#ue4-general

1 messages Β· Page 404 of 1

glacial pecan
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the bloody handle is still an utter mystery

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@regal mulch oh, I misread what I need to update the location of... I thought you meant my attach point (which is just parented for me)... you meant the physics handle's location? but that doesn't have one... it's not a scene component it tells me

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urrr... wait... its starting to fall in place now... but wow... why is it so different to a physics constraint?

regal mulch
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Well Physics Constrains is something else

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PhysicsConstrains is something you can use to make a physics door

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But you would grab and pull the door open via the Handle

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The Handle is actually really simple. Wonder where the problem comes from.

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You grab something at LocationX.

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And then you set the TargetLocation to move it.

plush yew
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Hello?

regal mulch
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Jo

plush yew
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I was searching for someone to help me withMy Project

unkempt delta
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okay so i asked this question yesterday

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but could anyone like

plush yew
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......

glacial pecan
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@regal mulch ok, wait, wait, wait... "and then you set the targetlocation to move it"... target location being the physics handle, you mean?

plush yew
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.... I just searching for someone with a Faster PC Gaming

weary basalt
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@plush yew You already posted a job listing in #looking-for-talent you dont need to continue asking around, just wait for someone to reply.

plush yew
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Well

abstract relic
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That’s quite a hefty order for an unpaid position, no detail, and no portfolio

regal mulch
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Well, there seem to be always people who actually say yes to such offers.

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Not that this ever results in an actual project but well.

glacial pecan
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@regal mulch ok, so now I replaced the physics constraint with the physics handle... super illogical, but works... although I haven't figured out how to actually get it to line up with the bloody location and rotation I'm feeding it

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I mean, sure, it attaches at that point, but it keeps the grabbed objects relative transform at grab time

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which I guess perhaps you'd normally want (but I don't... I had a nice snapping thing going on... which wasn't physics driven, unfortunately)

regal mulch
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Alright let me shed some light on it.

plush yew
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Hi guys any idea why I am getting this blackness on the sides of my screen? Unless I'm going mad it's been since I've messed around with widgets:

grim ore
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@plush yew You can use something that is around all the time in your level like GameMode. It hangs out in the level and you can get it from pretty much anywhere and have it control the music.

plush yew
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Ahh.

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Now my question is...

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Is this literally all it takes for a Sound Cue to play random background music in a loop?

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i.e pick a song at random, wait till it finishes, then pick another one

weary basalt
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Pretty much

plush yew
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Assuming the wave players should NOT be looping though? lol

regal mulch
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@glacial pecan The PhysicsHandle uses actual PhysicX under the hood.

When you call "GrabComponent" it takes a Location. Whatever you pass in becomes the TargetLocation and the TargetRotation will be constructed from the passed Component, which both you can later update.
As far as I understand, these are used to create a Physics Joint. They basically construct a RigidBody and all kinds of PhysicX stuff from that Component and put a joint on it.

When you call "SetTargetLocationAndRotation", you update the location and rotation of that joint.
This will effectively move the RigidBody (which is the component your grabbed), while making sure it has some sort of physics applied to it.

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You can visualize this in the real world as having a small wooden block in front of you.
When you grab it, you put a nail into the location where you grab it and when you update the location you move the nail around.

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Which will move the block. You can then imagine what happens if you just hold the nail at it's head (the wooden block will swing around)

glacial pecan
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so I basically need to calculate the rotation difference between where I want it to snap and where it is at the point of grab?

regal mulch
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Just that you could technically specify a location in UE4 that is not close to the block.
In the real world you kinda have to have physical contact with the object to stuck the nail in.

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I'm pretty sure you can move the grabbed Actor into your hand

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Rotate it as you wish

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And then grab it

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So if you image an imaginary point right in the middle of you hand palm

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That could be a mesh in your game

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And the point is a socket or a scene component

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You can set the location and rotation of the actor you wish to grab to the one of that point

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Effectively moving it into your hand

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THEN you grab the actor by that point

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Or rather the root component of that actor

plush yew
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@weary basalt What would I do in the sound cue to make the engine choose another song once the current one finishes?

regal mulch
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And when updating the target location and rotation you specific the same location and rotation of that imaginary point

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Cause you want to make sure it moves with it

glacial pecan
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right, so in essence, keep the non-physical snap animation, and THEN activate the handle?

regal mulch
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Yes

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You can put the hammer into the hand

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And then grab it

glacial pecan
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@regal mulch can I go further, and not even activate the physics handle unless I detect a hit on that component?

