#ue4-general

1 messages ¡ Page 397 of 1

finite slate
#

So idk why it's not working

pallid compass
#

U know what be helpful actually

#

Can you post an actual error from the log

#

or something

finite slate
#

There is no error

pallid compass
#

Just a photo of "need VS"

#

is not good enough

#

Check your error log

finite slate
#

oh

#

im stupid lol

#

lemme get it

pallid compass
#

If that pops up then there is 100% something being wrote in there

finite slate
#

there is the most recent log

#

3 missing DLLs right off the bat

#

literally all I did in that session was try to package so there shouldn't be too much junk in there

#

ill get another clean session just in case though

pallid compass
#

took me 45 seconds

#

to find an answer

finite slate
#

I love professionals

pallid compass
#

C:/Users/{system username}/AppData/Local/UnrealEngine

(Without any spaces, find folder exactly like i wrote)

Then i delete all contents of this folder. and rebuild VS files.```
#

Start from the top and work your way down solving each error

finite slate
#

Ok should the folder look something like this

pallid compass
#

Well it says to delete it all

#

So back that stuff up

#

Delete all of them

#

Delete your projects binaries, and intermediate

finite slate
#

It is trying to protect 4.21

pallid compass
#

and try again

#

Prob because u havent closed 4.21

finite slate
#

I'll make sure it's not in the background

#

Ok I had to close out of the background launcher

#

and it worked

#

Deleting project binaries and intermediate now

pallid compass
#

Pro tip, if something does not work, ignore error check Log,
Start solving Errors & Warnings from the top down
Errors can cause false errors below them, so you cant tell whats legit and whats not.

finite slate
#

I really hope the multiplayer actually works

#

I am trying to package it so my friend can host a game and I can try to join

#

Ok I'm noticing one thing rn

#

I don't have a binaries folder

#

so I guess I don't gotta delete it

#

It worked, thanks!

pallid compass
#

np

finite slate
#

Well it's working so far

#

it actually started packaging

pallid compass
#

Id prob expect another error most likely

finite slate
#

always expect errors

#

As a beginner, even I know you should never expect something to work until you have tested it millions of times

pallid compass
#

Incorrect

#

You can expect things not to work when you are not 100% sure what your doing and/or lack a lot of experience using something,

finite slate
#

Ok I got a warning but it did package

#

The warning will effect the game tremendously though

#

I am sure I can figure it out alone though

gleaming creek
#

I don't know, after many years of experience as programmer, I always expect things to not work the first time I try to run them, and am always immediately suspicious if they do

finite slate
#

or maybe I can't figure it out

#

The one on the bottom is unrelated though I think

#

dw about it

carmine quiver
#

lol @gleaming creek i totally agree with that. often, if it works the first time, i then have to force it to break to remove that suspicion.

gleaming creek
#

If it works first time with no errors, I probably made a much deeper logic error

finite slate
#

Can someone help me test my multiplayer system
I followed a tutorial for it (You gotta start somewhere) and I haven't beautified it yet so it is ugly
I just wanna see if it works

plush yew
#

hello guys I have a problem

#

I can't collect the coins

finite slate
#

I probably can't help but I will try

plush yew
#

these coins

#

I run through them

#

😦

#

How to fix the problem?

finite slate
#

Can I see your blueprints

plush yew
#

which?

#

to show you

finite slate
#

The ones you have that are supposed to make the coins work

plush yew
finite slate
#

You want the coin to kill the player?

abstract relic
#

Money is the root of all evil they say

plush yew
#

NOPE

#

the player to collect the money

finite slate
#

The "death function" seems to be trying to kill the player

#

wait that is for the obstacle

plush yew
#

he is dead when he touch the pipe and boxes

finite slate
#

Show me the event graph for your coin

plush yew
#

when he through the money he must to collect them

abstract relic
#

Oof, that double cast

finite slate
#

yeah

plush yew
#

?

#

how to fix the problem to player to can collect the coins?

#

@finite slate

finite slate
#

replace your current overlap event with this one to start

plush yew
#

what must to be with the collusion?

finite slate
#

it makes things easier

#

actually

#

make a box trigger component

#

scale it to your coin

#

set your coin to have no collision

#

and use the overlap event with the trigger box

plush yew
#

this?

#

I can't collect them again-why?

finite slate
#

do this

plush yew
#

it must to be this

finite slate
#

scale the box to the coin

#

use this node

grim ore
#

Man I know you are trying but you seem to have just jumped in without any real understanding of the engine

finite slate
#

I did the same thing

#

I watched tutorials

#

still clueless

#

just less clueless

#

I can make stuff on my own now

plush yew
#

this then?

finite slate
#

But I did jump in without any prior knowledge

#

scale the box to the coin's size

plush yew
#

o

#

it collects

#

yes boyyyy

finite slate
#

wait actually

#

I honestly didn't think I would be any help

idle garden
#

Hi, I have an error

#

LogRHI: Error: GetAndOrCreateGraphicsPipelineState RenderTarget check failed with: 232 !

#

someone can help?

finite slate
#

Have you tried googling it?

#

It gave an error code

#

that should definitely help

idle garden
#

Yes but nothing revelant

finite slate
#

build the lighting

#

first result when I googled it

idle garden
#

I already build it

#

me too

#

that doens't worked

plush yew
#

anyone please help me in private chat im stuck at ai its about moving location and stuf

finite slate
#

@plush yew sure

finite slate
#

Can someone help me test the multiplayer I put into my game

dim dragon
lusty vigil
#

@finite slate what you want me t o do

finite slate
#

just download the game and host a match

#

lemme get a download link

#

The game looks really bad rn because I just threw this together to see if it works

#

I'll make it pretty later

lusty vigil
#

put lipstick on and stuff?

finite slate
#

yeah

#

Give it some eye shadow

#

I forgot how bad my upload speed was give me a sec

#

alright I'll message you the download link

valid pike
#

Feature request:
We want a “Make It Fabulous” button please!

plush yew
#

anyone with decent knowledge on blueprints that can help a rookie out? just pointing in the right direction.

valid pike
#

GetRightVector();

misty creek
#

@plush yew I might be able to point you in the right direction, what do you need help with?

plush yew
#

hey! I'm an asset creator and I wanted to create a blueprint for level designers where they can rotate car doors, wheels etc in editor. Its not the usual "how to make openable doors" its just purely on editor side and I just can't find any tutorials or info online, if you happen to know a tutorial or at least tell me what to look for online that would be great. I think I watched all the tutorials on doors and driveable vehicles but its all totally not what I need

misty creek
#

I don't think I'm understanding what you are looking for. What do you mean when you say rotate car door or wheels purely on editor side? Is this a skeletal mesh? A Blueprint?

valid pike
#

I think you want to expose variables, and override constructionscript where you can apply them

plush yew
#

I have the car and its all separate pieces and I'm looking for a way to make a blueprint where you place a whole car in your level and have sliders in the details pannel that allow you to open each door, rotate front wheels, open hood or trunk etc

abstract relic
#

Ah

#

use timeline node

plush yew
#

that doesn't tell me much, I'll look it up and see if its any help!

abstract relic
#

I only point

finite slate
#

ok due to mediafire being slow I lost my tester

#

anyone else wanna help me test my game?

