#ue4-general
1 messages ¡ Page 397 of 1
U know what be helpful actually
Can you post an actual error from the log
or something
There is no error
If that pops up then there is 100% something being wrote in there
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
I love professionals
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
Well it says to delete it all
So back that stuff up
Delete all of them
Delete your projects binaries, and intermediate
It is trying to protect 4.21
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
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.
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!
np
Id prob expect another error most likely
always expect errors
As a beginner, even I know you should never expect something to work until you have tested it millions of times
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,
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
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
or maybe I can't figure it out
The one on the bottom is unrelated though I think
dw about it
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.
If it works first time with no errors, I probably made a much deeper logic error
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
I probably can't help but I will try
Can I see your blueprints
The ones you have that are supposed to make the coins work
You want the coin to kill the player?
Money is the root of all evil they say
The "death function" seems to be trying to kill the player
wait that is for the obstacle
he is dead when he touch the pipe and boxes
Show me the event graph for your coin
Oof, that double cast
yeah
what must to be with the collusion?
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
Man I know you are trying but you seem to have just jumped in without any real understanding of the engine
I did the same thing
I watched tutorials
still clueless
just less clueless
I can make stuff on my own now
Hi, I have an error
LogRHI: Error: GetAndOrCreateGraphicsPipelineState RenderTarget check failed with: 232 !
someone can help?
Yes but nothing revelant
anyone please help me in private chat im stuck at ai its about moving location and stuf
@plush yew sure
Can someone help me test the multiplayer I put into my game
@grim ore The line tutorials kicks ass and I'll be using them for my radar system and drawing vectors for my pitch ladder. Do you know how to draw these lines in three dimensional space, like depth?
https://cdn.discordapp.com/attachments/218446824086831104/545764436389003265/unknown.png
https://cdn.discordapp.com/attachments/218446824086831104/545765527264690179/unknown.png
@finite slate what you want me t o do
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
put lipstick on and stuff?
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
Feature request:
We want a âMake It Fabulousâ button please!
anyone with decent knowledge on blueprints that can help a rookie out? just pointing in the right direction.
GetRightVector();
@plush yew I might be able to point you in the right direction, what do you need help with?
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
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?
I think you want to expose variables, and override constructionscript where you can apply them
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
that doesn't tell me much, I'll look it up and see if its any help!
I only point
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
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?
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.
I heard from someone before that you shouldnât use the Execute console command node in a packaged games and itâs more of a workaround than the correct way to change certain settings
However for some settings (for example disabling only motion blur), there doesnât seem to be any other option than using that node
I am setting the Game User Settings where possible but it doesnât allow you to set motion blur independently (like a menu checkbox)
(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
... can't you disable that by editing a postprocessing volume?
Of course but I am talking about a settings menu
The end user might not want to play with motion blur
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.)
The console command to disable it works great, I just remember being told it shouldnât be used in packaged games
So I wonder what the alternative is for settings like that which arenât directly exposed to BP nodes
I would like to know about that too, because my graphics menu uses hella console commands
Yeah!
I mean, I've never worked in the industry so I don't know what the best practices are. I would like to know.
stuff like this should be easier
There shouldn't be "tricks" to doing it
There should be a way to test multiplayer alone too
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.
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
Anyone got Discord Rich Presence to work with 4.19?
https://github.com/discordapp/discord-rpc/tree/master
It seems to only work for 4.18..
Ping me if you answer
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
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)
Titanic Games has good tutorials
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.
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
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?
Fairly safe. Donât update projects toward the end of its production or complex project in general. Itâs 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 đ
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
It doesn't take much talent to run a game for me
no one responds to those
try
Youâre asking people to take time and potential security risk for you. No matter how small, respect that.
Its a bit unrealistic to expect people to just drop what they are doing to help you.
Post in #looking-for-talent as suggested
Does anyone know the difference in performance of dithered opacity mask vs normal opacity mask
I am not expecting people to "drop what they are doing to help me" but whatever
@weary basalt How do I remove my post in #looking-for-talent
Ask a Mod and we will delete it for you
May you please remove my post in #looking-for-talent?
Sure
ty
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 đ
The two factor code can sometimes take a while too
What causes the editor to hang at 45%
I just updated to 4.21
and I'm hanging there when loading my project
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
I think if Project Settings - Build Configuration is set to "shipping" instead of "development", certain nodes (like Print) won't work
it's printing other printstring nodes with no problem
Thanks again, @lament saddle
np. The idiosyncrasies of #packaging are sometimes inexplicable to me.
