#ue4-general
1 messages · Page 398 of 1
If you are in the US or Canada, I could say Legal Zoom is not too bad
I have no idea then 😦 sorry
US, Canada or UK (depending on the mood right now lol) I might be able to help
what if I don't have an EULA?
like if I only have the UE4 eula template part
and how likely is it that someone will even try to sue me?
lol
@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
how can I bypass the setactorroatation limit at 90 degrees?
can I just copy that and change names
lol
no, because that's a copyright violation in itself
and also most of it won't even be applicable to your game

@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
Ok, I have downloaded the source, Run setup.bat, and GenerateProjectFiles.bat
opened the VS and waited
@shy silo you want to look more into adding to the rotation and that should let you bypass any gimbal lock issues if possible
then i try a build and it instantly fails completely
I don't have the epic games launcher on that machine and its behind a proxy
so what do I need to do for that? sorry, I'm learning here
https://answers.unrealengine.com/questions/21168/pitch-limited-to-90-90.html , this has some info on the issue as well as some suggestions for what you are doing exactly and some code as well for another way of handling it
@proven oxide what does it say in the log for the failure on building?
it just says something like Object not set to an instance
Object reference not set to an instance of an object? .
which project are you trying to compile in the solution?
UE4
and for which target
Developer Editor
which branch of source did you download?
Head
oh, yeah thats bad
head/master is never guarantee to work, you want a fixed branch like 4.21 or another major version
yep and since then they might have added more files and broke stuff
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
I mean failing immediately is weird since that is compiling the UBT stuff
I know which branch you got, it does not change what I said about it tho.
it's got a log lol, grab the appropriate lines and paste them in here or get the last stable branch and try again.
but the one that worked was on a system with 4.21.2 from the launcher installed as well
this one has NOTHING installed as I cannot install it
ok
(I also cannot get to it at the moment so i am just asking to get info for next time i am there
https://github.com/EpicGames/UnrealEngine/tree/4.21 or the log, we can't fix what we can't see
WTFPL – Do What the Fuck You Want to Public License 10/10
I looked in the log files I could find, nothing obvious there
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?
@jaunty ravine first see about setting the rotation on the light to create day/night
there you go. itrs fixed 😄
👌
then add the counter
matthew, sorry to add to all the things you're doing atm but im following this solution https://answers.unrealengine.com/storage/attachments/5636-blueprint.png to the 90 rotation cap, and was wonderimg how I tie my variable replacing sun angle to the rotation of my objext
Like for example. I want a day to last 30 min in real life.
that would be the timeline
@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
I would reccomend underscore’s YouTube tutorial for day night
so set the rotation of the light/skydome to 180 degrees per 30 minutes
@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
Ah ok. So I need to put it in the bp for item not the level. Thanks!
you need to have it work on the tick event
Thanks peeps. I will check underscore tuts. Ok Therasjayne thansk.
@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
alright thanks!
a game having daily updates sounds like a good thing for its players
most people would consider it a good thing
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
Hello guys I want to ask you question
@proven oxide In C++ since you are the one writing it, there aren't really tutorials
Oh also @grim ore I got it working
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?
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
it explains how it works not how to write it
@plush yew Why couldn't he export it?
If that is a custom model then chances are you won't find a good texture**
idk he said me that he had a problem with the exportinhg
Ugh I hate when people aren't descriptive with issues
"It won't work!"
"Why not?"
"I dunno it's just not working!"
gee thanks
he sid that he has a problem with exporting the texture
sorry man when I receive more info I will tell you 😉
Going to tell you now. Your friend is bsing you 😜
ask him to send a screenshot of the road with texture
so you can find a good texture
plot twist: he wont 😄
but you could try to use landscape material to draw on the road, blend with dirt/grass
and use decals to get road markings on there
i doubt its worth the efford because the "road" looks boring and straighter than tom cruise
I ran into this the other day (http://github.com/indeyets/syck/blob/master/COPYING) and thought I would share ============================================================================================================== Copyright (c) 2003 why the lucky stiff [BSD license ...