#

It is incredibly ugly rn

#

I just want it to work first

#

so just bear with me

plush yew
#

Redirector how could one use the timeline node to rotate a mesh and have in controlled in he details panel tho so far I'm only finding ways to make things do things over time but I'd like a slider

#

willing to point me in the right direction one more time?

abstract relic
#

timeline is basically a simple animation method. You can keyframe two position and lerp the animation using a variable. To have it respond to a slider -I assume you mean through a widget- look into blueprint interface.

steady owl
#

I heard from someone before that you shouldn’t use the Execute console command node in a packaged games and it’s more of a workaround than the correct way to change certain settings

#

However for some settings (for example disabling only motion blur), there doesn’t seem to be any other option than using that node

#

I am setting the Game User Settings where possible but it doesn’t allow you to set motion blur independently (like a menu checkbox)

finite slate
#

(this might sound really dumb) couldn't you just disable the motion blur effect in the camera with blueprints

#

isn't it a post processing effect

lament saddle
#

... can't you disable that by editing a postprocessing volume?

steady owl
#

Of course but I am talking about a settings menu

#

The end user might not want to play with motion blur

lament saddle
#

I would actually like to know what "best practices" are on this sort of thing. I have a postprocessing volume component affixed to my pawn. Some options in my graphics menu send messages (via a blueprint interface) to the pawn and adjust its PP volume. (In my case, it drives exposure compensation, but this method could also be used for motion blur.)

steady owl
#

The console command to disable it works great, I just remember being told it shouldn’t be used in packaged games

#

So I wonder what the alternative is for settings like that which aren’t directly exposed to BP nodes

lament saddle
#

I would like to know about that too, because my graphics menu uses hella console commands

steady owl
#

Yeah!

lament saddle
#

I mean, I've never worked in the industry so I don't know what the best practices are. I would like to know.

finite slate
#

stuff like this should be easier

#

There shouldn't be "tricks" to doing it

#

There should be a way to test multiplayer alone too

lament saddle
#

I've abandoned this project some years ago, but I remember for some multiplayer prototype, I was able to spawn multiple preview windows in the editor and move multiple players around.

finite slate
#

I wanna make sure it works when exported

#

because I keep getting a warning that says "steam api disabled"

#

Like, in development exports maybe have a little button that lets you open from another virtual person

sharp crest
#

It seems to only work for 4.18..

#

Ping me if you answer

inner yacht
#

can anyone tell me if i have to use ip address to host a multiplayer online game or should i try the session nodes in blueprint? Ip way sounds right need to be sure thx

kind mural
#

Hi guys, can anyone recommend a good source for learning blueprints? I'm trying to learn how to do things like use input to change a variable within a object (i.e hold x while scrolling and an object will change in size)

inner yacht
#

Titanic Games has good tutorials

kind mural
#

Also if anyone has any suggestions on how to achieve what I'm trying to do that would be amazing haha

#

I've just come from Unity but I had a terrible experience.. especially with VR stuff so I'm switching.

abstract relic
#

Honestly, go on YouTube and have a field day. Unreal live training is reliable, the doc is surprisingly good, and this series is good for specific nodes

kind mural
#

Will do thanks!!

#

How good is Unreal at switching engine versions between projects? Is it generally recommended that I stay with the same engine version or can I safely update? without worrying?

abstract relic
#

Fairly safe. Don’t update projects toward the end of its production or complex project in general. It’s not worth the risk. Otherwise, issues that may arise consist of easy fix such as reference errors in my experience

#

That being said, projects are not backwards compatible. You cannot downgrade its version

#

So choose wisely 😜

finite slate
#

can anyone please help me test my game's multiplayer?

#

My stupid friend is stubborn and won't install the prerequisites or help me at all

abstract relic
#

You need better friend

finite slate
#

It doesn't take much talent to run a game for me

abstract relic
#

Or hit them with a dead trout

#

You’re asking for service

finite slate
#

no one responds to those

abstract relic
#

try

#

You’re asking people to take time and potential security risk for you. No matter how small, respect that.

weary basalt
#

Its a bit unrealistic to expect people to just drop what they are doing to help you.

dry moon
#

Does anyone know the difference in performance of dithered opacity mask vs normal opacity mask

finite slate
#

I am not expecting people to "drop what they are doing to help me" but whatever

weary basalt
#

Ask a Mod and we will delete it for you

finite slate
weary basalt
#

Sure

finite slate
#

ty

mint sequoia
#

Is Epic ever going to fix their authentication issues or are they ok with them

#

Especially now with their store, do they really want to have customers complaining about it forgetting their authentication constantly and going back to steam 😐

#

The two factor code can sometimes take a while too

tribal kayak
#

What causes the editor to hang at 45%

#

I just updated to 4.21

#

and I'm hanging there when loading my project

grim sinew
#

It's not hanging, it's compiling shaders.

#

Patience is a virtue.

serene nest
#

Any thoughts on why when I Play selected viewport and launch standalone game from editor, I get different behavior than when I package and run the exe? Specifically PrintString nodes

lament saddle
#

I think if Project Settings - Build Configuration is set to "shipping" instead of "development", certain nodes (like Print) won't work

serene nest
#

it's printing other printstring nodes with no problem

#

Thanks again, @lament saddle

lament saddle
#

np. The idiosyncrasies of #packaging are sometimes inexplicable to me.

karmic basalt
#

Is anyone knowledgeable with the whole OSS shabang? I am currently starting a Multiplayer project for my portfolio (will never be sold, will likely end up on itch.io for download to test the finished game and available on my GitHub) and wanted to know what are the limitation with using Steamworks for something that will not end up published on Steam.

west pendant
#

@mint sequoia Tell me about it, sitting here waiting 20 minutes for the 2FA code to come in. What gives???

mint sequoia
#

@grim sinew Patience isn't a virtue when you don't understand the reason. Thats called laziness, asking is the right thing :P
@west pendant Its had authentication issues for a long time, it constantly forgets your autologin details and machine details (resulting in constant 2step auth requests) and sometimes the code is instant but can take a while other times. I don't think the upper management who would otherwise tell someone to fix it actually uses it themselves, either that or they don't care about it.

grim sinew
#

@mint sequoia Protip: Check the task manager when figuring out if your computer is doing stuff

mint sequoia
#

Well, don't tell me that..

plush yew
#

I'm pretty sure I'm doing something wrong but I don't know what

#

My sky lights aren't working

plush yew
#

nevermind I'm stupid

plush yew
#

Can't run Editor of existing project

#

I created actor class (c++), new object channel and collision preset. Now it crashes all the time

#

on 72%

#

I can't get what log means

#

anyone alive?

plush yew
#

fixed

dawn vessel
#

Is it possible to create a Text Document onto my PC from UE using BP only?

grim sinew
#

Yes, that's pretty much what the print statement does when you tell it to write to the log. But if you want to freely make files, you need the rama victory plugin

dawn vessel
#

Does that contain like a Function / Node that creates Text Files to my PC?

grim sinew
#

...yes. Now go download and test it

dawn vessel
#

...Cool. Will do.

noble marsh
#

What am I doing wrong?

grim sinew
#

Your windows username isn't working properly in the log, maybe it's related? Just search for errors

fierce tulip
#

what does the user name say?

#

oner? but with a pie-ish sign as an N

#

?