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.
@mint sequoia Tell me about it, sitting here waiting 20 minutes for the 2FA code to come in. What gives???
@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.
@mint sequoia Protip: Check the task manager when figuring out if your computer is doing stuff
Well, don't tell me that..
I'm pretty sure I'm doing something wrong but I don't know what
My sky lights aren't working
nevermind I'm stupid
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?
fixed
Is it possible to create a Text Document onto my PC from UE using BP only?
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
Does that contain like a Function / Node that creates Text Files to my PC?
...yes. Now go download and test it
...Cool. Will do.
Your windows username isn't working properly in the log, maybe it's related? Just search for errors
what does the user name say?
oner? but with a pie-ish sign as an N
?
also, people installing in /documents XD
My username in Russia language
there's your problem
Well generally the fact it has "fatal error" right before it, I would look to that as being the potential problem
Ok im gonna change my username
might break everything looking at folders after <username>
afaik changing your username also doesn't change the path
You might need to make a new user account
Or just format the whole thing and start anew!
or move your project to another drive, or very least, another folder
Ok im gonna create new account with English language
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.
@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.
Visual Studio has a modular installer, you need to install the components of what you need manually from a list
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
Looking through the list I don't see what UE needs. But I will try and find a list online
It doesn't explicitly tell you, no.
Can you have Visual Studio and Unreal on different Hard Drives?
Yes
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
@dawn vessel those options look good. make sure incredibuild is not checked
Ok ty I'll check
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
Incredibuild is already unchecked
And I checked Unreal Engine Installer.
it installed?
to D:\Microsoft Visual Studio 14.0 ?
yea, seems like unreal editor is looking for that folder?
These are the Install Locations
when you go here what are the options?
I'll show you in a sec
@dawn vessel https://answers.unrealengine.com/questions/668653/visual-studio-compiler-wrong-path-how-to-change.html sounds like you want to follow the answer there?
ah okay looks the same as me, i think that link will help since it seems to be looking in the wrong location
How to create a dedicated server, usually use the unreal directory in github, but it no longer exists
@stuck shadow I'm confused, can you rephrase your question?
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
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\
https://gfycat.com/lastinginsidiousadamsstaghornedbeetle Hey doods, anyone know how to stop the projectile disappearing in the default fpv shooter template? I've looked in the character blueprints and the projectile blueprints and there's literally NOTHING instructing it to destroy its self
i believe it's the LifeSpan property that causes that projectile to get destroyed.
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
try calling SetLifeSpan (under "Utilities")
i don't have that project downloaded anymore unfortunately, so i can't see where it's getting set.
is that ball a particle?
@fierce tulip https://i.imgur.com/ssEYAjU.png seems to be an actor?
then im out of ideas
@carmine quiver https://i.imgur.com/c8wKlkx.png I think i did SetLifeSpan right? the Float variable is set to 10000
I'm fairly new to unreal, though not fairly new to coding = )
'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.
righto
@sage ruin It's in the Projectile Movement Component's max number of bounces.
oh cheers, @dim plover ! i was just snagging that project again so i could see what was up.
@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
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?
@sage ruin, Hmm, maybe it's not exposed to BPs?
Wait, oh, hold on.
Oops, my mistake...
I have a breakpoit in my blueprint, but when it gets to the event its notfiringg?
@sage ruin you doing the CPP FPS example? or BP?
@carmine quiver BPP example đ
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.
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;
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
'tis all good. if nobody asks any questions, then we never learn.
UMG is confusing and is the reason to why my multiplayer won't work
how so @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
What is that Input Object that you're checking in the Is Valid node?
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
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
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?
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
https://github.com/Unity-Technologies/DeLightingTool/blob/master/Assets/DeLightingTool/Documentation/De-LightingTool.pdf If you have a look at this, you can pretty easily deconstruct what they did and replicate the workflow in photoshop to avoid using Unity
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
For reference, using the Unity method, I was able to turn this: https://cdn.discordapp.com/attachments/221796616653373441/524720444205695016/unknown.png
https://cdn.discordapp.com/attachments/221796616653373441/524720106920607745/unknown.png The final output (in unlit mode)
^That's in-engine
damn thats sexy
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.
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.
I love it :D
thanks again this was really helpful
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
@grim sinew how was that delit?