11/10
@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
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
not sure if troll
you can do like whatever you want with landscape materials, you know
a topic thats so huge that i avoid looking into it by now because its... h uu u u u uuge
and tbh i doubt that the road would look good whatever you try to do to it
bc the model is like the models i do in blender
and i am really bad at modeling
not sure who built that street but it looks like someone concreted in some of those pavings in the middle of the road
ill stop ranting now 😄
https://www.youtube.com/watch?v=H6xhXxRWwAI <- simple road, still looking better
Because of the Youtube Changes People are not finding my channel like before and its making it hard to make any money from my content so as request by a few ...
https://www.youtube.com/watch?v=QmfMJi4jaRc <- more refined tutorial
This is set up for new people using the Unreal Engine 4. This is set to explain the basics of Landscape Splines and how to get started with them! Enjoy and i...
then you need to put more effort in that the guy making it a simple tutorial
he sent me this: https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures
Mate
and if you want to make a photo realistic road, dump that piece of shit model
and quit trying to polish a turd
no wait
You don’t export mat and texture
lmao
what?
@plush yew What kind of game are you even trying to make
the model is dump?
Didn't you say you wanted a mobile game yesterday?
First off
NEVER base your game off of Subway Surfers
There are too many ripoffs already
Second off
Photorealism is the worst possible route in mobile games
besides the road having extream odd forms
i made it
its looking really good now
almost photo realistic
here you go
ship it
lmao
they cut the grass 😦
Little salty eh? 😜
nah just misantrophic as always :3
Why blame the aliens then
asians will rule the world, why fight
if india starts war with pakistan i think the subscriptions will slow down...
@lusty vigil one granade and 3 million people die?
they have those military grade unsubscription clusterbombs
One bang snap and 3 million people die
Alright, alright calm down
I'm wondering what's the difference between behaviour tree and end state machine
Good site for free models?
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?
after all everything is just based on 'if if if if if', so it's all decision tree
@south halo Make the file not read only
@south halo look on the slashes and backslashes
how? @finite slate
@finite slate the file path is just not straight, face it, it's 2019!
C:\Users\DrJacoby12+1\Documents\Unreal Projects\MyPatients3\Config\DefaultEngine.ini
fixed
it took you a bit
the file path is fine, its just the log output
@south halo can you go to that file path and tell me what is there
also totally off topic but does anyone else put way too much thought into profile pictures
@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
For example, who is that in your profile picture @grim ore it has been bugging me since you were helping me last night
so how do I fix it?
xD
to what?
what project are you working on?
I don't know, maybe create a new project named "MyProject3" and set the directory for "Documents"
@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.
Thanks for your help 😃
change the path to C:\Users\jacob\Documents\Unreal Projects\MyProject2\Config\DefaultEngine.ini
i guess
ok thx
wait do you have it set to auto open last project
illegal file path building techniques
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 ?
Anybody here ever heard of using J5BinderAsset for anims?
@noble zodiac a SpringArm component if I understand your question correctly
@south halo are you serious
@south halo That's not what I meant at all
what then?
let me help you out here
@noble zodiac go to the mesh, check collision and then set collision presets to "no collision"
that should do the trick
Thanks guys ill try!
@upper heart ah so the client was taking all the power and forcing the server to take less? odd but amusing
@south halo
your so funny...
@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
I do
Café Clarkston is an employment assistance center and internet café designed especially for our English-as-a-Second-Language community. We are one of 8 progr...
@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
@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
@grim ore yeah that is what was going on 😛
i dont even think this is a commonly used file extension
why is this being used for animations
@lethal venture .txt is the most common file extension in the world. <3
@lusty vigil NO NO NO!
He'll create a new project in a folder of previous folder!
🤔
@vague walrus i meant j5binderasset
ok thx
im trying to find out what jump force uses for animations
@lusty vigil your screenshot creates new project inside "MyProject2"
and he has "MyProject1" and "MyProject2"
I think he'll use only the visible part without the drive letter on the beginning and ask why it's not working.
?
Every time I or someone else just types "?" I always read it as the question mark sound effect in Paper Mario TTYD
@lusty vigil nice notice
wdym?
But I checked and it works same for me
@south halo can you enter with Windows Explorer the path %documents% and create a folder there?
This is rather disturbing to watch
Because it seems that you or UE does not have privileges to create new stuff in this folder
@south halo run UE as administrator and check if that still occurs
I carnt I try search it and it doesn't come up
@south halo so I think it'll be good for you to reinstall UE
and epic games launcher
but you are a @finite slate 
:(
ok, I have started a new example, C++ First Person, that does support multiplayer?
