor utility widgets... the very basis of Unity... glad to finally see it in Unreal

maiden swift
#

@dry moon Ah, wow. That sounds very promising.

#

@glacial pecan Indeed! Even better, the panels in Unreal are simply written in UMG. 😃

grim ore
#

all we are really missing is an easy way to modify the details panel on an object, that would be super

maiden swift
#

Yeah all this editor customization stuff has me really excited.

gleaming creek
#

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

maiden swift
#

^

grim ore
#

definitely want more info on that subsystem stuff. for allowing us to avoid complexity it doesn't make it easy to figure out lol

maiden swift
#

Custom editor panels will probably become the norm eventually for marketplace tools.

gleaming creek
#

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

glacial pecan
#

@gleaming creek that's what 100% of Unity assets in their store does

gleaming creek
#

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

glacial pecan
#

and it was so confusing coming to Unreal after having lived with that for years 😄

grim ore
#

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

gleaming creek
#

I've seen some Unreal stuff come with custom control widgets, but as far as I understand they had to be written in C++

glacial pecan
#

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

wary wave
dire coral
#

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

gleaming creek
#

Sounds very over-enthusiastic in terms of scope

dire coral
#

k

#

i meen the game i 60%finished just need structures and sfx

grim ore
#

60% content complete or 60% content and testing and debugging and more testing complete?

dire coral
#

60% game funcionalaty

#

and content

grim ore
#

ah yeah then your like 10% complete of the completed game

dire coral
#

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

plush yew
#

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?

dire coral
#

inv ,map ,character skin shooting is done

gleaming creek
#

@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

plush yew
#

@gleaming creek Where can i find those settings??

gleaming creek
#

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

plush yew
#

Oh, okay. ill check it out. Thanks 😄

grim ore
maiden swift
#

@grim ore I think I see you! 😄

#

You going this year?

grim ore
#

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

maiden swift
#

Nice.

#

I'm really looking forward to seeing everyone this year.

grim ore
#

I am looking forward to making the wife hike up and down all the hills lol

maiden swift
#

Hahah.

#

Oh San Fran.

grim ore
#

oh yeah. Thankfully I found a much easier walk to the hotel this year.

lime gull
#

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?

grim ore
#

focus like tabbing to it or it taking focus?

lime gull
#

Keyboard focus

grim ore
#

and the is focusable option is not working?

lime gull
#

I should have made myself clearer, i meant yhrough blueprints,

manic pawn
#

oh there is finally going to be some announcement on what "chaos" is all about

lime gull
#

For what im doing i need to toggle, and i dont know if IsFocusable is a variable or not

grim ore
#

the is focusable is on all of the widgets in the UMG editor, its under interactable. it prevents the keyboard from taking focus

maiden swift
#

@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 think360.

#

Now it makes more sense.

lime gull
#

Can I change that with blueprints ib the event graph?

#

The only variable i have is a boolean

grim ore
#

I dont think you can set it, I think it changes things at design time

lime gull
#

Damn, cause it messes up what im doing

grim ore
#

well every widget has an on focus lost/received event you can try overriding and doing what needs to be done

lime gull
#

Do you mind if I send a video so you can get a better idea of what i need and what's happening?

grim ore
#

you can post it in here or in #umg if that is more appropriate, someone might be able to help

lime gull
#

Alright, thank you

grim ore
#

oh yeah. you might have to have some custom code that take the input and wraps around your list of valid objects

regal mulch
#

There multiple ways to solve that

#
  1. You can override the TextBlock navigation to not go to the bottom, but that's tricky as you probably fill these dynamically
  2. You can try to disable teh lower buttons. Disabled buttons can't be focused.
  3. 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

glacial pecan
#

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?

regal mulch
#

Why would you use an empty actor as a socket?

lime gull
#

How do you disable them

glacial pecan
#

because I don't currently have a skeletal mesh

regal mulch
#

"SetIsEnabled"

glacial pecan
#

or staticmesh actor even

#

I want to attach something to the MotionController

regal mulch
#

Make something quick in blender?

#

Can be a block with a armature

#

Takes like 10 minutes to do,even with tutorials

glacial pecan
#

and set it to invisible you mean, just to have a dummy object?

regal mulch
#

Yo

glacial pecan
#

hurr... I guess...

#

this is why games are held together by duct tape? 😛

lime gull
#

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

grim ore
#

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

wintry willow
#

@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

lusty vigil
#

is it normal that stuff keeps breaking the longer you work on something? Q_Q

grim ore
#

the more bugs you introduce into the system yes

lusty vigil
#

oooohh

wintry willow
#

What would make the foliage tree painted trees to look different than when viewing the mesh in the mesh viewer

polar hawk
#

4.22 is that fortnite money

merry thistle
#

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

pallid compass
#

@lusty vigil that's most likely due to lack of engineering experience

dim dragon
#

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.

lusty vigil
#

thats better that the ue4 engine having a bug in itself that does that 😄

unreal spoke
#

I forgot, how to get the physical component of an actor?

gleaming creek
#

is it a blueprint? It should show up in the component list

unreal spoke
#

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?

gleaming creek
#

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

merry thistle
#

has anyone see an issue with skeletal mesh normals and tangents messing up from scaling a rig from maya side?

unreal spoke
#

@gleaming creek Ah, I have that issue of the actor staying behind. Thanks, now I know how to fix the whole thing.

gleaming creek
#

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

unreal spoke
#

yep, it worked 😃

shy silo
#

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

sick escarp
#

If I have variables that are only used in BeginPlay or inside any other function should I always create them locally?

merry thistle
#

@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

shy silo
#

ok, so where does one get textures from?

merry thistle
#

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

gleaming creek
#

You can find sites that offer free PBR textures

#

http://freepbr.com/ have some, https://www.textures.com/ have some, etc.; just look around

rocky kayak
gleaming creek
#

I seem to recall looking at that one before but being put off because a lot of their textures seemed very stylised

maiden swift
lusty vigil
#

where do i get good models beside the marketplace?

dim arch
#

turbosquid

dry moon
#

Mixer makes it crazy easy to mix up textures to make new ones too

marble saffron
#

Can anyone help me with smoothing my camera tilt in my game

dry moon
#

And pack them for less texture samples

#

So go with that

#

Or can they not mix the model textures yet

sweet elm
#

Is there anyway to change the sky texture on ue?

plush yew
#

Yeah edit sky sphere

grim ore
#

That is a weird profile picture, I can't tell if the tongue is a prosthetic or art on the mask.

languid sandal
#

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

grim ore
#

#2 is based on your product, we can't answer it. there are free EC2 servers you can use with amazon to test tho.

languid sandal
#

Ohh ok. Thank you, do you have a rough estimate, or know how much you spend for a server?

grim ore
#

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

languid sandal
#

Ohh ok thank you very much sir! It was very informative

shy silo
#

Is local multiplayer tough to do?

grim ore
#

Depends on your definition. Same screen is not, just differing inputs mainly. Split screen is harder

sonic tinsel
#

Can someone help me export from Blender to unreal?

dry moon
#

Wew fixing Xbox One DX12 crash in RHI

#

because Epic didn't check if the textureRHI was valid or not

ivory cradle
#

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.

glossy zenith
#

a constant doesnt change

#

so i guess, clarity ?

abstract relic
#

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

ivory cradle
#

thanks for the reply! i think i understand now.

dim dragon
#

I saw this earlier and I'm not sure why it isn't working anyone know the best practices or a fix for this?