#

also, people installing in /documents XD

noble marsh
#

My username in Russia language

fierce tulip
#

there's your problem

grim sinew
#

Well generally the fact it has "fatal error" right before it, I would look to that as being the potential problem

noble marsh
#

Ok im gonna change my username

fierce tulip
#

might break everything looking at folders after <username>

grim sinew
#

afaik changing your username also doesn't change the path

#

You might need to make a new user account

grave nebula
#

Or just format the whole thing and start anew!

fierce tulip
#

or move your project to another drive, or very least, another folder

noble marsh
#

Ok im gonna create new account with English language

dim plover
#

You probably want to create your project on your C drive to keep file paths "shallow" as Windows doesn't allow file paths greater than 260.

dawn vessel
#

You need Visual Studio 15 to Package your Game when using Plugins?

grim sinew
#

Yep

#

You can just use 2017 though, that error appears to be dated

dawn vessel
#

@grim sinew

#

I get this now after installing Visual Studio 2017. Don't know what else I need. I installed what it told me to.

grim sinew
#

Visual Studio has a modular installer, you need to install the components of what you need manually from a list

dawn vessel
grim sinew
#

Click on individual components

#

And turn on the ones Unreal requires

#

I'm not a C++ guy, so I don't know what they all are offhand, I usually find a list online

dawn vessel
#

Looking through the list I don't see what UE needs. But I will try and find a list online

grim sinew
#

It doesn't explicitly tell you, no.

reef python
#

Can you have Visual Studio and Unreal on different Hard Drives?

grim sinew
#

Yes

dawn vessel
#

I'm not finding anything on this issue I'm having though.

#

I've looked up for a bit on required components to get packaging to work with Plugins

#

hmm

normal burrow
#

@dawn vessel those options look good. make sure incredibuild is not checked

dawn vessel
#

Ok ty I'll check

normal burrow
#

you may want to check the unreal launcher too but its something you can do later if you need it

#

"Unreal Engine installer"

#

not needed but its there if you do

dawn vessel
#

Incredibuild is already unchecked

#

And I checked Unreal Engine Installer.

normal burrow
#

it installed?

dawn vessel
#

I mean It's all there yeah.

#

Visual Studio is all installed

normal burrow
#

to D:\Microsoft Visual Studio 14.0 ?

dawn vessel
#

There isn't a folder named that

#

In Local Disk D

normal burrow
#

yea, seems like unreal editor is looking for that folder?

dawn vessel
#

These are the Install Locations

normal burrow
dawn vessel
#

I'll show you in a sec

normal burrow
dawn vessel
#

@normal burrow These are my Options

#

And I will follow that link.

normal burrow
#

ah okay looks the same as me, i think that link will help since it seems to be looking in the wrong location

stuck shadow
#

How to create a dedicated server, usually use the unreal directory in github, but it no longer exists

finite slate
#

@stuck shadow I'm confused, can you rephrase your question?

plush yew
#

hello guys I have a problem with my buttons that my friend made them in Photoshop I don't know how wthe sizes must be because When I import them into ue 4 and I set them one for normal and one for hovered when I click on them they buged

finite slate
#

Did you set it to be for when they are hovered over too?

#

Alright dude listen these are issues that can be googled and solved in seconds\

sage ruin
carmine quiver
#

i believe it's the LifeSpan property that causes that projectile to get destroyed.

sage ruin
#

hm, I'll look around some more for that then, I assume this is on the projectile bp, thanks @carmine quiver !

#

@carmine quiver Hm, nope, nothing anywhere for that

#

even in project settings, checked the projectile and character bp's

carmine quiver
#

try calling SetLifeSpan (under "Utilities")

#

i don't have that project downloaded anymore unfortunately, so i can't see where it's getting set.

fierce tulip
#

is that ball a particle?

sage ruin
fierce tulip
#

then im out of ideas

sage ruin
#

I'm fairly new to unreal, though not fairly new to coding = )

carmine quiver
#

'tis all good, but that code is setting the lifespan of whatever object is calling that SetLifeSpan node right now.

#

you probably need to hook the Return Value of the projectile spawn node into the Target of the SetLifeSpan node.

sage ruin
#

righto

dim plover
#

@sage ruin It's in the Projectile Movement Component's max number of bounces.

carmine quiver
#

oh cheers, @dim plover ! i was just snagging that project again so i could see what was up.

sage ruin
#

@dim plover Erm, are you able to screenshot it? I'm in FirstPersonProjectile but none of the components have a max number of bounces setting

neat geyser
#

I have a ship, that when it spawns, it finds sockets I've added in-editor, and according to the socket names, spawns in cannons, Helm, other needed actors, onto the ship. However, If the ship's rotation is (0.0, 0.0, 0.0) it works perfectly. If it's rotated at all, The location of all the cannons seems sporadic. This is with Location, rotation, and scale set to KeepWorld. If I set it to SnapToTarget, all of the actors spawn at the ship's (0,0,0), and if I do KeepRelative, they don't seem to spawn at all. Any advice?

dim plover
#

@sage ruin, Hmm, maybe it's not exposed to BPs?

#

Wait, oh, hold on.

#

Oops, my mistake...

sullen wraith
#

I have a breakpoit in my blueprint, but when it gets to the event its notfiringg?

carmine quiver
#

@sage ruin you doing the CPP FPS example? or BP?

sage ruin
#

@carmine quiver BPP example 😃

dim plover
#

But, uhh, I did look into it and in the FirstPersonProject BP class, click Class Defaults and then you'll see Initial Life Span is set to 3.0f.

carmine quiver
#

k, i did the wrong one. look for "InitialLifeSpan" in your BP.

#

heh yup. that's what the native version of that project does as well.

    // Die after 3 seconds by default
    InitialLifeSpan = 3.0f;
sage ruin
#

oh damnit xD how did I not see that!

#

I looked everywhere, sorry guys but thank you so much for helping! >_<

#

I feel like a dingus now xd

carmine quiver
#

'tis all good. if nobody asks any questions, then we never learn.

finite slate
#

UMG is confusing and is the reason to why my multiplayer won't work

carmine quiver
#

how so @finite slate ?

finite slate
#

It won't show the servers

#

I know the server is open because I am in it

#

I know it is finding the sessions because I have it print "failed" if it can't find the sessions

#

Idk why this isn't working

carmine quiver
#

What is that Input Object that you're checking in the Is Valid node?

finite slate
#

The widget that is supposed to be one game

#

The listing for it

#

It just checks to make sure it isn't already there

#

I don't know why it's there though

#

Deleted it

carmine quiver
#

yeah, because if that was valid, it looked like it would skip adding anything to the viewport, which seemed a bit odd from that screenshot

finite slate
#

IIRC it didn't work without it

#

either

finite slate
#

Ok so it is not a umg thing

#

The find sessions node is failing

ivory cradle
#

hi, i was watching "Creating the Open World Kite Real-Time Demo in UE4" on youtube and at 15:31 they talk about delighting. how do they mix the delighting and colour texture together to produce the albedo map? is the delighting texture used as a mask for some sort of colour equalizing or brightness node? or is it a mix of different processes?

grim sinew
#

It's a long process they went through. Hindsight is 20/20, and I don't think they would do it again this way after Unity came up with a better solution using world space normals as a mask to increase/decrease an exposure layer in photoshop

#

That's how I generally like to go about it myself

#

How Epic did it was basically capturing an HDRI image, using it to light the high poly model in something like vray and bake it down, and then subtract that baked light from the final image

#

Which for my taste is bouncing around one too many programs and requires more on-set work to make it happen, where Unity's solution can be done entirely after the fact

#

One less thing to worry about while shooting

#

And less equipment to bring, since you don't need a tripod and nodal ninja with you

ivory cradle
#

thanks alot for the response. ima look into this other method though since i've spent a couple of hours looking into hdri stuff i might just try out both methods

ivory cradle
#

damn thats sexy

grim sinew
#

So that was pretty much worst case scenario, super bright sunlight and harsh shadows

#

And I not only salvaged it, but I got a pretty much perfect final result

#

That was direct sunlight, in the middle of a clear LA day. Could not have been worse conditions for doing a scan, and I saved it.

ivory cradle
#

damn... i wonder if i should even bother waiting for cloudy days after seeing this. might do some tests and see how much a difference it actually makes.

sharp crest
ivory cradle
#

thanks again this was really helpful

grim sinew
#

You don't -need- to wait for a cloudy day if you absolutely must get stuff done. Since I live in LA, we get maybe 1 cloudy day a month, I can't hold up for that and just hope for the best. But whether or not you can do anything with it very much depends on your camera's dynamic range at that point

frank escarp
#

@grim sinew how was that delit?

grim sinew
#

Baked world space normal from the high poly and used the RGB channels from that as masks for exposure filters in photoshop to basically reconstruct the sun's angle

#

And for the cast shadow, another exposure filter hand painted mask

#

Make sure you stick to 16 bit if you want to do any of this btw (that means 16 bit tiffs out of lightroom when importing the images to the photogrammetry software). Shoot raw, it'll help a ton. Otherwise you just won't have the information you need in the shadows.

