#ue4-general
1 messages · Page 399 of 1
whats your ah account @proven oxide i can take a look
I just rechecked , my latest question has just been authorised
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
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
but there are some strange rule sets on the domain policy
i meant, i can try and take a look at why your account's posts are being flagged
this is my first accepted question apparently i am still under moderation as a new user
The automatic title formatting in the "Looking for talent" bot is gonna kill me
again, whats your username
nothing there that should keep em at bay, so should be fine in a bit
it's not unusual for a new user to take around a day to get through moderation the first time
but for how long? I joined the forum back in Jan
join date is irrelevant, it's about how many times you've posted
also the forum is not the answerhub they are two different systems
the problem is answerhub is about getting answers but your questions are filtered
its because we've had bombardments of spambots, so they keep tightening it
worst was about 100 or so spams every minute
I never liked the answerhub anyway, it's not fit for purpose
how to learn spanish:
Take english word, put "e" before the word, "o" after the word.
"Eio espeako espanisho!"
*spanglish
@plush yew check #looking-for-talent and read its pinned message.
@whole quarry see? perfect spanish
thanks
is compiling single threaded or multithreaded?
@proven oxide your log looks like you are trying to rebuild ALL instead of just the editor?
@leaden dust compiling in visual studio is multithreaded, compiling shaders is multi threaded.
therefore all compiling is multithreaded?
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
you don't have to rebuild all, rebuilding all rebuilds all and I assume you are not using 3 different versions of maya
you rebuild just the UE4 project
then maybe lightmass if you need it
you should have different errors then in your log, the log you posted complained about all the other programs
I HAVE NOTHING
that machine is inside a proxy that prevents epic launcher from even starting
the launcher is not required for the engine/editor to run so that should not be an issue
did the setup.bat download ~8gb of files?
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)
so the next logical step is the error log containing an error on compiling
no sign of any log file
that or you just might need to build on another machine and copy it over manually
where would that be
the output log is always the first place to look for issues
thats what i put in the post
yes but that post is from building the solution, not just the UE4 project.
the same issue on the UE4 project
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 😦
thats what annoys me
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"
What is this and how did I accidentally enable it? it's showing me the complete outline of my nav mesh
never had that happen before
nevermind i was in the edit bsp mode
@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
Sounds like you need to find an employer with a better IT department, and less paranoia
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?
Did you change the pressed state? Or is it a problem once you press it hover doesn't work anymore?
What is your .1%?
Dependencies
Can anyone help?
Unreal Literally crashes almost everytime i do something
last crash was opening the Anim Blueprint
i use the ikinema plugin
also massive data loss
almost everything gets deleted
with
being saved
unless we know what the crash is (i.e provide info), I'm not sure what help you're expecting?
Stop the crashes?
kinda
or make it rarer
because almost every 20 minutes it crashes
if (GoingToCrash) Dont();
what do i exactly need to send
@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
the log file would be useful, pastebin it or something
crash call stack also helpful
"Get class from asset data" is my 0.1% c+
this one?
If we had a "funny" room, i'd send you there
oh wait, we do, go to lounge with that
@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
I just wish they would build in the class node array into the get assets node
it was like a few lines of code
I wish the asset manager stuff required less C++ in general lol
what is beautiful is asset manager works in standalone/dedicated
yep It's on my list of stuff to learn but with it requiring C++ it was on the "todooooooooo" list lol
I have it on github on rama's pull request
its been stable without code changes since I made it in 4.17
ah. yeah when asked about it on the live stream they said it would require C++ for the foreseeable future 😦
They are full of shit, it took me 10 lines or so
They push half baked features and then run to the next
I know it's not difficult but it's one of those things where they just leave it as is because... why not
okay, I can't see any crashes in there, just a few warnings or errors
what does it actually say when it crashes?
it works the button but the texture doesn't appear
it must shows this texture:
@grim ore
@wary wave nothing
when you hover that works right? but it doesnt show it when you click?
what do you mean nothing?
just the epicuserid and the unreal version
nope
regardless of that, what do you have for the pressed state?
