#ue4-general

1 messages · Page 399 of 1

proven oxide
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I have no idea how to get any help at all, I keep posting questions in the UEanswers forum but they are never passed by moderators so none of my questions have ever been posted

fierce tulip
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whats your ah account @proven oxide i can take a look

proven oxide
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I just rechecked , my latest question has just been authorised

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i am trying to compile the engine from source and some of the tools are failing with an object is not set to a reference to an object, but no other notification

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almost as if one of the tools that compiled is erroring but not reporting (or maybe UAC restrictions are stopping it being called) - I do have VS running as Administrator

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but there are some strange rule sets on the domain policy

fierce tulip
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i meant, i can try and take a look at why your account's posts are being flagged

proven oxide
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this is my first accepted question apparently i am still under moderation as a new user

kindred knoll
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The automatic title formatting in the "Looking for talent" bot is gonna kill me

proven oxide
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I mean i posted the question 5 hours ago

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it took 4 hours to be authorised

fierce tulip
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again, whats your username

proven oxide
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<--

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^^

wary wave
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4 hours isn't unusual for authorisation

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it does require a human to look at it

fierce tulip
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nothing there that should keep em at bay, so should be fine in a bit

wary wave
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it's not unusual for a new user to take around a day to get through moderation the first time

proven oxide
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but for how long? I joined the forum back in Jan

wary wave
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join date is irrelevant, it's about how many times you've posted

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also the forum is not the answerhub they are two different systems

proven oxide
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the problem is answerhub is about getting answers but your questions are filtered

fierce tulip
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its because we've had bombardments of spambots, so they keep tightening it

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worst was about 100 or so spams every minute

wary wave
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I never liked the answerhub anyway, it's not fit for purpose

sudden agate
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how to learn spanish:
Take english word, put "e" before the word, "o" after the word.

whole quarry
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"Eio espeako espanisho!"

worn granite
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*spanglish

fierce tulip
sudden agate
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@whole quarry see? perfect spanish

plush yew
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thanks

leaden dust
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is compiling single threaded or multithreaded?

grim ore
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@proven oxide your log looks like you are trying to rebuild ALL instead of just the editor?

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@leaden dust compiling in visual studio is multithreaded, compiling shaders is multi threaded.

leaden dust
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therefore all compiling is multithreaded?

grim ore
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I dont think blueprint compiling is, and I am not sure about lightmass but I think it is but I guess technically lightmass is building not compiling so shrug

proven oxide
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I have to rebuild all

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i have no installed engine

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I just have the source

grim ore
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you don't have to rebuild all, rebuilding all rebuilds all and I assume you are not using 3 different versions of maya

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you rebuild just the UE4 project

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then maybe lightmass if you need it

proven oxide
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i tried that

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same issue

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the programs have got fails on compile for most

grim ore
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you should have different errors then in your log, the log you posted complained about all the other programs

proven oxide
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I HAVE NOTHING

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that machine is inside a proxy that prevents epic launcher from even starting

grim ore
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the launcher is not required for the engine/editor to run so that should not be an issue

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did the setup.bat download ~8gb of files?

proven oxide
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I followed the instructions

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yes

grim ore
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and since you are using 4.21 you dont need the -2017 on the generateprojectfiles, it should just run (and it looks like it did or the solution would not be there)

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so the next logical step is the error log containing an error on compiling

proven oxide
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no sign of any log file

grim ore
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that or you just might need to build on another machine and copy it over manually

proven oxide
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where would that be

grim ore
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the literal console at the bottom of Visual Studio

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the Output/Error log

wary wave
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the output log is always the first place to look for issues

proven oxide
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thats what i put in the post

grim ore
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yes but that post is from building the solution, not just the UE4 project.

proven oxide
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the same issue on the UE4 project

grim ore
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at this point I think you are stuck, you can't give people what they need to help you debug because they need this stuff to debug because this is how they debug the issues for the people who can debug the issues 😦

proven oxide
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thats what annoys me

grim ore
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shrug all we are doing is repeating the process we would do if this issue was in front of us. without the info we can't do anything useful besides "have you tried turning it off and on again"

fleet cedar
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What is this and how did I accidentally enable it? it's showing me the complete outline of my nav mesh

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never had that happen before

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nevermind i was in the edit bsp mode

proven oxide
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@grim ore Its hard to try anything, as that machine I am only there 2 days a week, and when i am there as well as other sites Discord is blocked at the firewall

zenith flower
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Sounds like you need to find an employer with a better IT department, and less paranoia

plush yew
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Hello guys I have a problem with my buttons I put texture for normal and other for hovered but when I click on the button it becomes like the normal button when you put it in your UI Widget and don't show me the hovered texture-how to fix this problem?

grim ore
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Did you change the pressed state? Or is it a problem once you press it hover doesn't work anymore?

zenith flower
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whoop whoop 4.22 prvw 2 is out!

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I LOVE that my game is 99.9% blueprint only!

grim ore
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What is your .1%?

charred cloak
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Dependencies

hollow parcel
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Can anyone help?

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Unreal Literally crashes almost everytime i do something

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last crash was opening the Anim Blueprint

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i use the ikinema plugin

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also massive data loss

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almost everything gets deleted

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with

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being saved

wary wave
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unless we know what the crash is (i.e provide info), I'm not sure what help you're expecting?

hollow parcel
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Stop the crashes?

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kinda

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or make it rarer

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because almost every 20 minutes it crashes

worn granite
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if (GoingToCrash) Dont();

hollow parcel
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what do i exactly need to send

zenith flower
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@grim ore
I abuse asset manager as dynamic dlc content type system
So I don't have to create a data table or array of "weapons" a player can use. I just put it ina folder

hollow parcel
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it that

wary wave
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the log file would be useful, pastebin it or something

zenith flower
wary wave
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crash call stack also helpful

zenith flower
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"Get class from asset data" is my 0.1% c+

hollow parcel
zenith flower
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If we had a "funny" room, i'd send you there

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oh wait, we do, go to lounge with that

grim ore
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@zenith flower gotcha, they do that in the action rpg as well which seems like a good idea. I plan on looking into that for the same reason as you for stuff like alternate art for the same items

zenith flower
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I just wish they would build in the class node array into the get assets node

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it was like a few lines of code

grim ore
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I wish the asset manager stuff required less C++ in general lol

zenith flower
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what is beautiful is asset manager works in standalone/dedicated

grim ore
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yep It's on my list of stuff to learn but with it requiring C++ it was on the "todooooooooo" list lol

zenith flower
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I have it on github on rama's pull request

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its been stable without code changes since I made it in 4.17

grim ore
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ah. yeah when asked about it on the live stream they said it would require C++ for the foreseeable future 😦

zenith flower
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They are full of shit, it took me 10 lines or so

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They push half baked features and then run to the next

grim ore
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I know it's not difficult but it's one of those things where they just leave it as is because... why not

wary wave
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okay, I can't see any crashes in there, just a few warnings or errors

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what does it actually say when it crashes?

plush yew
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it works the button but the texture doesn't appear

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it must shows this texture:

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@grim ore

zenith flower
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lol

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draw as box

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is your problem

hollow parcel
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@wary wave nothing

grim ore
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when you hover that works right? but it doesnt show it when you click?

wary wave
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what do you mean nothing?

hollow parcel
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just the epicuserid and the unreal version

plush yew
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nope

zenith flower
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its image

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DRAW AS IMAGE

grim ore
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regardless of that, what do you have for the pressed state?

plush yew
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it work when I click on it but when I hove on it must to show me the texture that I send you in the screenshot

zenith flower
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when you take an image and draw as box, it becomes a distorted box

plush yew
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draw as image for every texture for normal and hovered?