#

Depending on the camera, raws will be between 12-15 bits of color, but anything is better than 8 bits when recovering shadow detail like that

#

The exposure filters... you're going to need 6 of them (RGB and inverted RGB for world space normals), and it is very much trial and error. It'll take time to manually dial it in, unlike the Unity tool which attempts to automate it to some extent, but that would require me to learn an entire game engine just for a side plugin they don't maintain anymore

#

I should really just write up a guide for it at some point, might put it on my website and save out a pdf to distribute on here

ivory cradle
#

i'd buy it

finite slate
#

I need help

plush yew
#

Hello guys I want to ask you how much cost to have or host a virtual server for game? because we are making a game like subway surfes and when we release the game when the players start playing it their result must to storage somewhere

finite slate
#

@plush yew One simple google search is all it took

plush yew
#

this can help? for storaging the game results like how much coins you have, which level you are? @finite slate

finite slate
#

You don't need a server to store that kind of stuff

#

you can store that on the player's device

plush yew
#

you did not understand me correctly
so we are a team and when we release the game we will need their data names their passwords to develop their levels to where they have gone, and so on. to store somewhere? this thing should not be stored on a server?

finite slate
#

You are saving their passwords?

plush yew
#

for example I gave to you

finite slate
#

I don't understand

grim sinew
#

Maybe a bad idea to just save "passwords", find a way to encrypt/hash them in case you get hacked. 😛

plush yew
#

you know that the epic games have access to our accounts?

finite slate
#

Why do you need to save a password on a seemingly mobile game

grim sinew
#

Yes. But they can't see our passwords.

plush yew
#

I gave it to you for example

#

a okay

grim sinew
#

Nobody at Epic knows what our passwords are

plush yew
#

sorry

grim sinew
#

Just making that part clear 😛

plush yew
#

so to store the things I wrote above without passwords 😃

#

so to store their levels, how coins they have their develop

finite slate
#

Levels and other player data can be stored on the user's device

plush yew
#

how?

finite slate
#

Save games

abstract relic
#

Sounds like a standard database

plush yew
#

how to save this that I said on the mobile's device?

grim ore
grim sinew
#

UE4 supports save games out of the box, it'll handle it if you go that route

plush yew
#

our game will be like subway but for computer now(don't ask me why on computer xD)

grim sinew
#

But only do this if you aren't storing things that will impact multiplayer, since if someone is dedicated enough (almost unheard of for a mobile game, just so you know), people can modify save games

#

Indie games and mobile games don't really need to -ever- worry about that though, since nobody cares enough to take the time to do it

plush yew
#

I didn't understand you completelly

#

my question was how to do to save their level their coins their upgrades on the device that they use? @grim sinew

grim sinew
#

RTFM about save games in Unreal

plush yew
#

okay

#

what is RTFM?

finite slate
#

read the fucking manual

plush yew
#

a okay

#

I thougt it simillar

#

xd

finite slate
#

excuse my language

plush yew
#

no problem

finite slate
#

but that is what it actually stands for

#

I saw pfist typing and panicked

grim sinew
#

The more PG version is "Read the Friendly Manual"

#

lmao

plush yew
#

ahahahah

#

lol

grim sinew
#

But yes, you're not wrong

plush yew
#

yes

finite slate
#

which one did you intend

grim sinew
#

Not mine

#

😛

plush yew
#

this to read or?

finite slate
#

yes

grim sinew
#

surewhynot

finite slate
#

i assume you are using blueprints?

maiden swift
#

Was just going to link that.

finite slate
#

;p

plush yew
#

yes I use bp

maiden swift
#

That's the guide you want then. The last one Nobody linked. 🙂

plush yew
#

okay

#

thank you

finite slate
#

I think I finally got my multiplayer working

plush yew
#

so
then what is the use of the server that sent me a link to it and it costs 3-5 dollars? @finite slate

#

cool @finite slate

finite slate
#

I sent you that because you said you wanted a server originally

plush yew
#

yes

#

but for what you use this server that you linked it?

#

for what

#

it is interesting and I want to understand

#

and to learn

abstract relic
#

You tell us 😜

plush yew
#

idk bro

#

for what

abstract relic
#

You wanted it, they gave you a link

finite slate
#

A server is pretty much a hard drive that you pay money to use

#

and you can host websites and stuff on it

#

Well most servers are ssd's these days

#

dang kids

plush yew
#

yes I saw that they are ssd it is normally

grim sinew
#

The problem with storing it online, is you have to pay upkeep costs forever.

#

Years

plush yew
#

but for example epic games they use servers for the game the reason is for the multiplayer or for storaging the develop of the players?

grim sinew
#

That is NOT cheap

plush yew
#

yes I saw

grim sinew
#

Epic uses Amazon AWS, which is really expensive but scales well to a high demand

finite slate
#

They use servers because they have online multiplayer stuff

plush yew
#

and for example the game LastDayPnEarth is mobile game and it has got 5 servers when you start the game you have to choose which server but these servers are real?

grim sinew
#

An easy trap to fall into as an indie dev is your server costs will outpace your game sales and you'll actively be in the red losing money

finite slate
#

They wanna store those vbucks in the cloud so people don't cheat the system

plush yew
#

yes @grim sinew

finite slate
#

Ok so

plush yew
#

okay cool

finite slate
#

Servers are for online games

plush yew
#

I understood a lot of things

#

thank you guys ❤

abstract relic
#

Playing a single player game that requires connection would be the most infuriating thing as a consumer 😜

grim sinew
#

Think of all the poor people playing your game in a subway without cell signal

shy silo
#

sorry, this is really basic but the tutorial im following made a color, a yellow box with the coords 0,0,0 and didnt tell me how to do it, what the hotkey? thanks sorry

abstract relic
#

Constant 3

worn granite
#

hold 3 or 4 and click

shy silo
#

ok thanks

plush yew
#

connection? what connection? @abstract relic

shy silo
#

yep that was it. Thanks for the help

plush yew
#

and the ldoe ( LastDayOnEarth) for now is singleplayer but the game dvs work on it aand the end of february they will add 4 new multiplayer locations

abstract relic
#

Connection to a remote server

plush yew
#

so they use virtual servers or no?

#

but they pay for this server? @abstract relic

grim sinew
#

Yes, they have to pay for it. No server is free.

#

Even if they own the hardware, they have to pay for the electricity cost.

finite slate
#

I made an oopsie

#

I tried to make it pick a random color for the background

#

(I made it give me a seizure instead)

#

I had no idea the bindings ran on a clock lmao

worn granite
#

yup every frame

plush yew
#

i know that the servers are not free 😉

finite slate
#

There we go

#

I am trying to make a high quality-low quality game

plush yew
#

but the ldoe game devs will use servers and for the mutliplayer aren't they or?