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
when you take an image and draw as box, it becomes a distorted box
draw as image for every texture for normal and hovered?
right, maybe take a screenshot of the crash window
ah so yes what he said, I thought it was working when you hovered but you are saying it is not
there will be something in there
and this problem is in the menu and for the pause menu
Only if you use a "normal"image
ok
draw as box, is a specially designed image, that only contains boarders
for these buttons the same?
https://docs.unrealengine.com/en-US/Engine/UMG/UserGuide/Styling , the image states section describes what he is talking about.
I changed it all to draw as image but the problem is the same
Show us what it looks like
I can't I must to show you video
download ShareX
everyone here uses it
then all you have to do, is hover over the button, and press ctrl+printscreen
and then you can select what part you want to screen shot
did you change the hover draw as to image as well?
Show me the ENTIRE hover settings
you could mouse over the item when it is "not working right" and then screenshot it and share?
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)?
I can't because it happen quickly
when you hover it does weird stuff?
I think we are missing something somewhere in this conversation lol
This issue is, his button appears to work, so its not that its being blocked.....
Can you try moving the button in a place where you KNOW its not being overlapped by another UI/widget?
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?
are you pressing the button AND expecting it to be the hovered image?
it's not covered with anything else but the button is it- I'll send you a screenshot to see
no this is the other problem man
@grim ore
Show us your PRESSED settings
so you want hover AND pressed to look the same?
yes
I missed the pressed
I am idiot
😂
omg I realised this after 1 week oh my god
well I did mention that earlier 😛
Its okay, i did the same shit when I first started
@grim ore Yea, but "pressed" button vs "Pressed" settings can fly over your head when you are new
8:54 AM] MathewW: Did you change the pressed state? Or is it a problem once you press it hover doesn't work anymore?
really? @grim ore
I didn't see it sorry
I will change it to see the result what will be
@grim ore Should we ban him? @plush yew
lol
Just kidding
hey guys, question
Assertion failed: AmbisonicsMixer.IsValid() [File:D:\Build++UE4\Sync\Engine\Source\Runtime\AudioMixer\Private\AudioMixerSubmix.cpp]
why would I be getting an invalid assertion when trying to simulate or play in-editor / selected viewport, but not in standalone game?
okay
@plush yew so how did it go?
which version of the engine is this in @novel ember ? and are you using the new audio system or the old one
using the new audio system
this has happened in 4.20, 4.21 and both 4.22 previews
for what it's worth, that assertion is saying the engine is in D:, but the engine is actually in E:\
but i'm not sure how i would correct a redirect in that sense
for that error if you are using the launcher version the location is just when it was built out
yes
itr works
thank you guys
but when I hover on the buttons and don't clik on them it doesn't show them orange also?
so you're saying the D:\ distinction is irrelevant in this case
yep
@plush yew try clearing all the HOVERED settings back to defaul
and then setting them again
packaging the game also works fine, it's specifically in-editor and selected viewport where it crashes
Reset to default
Compile and save
Set Hovered settings
Compile and save
I am getting an error with every new project i create using the launcher, does that mean i should uninstall and reinstall the engine
okay @zenith flower I will try andf then tell you what happen
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?
I don't doubt it's a my setup-specific issue
skydome1 is a copy of the original
That is a new project just created
let me see if the same thing happens in a new project
every project i create has that issue
just open BP_Sky_Sphere and fix the bad reference to the original
dodgy install, by the looks of it
You probably made a change to it directly
^ but yeah, should be easy enough to fix
again it doesn't react when I move with my mouse over the buttons @zenith flower 😭
yep no issue here with a clean FPP C++ Template so.... fix it or reinstall, flip a coin 😃
Its with every project i create at all
yes you changed the engine content
how?its the installed from the launcher
Look, either follow my screen shots, or waste your time by reinstalling the engine
NEXT!
i understand on a project, but this is the launcher installed engine, how would i have altered it?
what to do with my problem? @zenith flower
has he set up the hover image?
new blank project does not crash it seems
see the hovered on the top right there
likewise, old audio engine doesn't crash it
more specifically i think my issue might be tied to submixes or listener delegates for audio envelopes
@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.
Anyone with my problem in pathfinding?
even not firing my envelope listeners crashes it though
@novel ember https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/AudioMixer/Private/AudioMixerSubmix.cpp is the code itself and there are good half dozen assert checks in there. no real way of knowing your exact issue without testing it on a source build or guessing based on the code what is causing it 😦
Ok i managed to fix the one in my project, but how does the engine default get changed?
you or someone else changed it
someone went into the blueprint in the editor and changed it
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
Specifically talking about the Ambient Wind system from MP if anyone is familiar with it
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.
so how do you change it for one project only?
