#ue4-general

1 messages · Page 398 of 1

sharp crest
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Israel

cinder fiber
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If you are in the US or Canada, I could say Legal Zoom is not too bad

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I have no idea then 😦 sorry

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US, Canada or UK (depending on the mood right now lol) I might be able to help

sharp crest
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what if I don't have an EULA?

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like if I only have the UE4 eula template part

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and how likely is it that someone will even try to sue me?

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lol

upper heart
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@grim ore Were you actually clicked into one of the windows? Because they both run at full speed for me until I click into one of them

shy silo
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how can I bypass the setactorroatation limit at 90 degrees?

sharp crest
#

thonkeyes can I just copy that and change names

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lol

wary wave
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no, because that's a copyright violation in itself

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and also most of it won't even be applicable to your game

sharp crest
grim ore
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@upper heart I was able to tab back and forth between all of them and run the dude around without any frame loss, all of them locked at the 60fps cap

proven oxide
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Ok, I have downloaded the source, Run setup.bat, and GenerateProjectFiles.bat

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opened the VS and waited

grim ore
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@shy silo you want to look more into adding to the rotation and that should let you bypass any gimbal lock issues if possible

proven oxide
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then i try a build and it instantly fails completely

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I don't have the epic games launcher on that machine and its behind a proxy

shy silo
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so what do I need to do for that? sorry, I'm learning here

grim ore
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@proven oxide what does it say in the log for the failure on building?

proven oxide
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it just says something like Object not set to an instance

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Object reference not set to an instance of an object? .

grim ore
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which project are you trying to compile in the solution?

proven oxide
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UE4

grim ore
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and for which target

proven oxide
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Developer Editor

grim ore
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which branch of source did you download?

proven oxide
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Head

grim ore
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oh, yeah thats bad

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head/master is never guarantee to work, you want a fixed branch like 4.21 or another major version

proven oxide
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well we did it the other day and it worked fine

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(i just did a clone)

grim ore
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yep and since then they might have added more files and broke stuff

proven oxide
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well last commit was

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UnrealBot Merging final 4.21.2 release

grim ore
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whats the actual error from the log? is it a code issue from the source or is it a setup issue? we can't tell based on that error

proven oxide
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as the default is release branch

grim ore
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I mean failing immediately is weird since that is compiling the UBT stuff

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I know which branch you got, it does not change what I said about it tho.

proven oxide
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it failed 2/4

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both with that fail

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cant remember the tool that failed

grim ore
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it's got a log lol, grab the appropriate lines and paste them in here or get the last stable branch and try again.

proven oxide
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but the one that worked was on a system with 4.21.2 from the launcher installed as well

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this one has NOTHING installed as I cannot install it

grim ore
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ok

proven oxide
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(I also cannot get to it at the moment so i am just asking to get info for next time i am there

grim ore
sharp crest
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WTFPL – Do What the Fuck You Want to Public License 10/10

proven oxide
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I looked in the log files I could find, nothing obvious there

jaunty ravine
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Hey Guys. I don't know much about Blueprints, probably you guys can guide me best way to check.
I want to make a Day/Night Cycle and then every time a day pass it adds a number to the counter.
Then the Objects have their own counter.
For example, I place a seed on day 3.
Takes 3 days to fully grown.
I don't want a global counter, as I want to add stuff like, if you didn't take care of it it doesn't count.

Could you guys guide me to some documentation/tutorial that would have something similar or around that?

proven oxide
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@jaunty ravine first see about setting the rotation on the light to create day/night

jaunty ravine
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there you go. itrs fixed 😄

sharp crest
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👌

proven oxide
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then add the counter

shy silo
jaunty ravine
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Like for example. I want a day to last 30 min in real life.

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that would be the timeline

sharp crest
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@jaunty ravine I suggest find some online tutorial prob youtube is the best and learn the basics of blueprints, then after you know the basics start doing what you want, and if you don't know something specific then google it

shy silo
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I would reccomend underscore’s YouTube tutorial for day night

jaunty ravine
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sounds far. 😄

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fair

proven oxide
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so set the rotation of the light/skydome to 180 degrees per 30 minutes

grim ore
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@shy silo I don't know how your objects are set up but this would be inside of the blueprint that handles the rotation of your sun. It would set the rotation of the object it is running on

shy silo
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Ah ok. So I need to put it in the bp for item not the level. Thanks!

proven oxide
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you need to have it work on the tick event

jaunty ravine
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Thanks peeps. I will check underscore tuts. Ok Therasjayne thansk.

grim ore
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@shy silo if possible you want to keep as much stuff out of the level blueprint as possible so you can re use the items if you want. If you make your entire sun setup a blueprint on it's own you can re use it similar to the existing sky sphere that is in the engine

shy silo
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alright thanks!

proven oxide
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another update to fortnite, its getting annoying

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almost daily now

grim ore
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a game having daily updates sounds like a good thing for its players

shy silo
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most people would consider it a good thing

finite slate
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I learned a lot yesterday

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I can work on my game independently now

proven oxide
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does anyone know of any tutorials/examples that show how to program in C++ the server / client code to make the client able to use appropriate code to connect to the server

plush yew
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Hello guys I want to ask you question

finite slate
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@proven oxide In C++ since you are the one writing it, there aren't really tutorials

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Oh also @grim ore I got it working

plush yew
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my classmate made this road but he couldn't export the texture so from where I can get free cool texture and can you suggest em a good texture for this?

proven oxide
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nothing i have found tells me how to write the code to connect from the client to the server or the server listen for the client

finite slate
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The issue was the dynamic materials

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they were replicating

proven oxide
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it explains how it works not how to write it

finite slate
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@plush yew Why couldn't he export it?

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If that is a custom model then chances are you won't find a good texture**

plush yew
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idk he said me that he had a problem with the exportinhg

finite slate
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Ugh I hate when people aren't descriptive with issues

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"It won't work!"

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"Why not?"

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"I dunno it's just not working!"