For movement, yes. For everything else, no.
it stillsays it
Multiplayer support you need to add yourself.
adding multiplayer is a simple pain in the ass
source - added multiplayer to my game yesterday
I am just trying to work out how you create a proper game type thing,
all demos are straight into the level
I want a "menu" level that doesnt try to do any connection until you select Host Game , or Join Game
@finite slate https://www.youtube.com/watch?v=-EQ6eHeBrhM
what's this file and can i remove it from the packaged game directory?
i assume its just an installer for visual studio or redist stuff or something?
oh its in a redist folder, so redist

yes your players will need that thing
it still doesn't work
Wait @manic pawn if app-local prereqs is checked then does the installer need to be included?
is c:/ full?
wdym? my pc has 600gb free?
that's a good question
the question is, is 600gb on C:/ free
probably best to have both just in case 
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?
👌
why do you need to reduce the package size to 100mb?
game jam
I guess you won't need prereqs then
you think they wont mind that being cut?
@lusty vigil I have no external hardrives
they'll likely already have the prereqs then
just one 1tb one
okay
this is more for actually distributing the game like on steam
maybe lets try to get a new folder thats not within your user folder like c:/myprojects/
alright, so i can cut the redist exe, but im still left with an engine folder of about 150mb unfortunately
a game jam with a size limit of 100mb sounds dumb anyway
my actual game pack is 40mb, then the engine is 100 plus some thirdparty stuff of 50
it's the ue4 game jam
wow that's pretty 
wtf
lmao
tappy chicken 2.0
a god damn cookie clicker?
100mb that's not even one map with lighting
i managed to make the game under 50mb, but the engine itself is throwing it over the limit
procedural textures, procedural maps
lmao
bam
@storm venture I might buy nitro just for YOUR pfp
How did you manage to get footage of shaggy using more than 1% of his power?
i did not
i had my shaggy pfp before it became a meme so i was pretty happy when that happened
on C: he won't get a right to write
desktop should work
UE has no permission to create files
i have epic game launcher running as admin
yes, but try torun unreal engine as admin
though it should already have admin priveleges from epic game launcher
@south halo you are on W10?
yes
ive made projects before and i haven't had a problem but now i do
you already reinstalled unreal engine and launcher?
open one of your older projects then
people who write integral sign like this should be crucified
the bigger issue is when people write their fours like an upside down h
#4masterrace
as I live I haven't seen anyone write 4 in the other way than upside down h
except the primary school where people were learning numbers
I am pretty much the only one at my school who writes 4's the way they are in most fonts
including this font
4
a special snowflake
writing 4 is pretty much a sharp circle
no
that's my 4
that's an s my dude
is this a good book to learn ue4? https://www.amazon.com/gp/product/B01GCZFLEQ?pf_rd_p=c2945051-950f-485c-b4df-15aac5223b10&pf_rd_r=P0E0QG3DJS1Q5B8M2BY8
already bought it though
Here, with my stylus on note 8
my note 9 stylus laughs in your tears
i don't want note 9
i've been thinking about note 10 but samsung pissed me off already too much
Your 4 looks retarded.
your upside down h looks like a normal h lmao
tbh all of my handwriting looks retarded
is that a 4 or a funeral ribbon
@finite slate make your writing into a font plz lol
why
itll be cool
i mean ok
@finite slate your d is your upside down 4
@south halo it's there so you can sit and rethink your life choices xd
Can anyone explain to me why an unreal engine game would have a plugins folder
with a uplugin file in it
what would it be there for
it probably used a plugin
so they really did make their own plugin
but why go through so much effort
gosh
no the game used the plugin
are you familar with any plugin called j5
how do I get PhysX in UE4
It looks really cool and I want to make my own liquid simulations
In this video, we will get a brief introduction to fluids in Nvidia Flex within Unreal Engine 4.
@finite slate epic
sorry that was soemthing I couldve googled
@finite slate How did you make the font?
I used an app
lmao
nice
A fonty created with Fonty
Technically? 128. Practically? Maybe 2-3 textures per layer, and 4-5 layers total before performance tanks @idle haven
@south halo That looks like mine but a little bitt worse
I'm assuming the 12+1 in your name equals your age?
yep
so what's best way to get 11 different materials inside landscape master material.
And have it run well? You don't.