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.
@mint umbra maybe make a trigger volume so when you enter/exit the cave entrances it would disable/enable the wind bp?
@grim ore Good idea, that sounds great. Thanks :)
Just trying to understand
Levels? if I want a menu do i just do UMG stuff or do I create a MainMenu Level?
yes
@grim ore So his issue was not having the correct input mode setup
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.
@zenith flower ah...
ok
that makes sense now, how about levels that have no networking and others that need to connect to a network?
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.
your clients connect to that server and it loads the local copy of that level for them to join in
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
Don't know if this helps any, but I have another issue that appears to be specific to this project
Assertion failed: ViewState->HZBOcclusionTests.IsValidFrame(ViewState->OcclusionFrameCounter) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp]
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
yeah that seems unrelated but just bad luck
let me see how far back this goes because I think 4.19 was unaffected by this
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
)
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?
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
Thanks to anyone for any help, and I am excited to be part of the community now 😃
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.
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.
@grim ore Thank you!
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 
I'm checking out the marketplace right now
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
if you do it in engine your models need morph targets so you can adjust the parts at runtime
Are morph targets are like vertex groups?
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.
Not an artist but that sounds about right what you said lol
Yup, pretty much sounds like vertex groups, and then the morph target algorithm determines how to move the vertex
Makes sense
yep you use a blend shape to determine how far between the source and target and bam character creator or emotion lol
or in the case of the example project a dude in a trenchcoat with a long ass nose lol
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
honestly, none of them
if you've not used Unreal before you should probably try to do something much smaller first
I would build from scratch out of a blank project
^ but i would also recommend looking at them at some point and also checking out the learn tab
the templates aren't useful if you're just going to spend the first few days throwing literally the whole thing away
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
I was hoping that asking questions here for advice would be alright.
it is, but the advice is usually 'start small'
download the learning content. start small. as in make things that you can reuse if you are working on something bigger
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
@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.
is it not called 'blank'? it might be called basic
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.
either way it's an empty template
I'm not sure the strategy example is very useful, but it does have a top down camera, I guess
Does anybody know how to do this? https://gyazo.com/b5ee2c9a10206d1f5ec304518a813d22 (like an Interact thing in the screen)
a widget
^
@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
What widget?
I would think you hit the E key and it should work? seems easy enough
also if you have weird characters in your name people can;t tag you
how do you make a popup like that
and that's just a widget
You use a UMG widget
A widget is only part of the functionality.
You need to make your own widget, and trigger it to appear/disappear when needed
you have an event to create a widget that you make when you want it made
Also for the love of whatever deity you worship, make them optional!
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.
What is a UMG Widget? (I am sooo new)
and just experimenting
:p
lol
that popup is not centered around an object tho, it's in a fixed position on the UI relative to the player
Should I go to #design-chat ?
No.
First start with the official documentation. There are resources there explaining what UMG is and even some quick tutorials to learn the basics.
I did.
once someone has pointed you in the direction of the thing you need (UMG widgets), it's time to read about them
#design-chat is for the theory of game design, not gamedev questions
Well apparently 14 hours wasn't enough @lilac lantern. 😄
RIP
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.
What is the name of that shaded box??? I read the basics but am still retarded
What shaded box?
The one behind the text.
it's probably just a texture / material
You can make it a number of ways, really. There's no single "tooltip" or "popup" widget.
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
Right. What you see in that gif is a collection of widgets arranged to make a modal dialog.
that's a perfect font color for the white background. Geeez.
https://i.imgur.com/DdVKPX3.png @lilac lantern done in about 3 minutes in UMG sooo theres that part
lol
Damn it, Mathew. They'll never learn to do it on their own if you keep being so helpful. 😄
also... I was wondering why an almost empty scene would stress the GPU to 17 ms
Of course, you only did the visual part. That's not even half the battle.
no @maiden swift it is good to help the people and to say the steps @maiden swift
lol @maiden swift this is just the end result, the actual settings on the widgets are the hard part for this
@grim ore It's true! You basically made a teaser.
The thing that every tutorial should begin with.
@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
@plush yew It depends on what you want to learn.