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gee thanks

plush yew
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he sid that he has a problem with exporting the texture

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sorry man when I receive more info I will tell you 😉

abstract relic
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Going to tell you now. Your friend is bsing you 😜

sharp crest
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why wont he ask here himself

lusty vigil
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ask him to send a screenshot of the road with texture

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so you can find a good texture

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plot twist: he wont 😄

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but you could try to use landscape material to draw on the road, blend with dirt/grass

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and use decals to get road markings on there

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i doubt its worth the efford because the "road" looks boring and straighter than tom cruise

sharp crest
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11/10

grim ore
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@proven oxide the First Person Shooter example on the learn tab was created in C++, I would assume it has network code in there since it is multiplayer

plush yew
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but I want the texture to be more real not from one colour like grass or mud to be like in the life 😉 @lusty vigil

lusty vigil
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not sure if troll

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you can do like whatever you want with landscape materials, you know

abstract relic
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I say yes

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Or very very inexperienced with any pipeline

lusty vigil
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a topic thats so huge that i avoid looking into it by now because its... h uu u u u uuge

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and tbh i doubt that the road would look good whatever you try to do to it

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bc the model is like the models i do in blender

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and i am really bad at modeling

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not sure who built that street but it looks like someone concreted in some of those pavings in the middle of the road

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ill stop ranting now 😄

plush yew
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I don't want to make this shit road

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I want to be real like in the real life

lusty vigil
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then you need to put more effort in that the guy making it a simple tutorial

plush yew
abstract relic
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Mate

lusty vigil
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and if you want to make a photo realistic road, dump that piece of shit model

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and quit trying to polish a turd

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no wait

abstract relic
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You don’t export mat and texture

finite slate
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lmao

plush yew
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what?

finite slate
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@plush yew What kind of game are you even trying to make

plush yew
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the model is dump?

finite slate
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Didn't you say you wanted a mobile game yesterday?

plush yew
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like subway surfes but different

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with other changes like the roads and many things

finite slate
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First off

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NEVER base your game off of Subway Surfers

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There are too many ripoffs already

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Second off

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Photorealism is the worst possible route in mobile games

lusty vigil
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besides the road having extream odd forms

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i made it

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its looking really good now

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almost photo realistic

fierce tulip
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ship it

lusty vigil
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i would but

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the moment i tried to export it

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aliens came

finite slate
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lmao

lusty vigil
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they cut the grass 😦

abstract relic
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Little salty eh? 😜

lusty vigil
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nah just misantrophic as always :3

abstract relic
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Why blame the aliens then

lusty vigil
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they really came

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cant you see that the grass looks totally uniform?

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they cut it!

finite slate
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they also sneezed all over the road

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oh shit guys pewdiepie is less than 20k ahead

vague walrus
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asians will rule the world, why fight

lusty vigil
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if india starts war with pakistan i think the subscriptions will slow down...

finite slate
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cross ur fingers

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lmao

vague walrus
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@lusty vigil one granade and 3 million people die?

lusty vigil
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they have those military grade unsubscription clusterbombs

finite slate
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One bang snap and 3 million people die

abstract relic
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Alright, alright calm down

vague walrus
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I'm wondering what's the difference between behaviour tree and end state machine

ember shadow
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Good site for free models?

south halo
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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?

vague walrus
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after all everything is just based on 'if if if if if', so it's all decision tree

finite slate
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@south halo Make the file not read only

vague walrus
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@south halo look on the slashes and backslashes

south halo
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how? @finite slate

finite slate
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Oh ewwwww

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Tf is up with that file path

vague walrus
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@finite slate the file path is just not straight, face it, it's 2019!

finite slate
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C:\Users\jacob\Documents\Unreal Projects\MyProject3\Config\DefaultEngine.ini

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FTFY

lusty vigil
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C:\Users\DrJacoby12+1\Documents\Unreal Projects\MyPatients3\Config\DefaultEngine.ini

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fixed

vague walrus
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it took you a bit

grim ore
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the file path is fine, its just the log output

finite slate
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@south halo can you go to that file path and tell me what is there

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also totally off topic but does anyone else put way too much thought into profile pictures

vague walrus
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@grim ore on windows it deals with it ok, but many aplications do not accept backslashes. And he made both of them in one path

finite slate
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For example, who is that in your profile picture @grim ore it has been bugging me since you were helping me last night

south halo
finite slate
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That's your issue

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You don't even have MyProject3

south halo
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so how do I fix it?

vague walrus
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xD

finite slate
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...

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change the file path in your editor

south halo
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to what?

finite slate
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what project are you working on?

vague walrus
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I don't know, maybe create a new project named "MyProject3" and set the directory for "Documents"

upper heart
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@grim ore To close the loop on this, it just ended up being the fact that my client fps was set to cap at 240. When I cap them both at something lower like 60 it works fine. So my hardware just couldn't keep up.

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Thanks for your help 😃

south halo
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It wont let me make a new project

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it shows me that messege

finite slate
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change the path to C:\Users\jacob\Documents\Unreal Projects\MyProject2\Config\DefaultEngine.ini

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i guess

south halo
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ok thx

finite slate
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wait do you have it set to auto open last project

vague walrus
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because you are setting the path to have both '/' and '\'

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that's illegal

finite slate
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illegal file path building techniques

noble zodiac
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Hello world! Questions I have a static mesh attached to the camera (vr pawn) as a form of HUD. but when i look around it intersects with the enviroments. Is there a way of setting this to its visible at all time ?

lethal venture
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Anybody here ever heard of using J5BinderAsset for anims?

south halo
finite slate
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@noble zodiac a SpringArm component if I understand your question correctly

vague walrus
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@south halo are you serious

finite slate
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@south halo That's not what I meant at all

south halo
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what then?

finite slate
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let me help you out here

lusty vigil
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@noble zodiac go to the mesh, check collision and then set collision presets to "no collision"

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that should do the trick

noble zodiac
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Thanks guys ill try!

grim ore
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@upper heart ah so the client was taking all the power and forcing the server to take less? odd but amusing

finite slate
south halo
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your so funny...

vague walrus
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@south halo if you want to create games in Unreal Engine, bah, in anything on the computer you should have a basic knowledge of at least how the system is working

south halo
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I do

finite slate
vague walrus
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@south halo you have just entered a path to main folder, but it's not a path to a folder, you pasted a path to a file called DefaultEngine.ini

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@south halo That's really, really basic stuff, and if you don't get that I don't think you'll be able to even work on blueprints

upper heart
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@grim ore yeah that is what was going on 😛

lethal venture
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why is this being used for animations

lusty vigil
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remove that red part

vague walrus
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@lethal venture .txt is the most common file extension in the world. <3

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@lusty vigil NO NO NO!

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He'll create a new project in a folder of previous folder!

spare sun
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🤔

lusty vigil
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there is no folder

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didnt he just show a screenshot with "No" folder at all?

lethal venture
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@vague walrus i meant j5binderasset

vague walrus
south halo
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ok thx

lethal venture
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im trying to find out what jump force uses for animations

lusty vigil
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aaahhh

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yesh

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thats righty

vague walrus
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@lusty vigil your screenshot creates new project inside "MyProject2"

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and he has "MyProject1" and "MyProject2"

lusty vigil
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@south halo take the path acrievec made

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my bad

vague walrus
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I think he'll use only the visible part without the drive letter on the beginning and ask why it's not working.

finite slate
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?