wary wave
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right, maybe take a screenshot of the crash window

grim ore
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ah so yes what he said, I thought it was working when you hovered but you are saying it is not

wary wave
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there will be something in there

plush yew
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and this problem is in the menu and for the pause menu

zenith flower
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Only if you use a "normal"image

hollow parcel
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ok

plush yew
zenith flower
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draw as box, is a specially designed image, that only contains boarders

hollow parcel
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if it crashes im gonna send kit

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send it

plush yew
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for these buttons the same?

grim ore
zenith flower
plush yew
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I changed it all to draw as image but the problem is the same

zenith flower
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Show us what it looks like

plush yew
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I can't I must to show you video

zenith flower
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download ShareX

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everyone here uses it

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then all you have to do, is hover over the button, and press ctrl+printscreen

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and then you can select what part you want to screen shot

grim ore
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did you change the hover draw as to image as well?

plush yew
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okay

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I downloaded it but I don't know how to work with it

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hmmm

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🤔

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yes @grim ore

zenith flower
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Show me the ENTIRE hover settings

grim ore
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you could mouse over the item when it is "not working right" and then screenshot it and share?

plush yew
vague walrus
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How to make pathfinding include other pawns on the way so my pawn doesn't try to walk through them (which is impossible and he's getting stuck)?

plush yew
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I can't because it happen quickly

grim ore
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when you hover it does weird stuff?

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I think we are missing something somewhere in this conversation lol

zenith flower
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This issue is, his button appears to work, so its not that its being blocked.....

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Can you try moving the button in a place where you KNOW its not being overlapped by another UI/widget?

plush yew
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offff when I start the game I have a menu this menu has buttons with one texture that I put on them for normal but when I press it should become orange when holding over the button but not the other problem is when I press on the button for 1 second or half I can not to become a star becomes a gray button when you pull it out of the palette and I want these two problems to solve-do you understand?

grim ore
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are you pressing the button AND expecting it to be the hovered image?

plush yew
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it's not covered with anything else but the button is it- I'll send you a screenshot to see

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no this is the other problem man

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@grim ore

zenith flower
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Show us your PRESSED settings

plush yew
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When I hover it and when I pressed I want to show me the orange texture

zenith flower
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so you want hover AND pressed to look the same?

plush yew
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yes

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I missed the pressed

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I am idiot

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😂

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omg I realised this after 1 week oh my god

grim ore
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well I did mention that earlier 😛

zenith flower
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Its okay, i did the same shit when I first started

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@grim ore Yea, but "pressed" button vs "Pressed" settings can fly over your head when you are new

grim ore
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8:54 AM] MathewW: Did you change the pressed state? Or is it a problem once you press it hover doesn't work anymore?

plush yew
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really? @grim ore

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I didn't see it sorry

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I will change it to see the result what will be

zenith flower
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@grim ore Should we ban him? @plush yew

grim ore
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lol

zenith flower
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Just kidding

novel ember
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hey guys, question

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Assertion failed: AmbisonicsMixer.IsValid() [File:D:\Build++UE4\Sync\Engine\Source\Runtime\AudioMixer\Private\AudioMixerSubmix.cpp]

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why would I be getting an invalid assertion when trying to simulate or play in-editor / selected viewport, but not in standalone game?

plush yew
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okay

zenith flower
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@plush yew so how did it go?

grim ore
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which version of the engine is this in @novel ember ? and are you using the new audio system or the old one

novel ember
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using the new audio system

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this has happened in 4.20, 4.21 and both 4.22 previews

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for what it's worth, that assertion is saying the engine is in D:, but the engine is actually in E:\

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but i'm not sure how i would correct a redirect in that sense

grim ore
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for that error if you are using the launcher version the location is just when it was built out

plush yew
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yes

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itr works

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thank you guys

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but when I hover on the buttons and don't clik on them it doesn't show them orange also?

novel ember
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so you're saying the D:\ distinction is irrelevant in this case

grim ore
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yep

zenith flower
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@plush yew try clearing all the HOVERED settings back to defaul

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and then setting them again

novel ember
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packaging the game also works fine, it's specifically in-editor and selected viewport where it crashes

zenith flower
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Reset to default
Compile and save
Set Hovered settings
Compile and save

proven oxide
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I am getting an error with every new project i create using the launcher, does that mean i should uninstall and reinstall the engine

plush yew
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okay @zenith flower I will try andf then tell you what happen

grim ore
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my guess would be the mixer is not valid with your settings in the editor which is odd, there are a few checks that would cause that assert but unless you actually tested it with a source version no way of knowing why it was happening for you. It's probably specific to your setup as I doubt it would go into the release version if you couldn't simulate or PIE with it. @novel ember . Is there any way to easily reproduce your issue?

novel ember
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I don't doubt it's a my setup-specific issue

proven oxide
zenith flower
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skydome1 is a copy of the original

proven oxide
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That is a new project just created

novel ember
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let me see if the same thing happens in a new project

proven oxide
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every project i create has that issue

zenith flower
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just open BP_Sky_Sphere and fix the bad reference to the original

wary wave
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dodgy install, by the looks of it

zenith flower
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You probably made a change to it directly

wary wave
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^ but yeah, should be easy enough to fix

zenith flower
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No reason to reinstall the entire engine for that 1 error

plush yew
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again it doesn't react when I move with my mouse over the buttons @zenith flower 😭

zenith flower
grim ore
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yep no issue here with a clean FPP C++ Template so.... fix it or reinstall, flip a coin 😃

zenith flower
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Change it to that

proven oxide
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Its with every project i create at all

grim ore
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yes you changed the engine content

zenith flower
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BECAUSE THE ENGINE DEFAULT BLUEPRINT HAS BEEN MODIFIED

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FIX IT

proven oxide
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how?its the installed from the launcher

zenith flower
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Look, either follow my screen shots, or waste your time by reinstalling the engine

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NEXT!

proven oxide
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i understand on a project, but this is the launcher installed engine, how would i have altered it?

plush yew
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what to do with my problem? @zenith flower

zenith flower
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I don't know

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pressing works

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so hover SHOULD

plush yew
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yes

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but the hover?

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should but not

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xD

proven oxide
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has he set up the hover image?

zenith flower
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lol

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@plush yew you want to send me teamviewer details in private?

plush yew
novel ember
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new blank project does not crash it seems

proven oxide
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see the hovered on the top right there

plush yew
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okay no problem

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@zenith flower

novel ember
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likewise, old audio engine doesn't crash it

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more specifically i think my issue might be tied to submixes or listener delegates for audio envelopes

grim ore
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@proven oxide you are missing the basics of how the editor/engine works which is why you are having problems. The Engine itself has settings and content. You can, and have, altered some of the content that comes with the engine/editor. Things such as basic meshes, materials for the UI, and pre built items such as the sky sphere are all part of the basic engine when it is installed and can be modified by the end user.

vague walrus
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Anyone with my problem in pathfinding?

novel ember
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even not firing my envelope listeners crashes it though

grim ore
proven oxide
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Ok i managed to fix the one in my project, but how does the engine default get changed?

grim ore
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you or someone else changed it

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someone went into the blueprint in the editor and changed it

mint umbra
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Is it possible to block a BP which affects globally from certain areas? For example a global wind BP which produces sound, which I want to block from underground caves

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Specifically talking about the Ambient Wind system from MP if anyone is familiar with it

proven oxide
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so is the bp default for ALL projects?

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not a different one for each project

grim ore
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if you change something in the engine content, it changes it in the engine content. if you are using that same engine for multiple projects than that change will be in all projects using that engine.

proven oxide
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so how do you change it for one project only?

grim ore
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the sky sphere is an example of something that is part of the engine content so if you changed it in the engine content (instead of copying it and using a local copy), then anything using that item and that engine will have that changed item.