@novel ember 😦
@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
yes @maiden swift
I prefer to teach concepts personally.
And then have people build things to exercise and illustrate those concepts.
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
@vague walrus that's pretty much it unless you know the exact size then you can adjust it manually
oooh.. pictures https://www.humblebundle.com/software/fantasy-game-dev-bundle
here come the clones 😄
damn I think those are all unity asset store items tho, ok no some are unreal as well
@grim ore thanks
@copper flicker u mean enable stats in a built game as in the functionality for stats?
they're textures, so it doesn't really matter
@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
when you modified the default material to be world aligned, forget and your brain cant comprehend moving a mesh using it.
https://i.gyazo.com/911eedc4403b1f6cb730dd91bed1762d.gif
lol world aligned meshes are the best when blocking stuff out then getting lost when you try and move things around
hehe ikr
Can users share .sav files across the internet and give other users the unlockables they have earned?
yes
Pretty sure, as they are just local savegames
when you assign the wrong material to a mesh, and you suddenly have a spirit flower generator
https://i.gyazo.com/15d2d4b6fcfbe3275493a8fb0bd773d6.gif
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?
guess it's not production ready on 4.21
well it says is enabled by default on 4.22
it seems to have a race condition with generating mixer source buffers
(whatever those are)
because it only crashes in there sometimes
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
@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
now I feel bad as was the only feature I see off from preview, seems like the 22 then is a complete preview
nicee
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.
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
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?
nope because paper2d is scrambled
You need to rewrite the render for it
or create a custom batching system
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
use gamejolt
Steam only costs $100 and you get it back if you sell a bit?
$100 per game though
Having multiple completed games, first world problems /o\
publishing on gamejolt is free
can anyone set aside some time to private tutor me with UE4?
Any idea why he has problems? Everything shots good, the stop logic works.
unless someone goes "sure", you might wanna try #looking-for-talent @rustic fjord
Can I get in trouble for using the testing steam id?
@rustic fjord sure if u want to pay
well, then your parents can pay ;)
Dw fam, i can beat unreal engineering in to you real good
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
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
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.
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
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
@fierce tulip in the simple blueprint for older animations which I did with a tutorial, yes, it would be possible
hello, is there a channel to post an ad or plutor a recruitment offer?
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
@tranquil hull read the pinned message in #looking-for-talent
It's messed up af
Thank @fierce tulip
my letter is already made, or publish it? I am French, I am obliged to translate
just follow the description in that pinned message, (in english) and you'll be fine.
Try at #looking-for-talent
I do not understand English !
So you want someone to help you developing a game, you are asking in english, but you do not understand english
@tranquil hull there is a frech speaking subforum on the ue4 forums, you might have better luck there if english is not your forte
i hate when someone deletes a message, it looks like you are talking to a ghost
i did that
It's a forum but is there a discord FR?
i dont know, you could ask on that forum
@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.
i dont know, try #animation though it tends to be a bit calm there
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
whut
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
ah, it sounds like it's not been exposed
And the function for setting the collision profile on a component takes a string, not a Collision Profile Name
I've encountered a few things like that in BP
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
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?
why do we not get sources for UE4PrereqSetup_x64.exe
it's installing outdated redist but I can't fix it
sounds to me like the CollisionProfileName is really only useful for details panels, and it being BlueprintType at all is a mistake.
Why? You can use it in a details panel to configure a construction script... I mean, you could, if it worked
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++
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?
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
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
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
@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
Yup, sounds like an easy utility function to write
I had no idea how to do it and it took me 5 minutes so... yep lol
I did something similar for some other thing which wasn't really blueprint-accessible
trace types IIRC
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
if you get bit by the change-bug I can feed you tweak ideas =D
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 😉
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
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
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
lol
@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 .-.
I have 1% animation experience so I cannot be of any help. no luck in #animation ?
no :c
but the models could be "downscaled"
the UE4 Standard "placeholder" model has ~90k
i only have one face
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
sure you can
But it won't be a game
It will be a slideshow about why you shouldn't use 90k on mobile
the entire game is just looking at the character
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
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. :/
@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
I mean I could build my own terrain, but I'd like the player to be able to edit it in game
I'm new to Unreal btw, should mention that
that shape is your landscape
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
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
That's what I'm saying
I see
Yeah, but he didn't understand until I said it 😛
shut up chunky
lol
lmao
Have you tried this before @grim sinew ?