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Every time I or someone else just types "?" I always read it as the question mark sound effect in Paper Mario TTYD

south halo
lusty vigil
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do you use the [...] button for the path

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or do you type it in?

vague walrus
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@lusty vigil nice notice

south halo
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wdym?

vague walrus
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But I checked and it works same for me

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@south halo can you enter with Windows Explorer the path %documents% and create a folder there?

abstract relic
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This is rather disturbing to watch

vague walrus
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Because it seems that you or UE does not have privileges to create new stuff in this folder

finite slate
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correction guys

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It was Super Paper Mario where the question mark sound effect is

vague walrus
south halo
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im doing that rn

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opening epic games launcher with admin

vague walrus
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@south halo you can even try to launch unreal engine directly

south halo
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I carnt I try search it and it doesn't come up

finite slate
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i spent too much time finding that

vague walrus
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@south halo so I think it'll be good for you to reinstall UE

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and epic games launcher

finite slate
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I tried to tell him that earlier

vague walrus
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but you are a @finite slate kappa

finite slate
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:(

proven oxide
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ok, I have started a new example, C++ First Person, that does support multiplayer?

grim sinew
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For movement, yes. For everything else, no.

south halo
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it stillsays it

grim sinew
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Multiplayer support you need to add yourself.

finite slate
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adding multiplayer is a simple pain in the ass

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source - added multiplayer to my game yesterday

wary wave
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it's fine when you know what you're doing

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but it will complicate game code

proven oxide
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I am just trying to work out how you create a proper game type thing,

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all demos are straight into the level

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I want a "menu" level that doesnt try to do any connection until you select Host Game , or Join Game

vague walrus
storm venture
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what's this file and can i remove it from the packaged game directory?

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i assume its just an installer for visual studio or redist stuff or something?

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oh its in a redist folder, so redist

finite slate
manic pawn
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yes your players will need that thing

south halo
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it still doesn't work

finite slate
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Wait @manic pawn if app-local prereqs is checked then does the installer need to be included?

lusty vigil
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is c:/ full?

south halo
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wdym? my pc has 600gb free?

manic pawn
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that's a good question

lusty vigil
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the question is, is 600gb on C:/ free

manic pawn
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probably best to have both just in case br_big_brain

storm venture
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how can you reduce the game size to 100mb if the package comes with required stuff like the redist exe which takes up half of the size limit alone?

finite slate
#

👌

manic pawn
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why do you need to reduce the package size to 100mb?

storm venture
#

game jam

manic pawn
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I guess you won't need prereqs then

storm venture
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you think they wont mind that being cut?

south halo
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@lusty vigil I have no external hardrives

manic pawn
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they'll likely already have the prereqs then

south halo
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just one 1tb one

lusty vigil
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okay

manic pawn
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this is more for actually distributing the game like on steam

lusty vigil
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maybe lets try to get a new folder thats not within your user folder like c:/myprojects/

storm venture
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alright, so i can cut the redist exe, but im still left with an engine folder of about 150mb unfortunately

manic pawn
#

a game jam with a size limit of 100mb sounds dumb anyway

storm venture
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my actual game pack is 40mb, then the engine is 100 plus some thirdparty stuff of 50

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it's the ue4 game jam

manic pawn
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wow that's pretty br_big_brain

finite slate
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wtf

storm venture
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lmao

finite slate
#

A 100 mb game jam

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What do they want lmao

storm venture
#

tappy chicken 2.0

finite slate
#

a god damn cookie clicker?

manic pawn
#

100mb that's not even one map with lighting

storm venture
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i managed to make the game under 50mb, but the engine itself is throwing it over the limit

finite slate
#

shit

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wrong tyler

vague walrus
#

procedural textures, procedural maps

storm venture
#

lmao

vague walrus
#

bam

finite slate
#

@storm venture I might buy nitro just for YOUR pfp

storm venture
#

it's the only acceptable pfp to be honest

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no others can compete

finite slate
#

How did you manage to get footage of shaggy using more than 1% of his power?

storm venture
#

i did not

finite slate
#

that meme is pretty much dead now

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but it was good meme

storm venture
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i had my shaggy pfp before it became a meme so i was pretty happy when that happened

south halo
#

I tried making a new folder on desktop

lusty vigil
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desktop is within your user folder

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try c:\THISISATEST\

vague walrus
#

on C: he won't get a right to write

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desktop should work

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UE has no permission to create files

south halo
#

i have epic game launcher running as admin

vague walrus
#

yes, but try torun unreal engine as admin

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though it should already have admin priveleges from epic game launcher

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@south halo you are on W10?

south halo
#

yes

finite slate
#

have u tried googling the issue

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lmao

south halo
#

ive made projects before and i haven't had a problem but now i do

vague walrus
#

you already reinstalled unreal engine and launcher?

finite slate
#

open one of your older projects then

south halo
#

i can do that

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just not make new ones

vague walrus
finite slate
#

the bigger issue is when people write their fours like an upside down h

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#4masterrace

vague walrus
#

as I live I haven't seen anyone write 4 in the other way than upside down h

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except the primary school where people were learning numbers

finite slate
#

I am pretty much the only one at my school who writes 4's the way they are in most fonts

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including this font

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4

vague walrus
#

a special snowflake

finite slate
#

I don't know how to write the upside down h

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it takes so much longer than the 4

vague walrus
#

it's the other way actually

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I even write it faster

finite slate
#

writing 4 is pretty much a sharp circle

vague walrus
#

without the second line in h

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a sharp circle? are you high

finite slate
#

no

vague walrus
finite slate
#

that's an s my dude

vague walrus
#

harry potter theme begins in background

finite slate
feral girder
#

already bought it though

vague walrus
finite slate
#

my note 9 stylus laughs in your tears

vague walrus
#

i don't want note 9

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i've been thinking about note 10 but samsung pissed me off already too much

finite slate
vague walrus
#

Your 4 looks retarded.

finite slate
#

your upside down h looks like a normal h lmao

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tbh all of my handwriting looks retarded

vague walrus
#

is that a 4 or a funeral ribbon

finite slate
#

My regular handwriting is like if you wrote that with a chisel

south halo
#

@finite slate make your writing into a font plz lol

finite slate
#

why

south halo
#

itll be cool

finite slate
#

i mean ok

south halo
#

It works!

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but the blank project has 2 orange chairs... what

vague walrus
#

@finite slate your d is your upside down 4

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@south halo it's there so you can sit and rethink your life choices xd

finite slate
#

lmao

lethal venture
#

Can anyone explain to me why an unreal engine game would have a plugins folder

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with a uplugin file in it

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what would it be there for

finite slate
#

it probably used a plugin

lethal venture
#

so they really did make their own plugin

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but why go through so much effort

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gosh

finite slate
#

no the game used the plugin

lethal venture
#

are you familar with any plugin called j5

feral girder
#

how do I get PhysX in UE4

#

It looks really cool and I want to make my own liquid simulations

finite slate
south halo
#

@finite slate epic

feral girder
#

sorry that was soemthing I couldve googled

south halo
#

@finite slate How did you make the font?

finite slate
#

I used an app

south halo
finite slate
#

lmao

south halo
#

10/10 photoshop skills

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how did u do it?

finite slate
#

I downloaded an app and used my phone's stylus

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the app is called Fonty

south halo
#

nice

idle haven
#

how many textures can i use in layer blend??