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@mint umbra maybe make a trigger volume so when you enter/exit the cave entrances it would disable/enable the wind bp?

mint umbra
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@grim ore Good idea, that sounds great. Thanks :)

proven oxide
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Just trying to understand

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Levels? if I want a menu do i just do UMG stuff or do I create a MainMenu Level?

grim ore
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yes

zenith flower
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@grim ore So his issue was not having the correct input mode setup

grim ore
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do you want your main menu to be over your level? put it in your level. do you want it on it's own screen before the game loads? put it in it's own level.

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@zenith flower ah...

proven oxide
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ok

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that makes sense now, how about levels that have no networking and others that need to connect to a network?

grim ore
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your server has a level that people connect to, it could be a lobby where matchmaking takes place or a game level where you play.

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your clients connect to that server and it loads the local copy of that level for them to join in

proven oxide
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I understand how to use the loadlevel call to load up the game level, but not sure how to do the session stuff between levels

novel ember
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Don't know if this helps any, but I have another issue that appears to be specific to this project

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Assertion failed: ViewState->HZBOcclusionTests.IsValidFrame(ViewState->OcclusionFrameCounter) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp]

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setting r.HZBOcclusion 0 and then trying to set r.HZBOcclusion 1 crashes it as well, although that's in both PIE and standalone game

grim ore
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yeah that seems unrelated but just bad luck

novel ember
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let me see how far back this goes because I think 4.19 was unaffected by this

fleet token
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Hi everyone, I'm new here o/

Long time modder, and I'm making my first game right now.
(New as in I am literally installing the Unreal Engine as we speak LUL)
I have made 3d models for a long time, but never made any organics, let alone humans.

I was thinking, that there has to be some sort of plugin or thing for Unreal Engine that people use to make a basic Human model that has sliders and what not like a character creator in a game, but it's for quickly making new characters by devs, instead of sculpting the face in 3Ds, Maya, or Blender.

Is there something like this out there?
If so, can someone point me towards it?

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I'm making a game that's from the top down perspective, so character models don't need to be as detailed as a first or third person game

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Thanks to anyone for any help, and I am excited to be part of the community now 😃

grim ore
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Fuse, character creator, Make Human can create basic models that you can bring into the engine. Mixamo has access to pre built models you can use.

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you can make your own character creator in engine using morph targets but you still need a good base model to work from. I believe there is a character creator marketplace asset.

fleet token
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@grim ore Thank you!

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I'll go take a look at those two softwares(plugins?)
So, would I need morph targets if I am going to be needing a character creator for the player to use.
I was more wanting it for myself, just to make it a much faster process to make different looking characters, that still look pretty good, as in not freakish human monstrosities LUL

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I'm checking out the marketplace right now

grim ore
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yeah if you dont need to modify it in the engine then using the other programs would be fine to get them in the engine

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if you do it in engine your models need morph targets so you can adjust the parts at runtime

fleet token
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Are morph targets are like vertex groups?

grim ore
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yep? A Morph Target is a snapshot of vertex locations for a specific mesh that have been deformed in some way. For instance, you can take a character model, reshape their face to create a facial expression, and then save that edited version as a Morph Target. In Unreal, you can blend the Morph Target to cause the character's face to make that expression.

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Not an artist but that sounds about right what you said lol

fleet token
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Yup, pretty much sounds like vertex groups, and then the morph target algorithm determines how to move the vertex

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Makes sense

grim ore
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yep you use a blend shape to determine how far between the source and target and bam character creator or emotion lol

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or in the case of the example project a dude in a trenchcoat with a long ass nose lol

fleet token
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So, I just booted up Unreal Engine for the first time.
Let's say I wanted to make a game where you build stuff, like an RTS or a city builder, that kind of thing, where there is no "player" the player is just a floating camera.... Which of these templates should I use? I will be using the C++ one, not blueprints. My best guess is either Basic Code, or Top-Down.
Although, Top-Down has a character the player moves around.... So, I don't know

wary wave
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honestly, none of them

fleet token
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listens intently

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go on

wary wave
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if you've not used Unreal before you should probably try to do something much smaller first

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I would build from scratch out of a blank project

dark depot
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^ but i would also recommend looking at them at some point and also checking out the learn tab

wary wave
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the templates aren't useful if you're just going to spend the first few days throwing literally the whole thing away

fleet token
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Well, I'm not gonna try and do something smaller. I want to do this, even if it's difficult. I am used to trying to accomplish things where I have to learn a lot of new things. It doesn't scare me

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I was hoping that asking questions here for advice would be alright.

wary wave
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it is, but the advice is usually 'start small'

dark depot
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download the learning content. start small. as in make things that you can reuse if you are working on something bigger

wary wave
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RTS / City Builder games tend to rely on a lot of more complex engineering, the ins and outs of which won't be remotely apparent to anyone who hasn't touched the engine before hehe

fleet token
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@wary wave
By this "I would build from scratch out of a blank project"
Do you mean, a Basic Code template?
Because I don't see a blank project option.

wary wave
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is it not called 'blank'? it might be called basic

grim ore
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download the Strategy example from the learn tab and go to town on it 😛 It's C++ and has the word Strategy in it, can't be all that hard.

wary wave
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either way it's an empty template

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I'm not sure the strategy example is very useful, but it does have a top down camera, I guess

lilac lantern
dark depot
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a widget

wary wave
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^

fleet token
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@wary wave I figured as much going in to it. But I am a determined individual, for better or worse. I appreciate the advice, and I know you mean well :)
But I am committed to doing this, so I would appreciate any advice, but I will try to to ask so much advice that I become annoying

lilac lantern
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What widget?

grim ore
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I would think you hit the E key and it should work? seems easy enough

lilac lantern
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no

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Like in Unreal Engine

wary wave
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also if you have weird characters in your name people can;t tag you

lilac lantern
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how do you make a popup like that

wary wave
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and that's just a widget

gleaming creek
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You use a UMG widget

maiden swift
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A widget is only part of the functionality.

gleaming creek
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You need to make your own widget, and trigger it to appear/disappear when needed

dark depot
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you have an event to create a widget that you make when you want it made

lilac lantern
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How do you like center it around an object?

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or actor

gleaming creek
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Also for the love of whatever deity you worship, make them optional!

maiden swift
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You need to create an interaction component to do the heavy lifting of figuring out "There's an interactive thing in front of me", then design a UMG widget and pop it up when that detection occurs.

lilac lantern
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What is a UMG Widget? (I am sooo new)

wary wave
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GOOGLE

lilac lantern
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and just experimenting

wary wave
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:p

lilac lantern
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oh

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oh

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im retarded

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nvm

wary wave
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lol

grim ore
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that popup is not centered around an object tho, it's in a fixed position on the UI relative to the player

lilac lantern
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didn't recognize the name

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How do you do that tho?

wary wave
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google

lilac lantern
maiden swift
#

No.

#

First start with the official documentation. There are resources there explaining what UMG is and even some quick tutorials to learn the basics.

lilac lantern
#

I did.

wary wave
#

once someone has pointed you in the direction of the thing you need (UMG widgets), it's time to read about them

lilac lantern
#

for about 14 hours lol

#

forgot the name

gleaming creek
#

#design-chat is for the theory of game design, not gamedev questions

maiden swift
#

Well apparently 14 hours wasn't enough @lilac lantern. 😄

lilac lantern
#

RIP

maiden swift
#

But again, UMG is only part of the equation here.

#

A small part, in fact.