Never had a need
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...
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
These things exist, it's just not a simple matter to make from scratch
voxel plugin =D
You suck at google
I guess I didn't accosiate voxel with terrain manipulation in the same way.... I feel shame
Indeed! :)
Thanks ZeroNight
You and your lambdaness >.>
Are you kidding me
What can I say, I'm immutable.
But yeah, Phyro is pretty active here
that existed?
Yes.
Of course it did. Someone on here even made it
A while back I wanted to make a minecraft fan game to test my limits
That's been a thing and he's shared WIP of it in the past
Yes! This look like exactlly what I was looking for!
and the terrain thing was stopping me
Thank god I don't have to go use Unity!
@silver crown Hey! People here want to know about your plugin.
@grim sinew You get a backseat gaming award for sharing that link! 
Wow, harsh
Backseat award is a good thing
backseat gaming can be frowned on, too
@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.
I imagine he's not getting many sales, so that's the only way he can justify the cost of maintaining it
But I say that just from complete ignorance, I might be wrong
Not many UE4 games with voxel terrain
I am gonna start studying the C++ of some templates soon
which one should I start with
if it were extreme low volume I'd expect it to be a smidge higher
Well, if there are no competing plugins that can do what it does, he/she can get away with that price
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
I legit just accidentally locked my computer instead of typing
How did I manage to do that
@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
well then IDK
I was trying to type an R
Wow then you'd be really lost?
Plot twist, Nobody had a minor stroke just now
It happens sometimes
at least you're nonchalant about it
I have typed words backwards without noticing before
They are just incredibly strong brain farts
the most potent ones possible
Maybe u got dyslexia, like me
after all he's just a @finite slate
The type that would clear a room
It affects more than reading
👌
m'I ton cixelsyd!
🍆
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!
Seems about right
@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.
I'll just have my mom paypal me the money I make once I finally publish it
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.
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
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
Free or not doesn't matter when it comes to copyright 😛
Don't know why people keep thinking it does
True
I'm not gonna get away with giving away pirated movies any more than I would get away with selling them
Just get your parents to help you out, I'm sure they will
I'm getting sick since last week started
Day by day, just a little bit more
everybody knows the only free projects exempt from copyright law are the fan projects!!!
I tried to make a fnaf fan game in Scratch when I was like 9
At this point, someone might believe you if you say that
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
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 👍
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
without all the crashy crashy shit is on fire errors that C++ gives you 😛
lol
"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"
I was just about to say something
About that
Brand new actor
well
kinda about that
hey you said something about forgetting this kind of thing... you might forget the specifics but you won't forget everything.
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"
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
because referencing the "variable itself" is just another way of referencing the location in the computer.
"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"
under the "hood" so to speak, its nothing more than an offset or an addr.
http://www.cplusplus.com/doc/tutorial/pointers/ has a nice little set of pictures that helps
Totally lost
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.
So pointers are more for bigger games that need better CPU management?
excuse my stupidity
"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"
Well yeah size can be another reason to use a ptr
yeah it's not like totally accurate but a reasonable explanation lol
The thing about pointers is that you store the location and can "reach through" or "dereference" them to set a specific value.
it's a ton faster as well if I recall
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
Ignore pointers, use Blueprints. Save your sanity!
man still trying to get my engine to compile to test this stupid collisionprofilename fix lol. stupid master had bad code in it
later on in life
you won't always have to use C++ either, go c#
C# is soooo much easier than C++
well yeah they decided that making a language that sucked to use would be no fun so they made C#
more of an ignorant amateur
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.
Ok I remember this stuff from the Microsoft tutorials I watched like 4 months ago
ahhh.... scary code... run away
btw
lol void MyActor
nothing is meant for beginners
C#? Professional langauge.
Python? Professional language.
etc, etc.
Scratch? Professional language.
Why not?
This is why not
If you can find a way to use it to achieve the things you require
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
Anyway I just about called out scratch as an exception but that's beside the point.
pointers seem scary but they're not.
I use C# at work all day for work stuff so yeah C# is good to go
I don't have that kind of mental capacity
then people use C# for stuff like Hearthstone in Unity so yeah C# is good to go
the scarier thing is that C++ uses * and & for different things and its a big pain
and that . and -> are different too
Actual pointer semantics aren't that difficult
no..... no way... calling *VariableName on an FString is different than having the * on the variable type... no way
/rude C++
Ah, yes, overloading.