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because I notice it lags behind my motion controller

weary basalt
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@plush yew Typically i make a component on the PlayerController which is like a small music player. It will shuffle the songs and then play them one at a time until the last one and then reshuffles and starts again.

glacial pecan
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(and it didn't before with a straight up attach)

regal mulch
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The Lagging Behind is because of the late update iirc

glacial pecan
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ok... so wonder how flaky it is to enable and disable the handle on hit events... πŸ˜ƒ

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I'll try tomorrow!

weary basalt
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@plush yew Assuming its for background ambient music.

glacial pecan
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@regal mulch thank you for all your help and information! it was really great!

regal mulch
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The lagging behind should be fixable. Doubt it has something to do with the actual handle

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You mean this sort of "lagging"?

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(the beam)

glacial pecan
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@regal mulch either way, when I'm not hitting something, it's a bit unnecessary to calculate physics, correct?

plush yew
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@weary basalt Well the music that plays DOES depend on where in the UI the player is, and what the game's current state is. Like, I may want to use a different track list depending on what in-game country the player's in. I may also want to fade into some action tracks if the player is being hacked, in a government alert, is hacking, etc

regal mulch
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@glacial pecan Well the main idea of using the Physics handle is to simulate physics properly

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If you have the hammer grabbed

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And you hit the table

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It will probably NOT go through the table

glacial pecan
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@regal mulch that sort of lagging I have at work, but not in my project at home πŸ˜„ the lag here is much smoother, so it feels as if it's a physics thing

weary basalt
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@plush yew I guess it just means your music component will have to be more complex. Having event driven sound mixing like what your after will take time to get right. You could get your menus to feed their track list to the component and it can fade in/out as it receives new track lists or something.

regal mulch
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You can fix that lag by turning of late update. Don't ask me where to turn it off, my VR Headsets are all uninstalled in the closet :P @glacial pecan

glacial pecan
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@regal mulch @regal mulch hehe... I was thinking something like this (really quick and dirty thrown togehter)

regal mulch
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You aren't specifying any Component though :D

plush yew
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I am trying to position some tooltips, I could get the first in the right position by adding an offset but it does not generalise. I have created a general 'tooltip' widget with variables I can edit from outside, these variables are the text that fills the widget and a vector 2d structure for location. The text thing is working fine (I just input a string - to text) but I am not sure how to do the location thing, I am using this node because it looked promising but it doesn't seem to do anything.

regal mulch
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UMG should have a ToolTip for you already

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Each Widget has a ToolTip parameter

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Which you can bind to to create your own tooltip.

plush yew
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I know but its too small and I would like to personalise

regal mulch
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You technically don't need to position it

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Just bind to it

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That should let you create your own widget

plush yew
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do you mean the 'tooltiptext' bind or the 'tooltipwidget' bind?

regal mulch
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I'm have sure there was a way to create your own

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Ah

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You see the Advance Arrow below that section?

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There is the "Tool Tip Widget"

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Hidden

plush yew
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Yeah I know

regal mulch
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If you bind to that you can return a widget

plush yew
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Thats what I'm doing

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The problem is I am not sure how to set the position

regal mulch
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It should set the location by itself o.o

plush yew
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But since its a custom widget its somewhere off in the distance I think

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thanks anyway

regal mulch
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@plush yew

plush yew
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yeah I have probably fiddled with some anchor or offset and I dont understand widgets well

regal mulch
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That's all (the selected button has the tooltip binding)

plush yew
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Oh I had nothing plugged into return node

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haha

regal mulch
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:P

plush yew
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ty

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hopefully it wont scale weirdly in packaged version!

glacial pecan
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@regal mulch something like this then, but yes, I need to check if I'm actually holding something, etc as well, but just as an illustration

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and of course I probably need to juggle attach/detach and enable/disable physics etc. etc.

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anyway, late for bed now, time to sleep! thanks again for all the info! πŸ˜ƒ

plush yew
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This "Adjust Volume" node isn't working

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I want the track to fade in over 2 seconds

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but it is just staying at volume 0.01

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just barely loud enough for my Bluetooth headset (at full blast) to recognize there's even audio being played AT ALL

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I'm sure if I got a Discord notification right about now it'd blow my ear drums out lol

graceful sky
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i might be mistaken, but must you not adjust the multiplier aswell?