#

To actually do what you want to do, you need to learn about detecting interactive objects in front of the player.

lilac lantern
#

What is the name of that shaded box??? I read the basics but am still retarded

maiden swift
#

What shaded box?

lilac lantern
#

The one behind the text.

wary wave
#

it's probably just a texture / material

lilac lantern
#

There's an element for it

#

I think 🤔

#

I read the basics

#

and watched videos

maiden swift
#

You can make it a number of ways, really. There's no single "tooltip" or "popup" widget.

grim ore
#

the widget is literally a border widget with an image and text widget and more text and probably a horizontal panel to keep them organized as well in the border

#

so yeah widgets

maiden swift
#

Right. What you see in that gif is a collection of widgets arranged to make a modal dialog.

vague walrus
copper flicker
#

hello beautiful people

#

😬

#

anyone knows how to enable stats in a built game?

grim ore
wary wave
#

lol

maiden swift
#

Damn it, Mathew. They'll never learn to do it on their own if you keep being so helpful. 😄

copper flicker
#

also... I was wondering why an almost empty scene would stress the GPU to 17 ms

maiden swift
#

Of course, you only did the visual part. That's not even half the battle.

plush yew
#

no @maiden swift it is good to help the people and to say the steps @maiden swift

grim ore
#

lol @maiden swift this is just the end result, the actual settings on the widgets are the hard part for this

maiden swift
#

@grim ore It's true! You basically made a teaser.

#

The thing that every tutorial should begin with.

novel ember
#

@grim ore slight update on the ambisonics crash: it appears to not be failing the check until it tries to play a sound, rather than it instantly killing it trying to start up

maiden swift
#

@plush yew It depends on what you want to learn.

grim ore
#

@novel ember 😦

vague walrus
#

@grim ore is there any trick/method of encapsuling meshes? At least for height? Or do everyone just enter the viewport and move the mesh by hand and when they 'think' it's ok they leave it?

#

Some way of snapping the bottommost bone or mesh fragment to the capsule? :v

plush yew
#

yes @maiden swift

maiden swift
#

I prefer to teach concepts personally.

#

And then have people build things to exercise and illustrate those concepts.

wary wave
#

also the UMG Quick Start guide exists entirely for this purpose

#

...which is one of the first, if not the first things that comes up in google

grim ore
#

@vague walrus that's pretty much it unless you know the exact size then you can adjust it manually

wary wave
#

here come the clones 😄

grim ore
#

damn I think those are all unity asset store items tho, ok no some are unreal as well

vague walrus
#

@grim ore thanks

prime nymph
#

@copper flicker u mean enable stats in a built game as in the functionality for stats?

wary wave
#

they're textures, so it doesn't really matter

grim ore
#

@vague walrus yeah since you can determine the half height of the capsule (96 by default) if your mesh inside has their pivot at the bottom of it you can just offset it by that amount negative and it should match up to the bottom of the mesh

fierce tulip
grim ore
#

lol world aligned meshes are the best when blocking stuff out then getting lost when you try and move things around

fierce tulip
#

hehe ikr

steady owl
#

Can users share .sav files across the internet and give other users the unlockables they have earned?

digital anchor
#

yes

regal mulch
#

Pretty sure, as they are just local savegames

fierce tulip
manic pawn
#

wtf

#

new audio engine randomly crashes when I enable it

novel ember
#

welcome to the club

#

you have debugging symbols downloaded?

vague walrus
#

hmm, there's till no option to remove unused assets? I Like I add some paragon char and i want only to use default skin, so all other skins are purged?

manic pawn
#

guess it's not production ready on 4.21

teal tulip
#

well it says is enabled by default on 4.22

manic pawn
#

it seems to have a race condition with generating mixer source buffers

#

(whatever those are)

#

because it only crashes in there sometimes

grim ore
#

I saw an update to remove the new audio engine as enabled by default in the master branch so maybe they are putting it back to off until 4.23 or a further .22 preview

manic pawn
#

I'll just turn it back off

teal tulip
#

that sounds bad

copper flicker
#

@prime nymph no, I mean I wasn't able to see profiling. I was building for Shipping instead of Debug

#

now I can see my stats : D

teal tulip
#

now I feel bad as was the only feature I see off from preview, seems like the 22 then is a complete preview

prime nymph
#

nicee

vague walrus
#

hmm, have you heard of anyoen talking about Paragon Crunch animation problems?

#

He walks silly if you walk just a milimeter

#

not mentioning the walk animation does not work when walking with aI :/

#

Okay this is just strange. When I control pawn - animation of walking is working. When AI is moving pawn - it does not.

novel ember
#

what does "bandwidth" refer to in the context of the EQ submix presets?

#

I mean I get it's for the range that particular band coveres but I don't know what the 0-20 parameter represents

copper flicker
#

Has anyone handled large numbers of sprites? is there a way to group dynamically at render time? cuz about 1000 sprites [let's say] are enough to slow down Unreal quite a lot. even if they're not rendered in camera sometimes, not sure about this.. 1000 shot projectiles left on the ground for example are a massive performance problem. this is silly, they're just sprites. any advice?

pallid compass
#

nope because paper2d is scrambled

#

You need to rewrite the render for it

#

or create a custom batching system

finite slate
#

As someone with a $0 budget, how could I get my game on steam?

#

Or

#

another option

#

How could I get multiplayer in my game without using the steam id 480

#

I feel like I could get in legal trouble for using 480

rustic fjord
#

use gamejolt

gleaming creek
#

Steam only costs $100 and you get it back if you sell a bit?

rustic fjord
#

$100 per game though

gleaming creek
#

Having multiple completed games, first world problems /o\

rustic fjord
#

publishing on gamejolt is free

#

can anyone set aside some time to private tutor me with UE4?

vague walrus
#

Any idea why he has problems? Everything shots good, the stop logic works.

fierce tulip
finite slate
#

Can I get in trouble for using the testing steam id?

pallid compass
#

@rustic fjord sure if u want to pay

rustic fjord
#

well it's an unpaid job

#

im turning 17 this year you see..

vague walrus
#

well, then your parents can pay ;)

pallid compass
#

Dw fam, i can beat unreal engineering in to you real good

vague walrus
#

Guys, can I play an animation once and go back to animation blueprint?

#

I mean, I have a blueprint with running, jumping

#

I'd like mobs to react for getting kicked in the guts, as a simple play animation, but after that it stops doing anything

rustic fjord
#

i can do it @pallid compass if you dont mind me not paying

#

i still have other things to do like chores and pet care and school so i think i can work it in

pallid compass
#

same but iv got food to buy and medication to pay for, so rip u, well not so much rip you, but you need to understand most people who have something to offer wont do it for free, because life and such.

vague walrus
#

the fact that everyone does hit (someone) animation tutorials but not get hit by someone is driving me nuts

#

guess i will stay with no hit reaction animation x_x

fierce tulip
#

if you apply the knowledge you learned from the hit someone animation, to a getting hit animation, while looking at boxing matches or whatever good reference you need, you can make it yourself

vague walrus
#

@fierce tulip in the simple blueprint for older animations which I did with a tutorial, yes, it would be possible

tranquil hull
#

hello, is there a channel to post an ad or plutor a recruitment offer?

vague walrus
#

but I'm using a paragon character with it's animation blueprint. I did manage to fix the issue of walking in-place bug but adding a receive hit animation there... I don't even know where to look

fierce tulip
vague walrus
#

It's messed up af

tranquil hull
#

Thank @fierce tulip

#

my letter is already made, or publish it? I am French, I am obliged to translate

fierce tulip
#

just follow the description in that pinned message, (in english) and you'll be fine.

dry moon
tranquil hull
#

I do not understand English !

vague walrus
#

So you want someone to help you developing a game, you are asking in english, but you do not understand english

fierce tulip
#

@tranquil hull there is a frech speaking subforum on the ue4 forums, you might have better luck there if english is not your forte

vague walrus
#

i hate when someone deletes a message, it looks like you are talking to a ghost

fierce tulip
#

i did that

tranquil hull
#

It's a forum but is there a discord FR?

fierce tulip
#

i dont know, you could ask on that forum

vague walrus
#

@fierce tulip so maybe in other way, is it possible to play an Additive Animation once? In the animation blueprint "Apply Additive" keeps playing it in a loop.

fierce tulip
#

i dont know, try #animation though it tends to be a bit calm there

gleaming creek
#

I just discovered that there's a variable type you can use in Blueprints called "Collision Profile Name", which you can, well, the name of a configured collision profile, like "BlockAll"

#

... but you cannot actually get the value back out of the variable

wary wave
#

whut

gleaming creek
#

At least, not in Blueprints

#

It claims it's a structure

#

but you can't break it

#

It has no functions you can call, you can't cast it

wary wave
#

ah, it sounds like it's not been exposed

gleaming creek
#

And the function for setting the collision profile on a component takes a string, not a Collision Profile Name

wary wave
#

I've encountered a few things like that in BP

gleaming creek
#

That's a bit awkward. Could probably expose it through C++, but I want it for a Marketplace product that is Blueprint-based...