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
the child actor should still be an actor, you should be able to breakpoint inside the actor you are spawning
A new episode of Family Guy just dropped
bad news, there's no one place
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
you just practice it
I just wanna know what you guys mainly used when starting off
bucky/thenewboston
for C++? I never learned it properly so there is that lol
Some day I wanna be scrolling through StackOverflow like the big boys
I did a lot of practice though, and googling
I just gave up on C and went back to Basic lol
Oh, and reading through stuff like cppreference
reading, learning, practice... that sounds like a weird way to learn
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
Asset '../../../../../Projects/UE4/tppmaster/Content/NewBlueprint.uasset' cannot be saved as it has only been partially loaded what the ....
Shouldn't the area around them be red?
Yes
how the hell did I partially load a blueprint
your computer was just too fast bro
editor open?
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.
yeah all I did was open the editor, make a new bp, and i cant save it lol
that's a bigboi error
I know Java and C#, but I am new to C++
preview?
i just wanna be rich
And ya, even for someone like me who dreams in code, pointers give me a headache sometimes
whatever language makes me the most money is the way I am going lol
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
learn pointers early, use pointers often @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
What if I told you, C# has indirection everywhere ?
so yeah lesson learned, don't just randomly change engine versions and use the same project lol
/xfiles_theme
well its tru™
... I forgot how to make a pull request... off to the interwebs!
It's driving me nuts ;_;
actually I might not be able to get mine for very much longer :/
uh.. gold star?
they keep hitting each other trying to walk through
Alright I'm actually going to bed now
oh.. a gold one huh
innit?
There’s a sticker when you’re a good boy? 😜
Yup
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
This chat is just too good to leave lol
@grim ore any idea about this navmesh? :v
uhm just have the spotlight, game jam finalist, and engine contributor ones but they are all like silver?
ah ha, ok so... got to win like 2 more game jams. gotcha, no problem.
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
@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
I need to get 1 more contribution approved and then I'll have my goldy
well you aren't too far off @fleet token https://forums.unrealengine.com/attachment.php?attachmentid=36214&stc=1

Yummy
I knew it!
I've changed parent of ai controller to be crowd control ai but nothing changed
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
Is gamejolt a good place to get my game more exposure?
You have to be more specific
I've tried with this in many combinations https://i.imgur.com/w1DGlZH.png
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)
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.
on the self, the main component
Nothing https://i.imgur.com/cvYISda.png
are the AI in the world at design time, before running?
Yes
so do you see the red obstacle markers under them at design time or is it not showing it then?
No, it's all green
like this is what I see, https://i.imgur.com/b86k7xW.png
Absolutely no :(
if you don't see that then yeah it's not even going to work at runtime then
The only time when stuff is red is when I move my character by hand and it's updating whole chunks
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
@magic ice Level of Detail?
I take it back, the navigation checkbox on the capsule is what is doing it lol. https://i.imgur.com/JsaVPwP.png , this is with a default character nothing else changed
and I get them showing the obstacle indicator under them in the viewport
@vague walrus i don't think it's a LOD issue
my only thought at this point is the collision capsule for the AI is not set up right
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
if you drop that unit right into the world on the ground does it block navigation?
welp that's a start
yep now make sure they are set up as the dynamic obstacle and the dynamic nav mesh generation is enabled in the project settings
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
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
Strange that previus mobs didn't get updated
deleted them from map and readding manually
yeah super weird
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 https://streamable.com/std0x
It's red most of the time
turned off obstacle https://i.imgur.com/Gup8Rix.png
way better updating but it's kinda blocking their closest pathfinding that's why they are shaking
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
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
yeah the brain typed it wrong, I meant systems that the devs built out for this like using line traces and stuff like that
there is the crowd manager settings in the project settings as well for more options if you have not found them yet
like this it's updating very nicely: https://i.imgur.com/5IMTJPG.png
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
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))); }
Can't you just do FText::FromString()?
Though, you could probably just do some conversion from Int to FText.
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
😃
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
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?
Yeah, there are some guides you can find via Google that should talk about updating your game
Thanks alot❤️❤️
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
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