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
i'd buy it
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
@plush yew One simple google search is all it took
this can help? for storaging the game results like how much coins you have, which level you are? @finite slate
You don't need a server to store that kind of stuff
you can store that on the player's device
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?
You are saving their passwords?
for example I gave to you
I don't understand
Maybe a bad idea to just save "passwords", find a way to encrypt/hash them in case you get hacked. đ
you know that the epic games have access to our accounts?
Why do you need to save a password on a seemingly mobile game
Yes. But they can't see our passwords.
Nobody at Epic knows what our passwords are
sorry
Just making that part clear đ
so to store the things I wrote above without passwords đ
so to store their levels, how coins they have their develop
Levels and other player data can be stored on the user's device
how?
Save games
Sounds like a standard database
how to save this that I said on the mobile's device?
you can always use a third party such as https://api.playfab.com/docs/getting-started/unreal-mkpl-getting-started if you don't want to make your own server as well if this needs to be somewhere other than the players device with https://docs.unrealengine.com/en-us/Gameplay/SaveGame
UE4 supports save games out of the box, it'll handle it if you go that route
our game will be like subway but for computer now(don't ask me why on computer xD)
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
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
RTFM about save games in Unreal
read the fucking manual
excuse my language
no problem
But yes, you're not wrong
yes
which one did you intend
yes
surewhynot
Was just going to link that.
;p
yes I use bp
That's the guide you want then. The last one Nobody linked. đ
I think I finally got my multiplayer working
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
I sent you that because you said you wanted a server originally
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
You tell us đ
You wanted it, they gave you a link
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
yes I saw that they are ssd it is normally
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?
That is NOT cheap
yes I saw
Epic uses Amazon AWS, which is really expensive but scales well to a high demand
They use servers because they have online multiplayer stuff
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?
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
They wanna store those vbucks in the cloud so people don't cheat the system
yes @grim sinew
Ok so
okay cool
Servers are for online games
Playing a single player game that requires connection would be the most infuriating thing as a consumer đ
Think of all the poor people playing your game in a subway without cell signal
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
Constant 3
hold 3 or 4 and click
ok thanks
connection? what connection? @abstract relic
yep that was it. Thanks for the help
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
Connection to a remote server
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.
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
yup every frame
i know that the servers are not free đ
but the ldoe game devs will use servers and for the mutliplayer aren't they or?
@finite slate @grim sinew
this?
You've got this
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?
of?
Massively Multiplayer games
hmm
Like Fortnite or League of Legends or something
I will send you link to the game to look it for what I mean
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
the game is to develop your self to develop your base and to grind đ xDDDD
https://www.youtube.com/watch?v=a4HUfB5szLU @finite slate
LAST DAY ON EARTH : SURVIVAL Android/iOS/iPhone/iPad gameplay by K-MOBILE Game Trailer Video HD. Please Don't forgot to like and subscribe to my channel. ---...
this is
Ok so what about it
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 ?

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
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
Aww come on you two. Donât you like the sound of pings? đ
I don't mind pings when I know what they are about
xd
Your English isn't the greatest crush
I'd suggest asking other people who speak bulgarian
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
fair enough
I try when I have a question to ask it properly grammatically and so I do not always get it
?
just keep at it đ
Are you typing or using a translator?
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 :<
Has anyone run into an issue like this before when downloading the source engine? https://gyazo.com/c3504fe86727a06187e6467f719e6739
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
@wild kestrel what blueprint are you putting the nodes in
GameInstance should let you get all players across the server
how do you concatenate a string inside the FName constructor?
expression must have integral or unscoped enum type
FName(*FString::Printf(TEXT("P%dFireEarly"), 0))
thanks!
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?
Anybody got a chance making a smooth LODs for Speedtree assets in UE4?
hi, its possible to import a fbx at runtime ? or only with proc mesh?
i recently noticed its possible to import images to in unreal, so why no fbx ;/
Mozilla Public Licence is compatible with Unreal EULA - correct ?
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?
@shy silo Instead of wasting time trying to recover it, I would just restart if you were following a tutorial
alright.
Just stumbled on this
https://youtu.be/Ul0Gilv5wvY
We present a real-time character control mechanism using a novel neural network architecture called a Phase-Functioned Neural Network. In this network struct...
why is this server so dead
Nobody creates anymore
Too busy watching Netflix
Anyone here have vr experience
Or widget experience should I say
@finite slate do they have lower spec computers then you? just wondering
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
@shy silo yes
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
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
kite demo is for high end pc's and cinematics, not a game
well, it was made for titan/980ti's for 30 fps
Ohh,damn
with well placed camera's to minimize drawcalls and such
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?
depending on your optimization it might not matter
though it probably comes with more agressive lods and game ready setup
Ok,thanks.