@idle haven You could probably use tricks to make it seem like there are more materials than there really are
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
anyone know about class statistics
@grim ore The amount of textures isn't the problem, the amount of layers is. Unreal would choke trying to have that many layers.
oh I know physically it would choke but he didnt ask if it would run well just how to do it
Ur mom gei
i am a novice, i was wondering on what approach to take to making a video screen capture of my project
Local recording with OBS
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
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
With a menu system how can i disable input but keep it so i can leave the menu with keyboard inputs
been watching this guy but he just got started on the topic (not many vids) although very short, concise and professional in its delivery https://www.youtube.com/watch?v=VPHKMawXlkA
This episode carries on from our previous one and we improve the enemy AI so that it will chase the player more accurately. Watch the next episode where we b...
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
which Autodesk program you're talking about?
the autodesk isn't free?
Pretty much every autodesk program is expensive as hell
That is actually ridiculous
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 😦
This is an unreal engine server, not blender. Sorry :L
wasn't going to go too deep into the subject
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
Vaguely
It's not really supported and will have a few bugs unique to Linux since it's not a priority
But.. it kinda works?
I remember setting up my 2012 toshiba laptop to dual boot windows 10 and ubuntu lmao
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
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?
@grim ore I'd say just start replacing your blueprints with C++ when you have time
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?
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.
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++
Most things with mass iteration would be faster in c++
As for why a noob would need mass iteration... Would have to think
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
I have run into functions that arnt bp accessible and have had to use c++
trying to introduce the concept of "C++ is helpful even in a BP only project because"
Again not sure if any of them would make sense to noob
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
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
I don't even have C++ in my game and it is a C++ project
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
because p l u g i n s
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
doing that just perpetuates the notion that BP are slower than C++
ahhh I see
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
Yep I see what you mean
C++ code can often look cleaner than bp code
Perhaps that is in eye of beholder
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.
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.
😦
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.
Hello guys, don't know which channel is relevant for my question, maybe someone can help me? For some reason on one specific level game window doesn't fit all space available is there any setting for it? https://i.gyazo.com/f82baecb598e46b64383c45221831fc3.png
Do you have the Constraint Aspect Ratio checked on your camera for that level?
damn, yeah, it was so easy yet I couldn't get it. Thanks!
hmm, i've removed one nav mesh, added second one and now my AI is not moving at all :/
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
Navmesh is generated, map is green, AI is not moving... I swear i hate this.
did you replace the first one with the second or add in a second?
i deleted first one, then added new one
I know it's silly but did you try rebuilding navigation after?
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
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
I knew I would figure out something 😃 Converting groups of nodes that are used often into convenient single nodes using C++ whoot https://i.imgur.com/TV2o5kN.png
It's no better than the same thing in a blueprint function library but shrug it's a use for C++ lol
well, now you can version that properly and you could theoretically use quats easily now.
Always better to simplify a given graph though
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
yep it's your video card not supporting SM5
https://www.youtube.com/watch?v=um4Qei2arnc This is the best mix for when you are working on UE4 in my opinion
The first rule of Chill Mix Club is: You do not talk about Chill Mix Club. The second rule of Chill Mix Club is: You do not talk about Chill Mix Club. Video ...
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. :(
Jaina Proudmoores own theme music, played during the questline in the battle for Dalaran, and at the Alliance base on Isle of Thunder. World of Warcraft® ©20...
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 😕
@feral girder Pretty much any vaporwave is good to work to
Enjoy the trip. Sequel: https://www.youtube.com/watch?v=WI4-HUn8dFc&t=2443s Tracklist: 0:00 憂鬱 - Slow https://soundcloud.com/yu-utsu/slow 5:34 M.O.O.N - Dust...
space trip is nice
Check out HOME's links. Odyssey is only $1.50, please consider purchasing the album and supporting him! https://midwestcollective.bandcamp.com/album/odyssey ...
@lusty vigil yes, that
it sounds differently when you know Jaina's history
the music gets infused with emotions ;)
the user list for this server is so long
I have to scroll for so long and it makes my finger tired
why are you scrolling the user list
I like to look at pfps and try to figure out where they are from
im procrastinating
@trim silo is at the very bottom
whos that other kid though
it was blank
blank name
and when I clicked it he disappeared
Where can I advertise help wanted stuff?
what is that feeling when you did something for the first time in UE4? success?
i've never used UE4 before it's cool
It’s read only
for the first time since 4.17 a beta engine is causing me issues
I will just count my blessings
@late olive read the pinned message at the top
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. :(
the one time a month I want to play fortnite
and it has to update
I guess Apex Legends it is..
not rly I don't play that game
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:
@plush yew You could have 2 versions of the player sprite
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
yeah I can try that
;3 im making a website to help people learn c++
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
now my camera just falls... will have to fix
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"
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
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...