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1 * 0,01 is still barely audible..

plush yew
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then....how am I supposed to----wait

wary wave
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@regal mulch , @plush yew - might be running afoul of the DPI scaling bug if it's not working properly, in which case it will only work full screen

fierce tulip
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one project I worked on set up their sounds and music wrong, it was so loud.. well.. bleeding ears.
but it was at the end of production, yet nobody noticed it for some reason. so coder just multiplied all the volume by 0.001-ish XD

graceful sky
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maybe they'd all mute it at start of production, and never bothered unmuting? πŸ˜›

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pretty amazing tho ! πŸ˜‚

plush yew
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Does anyone know what settings I need to flip so that I can freely move my camera without affecting the rotation of my third person character? I can uncheck all the inherit settings bon the camera boom but that has the opposite affect as it moves the character but not the camera.

unkempt delta
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@regal mulch Hey, I need help, sorta.

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I'm trying to achieve a sort of gameplay where when the character turns around the enviornment changes

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Could you show me how to do it via blueprint?

fierce tulip
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quite the question hehe

grim ore
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@plush yew the default TPP template has the character set up like that, it should be Nothing checked on Pawn (rotation X) for the 3 settings on the root. it should be all 4 checked under Camera Settings on the Camera Boom (spring arm), and it should be use pawn control rotation unchecked on the Camera itself under Camera Options. The Character Movemement under Rotation Settings should have "orient rotation to movement" checked.

bitter iris
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Hey, any programmers here? πŸ˜› I'm looking on something that Squad has, in their mod kit, they have an actor which screen shots the map perfectly, I'm looking for something similar and looking on ways to go about getting similar results. Would appreciate any help thank you.

hidden aurora
unkempt delta
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wtf

hidden aurora
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ue goes boom

weary basalt
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@bitter iris Squads Map uses a SceneCaptureComponent2D which they then render to texture and you have your Map.

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They may use multiple passes to get higher resolution, which they then stitch together

smoky osprey
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Can someone help me on blueprint?

plush yew
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"Decompiling Shaders" lol

toxic hatch
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Is there a setting for making your shadows softer? I am just using a directional light, skylight in a simple scene at the moment with default lightmass.

plush yew
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@weary basalt It works :D

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Got a nice music system going.

weary basalt
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πŸ‘

plush yew
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It lets you play any Sound Wave, Sound Cue, etc, through a blueprint function library. When you tell it to play a track, it does a 2-second crossfade between the new track and what it's currently playing, then it destroys the old track to save precious RAM

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the only issue is if you switch tracks too quickly, the game gets a little confused and doesn't fade out the previous track

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I need to introduce some sort of buffer or delay of some sort so the game waits until a current crossfade is done before it tries another one

weary basalt
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Is your game just an OS?

plush yew
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yes

weary basalt
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What makes it a game?

plush yew
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it's a hacking game

weary basalt
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Ah

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Cool

plush yew
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Hacking game with a stealth element to it.

weary basalt
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Do you look over your shoulder to see if the FBI are at the door?

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πŸ˜›

worn granite
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me: You can't make an OS in BP

Alkaline: Hold my beer```
weary basalt
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Is that done in Slate or UMG?

plush yew
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No, but if you hack someone's system and you're not careful, the other person can see you as a hacker and you end up having a wanted level

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@worn granite be careful what ya say there buddy

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the UI is done in BP

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but a lot of the backend stuff is C++

worn granite
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aw man

plush yew
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the Terminal is rendered using C++, I wouldn't even dare to do that in Blueprint lol

worn granite
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I could have sworn you didn't use any C++ at all

weary basalt
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Id be surprised if he didnt lol

plush yew
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Back in July that was the case

worn granite
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oh I still have my nick on

plush yew
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but as soon as I did the terminal I started moving a lot of the core stuff to C++ just because it was actually easier

weary basalt
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Whats the performance like?

plush yew
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my terminal? I haven't done any benchmarking but it seems to run at 60 FPS to my eyes

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in the game's splash screen, it uses the same terminal rendering code to display some linux kernel spam as the game starts up, writing a line to the terminal every 10 ms and it doesn't seem to lag

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It used to struggle a lot with large amounts of text in the display buffer but ever since I stopped rendering text that wouldn't be visible a few months ago, it's never had any issues

worn granite
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How are you actually storing text, jw?