#

@finite slate @grim sinew

finite slate
#

what

#

That sentence made absolutely no sense

plush yew
#

this?

finite slate
#

Um

#

@grim sinew Help me out here

grim sinew
#

You've got this

finite slate
#

I have no idea what

#

um

#

@plush yew What is your native language

plush yew
#

Bulgarian

#

lol

#

xD

#

but I can low or average speak english and write it. I can write better than talking I am shy

#

I wanted to aks you, we are talking about the theme about the servers and I asked you that the ldoe devs will use servers to make their multiplayer system to can meet each other? so the question is for multiplayer we need servers- yes or no?

finite slate
#

For multiplayer you need servers in some cases

#

it depends

plush yew
#

of?

finite slate
#

Massively Multiplayer games

plush yew
#

hmm

finite slate
#

Like Fortnite or League of Legends or something

plush yew
#

I will send you link to the game to look it for what I mean

shy silo
#

So im following a tutorial on making a post proccess material, and it spits back some error messages, but I dont know how to fix them when I connect the rightmost lerp to emissive

plush yew
#

the game is to develop your self to develop your base and to grind 😉 xDDDD

#

this is

finite slate
#

Ok so what about it

plush yew
#

I sent you a link to the gameplay to see what it's about - as you can see the person is developing is doing his / her base and must look for things in the higher levels there are raiders robberies you they attack they jump you then and you have to evolve and now they will add multiplayer my fucking question is like adding 4 new multiplayer locations where only we can see (later they will make a gifting system) where we will be exchanging things to keep going for these locations to see we will need a server so ?

finite slate
#

Listen

#

I understand learning a second language is hard

#

People who speak that language natively don't understand what you are saying for a while

#

but @grim sinew might

grim sinew
#

Blocking both of you

#

Trying to get work done 😛

finite slate
#

lmao

#

me too

plush yew
#

xd

#

lol

#

sorry @grim sinew but I leaned a lot from you

#

the time you spent on me was not wasted - thanks to you, I learned many things

#

how you don't understand for what I am talking about? @finite slate I wrote it upper

abstract relic
#

Aww come on you two. Don’t you like the sound of pings? 😜

finite slate
#

I don't mind pings when I know what they are about

plush yew
#

xd

finite slate
#

Your English isn't the greatest crush

#

I'd suggest asking other people who speak bulgarian

plush yew
#

I was annoyed when I saw that I was tagged and I wanted to read them or see them right away

#

the bad news are that in Bulgaria low people are dealing with this program and this thing at all

finite slate
#

fair enough

plush yew
#

I try when I have a question to ask it properly grammatically and so I do not always get it

#

?

fierce tulip
#

just keep at it 😃

finite slate
#

Are you typing or using a translator?

plush yew
#

sometimes

#

xd

#

so will you answer my question?

lusty vigil
#

how do i track down the reason for my teleporter to "break" (after i played a level sequence)? the teleporter is not in that level sequence. not even near anything that gets moved within that sequence :<

cedar granite
inner yacht
#

How can i get all player controllers online no matter what map the players are on?

#

I can in my first map but if i change the map i cant get the player controller that changed maps

finite slate
#

@wild kestrel what blueprint are you putting the nodes in

#

GameInstance should let you get all players across the server

spiral island
#

expression must have integral or unscoped enum type

manic pawn
#

FName(*FString::Printf(TEXT("P%dFireEarly"), 0))

spiral island
#

thanks!

finite slate
#

I wanna work on my game but at the same time PewDiePie is streaming

#

eeehhhh

inner yacht
#

I was trying to get every client IP that was hosting in a variable

#

where should i run a server event to get all the variables?

summer elk
#

Anybody got a chance making a smooth LODs for Speedtree assets in UE4?

finite slate
#

wtf

#

Why does this happen to my cables

#

I just deleted them

#

lel

dim merlin
#

hi, its possible to import a fbx at runtime ? or only with proc mesh?

dim merlin
#

i recently noticed its possible to import images to in unreal, so why no fbx ;/

west quarry
#

Mozilla Public Licence is compatible with Unreal EULA - correct ?

shy silo
#

sooo... I was following a few tutorials, nothing really important, but I was trying to sleep my computer but hit shutdown by mistake, so I lost data, but I had saved it a few minutes prior, but when I opened up ue again it asked to restore, so I did, but the level BP is gone, and some other stuff. Is there a way to get it back or should I restart?

finite slate
#

@shy silo Instead of wasting time trying to recover it, I would just restart if you were following a tutorial

shy silo
#

alright.

finite slate
#

Other people can't run my game

#

Anyone know why?

#

It runs fine on my computer

merry gazelle
finite slate
#

why is this server so dead

unreal token
#

Nobody creates anymore

#

Too busy watching Netflix

#

Anyone here have vr experience

#

Or widget experience should I say

shy silo
#

@finite slate do they have lower spec computers then you? just wondering

true leaf
#

wow. I was having issues with playing overlapping sounds and i Just realized there is a built in sound concurrency settings

#

UE4 is sweeet. just one more reason

finite slate
#

@shy silo yes

shy silo
#

it may be that it outclasses their hardware if you for example have a video card and they dont

#

but if nobody can IDK, not an expert in any sense

clever smelt
#

How do you optimise a game?
I have a map with like 100 trees and some graass from the kite demo and it lags

#

I have an i5 7600k and gtx 107 so what am i doing wrong

fierce tulip
#

kite demo is for high end pc's and cinematics, not a game

clever smelt
#

1070*

#

My bad,i wanted to say a map not a game

#

Im just doing scenes and stuff

fierce tulip
#

well, it was made for titan/980ti's for 30 fps

clever smelt
#

Ohh,damn

fierce tulip
#

with well placed camera's to minimize drawcalls and such

clever smelt
#

Do you think that it would lag anymore if i would use a pack like the redwood pack from the marketplace instead of kite demo assets?

fierce tulip
#

depending on your optimization it might not matter

#

though it probably comes with more agressive lods and game ready setup

clever smelt
#

Ok,thanks.

finite slate
#

Anyone know a bit about online subsystems and could help me?

#

I have dynamic material instances in my characters and sliders to change them in game

#

Only the host can control them once someone else joins

#

and it only controls the most recent person to join

#

And for everyone except the host, the materials don't even show

idle haven
#

if i buy substance painter/designer subscription i will get acces to substance source materials?

dry moon
#

I think so yeah

#

check the website

clever raptor
#

Is there a way to make box collision for a character without sacrificing the CharacterMovement component?

west quarry
#

all game in under MPL-2.0

glossy zenith
#

is it better to make my buildings out of assets in unreal or should i compose them in belnder and then bring in single objects ?

shy silo
#

When I make a mountain out of a terrain is there anyway I can sort of create a cave into it? or do i have to make a mountain like that in blender?

rustic fjord
#

i cant even start development in UE4 because it crashes when it finishes loading

#

version 4.21.2

#

how to fix?

shy silo
#

try starting it with task manager to see if any of your parts are having a heart attack

finite slate
#

@shy silo I'm pretty sure you can just carve out a mountain

#

carve out of the mountain*

shy silo
#

Its probably some tool I havent found yet. you dont perchance know which tool it is?

finite slate
#

not right off hand

rustic fjord
#

well there were 6 or 7 Ue4 processes that i stopped and it didnt work

finite slate
shy silo
#

ah Thanks

finite slate
#

Stroke?

grim ore
#

@finite slate it sounds like you have a simple case of not doing networking right, the subsystem you use should not cause an issue. Does it work fine when using local or networked multiplayer?