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material is attach to landscape

south halo
grim sinew
#

Technically? 128. Practically? Maybe 2-3 textures per layer, and 4-5 layers total before performance tanks @idle haven

finite slate
#

@south halo That looks like mine but a little bitt worse

south halo
#

oi

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that's my handwriting

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:/

finite slate
#

I'm assuming the 12+1 in your name equals your age?

south halo
#

yep

finite slate
#

mhm same age

#

Explains the similar handwriting

idle haven
#

so what's best way to get 11 different materials inside landscape master material.

grim sinew
#

And have it run well? You don't.

finite slate
#

@idle haven You could probably use tricks to make it seem like there are more materials than there really are

grim ore
#

you can switch to shared wrap for the type and it will let you use that many materials

#

ignoring that tho 12 is the normal limit so you should be able to use 11

lethal venture
#

anyone know about class statistics

grim sinew
#

@grim ore The amount of textures isn't the problem, the amount of layers is. Unreal would choke trying to have that many layers.

grim ore
#

oh I know physically it would choke but he didnt ask if it would run well just how to do it

plush yew
#

Ur mom gei

upbeat tendon
#

i am a novice, i was wondering on what approach to take to making a video screen capture of my project

grim sinew
#

Local recording with OBS

finite slate
#

Damn, the first day or two of being on itch is rocky

#

Bug fix after bug fix

#

No one is even downloading my game

#

I am finding these bugs myself lmao

stoic moth
#

guys, do you know any good AI tutorials ? the Epic ones are just bad imho too much side tracking and uncalled for commentaries all in all just plain unprofessional

tranquil bone
#

With a menu system how can i disable input but keep it so i can leave the menu with keyboard inputs

stoic moth
plush yew
#

Hello guys I want to ask a question: which program is easier to use autodesk or blender because more videos about ue 4 are on autodesk

finite slate
#

B L E N D E R

#

Blender is free too

tall pendant
#

which Autodesk program you're talking about?

plush yew
#

the autodesk isn't free?

finite slate
#

Pretty much every autodesk program is expensive as hell

stoic moth
#

expensive is saying it too softly 😃

finite slate
#

That is actually ridiculous

stoic moth
#

is there a workaround in blender to snap to midpoint of an edge yet ?

#

was doing some tutorials in it and that's just killing me

#

one simple snap option 😦

finite slate
#

This is an unreal engine server, not blender. Sorry :L

stoic moth
#

wasn't going to go too deep into the subject

grim sinew
#

There are Blender discords that can help you out pretty well

#

Can't link on here, there's a rule against discord invites, but you can find them easily

plush yew
#

does ue4 works on ubuntu

#

?

grim sinew
#

Vaguely

grim sinew
#

It's not really supported and will have a few bugs unique to Linux since it's not a priority

#

But.. it kinda works?

finite slate
#

I remember setting up my 2012 toshiba laptop to dual boot windows 10 and ubuntu lmao

plush yew
#

i need to get my win10 back

#

:/

finite slate
#

I pirated win10 lmao

#

I found a way to get rid of the activate windows thing too

#

I had a key but it didn't work

#

It was a legit key too

#

my own

#

So I pirated

grim ore
#

so looking for feedback on a use for C++ in a BP only project. lets say you are a new user to UE4, always using BP, and you keep hearing that C++ is the best and you are stupid for using BP. If you wanted a good reason to splash in some C++ in smaller project what might be a good reason to do so?

finite slate
#

@grim ore I'd say just start replacing your blueprints with C++ when you have time

grim ore
#

That's a good idea if you want to do that so what would be a good candidate to replace with C++? your character? your blueprints like pickups?

finite slate
#

Start smaller

#

Maybe work on your pickup blueprint

grim ore
#

so if say your blueprint was a simple static mesh and a box collider, an on overlap event that added 1 to the player score, you would redo all that in C++ then make a blueprint out of it and use that blueprint in the world?

#

trying to find a good method of explaining why you would add in C++ to a blueprint project. What stuff is appropriate or what benefits C++ would give you over a pure BP project assuming it's a simple as simple project.

finite slate
#

I don't use C++ so I can't answer this too well

#

but

#

I think C++ has less limits than blueprints

#

Less searching

#

More getting stuff done

#

to answer your first question, yes

#

wait

#

no

#

idk

#

I don't use C++

supple totem
#

Most things with mass iteration would be faster in c++

#

As for why a noob would need mass iteration... Would have to think

grim ore
#

trying to find a generalized reason or want for C++ and yep having a hard time for it

#

even stuff like global variable access or laziness could be done in BP with function libraries

supple totem
#

I have run into functions that arnt bp accessible and have had to use c++

grim ore
#

trying to introduce the concept of "C++ is helpful even in a BP only project because"

supple totem
#

Again not sure if any of them would make sense to noob

grim ore
#

yep that's a biggie and I think that is the main reason

#

"I hit a snag in BP because some lazy programmer did not expose it yet so let us fix it!" lol

supple totem
#

Yeah even if you plan on making a bp only project, I dont think there is harm in making it a c++ project

#

It will only help if it ever turns out you need it

finite slate
#

I don't even have C++ in my game and it is a C++ project

grim ore
#

I'm sure something will come to me at some point, need to find some non exposed nodes that are nice to have hiding in the code

finite slate
#

because p l u g i n s

supple totem
#

It might be cool to show two actors, one bp and one c++ based that do something like procedurally build something

#

Something iteration heavy

#

And show people time to complete their functions

grim ore
#

doing that just perpetuates the notion that BP are slower than C++

supple totem
#

ahhh I see

grim ore
#

which leads to the whole "I can't use BP because its slower"

#

C++ is faster for certain things because its C++, it's a given if you use the engine lol

#

but a new user understanding the "certain things" part turns into "everything is slower in BP, burn it all down and go back to Unity" lol

supple totem
#

Yep I see what you mean

#

C++ code can often look cleaner than bp code

#

Perhaps that is in eye of beholder

grim ore
#

I might just go with the idea of just showing the same stuff in C++ and BP in terms of how they work and are structured just to show in the end you work with them the same and the result is the same. Then find some C++ only nodes and expose them to BP.

idle haven
#

How do you texturing buildings ?

#

whats the best way

grim ore
#

same way you texture any mesh I would assume?