#

Could report the bug, but it's probably not something they'd care about, and even if they did, minimum UE4 version for my product would go up

pallid compass
#

because profiles are mapped to variable slots

#

and smoke and mirrors shiz, afaik

gleaming creek
#

Kind of seems like something people would want, I wonder all the various systems on the Marketplace for creating meshes do it

#

Surely they'd also want to make the collision type of the created objects be choosable?

manic pawn
#

why do we not get sources for UE4PrereqSetup_x64.exe

#

it's installing outdated redist but I can't fix it

worn granite
#

sounds to me like the CollisionProfileName is really only useful for details panels, and it being BlueprintType at all is a mistake.

gleaming creek
#

Why? You can use it in a details panel to configure a construction script... I mean, you could, if it worked

grim ore
#

the 4.7 notes when they added it noted it's use but I think it's more for being exposed when spawning, you can still get the info out of it in C++

sharp badger
#

I have a fixed camera in my level to be used by possessed pawns, but when a player controller possesses a pawn their view is from the pawn, no longer the fixed camera... The player controller has their camera set to the fixed camera in the level blueprint with SetViewTargetWithBlend, but possessing a pawn after that changes their camera. How can I make sure all player controllers keep using the fixed camera?

grim ore
#

maybe it's just one of those, hey we did something but never thought anyone would care to use it in blueprints so... our bad I guess we should expose GetSelectedName at some point lol

#

which is cool because this is a good learning example that I was trying to find 😃 Now to figure out how to expose that info without editing the base class

gleaming creek
#

At some point I should probably get familiar enough with the engine code base that I can submit my own fixes... Though I suspect that they'd get rejected

novel ember
#

waitwaitwait

#

the Bandwidth parameter for the EQ source effect preset is a range measured in octaves?

#

why

#

by that logic let us assign the band start in semitones or something

grim ore
#

@gleaming creek I know it doesn't help you but thanks for the problem 😃 Got a good problem->solution reason for extending a BP only project to C++ and it was super easy to add a new node to a function library in C++ to fill a need

#

like it is literally returning back an inputted profile name and getting the .Name from it.. it's already there it's just not exposed by default and for whatever reason the struct can't be split to expose data lol

gleaming creek
#

Yup, sounds like an easy utility function to write

grim ore
#

I had no idea how to do it and it took me 5 minutes so... yep lol

gleaming creek
#

I did something similar for some other thing which wasn't really blueprint-accessible

#

trace types IIRC

grim ore
#

I think it's a simple change if you want to try and submit a request anyways lol. The Name Property is set to EditAnywhere without BlueprintReadWrite which just adding that should fix it... really weird that it is not

#

man this is why I hang around with you crazy people, I run out of material and poof I find something fun in here

#

decided BlueprintReadOnly was probably smarter, guess we will see if it works in 30 minutes once the engine finished compiling lol

worn granite
#

if you get bit by the change-bug I can feed you tweak ideas =D

grim ore
#

lol. using these as learning examples right now. Already got my engine contributor badge for the stupidest thing so no hurry to get requests into the main branch right now lol

#

maybe if I can get hired on by epic as the "god damnit why is this not exposed to blueprints" fixer guy we can make stuff happen 😉

worn granite
#

my contributor badge was from a PR so stupid they basically rewrote it.

#

Y'kno I attempted to be hired on as that guy.

#

Didn't quite go down that way

grim ore
#

when they made some changes to the color picker that would push it off the screen if you opened it on the side or bottom I just found out it was due to the size being wrong now that they added stuff and my request was changing 2 ints to the new values lol

worn granite
#

lol

#

I'd have just had it figure out its own size :P

grim ore
#

that was the original idea but they hard coded it for a reason and I said screw it and just fixed the numbers.

#

I really really don't understand slate and how it works in the back end but if a dev hard coded it in the first place shrug

#

I did try and get it to auto size heh

pallid compass
#

well what you gotta know about slate is

#

its the devils work and a sin

grim ore
#

lol

vague walrus
#

@grim ore maybe you know a quick, simple way of playing an additive animation once (on a trigger)? If not i'm just giving up .-.

grim ore
#

I have 1% animation experience so I cannot be of any help. no luck in #animation ?

vague walrus
#

no :c

cerulean nova
#

how many tris and faces has a fortnite Charakter in ø ?

#

80K tris?

vague walrus
#

Fortnite works on mobile, rite?

#

So i bet it's 6-10k faces on a character

cerulean nova
#

but the models could be "downscaled"

#

the UE4 Standard "placeholder" model has ~90k

finite slate
#

i only have one face

grim sinew
#

UE4 has a different mannequin model for mobile if you choose that as your target platform when making the project

#

It's nowhere near 90k on that one

#

You can't get anywhere close to a 90k poly character model on mobile

finite slate
#

sure you can

#

But it won't be a game

#

It will be a slideshow about why you shouldn't use 90k on mobile

manic pawn
#

the entire game is just looking at the character

fleet token
#

I read that Unreal Engine doesn't have a run-time terrain manipulation/editing capability built-in, but I also read that there are work arounds?

Does anyone know how this is done, or can anyone at least point me towards some documentation, or any information on how this can be done?

I would much rather use Unreal than Unity, but I really want, maybe even need, run-time terrain manipulation for the player to be able to dig holes, build mountains, smooth and flatten terrain.

#

Any helps will be greatly appreciated

vague walrus
#

Any way to deactiate a widget which is a part of a pawn? After death i don't want to display health bar. Remove from parent does nothing. :/

finite slate
#

@fleet token The best way to approach this would be to make your own terrain

#

The built in landscape/terrain is meant to be static

fleet token
#

I mean I could build my own terrain, but I'd like the player to be able to edit it in game

finite slate
#

Yeah

#

I mean like

#

Generate a shape using math and stuff I'm not smart enough for

fleet token
#

I'm new to Unreal btw, should mention that

finite slate
#

that shape is your landscape

fleet token
#

Got that much figured out. height maps and peralin noise or jsut by hand, doesn't matter

#

I just want the end product to be editable in game

grim sinew
#

The workaround for no built in runtime terrain manipulation is to code your own terrain system and not use the engine's built in one

#

That's what those people are doing

finite slate
#

That's what I'm saying

fleet token
#

I see

grim sinew
#

Yeah, but he didn't understand until I said it 😛

finite slate
#

shut up chunky

fleet token
#

lol

finite slate
#

lmao

fleet token
#

Have you tried this before @grim sinew ?

grim sinew
#

Never had a need

fleet token
#

The lack of a plugin someone made for this kind of thing, makes me think it is quite difficult to do, and do right, without bugs, and good performance...

grim sinew
#

The reason for it is simple, Epic doesn't want people to be able to use a packaged Unreal game to make their own games and circumvent the editor. At the end of the day, the UE4 editor is just a really fancy UI for the engine itself, the only reason certain things are restricted is because it's how the EULA works, where you're not allowed to redistribute the editor

#

And there are plugins for it, someone on here even made a voxel terrain system that they sell for it

fleet token
#

really?!