plush yew
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right now it's just an FString

worn granite
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I tend to just have a text widget for any given line or paragraph and when that's not visible its not visible.

plush yew
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then another one for the input buffer/stdin

worn granite
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Then again, I normally just do multiplayer chat

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not a full on shell

plush yew
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back when I was doing this game in MonoGame we actually gad a full blown master/slave pseudoterminal system set up like you'd find in real Linux but I would have no clue how to do that in C++

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and the current terminal I wrote works well enough

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The way I achieve multicolor is pretty neat too

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the game will look for an & in the output buffer, then look at the next character after it. If the next character is a hex digit then it's a color code and it treats it the same way as the Windows COLOR command

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if it sees a *, that means bold

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_ means italic

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- is both

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and r is regular

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if it sees a ! then the text blinks, haven't implemented that yet

worn granite
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Interesting.

plush yew
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and if it sees two &s in a row, it sees that as "literally render an &"

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I also use latent actions for getting user input from the terminal

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Which makes writing terminal commands in c++ a total pain in the male genital area but....

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I'm not even sure how I would accomplish the same sort of api in C++ without going into multithreading hell

weary basalt
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Do it, multithread it, just do it πŸ˜›

worn granite
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you could capture this in a lambda and go about writing the other half of the function in that lambda - it'd be called when the thing is complete.

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Benefit: All your code is in one spot
Detriment: You use a lambda

plush yew
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at least....it's not....an immutable lambda

worn granite
plush yew
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okay that was a lame joke

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but I had the opportunity and I took it

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anyway, I'm extremely grateful to Avery Alexander

marsh garnet
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Hey is there a way to code in C# with Unreal?

plush yew
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Their music is so awersome

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@marsh garnet Doubt it. But there's Blueprint, and Unreal's C++ isn't too far off C# once you get into it

marsh garnet
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Ok

plush yew
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(trust me, I used to be a MonoGame user last year)

worn granite
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If you're really wanting to use C# you can find a plugin that's unsupported

marsh garnet
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What do you mean by Blueprint? Some C++ is involved, right. I can code it though. I'm intermediate C++

worn granite
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Blueprint is the visual node scripting system

plush yew
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@marsh garnet Most of your gameplay logic is going to be Blueprint, trust me. Your UI will definitely be in BP

marsh garnet
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What about Player Movement

plush yew
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that, you can do with either BP or C++, it's really up to you

marsh garnet
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Ok thanks

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Btw do you recommend VSCode or VS?

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I have both

worn granite
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I'd recommend VS with VisualAssist

plush yew
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I personally use VSCode but I wouldn't recommend it unless you don't mind not having autocompletion all the time

marsh garnet
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Ok

plush yew
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VS+Visual Assist would be a good idea though I've never tried it because I usually just use the UE4 API documentation to figure my way around

earnest cape
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Is there a way to edit controller deadzone in blueprint?

sullen wraith
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to the right i've got several actors in a folder, is there a way for me to access them inside a character blueprint?

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to move to

reef mist
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All the tutorials I find seem to be very contradictory or very outdated

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my game is super simple - basically a MUD. my goal right now is to to just have a simple UMG widget that shows the names of players that are connected and allow them to chat

smoky osprey
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I have a problem with sequencer

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I have a bp but when i play anim it only plays the anim on 1 mesh

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all of them have the same skeleton

reef mist
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@smoky osprey you probably need a track for each mesh

smoky osprey
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yeah

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but i have 1 hour searching for a way to make it so its not 1 anim 1 track

reef mist
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@smoky osprey can you post screen of sequencer?

smoky osprey
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yeah... give me a sec

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i need it so 1 anim plays in 3 meshes

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I used to do it 1 mesh 1 track but its time consuming

reef mist
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is there a reason you can't just have each mesh have their own track in sequencer to play the anim?

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yeah

smoky osprey
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I have a bp setted

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and im playing it from the bp i puted

reef mist
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can't tell much from that. would need to see bp and larger view of sequenceer

reef mist
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sorry ,trying to understand what it is you're trying to do but having trouble

smoky osprey
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Ok so...

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I have 3 meshes

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The 3 meshes have the same skeleton

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I want that when i put 1 anim on the bp it affects all 3 meshes

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not only 1'

reef mist
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when you say put an 'animation on the bp' do you mean use an 'Play Animation' node?

smoky osprey
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no

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no

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wait give me a sec

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look

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it only affects the gloves

sullen wraith
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from an ai controller, how can i get a refrence to the ai it controls?

mental shale
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Anyone got pointers on what to do to enter a battle mode for an RPG style game?