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
if i buy substance painter/designer subscription i will get acces to substance source materials?
Is there a way to make box collision for a character without sacrificing the CharacterMovement component?
is it ok to do what this dev did: https://github.com/Richi2293/fpsgame ?
all game in under MPL-2.0
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 ?
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?
i cant even start development in UE4 because it crashes when it finishes loading
version 4.21.2
how to fix?
try starting it with task manager to see if any of your parts are having a heart attack
@shy silo I'm pretty sure you can just carve out a mountain
carve out of the mountain*
Its probably some tool I havent found yet. you dont perchance know which tool it is?
not right off hand
well there were 6 or 7 Ue4 processes that i stopped and it didnt work
Hello everyone! In this tutorial video i will be showing you how to create caves in UE4 (Unreal Engine 4). This is probably the best method out there to crea...
ah Thanks
Stroke?
@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
@grim ore I am using the steam subsystem
@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?
well then you need to go back to square one and learn replication for UE4
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
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
should i drop the crash report here?
you can paste the log sure or just read it and see what it says went wrong
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.```
none of those should stop it from opening
I don't understand how something so simple could be so complex
if that makes any sense
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
here's the full log
@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?"
that was an example of a "simple" problem with networking
ok so who can see the material and who can change it then
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
@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.
http://cedric-neukirchen.net/Downloads/Compendium/UE4_Network_Compendium_by_Cedric_eXi_Neukirchen.pdf is a good reference for the networking flow
networking is confusing, the learn examples project has a good map that explains the basics as well that can be torn apart
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
yep networking does that
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
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
?
sounds like you need the last part then, you need the server to tell the clients to change their copies of the material
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
There are a ton of others but it's the weekend so it's a bit quiet, #multiplayer has more experienced people as well
my drivers are up to date @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.
is it possible to use an older version?
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.
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
dang it
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
its an editor thing yeah, but if you packaged it then it should not be causing an issue
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
ah, well if you have that unchecked it shouldnt matter
yeah I unchecked it and it didn't do anything
I'm wondering if it is windows doing it
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
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
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
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
any overlay programs running like nvidia shadowplay or overlay?
no
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
@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
Basically abstract blueprint
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
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
I wonder if I have to manually point the engine to the editor preferences using some arg
super weird too, I just tested it here with the command lines and no issues đŚ
Are you using a source engine or binary?
binary 4.21
okay same here hmm
pretty much just copied the lines you pasted and substituted my project
I thought maybe it wasn't respecting the setting when I ran via cmd line
so you spawned a listen server and a client?
@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
My head starts to ache
Also I've read that there is no abstract blueprint possibility
Maybe I'll write it with actual details
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
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
@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?
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
lol
was a good guess đ 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 đ
Actually it wasn't working, I just left some code in event_tick xd
lol
It's working now, I have no idea what did I do.
ÂŻ_(ă)_/ÂŻ
Thanks anyway for the casting info, won't do that :)
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?
@shy silo Is your moon part of your skybox or is it on it's own?
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
Oh you mean you want the moon to go across the sky
I thought you meant you wanted it to rotate in place lmao
So you are rotating the trigger to move the moon rn?
Yeah because the moon is far and the trigger basically takes no space.
Ok
I was trying to sort of jerry rig it
Hey guys when you make something dynamic say cloth physics
Any ideas are better then mine
is that done in UE4 or in the modelling software?
Put the mesh in a Blueprint and make the root the pivot point, and rotate that BP. Or put the mesh in a blueprint and use some math to rotate it around a manually defined pivot vector (https://answers.unrealengine.com/questions/42605/how-to-rotate-around-an-arbitrary-point.html).
In the trigger blueprints what if you added a small increment to the yaw rotation in the tick event
@velvet finch physX does that
is that in UE4?
i think thats the right article
Alright Iâll try that tommorow. Can you ping me so I can find this again?
@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""""""""""
well your profile page in a fish :3
Flipperback Studios?
Grouper Collective?
Finesse
FishEyeGames?