#

Well my googling skills didn't pull up anything

grim sinew
#

These things exist, it's just not a simple matter to make from scratch

fleet token
#

and I went deep searching

#

Do you have a link?

grim sinew
worn granite
#

voxel plugin =D

grim sinew
#

You suck at google

worn granite
#

actually you do too

#

voxel plugin will bring up the actual page where you can buy

fleet token
#

I guess I didn't accosiate voxel with terrain manipulation in the same way.... I feel shame

grim sinew
#

I got the result, shush. 😛

#

There, happy?

fleet token
#

Indeed! :)
Thanks ZeroNight

grim sinew
#

You and your lambdaness >.>

finite slate
#

Are you kidding me

worn granite
#

What can I say, I'm immutable.

grim sinew
#

But yeah, Phyro is pretty active here

finite slate
#

that existed?

worn granite
#

Yes.

grim sinew
#

Of course it did. Someone on here even made it

finite slate
#

A while back I wanted to make a minecraft fan game to test my limits

worn granite
#

That's been a thing and he's shared WIP of it in the past

fleet token
#

Yes! This look like exactlly what I was looking for!

finite slate
#

and the terrain thing was stopping me

fleet token
#

Thank god I don't have to go use Unity!

grim sinew
#

@silver crown Hey! People here want to know about your plugin.

finite slate
#

@fleet token Welcome to the Android of game engines

#

Complete freedom

fleet token
#

@grim sinew You get a backseat gaming award for sharing that link! rbzBackseat

worn granite
#

Wow, harsh

fleet token
#

Backseat award is a good thing

worn granite
#

backseat gaming can be frowned on, too

finite slate
#

damn

#

Phyro is making bank

#

With that much money I could put my game on steam

fleet token
#

@worn granite Ya this is true. I am part of a twitch community where backseating isn't frowned upon, but is made into a fun thing. Sometimes I forget this isn't the norm.

grim sinew
#

I imagine he's not getting many sales, so that's the only way he can justify the cost of maintaining it

finite slate
#

What is this twitch community?

#

I'm interested

grim sinew
#

But I say that just from complete ignorance, I might be wrong

#

Not many UE4 games with voxel terrain

finite slate
#

I am gonna start studying the C++ of some templates soon

#

which one should I start with

worn granite
#

if it were extreme low volume I'd expect it to be a smidge higher

fleet token
#

Well, if there are no competing plugins that can do what it does, he/she can get away with that price

grim sinew
#

Same as the virtual texturing plugin I use for Unreal. Yeah, it's $450 per year, but they're the only guys in town right now and it's pretty low volume

finite slate
#

I legit just accidentally locked my computer instead of typing

#

How did I manage to do that

worn granite
#

@finite slate what you wanna get into?

#

Instead of shift you hit Win key, then hit L

#

you were trying to make a capital L

finite slate
#

I wasn't trying to type an L

#

which is why I am so confused

worn granite
#

well then IDK

finite slate
#

I was trying to type an R

worn granite
#

Wow then you'd be really lost?

grim sinew
#

Plot twist, Nobody had a minor stroke just now

finite slate
#

It happens sometimes

worn granite
#

at least you're nonchalant about it

finite slate
#

I have typed words backwards without noticing before

#

They are just incredibly strong brain farts

#

the most potent ones possible

fleet token
#

Maybe u got dyslexia, like me

vague walrus
#

after all he's just a @finite slate

finite slate
#

The type that would clear a room

fleet token
#

It affects more than reading

vague walrus
#

👌

finite slate
#

m'I ton cixelsyd!

vague walrus
#

🍆

#

Heyyyy, I've fixed my problem with the hit animation!

#

Now, when I hit something, there's big explosion, so nobody sees they don't react by animations!

finite slate
#

Am I even allowed to sell my game on steam at my age?

#

I am 13 btw

vague walrus
finite slate
#

Seems about right

vague walrus
#

@finite slate if you want to sell something you will have to pay tax, you can't pay tax as an underage

#

I don't even think that would be possible with underage ID

#

hmm

#

Or maybe.

grim sinew
#

Get your parents to be the ones with the account

#

So they have responsibility

finite slate
#

I'll just have my mom paypal me the money I make once I finally publish it

vague walrus
#

At least in my country, you can get an ID and a status of an adult if your parents agree. So as an adult by law it should be possible to pay tax.

grim sinew
#

Selling a game is more than just getting paid, it's also a ton of legal responsibility for stuff like copyright law and such

#

So you will need someone that's of age to handle it

finite slate
#

I tried to publish a mobile game to the Google Play Store last year but didn't because I was scared of copyright

#

It was gonna be free too

#

Not even any ads

grim sinew
#

Free or not doesn't matter when it comes to copyright 😛

#

Don't know why people keep thinking it does

finite slate
#

True

#

I'm not gonna get away with giving away pirated movies any more than I would get away with selling them

grim sinew
#

Just get your parents to help you out, I'm sure they will

vague walrus
#

I'm getting sick since last week started

grim sinew
vague walrus
#

Day by day, just a little bit more

worn granite
#

kappa everybody knows the only free projects exempt from copyright law are the fan projects!!!

finite slate
#

I tried to make a fnaf fan game in Scratch when I was like 9

grim sinew
#

At this point, someone might believe you if you say that

finite slate
#

I hate myself

#

Here's my version of "studying"

#

Just adding comments that tell me what everything does

#

I can read all of this just fine

#

but it will be a while before I can write it on my own

fleet token
#

When I was 13 I was playing Morrowind and failing at talking to girls at school.
Wasn't even giving a thought to developing any useful skills for a career, or finding any hobbies.
You're on the right track kid 👍

finite slate
#

Yeah, until I forget a ton of stuff because I found a new game to get addicted to

#

I just went through the FirstPersonCharacter code

#

This seems kinda easy

#

Like

#

To get this stuff into muscle memory will be hard

#

but

#

I actually understand what's happening here

#

Blueprints are pretty much just, well, blueprints for the code

#

Visualizations

grim ore
#

without all the crashy crashy shit is on fire errors that C++ gives you 😛

finite slate
#

lol

grim ore
#

"Oh the engine knows what an Actor is but your code doesnt have the Actor.h file included? how about an error pointing to another file just to screw with you"

finite slate
#

I was just about to say something

#

About that

#

Brand new actor

#

well

#

kinda about that

worn granite
#

hey you said something about forgetting this kind of thing... you might forget the specifics but you won't forget everything.

grim ore
#

Blueprints are like "hey you know what, I like you. How about you just make some stuff happen and I will handle all the stupid stuff. You just go make a game and not worry about dereferencing pointers because really who wants to do that"

finite slate
#

I still don't quite understand pointers

#

I just don't get why

#

Why reference the location in the computer when you could just reference the variable itself

worn granite
#

because referencing the "variable itself" is just another way of referencing the location in the computer.

grim ore
#

"Hey you want to access something that is a pointer? well don't forget to use the -> because . is for accessing something that is not a pointer. Oh well yeah we know the difference and could just help you out but how about no"

worn granite
#

under the "hood" so to speak, its nothing more than an offset or an addr.

grim ore
finite slate
#

Totally lost

worn granite
#

But you reference the location because you can then change the "location in the computer".

#

So you're able to change which thing you reference.

finite slate
#

So pointers are more for bigger games that need better CPU management?

#

excuse my stupidity

worn granite
#

Nah

#

I'm explaining poorly.

grim ore
#

"hey I am this 50000000000 megabyte image, how about we just copy this image all over the place in memory"

#

or.....