#

but are we talking 100000000 buildings all with unique facades on the front, are they hollow or closed off, do they have physical differences or just paint jobs, etc.

plush yew
#

😦

grim ore
#

the Platformer Game example on the Learn Tab in the Epic Games Launcher has some buildings btw if you want to see how they are textured and designed.

twin adder
grim ore
#

Do you have the Constraint Aspect Ratio checked on your camera for that level?

twin adder
#

damn, yeah, it was so easy yet I couldn't get it. Thanks!

vague walrus
#

hmm, i've removed one nav mesh, added second one and now my AI is not moving at all :/

finite slate
#

Ugh

#

If the host of the game leaves, all the players in the session get kicked

#

no isses

#

issues*

#

but

#

if the other players try to join another session

#

it fails

#

wait I might have fixed it

#

wtf

vague walrus
#

Navmesh is generated, map is green, AI is not moving... I swear i hate this.

grim ore
#

did you replace the first one with the second or add in a second?

vague walrus
#

i deleted first one, then added new one

finite slate
#

fffff

#

This is so annoying

grim ore
#

I know it's silly but did you try rebuilding navigation after?

vague walrus
#

yes i even get into settings and force it

#

Whole map is green and not wokring

finite slate
#

oh god I fixed it

#

:D

opaque salmon
#

is there a way to setup a landscape material without blending? Where I can paint a layer and it's the only thing there and can be overwritten with another. I'm trying to do a more cartoonish look where each layer is just the only thing there and even setting up heightmaps to 0 constants in the material I can't seem to get it to work

finite slate
#

I think I just made my game "game-breaking bug free"

#

f i n a l l y

#

now I better get 3902903920 downloads on itch

grim ore
#

It's no better than the same thing in a blueprint function library but shrug it's a use for C++ lol

worn granite
#

well, now you can version that properly and you could theoretically use quats easily now.

#

Always better to simplify a given graph though

grim ore
#

yep just trying to find a nice easy way to introduce C++ into a blueprinters life

#

Converting existing stuff seems to be a good way as you can figure out the included C++ functions easily enough just by the node names and the static libraries they target if any

rustic fjord
#

finally got UE4 to launch

#

all i had to do was to downgrade to 4.17

grim ore
#

yep it's your video card not supporting SM5

feral girder
vague walrus
#

I just launch tidal in background when working. But when I really need something just to be on background but without catching attention I play Proudmoore theme.

#

Too bad I can't get it on tidal in lossless. :(

lusty vigil
noble minnow
#

Hello guys i need your help. i don't know why the sunlight is not showing, before i bake the light it shows fine, but when i bake it it disappear. I'm using an editor sphere for the city background, I don't know if that is the problem 😕

finite slate
#

@feral girder Pretty much any vaporwave is good to work to

#

space trip is nice

vague walrus
#

@lusty vigil yes, that

#

it sounds differently when you know Jaina's history

#

the music gets infused with emotions ;)

grim ore
#

@noble minnow chances are #graphics can help more than in here

feral girder
#

the user list for this server is so long

#

I have to scroll for so long and it makes my finger tired

manic pawn
#

why are you scrolling the user list

feral girder
#

Oh wait theres a very tiny scroll bar

#

to find who is at the very bottom

finite slate
#

I like to look at pfps and try to figure out where they are from

feral girder
#

im procrastinating

finite slate
#

@trim silo is at the very bottom

feral girder
#

whos that other kid though

finite slate
#

it was blank

feral girder
#

blank name

finite slate
#

and when I clicked it he disappeared

late olive
#

Where can I advertise help wanted stuff?

finite slate
rustic fjord
#

what is that feeling when you did something for the first time in UE4? success?

#

i've never used UE4 before it's cool

late olive
#

It’s read only

zenith flower
#

for the first time since 4.17 a beta engine is causing me issues

#

I will just count my blessings

grim ore
#

@late olive read the pinned message at the top

vague walrus
#

i'm really nuts that i can't get a decent quality of Jaina's Homeland (old or new version from Kul'Tiras) even for real money. :(

finite slate
#

adding this to my color picker

#

doing my part

#

Added a PewDiePie skin

sharp crest
#

and it has to update

#

I guess Apex Legends it is..

#

not rly I don't play that game

plush yew
#

Hi guys I am a little confused. As part of a game I am making a side scroller level, yes I could have used a default side scroller but I am nearly done now. The issue I have is with turning. When I want to rotate my character 180 degrees I must use 'set control rotation', however this also moves the camera looking at the player. Since this is a side scroller this is obviously an issue, I don't want the camera behind the scenery! Here is what I have tried:

finite slate
#

@plush yew You could have 2 versions of the player sprite

plush yew
#

as you can see I am trying to reset the camera position after turning (I have also tried just using this logic on the in-game camera I have). The problem is that when I 'get rotation' there is no time of execution - I don't know whether it's before or after 'set control rotation' since it has no white lines connected to it. I would like to get rotation before I change the control rotation, then reset it

finite slate
#

one for facing each way

#

and switch the sprites depending on the direction

plush yew
#

yeah I can try that

plush yew
#

;3 im making a website to help people learn c++

unborn zephyr
#

That's the way old school 2D platformers did things.
As tech got bette, they would add 2-3 transition frames, for the turn. IE

<'0, bird face left
- '\ /'- bird face forward
,0 '> bird face right

plush yew
#

now my camera just falls... will have to fix

sharp crest
#

hey I'm filling this for my game EULA, and what do I have to fill in [AGREEMENT]?

#

[Product] = my game name
[Licensor] = my real name / my company name
I assume

#

I guess I'll just replace it with "end user agreement"

rapid wyvern
#

Opened up Epic Games Launcher only to find that 4.20 and 4.21 are missing from my library, replaced with these preview versions. What happened? 0_o

golden anvil
#

Good evening I need help on my personal project, I followed this tutorial to make a timer https://www.youtube.com/watch?v=95CMPGQAS-Y I inserted it correctly in my level but I can not put the value of the timer in GameInstance to recover the value in the next level. Can someone please help me?

#ue4 #beginner #blueprint #timer #race AnswerHub Question: Basic timer widget for a racing game. 0:15 Widget Set-up 1:05 Box Trigger/Finish Line Creation 1:5...

▶ Play video
grim ore
#

@golden anvil do you have any more info on why you can not pout the value into your game instance? without any more information we don't know if it's a logic error ,setup error, user error, aliens, etc.

golden anvil
#

@grim ore
I do not know where to actually get the value of the timer.
You can see below that I associate Timer with HeureFini which is in GameInstance.

#

@grim ore
If you have another way of doing a timer that appears on a first level and a second level while keeping the same value I'm interested

grim ore
#

well I see you setting a float in the game instance, where is that timer at?

#

that seems like it works, just weirdly, your timeline is increasing Time every time it triggers on your track and you are saving that to your game instance

#

does Time show up on your interface?

golden anvil
#

Yes the time is displayed on the first interface of the first level but not on the second interface of the second level.
I can show you on discord if you wish.

grim ore
#

ok so then the timeline is running and the Time variable is good, how are you getting it in the second level?

golden anvil
#

To get it to the second level I call it through the variable (TimeFini) that is saved in the GameInstance. I call it in interface 2 giving the value of the variable (TimeFini) to a Text

grim ore
#

well I see some code but nothing is hooked up in there

golden anvil
#

Yes because I do not see how to connect it.

grim ore
#

every time you call update in the first picture you are saving the variable with the current value so it's going to be there until the game is shut off

#

if you want to display that in your next level then after you open the level in the begin play for it, or in the UI creation, or the level start, or whenever you want to show it you would then hook up the Get Game instance -> Cast to -> Get Variable -> and then do what you want with it

golden anvil
#

Like this.
But nothing is happening.