Nobody 
My pfp is a fish because I needed a pfp
A Game by Nobody, Published by Nobody
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
LOL
There we go
Before you ask, yes it is also a cropped meme
But I have always used it
because I liked the meme
Is that Cailou?
yeah
haha
The caption was super racist against asians so I cropped it
I won't post it here but a reverse image search will do
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
i see đŽ
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
i'd like to but i'm at my day job right now
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
He's on polycount all the time, and if he comes to you, you don't need to pay
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
That's pretty shitty ngl
One thing I don't like about that site is he never discloses which are which
It can be pretty deceptive
Definitely deceptive, makes me rethink about the website in general
They need to make it clear who paid and who was invited
But yeah, stuff like https://80.lv/articles/ue4-environment-prop-master-materials/ is obviously one of those paid ones. Not because it says it anywhere, but rather because it's not content interesting enough to make an article about
And it's mixed right in along with the ones that aren't ads, so it's difficult to tell apart
Yeah its not written like an article at all
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
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
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
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
https://wiki.unrealengine.com/Modding:_Adding_mod-support_to_your_Unreal_Engine_4_project just covers creation of a mod itself but assumes you have full project access
What do you mean, assuming you have full project access? Are you trying to add mod support for someone else's project?
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
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
so it's not supported off the bat?
Don't think so
ahhh, was getting my hopes up that there was a turn key solution
ty
I cant seem to find a contact email anywhere
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?
I think you can drag one map onto another to merge them
I might be lying though try it out
kk i'll give it a try thanks
incase anyone wants to follow this issue https://answers.unrealengine.com/questions/875335/mod-editor-creation.html
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.
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
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 :/
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
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?
install visual studio
anyone else experiencing ue4 crashing when trying to use copy/paste gizmo in landscape mode?
if it has custom source code you cant even open the project without VS
Anyone had any luck implementing the use of QR codes into Unreal 4 for a mobile game?
@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.
yup
Happy Monday everyone!
you too!
How do I get the primitive component from my character? I want to apply an impulse to it and requires a primitive component.
a capsule is a primitive component
@digital anchor Thanks. I got it with "Get Root component" and then "Cast to Primitive Component"
Alternatively, you could use GetCapsuleComponent()
monday is slow, and I am already tired at 1pm :p
days go by too fast for me- might just be a thing when you are old đ
sigh, I am old XD
Okay, what does that make me then? đ
hehe.. i am having dejavu again for some reason
hehe, -assuming you are the sarrene I occasionally talk to onfb/skype- we always complain about age
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
Of course @fierce tulip Do you know of any other? đ
I do know two other sarrene's, but one is 16, and the other only draws stick figures :p
oh haha.. well I wonder if they are related I guess other than the mountains, I am no longer alone eh?
you are one of a kind hehe
@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 đ
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?
Trying to build from source, it keeps failing with object not set to an instance, canât find out why
can I somehow add my moon to my d efault skybox and make it follow the day night cycle?
I couldn't undestand your last message @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.
okay
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
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?
yeah, i want it to passively move during the thirty seconds
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
alright, I'm quite new, so Im going to try and do this in BP, this goes into the Moon's bp?
I don't know you setup, but it would go into the blueprint that is supposed to move the moon
alright. I'll give this a go. thanks
What foliage packs do you guys use?
I think it worked. Thanks!
I make my foliage.
Thats cool,im new to unreal so im not quite there yet
How do you make them?
What apps do you use?
Well you're in luck, because you don't make the foliage in Unreal. đ
Speedtree, zbrush, and maya. Oh and a camera, for going outside, ripping off leaves, and taking pictures for textures.
Cool,speedtree is subscription based right?
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
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?
I will give it a try
so I have my moon being rotated using the delta seconds, but it stops at90 degrees and wont go any farther
Anyone knows a good template for a UE4 Steam game EULA?
Other than the part that's here https://www.unrealengine.com/en-US/release
Like a good writing about legal stuff lol
Ping or DM if you answer please.
if you want a proper EULA you should talk to a solicitor
templates will only get you in trouble later down the line
solicitor=attorney .. and I agree
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
If you don't sell your game then you don't need a eula
if you use a template, and someone decides to sue you, you're fucked
ÂŻ_(ă)_/ÂŻ
I hate legal shit
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.
pretty much
So if you are selling world wide or plan on it, i would recommend to take a look at this https://eugdpr.org/ and do talk to a solicitor/attorney
any good place online to hire someone to do it for me?
What country are you located in?