#

@rustic fjord there is no way we can fix the problem if we dont see any errors. It should produce an error log when you run it and it doesnt start

finite slate
#

@grim ore I am using the steam subsystem

grim ore
#

@clever raptor the character is built around having a capsule for the character and movement, it's not going to really work without that as the basics.

#

so you never tried it in multiplayer without using steam?

finite slate
#

Nah

#

Could I make an online multiplayer thing without steam?

grim ore
#

well then you need to go back to square one and learn replication for UE4

finite slate
#

I set the materials to replicate

#

I know what the issue is, I just don't know how to fix it

#

Well I kinda know what the issue is

grim ore
#

there is more to replication and networking in UE4 than just checking a box. You have to have proper control over all functions and who owns what and calls what

rustic fjord
#

should i drop the crash report here?

grim ore
#

you can paste the log sure or just read it and see what it says went wrong

rustic fjord
#
LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.```
grim ore
#

none of those should stop it from opening

finite slate
#

I don't understand how something so simple could be so complex

#

if that makes any sense

grim ore
#

because it's not simple

#

I want to open a door in multiplayer. WHo can open it? who knows it is open? who sees the animation when it opens if it plays one? does the animation require being synced up or can it be out of sync between machines

rustic fjord
finite slate
#

@grim ore But I'm not opening a door

#

The only questions here are "Who can see the materials? Who can change their own material?"

grim ore
#

that was an example of a "simple" problem with networking

#

ok so who can see the material and who can change it then

finite slate
#

I am pretty much just trying to make skins

#

custom colors for your player only

#

I have 3 sliders to adjust the colors

#

it works when you are alone

#

and only when you are alone

#

Well now I made it so that the host can change everyone's colors from HIS end

#

but no one else can see it

grim ore
#

@rustic fjord chances are it is due to the intel HD graphics you are using. Update your driver if you can or its possible it's simply not going to work on your machine

#

yes so in this case you have multiple player characters and each is unique to each client and the server

#

each has it's own material even tho you think it's just one

#

the server has to tell all the clients to change the material on the local copy of that material on the local copy of that character and the server has to change it's copy of that material on it's local copy as well

#

so you would need a client -> server RPC, then the server would change it locally and then do a multicast out to all clients to tell them to change it

#

what you are seeing is the fact that you are running a listen server more than likely so the server and one of the clients are the same machine and all other machines are just clients.

finite slate
#

oh boy am I in luck that ue4 has documentation

#

networking is so confusing to me

grim ore
#

networking is confusing, the learn examples project has a good map that explains the basics as well that can be torn apart

finite slate
#

ok so I have a custom event and I am testing out different replication methods or options or whatever

#

I like to test a bit before actually reading up on the right way

#

nothing lol

#

time to read

#

ugh

#

im so confused

grim ore
#

yep networking does that

finite slate
#

Ok so I fixed the issue where the host was changing other people's stuff

#

but only the host can still see colors

#

and other people can't change their colors

grim ore
#

if you are changing something on the client and you want other people to know about it you have to tell the server to change it. Variables are only replicated from server to client, not client to server. for a material you would call a function from the client to the server telling it what you want it to change to. the server would then change that item on it's local copy and you would either on rep change it locally when the local copy gets the info from the server or have the server tell all local copies to run a local event that updates based on the new value

finite slate
grim ore
#

sounds like you need the last part then, you need the server to tell the clients to change their copies of the material

finite slate
#

I'll name it later

#

I like you

#

You are helpful

#

Most people with knowledge as expansive as yours wouldn't bother to help a noob like me

#

Over something so advanced, that is

grim ore
#

There are a ton of others but it's the weekend so it's a bit quiet, #multiplayer has more experienced people as well

finite slate
#

I didn't even see that channel lmao

#

I would have asked there

rustic fjord
#

my drivers are up to date @grim ore

grim ore
#

@rustic fjord you just might not be able to use the engine then. It's a 2014 atom CPU so chances are it doesn't support the latest shader model needed for the engine.

rustic fjord
#

is it possible to use an older version?

upper heart
#

Does anyone know if there is a way to stop standalone games from dropping fps when unfocused? I'm spawning a listen server and a bunch of clients via command line to do some testing and when I play as the client the listen server drops to a low fps.

grim ore
#

4.17 was the last version with SM4 support. you might be able to use it in opengl as well

#

@upper heart it's in the editor settings, search for background

rustic fjord
#

dang it

upper heart
#

Yeah I tried that setting, but it didn't help

#

Use Less CPU when in Background

#

I'm not sure if that is PIE only or only talking about the editor itself or what

grim ore
#

its an editor thing yeah, but if you packaged it then it should not be causing an issue

upper heart
#

I'm not packaged. I'm spawning different standalone instances via command line like this
"E:\UE_4.21\Engine\Binaries\Win64\UE4Editor.exe" "E:\Foo\Foo.uproject" Lobby?listen -game -log -nosteam -windowed -ResX=800 -ResY=600 -WinX=0 -WinY=0

grim ore
#

ah, well if you have that unchecked it shouldnt matter

upper heart
#

yeah I unchecked it and it didn't do anything

#

I'm wondering if it is windows doing it

grim ore
#

it could be if it's off screen at all, but it should still run at full fps if its on the main window and that option is off

upper heart
#

The client and listen server are on the main window and not minimized. But when I click into the client to play as it the server drops down to under 10 fps

grim ore
#

yep that sounds like the background stuff in the editor =/

#

I know when I test with PIE in the editor and the option disabled I can get full relative FPS on both

upper heart
#

Well this isn't PIE. This is standalone.

#

I'll test with PIE and see what happens there

#

PIE is single process though by default so I would expect the same fps regardless

grim ore
#

any overlay programs running like nvidia shadowplay or overlay?

upper heart
#

no

vague walrus
#

Hello guys, I'm getting a bit confused with blueprint inheritance

#

I wanted to create a blueprint parent where I would store some variables and functions which would be inherited by child blueprints, but each child would have it's own copies

dry moon
#

@upper heart You can always hop into the source code and look into the bool Less CPU when in background, and see if the option gets removed during compilation.

#

and just remove the tag if it does

vague walrus
#

Basically abstract blueprint

upper heart
#

Right, yeah I'll take a look.
Just tested multi process PIE with "Less CPU in background" unchecked and it behaves better. There is still a drop of fps when I click into the other instance. But it is a 70fps -> 50fps drop instead.

#

Testing standalone from editor now

#

Okay, it works fine when running standalone from editor. So it's only a problem when I run them from cmd line instead

vague walrus
#

Instead it seems that all child blueprints are getting the same values from the parent blueprint, and when I set the variable in the one of child instances - all others get it

upper heart
#

I wonder if I have to manually point the engine to the editor preferences using some arg

grim ore
#

super weird too, I just tested it here with the command lines and no issues 😦

upper heart
#

Are you using a source engine or binary?

grim ore
#

binary 4.21

upper heart
#

okay same here hmm

grim ore
#

pretty much just copied the lines you pasted and substituted my project

upper heart
#

I thought maybe it wasn't respecting the setting when I ran via cmd line

#

so you spawned a listen server and a client?

grim ore
#

@vague walrus BP's should support normal parent -> child inheritance, maybe you are just using them weirdly? they should work how you explained it

#

yep I spawned 2 clients and 1 listen server using the uprojects and the editor

vague walrus
#

My head starts to ache

#

Also I've read that there is no abstract blueprint possibility

#

Maybe I'll write it with actual details

grim ore
#

well the entire basics of BP all derive from an Actor BP for anything in the world and it chains down from there, so it does work

vague walrus
#

Parent class: Unit, has variables: Max HP, Current HP (and others). Has functions to manipulate health (working on Current HP and Max HP). Child class 1: has variable maximum hp, some others. Child class 2: has variable maximum hp, some others.