#

@grim ore
You see an error or several errors? 😂

plush yew
#

Well it won't if the arrows are not connected to anything or do you know that already?

golden anvil
#

I have connected Cast To GameInstanceRunner to SetText(Text)

grim ore
#

your execute wires are not hooked up to anything, the white ones

#

no execute, no run, no nothing

golden anvil
grim ore
#

you have to or else it will never run

#

where is this code at?

golden anvil
#

In my Widget

grim ore
#

hook it up to the event construct then so it does it when the widget is created.

glad quail
#

oh hey @fierce tulip nice to see you here

finite slate
#

FUCK

#

I think I just broke my entire project

glad quail
#

good thing you use git right?

finite slate
#

no

glad quail
#

have you tried seeing why it wont compile inside of VS?

#

yeah... before you do ANYTHING else after you get it working, setup git or SOME kind of version control

#

speaking of which what source control hosters are people using here? I have to set up a self hosted git server tha backs up to the cloud because gitlab has a 10gb repo limit

finite slate
glad quail
#

can you open up the vs project?

finite slate
#

yes

glad quail
#

okay try and rebuild inside there

#

show me that output

#

it's more useful

finite slate
#

That is the output

glad quail
#

ooooh rip

#

I use dark theme so I assumed it was UBT xD

finite slate
#

its the log

#

It said to see ".../Programs/UnrealBuildTool/Log.txt"

#

so I went there

#

and saw that

glad quail
#

I dont want UBT log

#

I wanna see why VS cant compile

#

this just tells me the build script failed not why

finite slate
#

It doesn't say

plush yew
#

making a website to learn c++ and help others learn from my learning

#

;3

finite slate
plush yew
#

any thoughts on what I could do better owo

glad quail
#

that's what I wanted ty

#

2 mins

finite slate
#

should i let this finish

plush yew
#

ye

glad quail
#

yeah

#

but that's for intellisense

#

not the compiler

#

so it's not REQUIRED

finite slate
#

I hate unreal engine so much

#

This is bullshit

#

I spent so much time on this

glad quail
#

were you copying flails around when this happened?

#

what were you doing

finite slate
#

I was trying to package it with the project launcher

#

The internet said to generate C++ project files

#

so I did

#

then this happened

#

should I delete all C++ stuff

#

in it

glad quail
#

no

#

what is flails

#

a plugin?

finite slate
#

its my game

glad quail
#

right

finite slate
#

the name of the project

glad quail
#

delete your binaries, intermediate and saved folder

#

and the vs project

#

then reopen the project

#

then you should be able to generate project files

#

when in doubt delete those folders and reopen

finite slate
#

ok I just successfully generated project files

#

build failed

#

gonna try to rebuild in vs

#

failed

#

deleting those folders

glad quail
#

none of these are needed to start the project

#

they are generated

#

sometimes things dont work perfectly and they get corrupted

finite slate
#

still failed

#

what about the source folder

glad quail
#

that holds your C++ code

#

you need that if you have any

finite slate
#

i deleted stuff from there

glad quail
#

when?

finite slate
#

about 2 minutes ago

glad quail
#

why?

#

you NEED that stuff

finite slate
#

I wanna turn it back into a blueprint project

glad quail
#

yeah you've screwed that

finite slate
#

i restored it

#

from the recycling bin

glad quail
#

good

#

one less thing to go wrong

#

show me the folder

#

do you have plugins?

finite slate
glad quail
#

yes

finite slate
#

its taking a bit

glad quail
#

yeah it will

#

it's recompiling your game

finite slate
#

thats a good thing

glad quail
#

unless it fails xD

finite slate
#

Hasn't failed yet

glad quail
#

but this is what SHOULD happen after deleting those folders

finite slate
#

It started unrealheadertool

glad quail
#

yep

finite slate
#

I think it's working

#

:O

#

it worked

#

BACKUPBACKUPBACKUP

glad quail
#

first rule of UE4, something not working as intended, restart the editor

#

second rule, still not working delete binaries, intermediate and saved xD

#

90% of "wtf" will go away with that

finite slate
#

There should be an option to auto delete those on closing it

glad quail
#

nope, most games are too big for that not to be a pain in the ass xD

#

you can always create a bat file that does it

finite slate
#

true

#

ok I am stretching out my night way too much

glad quail
#

Backup the project

finite slate
#

I have to be awake in 7 hours

glad quail
#

and learn git

finite slate
#

I am backing it up rn

glad quail
#

ot SVN

#

*or SVN

finite slate
#

rip

glad quail
#

I think the most popular for ue4 projects is SVN

#

ahaha

#

Well, glad it worked for ya

finite slate
#

Thanks

#

I can sleep tonight now

glad quail
#

lol

#

np

glossy zenith
#

ok so I made my uv map, saved the image for it in blender and exported the fbx. unreal is only showing the mesh with the original colours i set on the mesh, not the uv map image

#

i can select 2 different uv maps apparently,. which show up as a wireframe, how do i tell it to go get the image texture ?

#

is this a common thing or have i screwed up the import

icy bone
#

hi i need urgent help anyone

#

anyone know how to prevent ue4 from reducing cpu when game not in focus

grim ore
#

Search for background in the editor preferences

plush yew
#

What tools do I need to develop a client/server, server authoritative, 3D multiplayer third person game? The gameplay isn’t like Fortnite, but Fortnite Battle Royal is a good example of what I want.

grim ore
#

You just need unreal engine 4.

cursive dirge
#

and ton of $$$ if you want to launch with BR scale servers

#
  • the game 😄
plush yew
#

Right

#

So unreal + Amazon Gamelift?

grim ore
#

Can work

plush yew
#

Okay, but if I want the server to be authoritative then would I be using Gamelift SDK to implement things such as player movement, weapon shooting, etc?

#

I would love some sort of tutorial in unreal or unity

proven oxide
#

Ok the problem I have is I cannot compile the tools

#

Lots of the programs are not compiling

#

It instantly errors with object reference not set to instance of an object

leaden dust
#

Is there any other IDE for unreal except VS

#

And also1 TB SATA or 512 GB nvme for ue4?

#

Getting nvme for 170$ which is excellent considering the prices around here

languid shard
#

nvme all the way

dense patio
#

Anybody had a problem where navmesh doesnt build on level load?