@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.
@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
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?
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.
ok so then the timeline is running and the Time variable is good, how are you getting it in the second level?
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
well I see some code but nothing is hooked up in there
Yes because I do not see how to connect it.
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
Like this.
But nothing is happening.
@grim ore
You see an error or several errors? 😂
Well it won't if the arrows are not connected to anything or do you know that already?
I have connected Cast To GameInstanceRunner to SetText(Text)
your execute wires are not hooked up to anything, the white ones
no execute, no run, no nothing
I can not connect to something the Cast To GameInstanceRunner
hook it up to the event construct then so it does it when the widget is created.
oh hey @fierce tulip nice to see you here
good thing you use git right?
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
can you open up the vs project?
yes
That is the output
its the log
It said to see ".../Programs/UnrealBuildTool/Log.txt"
so I went there
and saw that
I dont want UBT log
I wanna see why VS cant compile
this just tells me the build script failed not why
It doesn't say
any thoughts on what I could do better owo
ye
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
its my game
right
the name of the project
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
ok I just successfully generated project files
build failed
gonna try to rebuild in vs
failed
deleting those folders
none of these are needed to start the project
they are generated
sometimes things dont work perfectly and they get corrupted
i deleted stuff from there
when?
about 2 minutes ago
I wanna turn it back into a blueprint project
yeah you've screwed that
yes
its taking a bit
thats a good thing
unless it fails xD
Hasn't failed yet
but this is what SHOULD happen after deleting those folders
It started unrealheadertool
yep
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
There should be an option to auto delete those on closing it
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
Backup the project
I have to be awake in 7 hours
and learn git
I am backing it up rn
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
hi i need urgent help anyone
anyone know how to prevent ue4 from reducing cpu when game not in focus
Search for background in the editor preferences
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.
You just need unreal engine 4.
Can work
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
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
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
nvme all the way
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....
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?
Would it impact performance if i had a checkEXP function on the event tick or not?
why do you want to check the EXP on tick tho?
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?
surely you'd only check if the player can level up when their EXP changes?
okay yea im being stupid, i think my brain just had a bit of a melt down
hey hey @glad quail 😃
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
has someone tried to bake lighting in 4.22p1?
It crashes the engine for me
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)
Does UE have anything built in to calculate 2D convex hull?
I don't think so
Best practices to lighting a large factory scene for vr?
Static lighting
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
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
Im not talking about performance wise though
static lights aren't 100% free on account of shadows and dynamic meshes
I wanna light it clean and realistic. any artistic thoughts?
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.
gotya
IRL, in factories there are usually large spot lights hanging from the ceiling.
in ue4 only spot lights make no sense and it's too shadowy and dark
so I basically combine the two
They won't be too shadowy after baking, if you have proper values for your base color on the materials and light intensity
Btw directional light and skylight are worthless if it's 100% interior
https://i.gyazo.com/ada9fdc777da175c034e88882eaae3f2.gif when you make the refraction way too big
directional light and skylight is ok if you have windows/portals
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
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++
Right Click in Asset Browser -> Blueprints -> Enum
Forgot to say that i'd need it inside of a blueprint class
and whats the problem? An enum is a type
you can create a variable with the created enum type
Asset Browser == Content browser ?
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
Do unreal engine it looks better for all games in my opinion
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 😃
sigh If you are good at what you do, Unity will look as good as UE4.
I'm making a website for people to learn c++ owo
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
@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".
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
@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
Oic, I confused module for emitter
@frozen hinge Not good either.
that said, if it was added to source, and works well I have word that it might be pulled by epic 😃
@fierce tulip Not hard at all. Just not sure that it would be pluginnable.
UE4 is meant to be used with both C++ and BPs.
You can of course move 90% of your stuff to C++
@grave nebula yea STovey said the same
But you want to utilize BPs at least a bit
i know i know i can learn BP my main problem is the compilation time 😦 @regal mulch
As said, either upgrade (I recently did)
can't really upgrade atm and i don't think 8gb and i5 7th generation is that bad (talking like 10 minutes some times )
It certainly is
I upgraded from an i7, 16GB to i9, 32GB cause the i7 setup was too slow
i guess i will just have to wait for compliation time atm
- You most likely have an HDD
Ryzen 2600 + gtx 960
Is pretty fast for me
But my projects aren't thaat big atm 😄
I really don't understand people that consider hardware, they will be using during development, as a factor in choosing the engine.