Now I add an NPC with the Child Class 1 to the world. I set it's local variable 'maximum hp' to 100. It's event begin calls for parent-inherited variables to set Max HP and Current HP (both same value).
The characted I play in world is Child class 2. It has 'maximum hp' set to 200. Similarly to above, it calls for parent-inherited variables and sets them.
Now I damage the NPC with 50 points.
It's health bar is now 50%. But when I call function to regen his health it's healing from 150 points, not 50. It's using my character hp.

#

Just like the parent blueprint was spawned in world and it's variables were bound to both child blueprints.

#

Spoiler alert: it's not

grim ore
#

@upper heart https://i.imgur.com/0VEpMt0.jpg , the bottom right is the listen server. all ran using the same shortcut you posted just with a blank third person project and example map as the project

#

8550u laptop with a 1050 GTX

#

@vague walrus it sounds like your casting to the parent then calling the event for manipulating health?

vague walrus
#

Hmm, seems so

#

I shouldn't?

#

I've been working with C++ in WoW emu project and the cast would not make any difference afar from making code easier to read

#

Indeed, it seems to be working now <3

#

Thanks @grim ore

grim ore
#

lol

#

was a good guess 😃 I just tested and it worked as expected so it made sense that might have been it

#

atleast it was a simple problem and solution 😃

vague walrus
#

Actually it wasn't working, I just left some code in event_tick xd

grim ore
#

lol

vague walrus
#

It's working now, I have no idea what did I do.

#

¯_(ツ)_/¯

#

Thanks anyway for the casting info, won't do that :)

shy silo
#

I have a moon, and I want it to rotate, but I dont know how to get it to rotate in a circle like its orbiting on its own in BP. any ideas?

finite slate
#

@shy silo Is your moon part of your skybox or is it on it's own?

shy silo
#

on its own. I made a matinee but I dont think thats the best way

#

I followed the underscore day night tutorial, but I couldnt think of a way to make it rotate. the matinee didnt work. I have it childed to a random trigger thats out of the way and I am rotating the trigger on the y axis manually and its fine, but I cant figure out how to make the game passively do that

finite slate
#

Oh you mean you want the moon to go across the sky

#

I thought you meant you wanted it to rotate in place lmao

shy silo
#

Yeah

#

Totally was worried someone would read it like that

finite slate
#

So you are rotating the trigger to move the moon rn?

shy silo
#

Yeah because the moon is far and the trigger basically takes no space.

finite slate
#

Ok

shy silo
#

I was trying to sort of jerry rig it

velvet finch
#

Hey guys when you make something dynamic say cloth physics

shy silo
#

Any ideas are better then mine

velvet finch
#

is that done in UE4 or in the modelling software?

lament saddle
finite slate
#

In the trigger blueprints what if you added a small increment to the yaw rotation in the tick event

#

@velvet finch physX does that

velvet finch
#

is that in UE4?

velvet finch
#

gotcha

#

thx!

finite slate
#

i think thats the right article

shy silo
#

Alright I’ll try that tommorow. Can you ping me so I can find this again?

finite slate
#

@shy silo

#

Anyone know how to think of a good name for an indie game studio

#

I wanna put my game on itch

#

well

#

"""""""""""""studio""""""""""

velvet finch
#

well your profile page in a fish :3
Flipperback Studios?
Grouper Collective?
Finesse
FishEyeGames?

lament saddle
#

Nobody kappa

finite slate
#

My pfp is a fish because I needed a pfp

lament saddle
#

A Game by Nobody, Published by Nobody

finite slate
#

I just picked the first meme I saw on my desktop]

#

and cropped it lmao

#

lemme change my pfp to the one I use for everything else

velvet finch
#

LOL

finite slate
#

There we go

#

Before you ask, yes it is also a cropped meme

#

But I have always used it

#

because I liked the meme

velvet finch
#

Is that Cailou?

finite slate
#

yeah

velvet finch
#

haha

finite slate
#

The caption was super racist against asians so I cropped it

#

I won't post it here but a reverse image search will do

velvet finch
#

i can tell from the face i'm asian but i'm okay XD

#

whats your game about?

finite slate
#

Bashing your friends with flails

#

Well

#

They used to be flails

#

but now it's more like if Rayman had flails

#

I removed the cables because they were buggy

#

I found the bug and fixed it but am too lazy to add the cables back

velvet finch
#

i see 😮

finite slate
#

I just named the itch page flails

#

It's uploading

#

You wanna download it and play it with me?

#

It should be online multiplayer

#

I hope it is

velvet finch
#

i'd like to but i'm at my day job right now

finite slate
#

rip

#

I love how my game hasn't been out for 5 minutes and I am already updating it because I found a bug

#

I added the cables back while I had the chance

grim sinew
#

He's on polycount all the time, and if he comes to you, you don't need to pay

dry moon
#

wait

#

you need to pay $1k to make a post

grim sinew
#

Yes. Unless the guy that runs 80.lv comes to you, it's treated as an advertisement

#

And you have to pay to make the post

dry moon
#

That's pretty shitty ngl

grim sinew
#

One thing I don't like about that site is he never discloses which are which

#

It can be pretty deceptive

dry moon
#

Definitely deceptive, makes me rethink about the website in general

#

They need to make it clear who paid and who was invited

grim sinew
#

And it's mixed right in along with the ones that aren't ads, so it's difficult to tell apart

dry moon
#

Yeah its not written like an article at all

grim sinew
#

I'm not sure where this guy is based in, but in the US at least, this practice is illegal

#

You -always- need to disclose when you have sponsored content, by law, in the United States

#

Whether that be in a youtube video or website article

#

They're probably allowed to, but there's no real reason to

#

It's more effective marketing when the person reading doesn't know

dry moon
#

Well I'm glad learned about this

#

I feel like people need to push this as a pressing issue, because it is

#

If you can't disclose it, don't publish it

grim sinew
#

Eh. It is what it is. Just always be wary of when the site's trying to sell you something

#

Sometimes it truly is the guy finding something cool on the polycount forums and asking for an interview. Just not always.

#

Just in general, it's good advice to be wary of sites trying to push products like that

#

Instead of making an issue of it, most people just take advantage of it. If you make a tutorial/article on there, it can get your portfolio a ton of visibility it wouldn't have had otherwise

glad quail
#

Hey, does anyone know how I would go about making a mod editor such as those available for Unreal Tournament and ARK via the launcher?

#

a cut down version of the editor without source code and features such as packaging the game

grim sinew
#

What do you mean, assuming you have full project access? Are you trying to add mod support for someone else's project?

glad quail
#

No, I'm building a game and I would like users to be able to create maps and custom blueprints from my code like the UT4 editor

#

but without distributing my entire project

#

like UT4

#

also the UT4 editor doesnt have a lot of the options the full editor does like packaging a game

grim sinew
#

You might need to contact Epic, since it's against the EULA to distribute the engine as-is and you'll need to make a custom engine build for it

glad quail
#

so it's not supported off the bat?

grim sinew
#

Don't think so

glad quail
#

ahhh, was getting my hopes up that there was a turn key solution

#

ty

#

I cant seem to find a contact email anywhere

split wedge
#

hey quick question i made a landscape and was wondering how i could export it as is into a different level, how would i do that?

glad quail
#

I think you can drag one map onto another to merge them

#

I might be lying though try it out

split wedge
#

kk i'll give it a try thanks

glad quail
slim coyote
#

This question has a lot of depth to it.