#

it builds when i place the volume and press P, but after i close level and reopen no longer is it there....

split wedge
#

if i were to use the same experience table as a different game would that be ok or would i have to check with them?

tranquil bone
#

Would it impact performance if i had a checkEXP function on the event tick or not?

sudden agate
#

why do you want to check the EXP on tick tho?

tranquil bone
#

to constantly see if the player can level up or would it be better on the function for when gained exp check if can level?

wary wave
#

surely you'd only check if the player can level up when their EXP changes?

tranquil bone
#

okay yea im being stupid, i think my brain just had a bit of a melt down

fierce tulip
#

hey hey @glad quail 😃

regal mulch
#

Since PostProcess outlines go through all walls, what's a good way of giving a mesh an outline that is really only visible if you see the mesh?

#

Actually, I might be able to hide the outline

sudden agate
#

has someone tried to bake lighting in 4.22p1?
It crashes the engine for me

merry gazelle
#

I've create an on clicked event so that when a static mesh component is clicked it destroy the component and then actor.

In game I have control over the cursor but when I click the mesh nothing is destroyed. Is there any extra steps I might be missing? The mesh has hit events enabled and blockalldynamic (incase that matters)

paper kernel
#

Does UE have anything built in to calculate 2D convex hull?

wary wave
#

I don't think so

lusty carbon
#

Best practices to lighting a large factory scene for vr?

grim sinew
#

Static lighting

lusty carbon
#

I know. but what lights? is it okay to combine point lights and spot lights all over the place ?

#

cranked up the intensity of the sky light too

grim sinew
#

Static lights are 100% free.

#

You can have as many as you want, they cost nothing whatsoever at runtime.

#

Stationary and movable are the only two that have a runtime cost

#

In which case, point lights are 6x the cost of a spot light

lusty carbon
#

Im not talking about performance wise though

wary wave
#

static lights aren't 100% free on account of shadows and dynamic meshes

lusty carbon
#

I wanna light it clean and realistic. any artistic thoughts?

grim sinew
#

I need a gif for "It depends" given how many times I need to say it on here

#

Maybe like that spongebob "imagination" thing

#

Seriously, the choice between spot lights and point lights should be based on what type of light you're looking at. There is no single answer there.

lusty carbon
#

gotya

#

IRL, in factories there are usually large spot lights hanging from the ceiling.

grim sinew
#

Then use spot lights.

#

Use whatever you see in your reference

lusty carbon
#

in ue4 only spot lights make no sense and it's too shadowy and dark

#

so I basically combine the two

grim sinew
#

They won't be too shadowy after baking, if you have proper values for your base color on the materials and light intensity

lusty carbon
grim sinew
#

Btw directional light and skylight are worthless if it's 100% interior

fierce tulip
next badger
#

directional light and skylight is ok if you have windows/portals

fierce tulip
#

wonder how hard it would be for someone with source-editing experience to make me a small plugin for cascade to copy and paste modules between particle systems

maiden sundial
#

Is there no way to make a own blueprint enum, or can't i just find it ?
So far it seems it's only possible with C++

sudden agate
#

Right Click in Asset Browser -> Blueprints -> Enum

maiden sundial
#

Forgot to say that i'd need it inside of a blueprint class

sudden agate
#

and whats the problem? An enum is a type

#

you can create a variable with the created enum type

maiden sundial
#

Asset Browser == Content browser ?

frozen hinge
#

rn i am in an extremly hard position i have a farming game that i am making and i need to decide between using UE4 but i will have to use C++ which takes long compile time even for simple stuff on my pc ( i5 7th generation , 8gb ram , hdd ) but with a very good performance or using Unity 3d with it's rapid compiling time and it's slow performance on amd cards

plush yew
#

Do unreal engine it looks better for all games in my opinion

maiden sundial
#

At the end of the day you can do with both engines a great game.
I just choose UE bcuz C++ is my only language 😃

regal mulch
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sigh If you are good at what you do, Unity will look as good as UE4.

plush yew
#

I'm making a website for people to learn c++ owo

regal mulch
#

You should decide between UE4 and Unity on a totally different basis:

  • Can I code with C++? If not, can I create my game with BPs?
  • Can I code in C#?
  • Does Unity's or UE4's Framework work better for my project?
#

And similar questions

#

If you need to use C++ and you have terrible iteration times cause of your PC, then either upgrade or stick with Unity.

#

@frozen hinge

lament saddle
#

@fierce tulip if I'm understanding your question, this is already possible by opening the source particle system, then selecting the target particle system in the asset browser, and then going back to the source particle system window, right click on a module, then "export".

fierce tulip
#

actually that exports the whole emitter, and workflow-wise too many clicks for just one module, but thats how ive been doing it for yeeeaars. just wanting to improve workflow. @lament saddle

frozen hinge
#

@regal mulch having many years of experience in both Cpp and C# and used blueprint in the era of like 4.7 but never picked it up again

lament saddle
#

Oic, I confused module for emitter

regal mulch
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@frozen hinge Not good either.

fierce tulip
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that said, if it was added to source, and works well I have word that it might be pulled by epic 😃

grave nebula
#

@fierce tulip Not hard at all. Just not sure that it would be pluginnable.

regal mulch
#

UE4 is meant to be used with both C++ and BPs.

#

You can of course move 90% of your stuff to C++

fierce tulip
#

@grave nebula yea STovey said the same

regal mulch
#

But you want to utilize BPs at least a bit

frozen hinge
#

i know i know i can learn BP my main problem is the compilation time 😦 @regal mulch

regal mulch
#

As said, either upgrade (I recently did)

frozen hinge
#

can't really upgrade atm and i don't think 8gb and i5 7th generation is that bad (talking like 10 minutes some times )

regal mulch
#

It certainly is

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I upgraded from an i7, 16GB to i9, 32GB cause the i7 setup was too slow

frozen hinge
#

i guess i will just have to wait for compliation time atm

regal mulch
#
  • You most likely have an HDD
maiden sundial
#

Ryzen 2600 + gtx 960
Is pretty fast for me

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But my projects aren't thaat big atm 😄

grave nebula
#

I really don't understand people that consider hardware, they will be using during development, as a factor in choosing the engine.

gleaming creek
#

Shouldn't the IDE only recompile the parts that have changed?

frozen hinge
#

yeah but will buy an SSD very near , btw does it make a big difference ? @regal mulch ?

dim plover
#

I had no idea i9's existed. How big was the difference from i7 to i9 in compile time?

gleaming creek
#

An SSD makes a huge, huge difference to everything

regal mulch
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Can't really compare as I also moved from an HDD to an m2

frozen hinge
#

the financial State of egypt is really fucked up which really fucks me up from buying anything

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@gleaming creek yeah the compiler only does that and it still takes long time 😦

fierce tulip
#

hdd > ssd > best thing since sliced bread
ssd > m2 > while you dont notice it much, its again way waaay faster

dim plover
#

Frankly, perhaps Unity would be better. I hear there are a lot more Unity dev positions open (I'm not sure).

regal mulch
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m2 is the deal

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And yes it does make a difference

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Your HDD is at 100% when you compile for writing the binaries

fierce tulip
#

@dim plover both have bleeploads of positions, just matters what aspect of developing

regal mulch
#

You might not be able to get an M2 with your current mainboard

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But if you ever update, grab a new MB and an m2

gleaming creek
#

Even a non-m2 SSD is a huge deal

fierce tulip
#

about time mobo's support 10 m2's :p

frozen hinge
#

@dim plover i have an AMD Card and Unity is very fucked up on that

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i guess i should go for a SSD and see how much difference

regal mulch
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@dim plover I def went from a sometimes multiple minutes of having to wait on my HDD for writing a small change to the binaries to a few seconds of recompiling a full C++ Project + Plugins.