Shouldn't the IDE only recompile the parts that have changed?
yeah but will buy an SSD very near , btw does it make a big difference ? @regal mulch ?
I had no idea i9's existed. How big was the difference from i7 to i9 in compile time?
An SSD makes a huge, huge difference to everything
Can't really compare as I also moved from an HDD to an m2
the financial State of egypt is really fucked up which really fucks me up from buying anything
@gleaming creek yeah the compiler only does that and it still takes long time 😦
hdd > ssd > best thing since sliced bread
ssd > m2 > while you dont notice it much, its again way waaay faster
Frankly, perhaps Unity would be better. I hear there are a lot more Unity dev positions open (I'm not sure).
m2 is the deal
And yes it does make a difference
Your HDD is at 100% when you compile for writing the binaries
@dim plover both have bleeploads of positions, just matters what aspect of developing
You might not be able to get an M2 with your current mainboard
But if you ever update, grab a new MB and an m2
Even a non-m2 SSD is a huge deal
about time mobo's support 10 m2's :p
@dim plover i have an AMD Card and Unity is very fucked up on that
i guess i should go for a SSD and see how much difference
@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.
Haven't tested engine source compile yet
But I would assume it's around the 10 min mark
(from scratch)
The day I discovered about M2's, I had just bought a spare 500gb SSD. Oh well.
Uh
lol
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
In case you are interested
muh mony tho
that setup there can be runt for 12 years for a person on egypt 😆 @regal mulch
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
@deep basin the problem for me in UE4 is mainly the long ass compile times 🤔
a very creativity killer
Yeah the parts are probably around 1100€ or so iirc
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....
Main reason I won't touch Unity is that it requires you to reinvent the wheel on so many things
Or you need to grab marketplace packages
- no source access and an annoying paymodel
compiling takes a while thats true, but with i7 8700k and 16gb ram its not tooo bad
The problem is the HDD
Yes, those are my reasons as well, though I've never even tried Unity.
On their end
i guess i will buy a SSD next week and see how it goes
Yeah they aren't too expensive
should i reinstall UE4 on the SSD
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
Long compile times isn't entirely a showstopper. It just makes things inconvenient.
every minute compiling and not working is a minute lost in development.
Yus
You could do other stuff in that minute, though.
true
yep was waiting for this comic sine you said swordfighting
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
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++
generally i search for things on use and use bases
like if i need a specific something i just search for it when i need it
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.
can you do it directly from the BP class?
Well you can'T really do much if you actively need to work on the project that takes 5-10 minutes compiling
Yeah, if you double clickt he BP node, it'll open up VS to the native function. You might need debug symbols installed.
Mostly cause the reason for the long compiling is the PC being stuck
can we get one of these with "my lightmaps are compiling" @fierce tulip ? 😄
And how much I hate when it randomly loads up VS because I clicked on a node twice
i have more trouble with my resharper taking two minutes to set itself up when using unreal xD
resharper?
@languid shard I was looking for a comic that also showed artists etc trying to use the compiling excuse but cant find it
damn
Maybe they can go with "waiting for my <expensive art software> to un-freeze!"
nah it ends with the artist going "my environment is environmenting" and gets fired
^ not that one, but its still funny
it's your problem now
wish I could say that everytime a project is starting to turn to shit
If you can recognize that early on (first conversation, say), you can just say I'm not letting this become my problem
Hey guys. I have a problem! VR template->new map -> MotionControllerPawn into the lvl -> not working
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"
knowing its their problem, and not mine
that they are achieving its potential but its your problem? :p
nah they got the time/money, but the project is irrecoverable
I mean its great for being paid, but nothing is ever done and they never look good on port
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
true
madness
Also when it turns out shit, they might blame it on you
(in which case they can eat shit, but still annoying)
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
And that's not always enough, you have to trust your expert.
I'm quite new to this, but are there UE4 consultants?
Don't bring on a charlatan and trust them over your expert.
there are, even epic has some they send all over the globe
You might say I was one, I'm probably closer to a freelancer tho
Tryna leave the freelance life tho
Should I just post in #looking-for-talent for consultanting?
If you are having a problem you can also post in the related channel
it can be hard to gauge whether people can live up to what they claim tho, that'll be the hard part
Alright thanks, will do.