#

you have to be able to understand packaging your editor features in plugin format.

#

but moreoever, you really need how to work with the engine and editor aspects of them.

glad quail
#

There has to be some "best practice" for this cinsidering how many games have mod support in teh launcher and they all do it the same way

#

problem being that there is absolutely no documentation on where you would even start

#

I dont need a hand holding tutorial, I just dont wanna go barking up the wrong tree

slim coyote
#

I think that you should consider if you have built your game to be worked with mods.

If your feature set is modular, you can build / convert them to c++ components. effectively making them private.
The editor features that you would want to remove are the packaging aspect, but this is misleading cause you need the modder to be able to package their solution.

I read somewhere on how to get started with this, but off the top of my head i'm unaware of where it might be.

#

I wish it were more straight forward :/

glad quail
#

Luckily we are both early in development and C++ focused so off to a good start

#

this question is being asked so early on as mapping support is crucial to the game so if it's possible then we want to make sure that the editor is polished and the game is designed with that in mind or if we have to roll our own solution

#

I asked an Offworld developer on discodrd and apparently it's a public holliday in canada but they told me they would put me in touch with the developer that implemented it on their end on tuesday

#

I'll keep the unrealanswers post updated with any info I can get if you're interested in this too

slim coyote
#

I appreciate it.

#

I however have other issues. Not programming, but team management.

remote roost
#

i don't use ue4 anymore, but i need to get some files off an old project. it says i need to install visual studio 2017 to open it but I don't want to install it, as i have better IDE's. any advice?

whole quarry
#

install visual studio

split wedge
#

anyone else experiencing ue4 crashing when trying to use copy/paste gizmo in landscape mode?

glad quail
#

if it has custom source code you cant even open the project without VS

hushed vortex
#

Anyone had any luck implementing the use of QR codes into Unreal 4 for a mobile game?

dim dragon
#

@glad quail I've seen videos of ingame BP Editing in 3D as a demo somewhere.

#

Not sure where I saw it, but it was a thing.

fierce tulip
#

yup

cinder fiber
#

Happy Monday everyone!

fierce tulip
#

you too!

cinder fiber
#

How have you been?

#

I hope everyone is having a great monday so far

unreal spoke
#

How do I get the primitive component from my character? I want to apply an impulse to it and requires a primitive component.

digital anchor
#

a capsule is a primitive component

unreal spoke
#

@digital anchor Thanks. I got it with "Get Root component" and then "Cast to Primitive Component"

digital anchor
#

Alternatively, you could use GetCapsuleComponent()

fierce tulip
#

monday is slow, and I am already tired at 1pm :p

cinder fiber
#

days go by too fast for me- might just be a thing when you are old 😛

fierce tulip
#

sigh, I am old XD

cinder fiber
#

Okay, what does that make me then? 😛

#

hehe.. i am having dejavu again for some reason

fierce tulip
#

hehe, -assuming you are the sarrene I occasionally talk to onfb/skype- we always complain about age

plush yew
#

hello guys let's continue with the theme about servers @humble slate

#

so the ldoe devs today they stopped their server fo little time. the player we hoped that they would drop the update but it was just a maintence

cinder fiber
#

Of course @fierce tulip Do you know of any other? 😛

fierce tulip
#

I do know two other sarrene's, but one is 16, and the other only draws stick figures :p

cinder fiber
#

oh haha.. well I wonder if they are related I guess other than the mountains, I am no longer alone eh?

fierce tulip
#

you are one of a kind hehe

cinder fiber
#

@plush yew Sorry, I do not follow LDOE sadly, too bloody busy though I do see snippets at times.

#

Hopefully it is mostly in a good way 😉

unreal spoke
#

I'm adding a grappling hook based on a few tutorials and while it works my characters falls due to gravity. I've tried to disable the character movement component Apply GRavity while Jumping and set the Gravity Scale to 0 and even -1. Also tried to Disable Gravity for the capsule component. And all together and nothing works, it always falls. Ideas?

proven oxide
#

Trying to build from source, it keeps failing with object not set to an instance, can’t find out why

shy silo
#

can I somehow add my moon to my d efault skybox and make it follow the day night cycle?

plush yew
#

I couldn't undestand your last message @cinder fiber

cinder fiber
#

@plush yew You said something about getting back to the topic of LDOE and their servers and updates.

#

Just acknowledging your statement and saying it is one of the games i have not really followed much due to work.

plush yew
#

okay

plush yew
#

Yes in the game you msut a lot of grinding @cinder fiber I play the game for 1 year and now I am 105 level and not too rich

shy silo
#

So I know that my day night cycle takes exactly 720 seconds IRL, and therefore if i want to rotate the moon along a circle, it must move 15 degrees every thirty seconds. how can I do this?

regal mulch
#

Does it move during the thirty seconds

#

Or every thirty seconds jumps 15 degree?

shy silo
#

yeah, i want it to passively move during the thirty seconds

regal mulch
#

Well I assume you do that in some Blueprint or C++ class you have

#

So if it needs to move 15 degree in 30 seconds, it'll move 0.5 degree every second

#

So I would guess 0.5 * DeltaSeconds on Tick would do what you want

#

And using the result to add onto the current angle

shy silo
#

alright, I'm quite new, so Im going to try and do this in BP, this goes into the Moon's bp?

regal mulch
#

I don't know you setup, but it would go into the blueprint that is supposed to move the moon

shy silo
#

alright. I'll give this a go. thanks

clever smelt
#

What foliage packs do you guys use?

shy silo
#

I think it worked. Thanks!

grim sinew
#

I make my foliage.

clever smelt
#

Thats cool,im new to unreal so im not quite there yet

#

How do you make them?
What apps do you use?

grim sinew
#

Well you're in luck, because you don't make the foliage in Unreal. 😛

#

Speedtree, zbrush, and maya. Oh and a camera, for going outside, ripping off leaves, and taking pictures for textures.

clever smelt
#

Cool,speedtree is subscription based right?

grim sinew
#

Yep, $20 per month, but you only need to pay when making your assets

#

So if you do all your trees in a single month, you pay $20 once and that's it

south halo
#

How do I fix this?
Failed to write output file "C:\Users\jacob\Documents\Unreal Projects\MyProject3/Config/DefaultEngine.ini". Perhaps the file is Read-Only?

clever smelt
#

I will give it a try

shy silo
#

so I have my moon being rotated using the delta seconds, but it stops at90 degrees and wont go any farther

sharp crest
wary wave
#

if you want a proper EULA you should talk to a solicitor

#

templates will only get you in trouble later down the line

cinder fiber
#

solicitor=attorney .. and I agree

sharp crest
#

is it really important to have an EULA or just using the template in the link above is enough?.. @wary wave

#

for an indie game

finite slate
#

If you don't sell your game then you don't need a eula

wary wave
#

if you use a template, and someone decides to sue you, you're fucked

finite slate
#

¯_(ツ)_/¯

sharp crest
#

well I do sell my game

#

but what can be the reasons that someone sues me lol

finite slate
#

I hate legal shit

cinder fiber
#

Your EULA protects you as much as it does the player. If you are selling outside the US, it is even more important now if you plan on your game being released in the EU. The new regulations can be quite strict, and even one thing out of line could negate it in the EU itself.

wary wave
#

pretty much

cinder fiber
sharp crest
#

any good place online to hire someone to do it for me?

cinder fiber
#

What country are you located in?