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Haven't tested engine source compile yet

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But I would assume it's around the 10 min mark

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(from scratch)

dim plover
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The day I discovered about M2's, I had just bought a spare 500gb SSD. Oh well.

regal mulch
#

Uh

fierce tulip
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lol

regal mulch
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Currently have:

  • i9-9900K @3.60GHz
  • 2x Samsung SDD 970 EVO 500GB
  • 1x Crutial SSD MX500 (i think) 1TB
  • 32GB DDR4-3000 RAM (3200 would have been a big jump in price)
    @dim plover
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In case you are interested

dim plover
#

muh mony tho

regal mulch
#

And well an old 1080

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2080 wasn't worth it

frozen hinge
#

that setup there can be runt for 12 years for a person on egypt 😆 @regal mulch

deep basin
#

I understand the problem to choose between unity and ue4. I did some small 2d projects with unity. it was so easy to get into and I was really quick, but doing anything special got really hard and tedious to do in unity since it seemed to lack so many handy and nice systems. unreal is tough to get into, especially if you are trying to use c++ (like I do) but you have so many nice features already built in. so yeah, it is indeed a tough question

frozen hinge
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@deep basin the problem for me in UE4 is mainly the long ass compile times 🤔

#

a very creativity killer

regal mulch
#

Yeah the parts are probably around 1100€ or so iirc

deep basin
#

the worst is that ue4 offers so little good resources using c++. most are made in bp. doing currently the gamedev tv guide on ue4 but it feels like there is so much I am missing....

regal mulch
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Main reason I won't touch Unity is that it requires you to reinvent the wheel on so many things

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Or you need to grab marketplace packages

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  • no source access and an annoying paymodel
deep basin
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compiling takes a while thats true, but with i7 8700k and 16gb ram its not tooo bad

regal mulch
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The problem is the HDD

dim plover
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Yes, those are my reasons as well, though I've never even tried Unity.

regal mulch
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On their end

frozen hinge
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i guess i will buy a SSD next week and see how it goes

regal mulch
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Yeah they aren't too expensive

frozen hinge
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should i reinstall UE4 on the SSD

deep basin
#

I quitted unity when I wanted a simple thing like a dialogue system. i had two options.... spending a day and craft it myself, with little features and being not very robust and well made (since I am just programming since 10 months) or get it from the asset store

dim plover
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Long compile times isn't entirely a showstopper. It just makes things inconvenient.

fierce tulip
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every minute compiling and not working is a minute lost in development.

regal mulch
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Yus

dim plover
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You could do other stuff in that minute, though.

deep basin
#

true

fierce tulip
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like swordfighting

frozen hinge
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yep was waiting for this comic sine you said swordfighting

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it can be like 2 minutes sometimes and if it's like a new include and a lot of edits in a header file here there goes another 5 to 10 minutes

deep basin
#

showstopper for me in ue4 is more the fact that as a beginner I have no idea on how to expand my knowledge. the documentation is sometimes very hard to dig into and I don't have a good strategy to convert all the BP tutorials into c++

frozen hinge
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generally i search for things on use and use bases

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like if i need a specific something i just search for it when i need it

dim plover
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I think it's pretty easy to convert from BP to C++. Especially since you can easily view the native function the BP node calls.

deep basin
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can you do it directly from the BP class?

regal mulch
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Well you can'T really do much if you actively need to work on the project that takes 5-10 minutes compiling

dim plover
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Yeah, if you double clickt he BP node, it'll open up VS to the native function. You might need debug symbols installed.

regal mulch
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Mostly cause the reason for the long compiling is the PC being stuck

languid shard
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can we get one of these with "my lightmaps are compiling" @fierce tulip ? 😄

gleaming creek
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And how much I hate when it randomly loads up VS because I clicked on a node twice

deep basin
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i have more trouble with my resharper taking two minutes to set itself up when using unreal xD

dim plover
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resharper?

fierce tulip
#

@languid shard I was looking for a comic that also showed artists etc trying to use the compiling excuse but cant find it

languid shard
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damn

gleaming creek
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Maybe they can go with "waiting for my <expensive art software> to un-freeze!"

fierce tulip
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nah it ends with the artist going "my environment is environmenting" and gets fired

fierce tulip
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^ not that one, but its still funny

languid shard
#

it's your problem now

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wish I could say that everytime a project is starting to turn to shit

worn granite
#

If you can recognize that early on (first conversation, say), you can just say I'm not letting this become my problem

lusty carbon
#

Hey guys. I have a problem! VR template->new map -> MotionControllerPawn into the lvl -> not working

fierce tulip
#

its really annoying when you work with a client, that has a very great game.. potentially. but they lack time/money/expertise to really get "there"

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knowing its their problem, and not mine

worn granite
#

I've had two that are the opposite of that

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equally frustrating

fierce tulip
#

that they are achieving its potential but its your problem? :p

worn granite
#

nah they got the time/money, but the project is irrecoverable

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I mean its great for being paid, but nothing is ever done and they never look good on port

wary wave
#

I've come onto projects where two years (and considerable manpower) have been completely wasted, and end up throwing fat chunks of the project away to meet their self-imposed deadlines

fierce tulip
#

true

wary wave
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madness

worn granite
#

Also when it turns out shit, they might blame it on you

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(in which case they can eat shit, but still annoying)

fierce tulip
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not allowed to mention what happened to the last client that had to let me go, but lets just say.. if they hired a ue4 expert at the beginning, they would not have made such a mess. which is sad, because the artists where really really good. just not at ue4

worn granite
#

And that's not always enough, you have to trust your expert.

dim plover
#

I'm quite new to this, but are there UE4 consultants?

worn granite
#

Don't bring on a charlatan and trust them over your expert.

fierce tulip
#

there are, even epic has some they send all over the globe

worn granite
#

You might say I was one, I'm probably closer to a freelancer tho

#

Tryna leave the freelance life tho

dim plover
worn granite
#

Yeah

#

Outline what sort you're after and the xp level you need, you'll get some DMs

misty creek
#

If you are having a problem you can also post in the related channel

worn granite
#

it can be hard to gauge whether people can live up to what they claim tho, that'll be the hard part

dim plover
#

Alright thanks, will do.