#

"hey how about we set up a pointer to where that image is and people can just use that one version"

worn granite
#

Well yeah size can be another reason to use a ptr

grim ore
#

yeah it's not like totally accurate but a reasonable explanation lol

worn granite
#

The thing about pointers is that you store the location and can "reach through" or "dereference" them to set a specific value.

grim ore
#

it's a ton faster as well if I recall

worn granite
#

So you can change the underlying value or you can change the location you're 'pointing to'

#

(*MyPtr) = Value; edits the value, while MyPtr = &SomeOtherVariable; edits the location

grim ore
#

Ignore pointers, use Blueprints. Save your sanity!

finite slate
#

Well here's the thing

#

I won't always have blueprints

grim ore
#

man still trying to get my engine to compile to test this stupid collisionprofilename fix lol. stupid master had bad code in it

finite slate
#

later on in life

grim ore
#

you won't always have to use C++ either, go c#

finite slate
#

I tried to learn C# first

#

It seemed like it was meant for beginners

grim ore
#

C# is soooo much easier than C++

finite slate
#

I know it gets complicated eventually

#

I'm not necessarily a beginner

grim ore
#

well yeah they decided that making a language that sucked to use would be no fun so they made C#

finite slate
#

more of an ignorant amateur

worn granite
#
void Func()
{
    int Foo = 0;
    
    int Bar = 0;
    
    int* Ptr = &Foo; // Ptr->Foo
    *Ptr = 42; // Ptr->Foo, Foo = 42
    Ptr = &Bar; // Ptr->Bar
    *Ptr = 23; // Ptr->Bar, Bar = 23
    Ptr = nullptr;
    
    if (Ptr) // is false
    {
        *Ptr = 341413; // never runs
    }
}```
#

here's some code to look at.

finite slate
#

Ok I remember this stuff from the Microsoft tutorials I watched like 4 months ago

grim ore
#

ahhh.... scary code... run away

worn granite
#

btw

plush yew
#

lol void MyActor

worn granite
#

nothing is meant for beginners

#

C#? Professional langauge.

#

Python? Professional language.

#

etc, etc.

finite slate
#

Scratch? Professional language.

worn granite
#

Why not?

finite slate
#

This is why not

worn granite
#

If you can find a way to use it to achieve the things you require

finite slate
grim ore
#

there we go lol. Adding BlueprintReadOnly let's you split the Name out of the CollisionProfileName struct. someone should really add in a pull request for it

worn granite
#

Anyway I just about called out scratch as an exception but that's beside the point.

finite slate
#

You know what

#

C# is looking a lot better now

worn granite
#

pointers seem scary but they're not.

grim ore
#

I use C# at work all day for work stuff so yeah C# is good to go

finite slate
#

I don't have that kind of mental capacity

grim ore
#

then people use C# for stuff like Hearthstone in Unity so yeah C# is good to go

worn granite
#

the scarier thing is that C++ uses * and & for different things and its a big pain

#

and that . and -> are different too

finite slate
#

If Unreal Engine used C# then I would be all about learning to code

#

but

worn granite
#

Actual pointer semantics aren't that difficult

finite slate
#

meh

#

I know basic stuff

#

int i = 3;

#

the basic basics

grim ore
#

no..... no way... calling *VariableName on an FString is different than having the * on the variable type... no way

#

/rude C++

worn granite
#

Ah, yes, overloading.

finite slate
#

If anyone wants to dm me what they used to learn pointers that'd be great because I want as much material as possible so I can get this out of the way tomorrow

#

but I am going to bed

grim ore
#

the child actor should still be an actor, you should be able to breakpoint inside the actor you are spawning

finite slate
#

A new episode of Family Guy just dropped

worn granite
#

bad news, there's no one place

grim ore
#

don't let the weirdness of C++ stop you just realize it's got some quirks and use a ton of documentation until you figure it out lol

worn granite
#

you just practice it

grim ore
#

and uh... learn to debug.. learn it well

#

yay error messages

finite slate
#

I just wanna know what you guys mainly used when starting off

worn granite
#

bucky/thenewboston

grim ore
#

for C++? I never learned it properly so there is that lol

finite slate
#

Some day I wanna be scrolling through StackOverflow like the big boys

worn granite
#

I did a lot of practice though, and googling

grim ore
#

I just gave up on C and went back to Basic lol

worn granite
#

Oh, and reading through stuff like cppreference

grim ore
#

reading, learning, practice... that sounds like a weird way to learn

worn granite
#

ikr

#

why didn't I think to just do this one trick they don't want me to know?

vague walrus
#

Hmm. I can't make the dynamic navmesh obstacles to work. My pawns keep walking on me and other pawns, and they can't walk through each other so they just 'hit the wall' and do not move. I've changed the navmesh to be dynamic and it didn't help

grim ore
#

Asset '../../../../../Projects/UE4/tppmaster/Content/NewBlueprint.uasset' cannot be saved as it has only been partially loaded what the ....

vague walrus
finite slate
#

rip

#

is that a nav mesh?

vague walrus
#

Yes

grim ore
#

how the hell did I partially load a blueprint

finite slate
#

your computer was just too fast bro

worn granite
#

editor open?

fleet token
#

I've been programming for a while, self-taught, even interviewed at Google twice for SE positions. Now I am getting a second Bachelors of Science, this time in Comp Sci.
I know Python really well, it's an amazing language, it's what AGI engineers are trying to make an AGI in, it's what Bio-Informatics uses.
There is no "beginners" language, like someone said, if you can do something useful with it, then it's good.

grim ore
#

yeah all I did was open the editor, make a new bp, and i cant save it lol

worn granite
#

that's a bigboi error

fleet token
#

I know Java and C#, but I am new to C++

worn granite
#

preview?

finite slate
#

i just wanna be rich

fleet token
#

And ya, even for someone like me who dreams in code, pointers give me a headache sometimes

finite slate
#

whatever language makes me the most money is the way I am going lol

grim ore
#

oh I know what it is lol, I was using the master branch of source then downgraded to 4.21 and now the project is confused lol

worn granite
#

learn pointers early, use pointers often @fleet token

fleet token
#

yup

#

pointers and garbage collection are the things I always messed up on

#

Still so used to garbage being taken out for me

#

I forget

worn granite
#

What if I told you, C# has indirection everywhere ?

grim ore
#

so yeah lesson learned, don't just randomly change engine versions and use the same project lol

worn granite
#

/xfiles_theme

fleet token
#

I would say, that I did not know that, and I'm in an adv c# course this semester

worn granite
#

well its tru™

grim ore
#

... I forgot how to make a pull request... off to the interwebs!

worn granite
#

don't you go earning your gold star yet!

#

I need mine first

vague walrus
#

It's driving me nuts ;_;

worn granite
#

actually I might not be able to get mine for very much longer :/

grim ore
#

uh.. gold star?

vague walrus
#

they keep hitting each other trying to walk through

worn granite
#

contributor gold star badge

#

on forums

finite slate
#

Alright I'm actually going to bed now

grim ore
#

oh.. a gold one huh

worn granite
#

innit?

abstract relic
#

There’s a sticker when you’re a good boy? 😜

worn granite
#

Yup

fleet token
#

So are there any really good procedural terrain generators for Unreal?
What do you use or know of that's good for terrain generation?

I mean I could use an open source perlin noise generator library and make my own, but then I have to build the rest of the stuff I'll need to parameters and materials at heights, which I mean, ya I can do, but I also don't want to reinvent the wheel if someone else already made it...

Just started with Unreal today, long time modder, but only ever had to use Unity when modding in the past, and to a limited extent, lots of new concepts I'm learning today

finite slate
#

This chat is just too good to leave lol

vague walrus
#

@grim ore any idea about this navmesh? :v

grim ore
#

uhm just have the spotlight, game jam finalist, and engine contributor ones but they are all like silver?

worn granite
#

Oh you gotta get 3x on em

#

there's like an upgraded one

grim ore
#

ah ha, ok so... got to win like 2 more game jams. gotcha, no problem.

fleet token
#

Game jam. Always sounded like a delicious jam for biscuits or toast

#

With a wacky label on the jar

#

and a crazy commercial that's over the top, like from the 90s

grim ore
#

@vague walrus I know there is an AI crowd controller but besides that I don't think other pawns are automatically flagged as obstacles. most avoidance seems to be custom built

worn granite
#

I need to get 1 more contribution approved and then I'll have my goldy

grim ore
fleet token
finite slate
#

Yummy

fleet token
#

I knew it!

vague walrus
#

I've changed parent of ai controller to be crowd control ai but nothing changed

grim ore
#

I know it's a stupid question but do they have valid collision?

#

like is the collision set on the nav mesh to treat them as obstacles

finite slate
#

Is gamejolt a good place to get my game more exposure?

vague walrus
#

You have to be more specific

grim ore
#

ok I just checked and there is another checkbox as well, can affect navigation generation, that needs to be checked on the character itself. My navigation are the defaults of Dynamic Obstacle and NavArea_Obstacle

#

and when I run my ai have the red area under them and when they move they add obstacles under them (not very well but it is doing it lol)

vague walrus
#

Yeah i've tried with that too

#

It's not updated on runtime

#

Also, the "Can affect navmesh" is available in multiple points in one blueprint. On "self", on "capsule container", on "charactermovement"....

#

All independent.

grim ore
#

on the self, the main component

vague walrus
grim ore
#

are the AI in the world at design time, before running?

vague walrus
#

Yes

grim ore
#

so do you see the red obstacle markers under them at design time or is it not showing it then?

vague walrus
#

No, it's all green

grim ore
vague walrus
#

Absolutely no :(

grim ore
#

if you don't see that then yeah it's not even going to work at runtime then

vague walrus
#

The only time when stuff is red is when I move my character by hand and it's updating whole chunks

grim ore
#

yep it will update chunks. So... if I dont have can ever affect navigation enabled on my AI on the (self) it will not show up as an obstacle

vague walrus
#

Unit is a basic abstract class for all other blueprints

magic ice
#

Does anyone know how to keep meshes from disappearing when you zoom out too far?

vague walrus
#

@magic ice Level of Detail?

grim ore
#

and I get them showing the obstacle indicator under them in the viewport

magic ice
#

@vague walrus i don't think it's a LOD issue

grim ore
#

my only thought at this point is the collision capsule for the AI is not set up right

vague walrus
#

Do every single stuff have to get a friggin capsule?!

#

AI is... i mean, virtual!

#

it's only supposed to compute, and use mesh capsule in consideration ;_;

#

oh, good, AI does not have a capsule

grim ore
#

if you drop that unit right into the world on the ground does it block navigation?

vague walrus
#

!!!111one

#

I changed AI controller to other one

#

newly created

grim ore
#

welp that's a start

vague walrus
#

I'll remove all ai controllers and add them again

grim ore
#

yep now make sure they are set up as the dynamic obstacle and the dynamic nav mesh generation is enabled in the project settings

vague walrus
#

It's not too much to do

#

Yep, both set

grim ore
#

ok yeah that is why the self one has to be checked, it wont be dynamic if its not checked for affecting navigation on the (self) root

#

so capsule component having affect navigation seems to affect the default navigation creation. having the (self) one checked affects the dynamic generation.

#

now actually making it work right from there is your best guess lol

vague walrus
#

so

#

capsule for beginning, self for dynamic

grim ore
#

yeah but if you are using dynamic you can ignore the capsule checkbox as it will do it once you start the game and it remakes the mesh

#

but hey both checked doesnt seem to hurt lol

vague walrus
#

Strange that previus mobs didn't get updated

#

deleted them from map and readding manually

grim ore
#

yeah super weird

vague walrus
#

Newly added ones are working correctly

#

At least before i hit play, let's test..

#

Yeah, they are still trying to run through each other

#

Well. They have some issues. Serious issues.

grim ore
#

😦

#

is the mesh updating atleast this time?

vague walrus
#

It's red most of the time

#

way better updating but it's kinda blocking their closest pathfinding that's why they are shaking

grim ore
#

yeah I have a feeling at this point it's a ton of tweaking. Sizes of the characters, nav mesh settings ,etc. I also have a feeling that most of the real AI crowd solutions use built in stuff and not the nav mesh avoidance stuff

vague walrus
#

It's a crowd ai blueprint child

#

the fact that there are 3 places in one blueprint where you can turn on/off the 'can affect navigation' thing that work separately is nuts

grim ore
#

yeah the brain typed it wrong, I meant systems that the devs built out for this like using line traces and stuff like that

vague walrus
#

4 places

#

mesh can do it too.......

grim ore
#

there is the crowd manager settings in the project settings as well for more options if you have not found them yet

vague walrus
#

everything else is default/off

#

only the problem with pathfinding, they remove 'ground' from under themselves which causes their path to be impossible to start

vague walrus
#

guess i won't get it to work

#

too much inconsistency in the engine

sonic pagoda
#

the ue4 c++ tutorials are seriously deprecated

#

they are still trying to teach without the IWYU methods which results in errors in 4.21 as well as using FString instead of FText which also results in compile errors

#

its just tough to learn anything at all when half the time spent is figuring out stuff has been deprecated and learning the new correct usage without the tutorial's help ... so why even use the tutorial

#

can ayone help me figure out how to write this function with the correct FText usage? void ACountdown::UpdateTimerDisplay() { CountdownText->SetText(FString::FromInt(FMath::Max(CountdownTime, 0))); }

dim plover
#

Can't you just do FText::FromString()?

#

Though, you could probably just do some conversion from Int to FText.

proven oxide
#

any idea which 16 bit PCM encoding is supported by UE4?

#

I can't use s16be with wav so what is the normal?

#

ok found it, le

#

s16le

#

😃

hot drum
#

how would I get custom collisions from blender to unreal?

#

I tried renaming the stuff with the prefix UCX_"name"

#

and UCX _ SM _"name"

#

but nothing is working

#

Help is appreciated

plush yew
#

Quick question, If I’ve package my game to a exe file, Can I update the game with new feature and guns example like Unity, Or not?

regal mulch
#

Yeah, there are some guides you can find via Google that should talk about updating your game

plush yew
#

Thanks alot❤️❤️

regal mulch
#

Anyone here recently done some Input Remapping stuff?

#

I'm wondering, given the way the Inputs are returned via the InputSettings object, if it should be:

"MoveForward" with "W | 1.0" and "S | -1.0" (That's how it's done in most the documentation videos)
OR
"MoveForward" with "W | 1.0" and "MoveBackward" with "S | -1.0"

#

So basically splitting them.

#

Otherwise I feel like it gets pretty annoying to handle the keybindings in the UI

#

Also I still wonder why they do this:

void UInputSettings::SaveKeyMappings()
{
    ActionMappings.Sort();
    AxisMappings.Sort();
    SaveConfig();
}
#

If you setup keys to be Main and Alternative Key Bindings.

#

And your main one sits on index 0, while the alternative one sits on index 1

#

Sorting these arrays when saving completely kills that logic

#

E and G for main and alternative.
If you change G to A, it will sort it to A and E instead of E and A

#

That stuff would most likely need to become 3 bindings then

#

sigh

pallid compass
#

I believe I made custom structure and framework to wrap the system like two years ago to deal with these issues

#

Pretty sure I used t map or made a mirror list

regal mulch
#

Yeah also not gonna use their InputSelector widget

#

Want to display an image for Gamepad and Mouse keys

pallid compass
#

Pretty sure I didn't sort either

#

I think I assumed hard coded positions for some reason

#

Ugh it was so long ago