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or just switching to different types of modes in general?

plush yew
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@grim ore Fresh TPP seems to have what I'm looking for when stationary but while moving I can turn my character by moving the mouse, I'm trying to add a keybind so that I can freely move the camera around the character while moving. If you're familiar with WoW I'm essentially trying to replicate what happens when you hold LMB while inputting movement. I've uploaded this video to show what I'm trying to achieve: https://www.youtube.com/watch?v=h25JwkrpYxs&feature=youtu.be

Also, all of the rolling done in the video is thanks to you! Those anim notifies are lifechanging and I can do so much more with my system now that I know how to use them, so thank you again!

In my game there are certain instances where I don't want the camera to be influencing the movement of the player. For example, if you're rolling and look be...

β–Ά Play video
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I have a feeling that this situation is going to be more complex than just toggling some options in the menu, I think I might have to set the camera up to move completely independently from the player other than inheriting its location for starters

plush yew
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I think I've got a way to figure all this out, I don't want to spam the discord with updates but if anyone has any questions or tips just @ me

abstract marsh
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Hey guys

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As far as Simplygon goes, what happens if you have a mesh that contains morphs but need to reduce it?

warped marlin
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recommend using paragon characters? or are they very heavy?

abstract marsh
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I hope someone helps me with my simplygon concerns. DM me if you have more info,

steep thistle
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Is anyone having editor performance issues lately on 4.21.2?

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Idk if it's my graphics card or something else

marsh garnet
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Compiling game modules for hot reload
Using Visual Studio 2017 14.16.27023 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023) and Windows 10.0.17763.0 SDK (C:\Program Files (x86)\Windows Kits\10).
C:\Users\mathc\Documents\Unreal Projects\MyProject\Plugins\discordrpc\Source\DiscordRpc\DiscordRpc.Build.cs: warning: Modules must specify an explicit precompiled header (eg. PrivatePCHHeaderFile = "Private/DiscordRpcPrivatePCH.h") from UE 4.21 onwards.
C:\Users\mathc\Documents\Unreal Projects\MyProject\Plugins\discordrpc\Source\DiscordRpc\DiscordRpc.Build.cs: warning: Referenced directory 'C:\Program Files (x86)\Unreal Engine\UE_4.21\Engine\Source\DiscordRpc\Public' does not exist.
Parsing headers for MyProjectEditor
  Running UnrealHeaderTool "C:\Users\mathc\Documents\Unreal Projects\MyProject\MyProject.uproject" "C:\Users\mathc\Documents\Unreal Projects\MyProject\Intermediate\Build\Win64\MyProjectEditor\Development\MyProjectEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed -FailIfGeneratedCodeChanges
ERROR: 'C:/Users/mathc/Documents/Unreal Projects/MyProject/Intermediate/Build/Win64/UE4Editor/Inc/MyProject/Discord.generated.h': Changes to generated code are not allowed - conflicts written to 'C:/Users/mathc/Documents/Unreal Projects/MyProject/Intermediate/Build/Win64/UE4Editor/Inc/MyProject/Discord.generated.h.conflict'
Error: UnrealHeaderTool failed for target 'MyProjectEditor' (platform: Win64, module info: C:\Users\mathc\Documents\Unreal Projects\MyProject\Intermediate\Build\Win64\MyProjectEditor\Development\MyProjectEditor.uhtmanifest, exit code: OtherCompilationError (5)).
midnight sonnet
marsh garnet
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Compiling game modules for hot reload
Using Visual Studio 2017 14.16.27023 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023) and Windows 10.0.17763.0 SDK (C:\Program Files (x86)\Windows Kits\10).
C:\Users\mathc\Documents\Unreal Projects\MyProject\Plugins\discordrpc\Source\DiscordRpc\DiscordRpc.Build.cs: warning: Modules must specify an explicit precompiled header (eg. PrivatePCHHeaderFile = "Private/DiscordRpcPrivatePCH.h") from UE 4.21 onwards.
C:\Users\mathc\Documents\Unreal Projects\MyProject\Plugins\discordrpc\Source\DiscordRpc\DiscordRpc.Build.cs: warning: Referenced directory 'C:\Program Files (x86)\Unreal Engine\UE_4.21\Engine\Source\DiscordRpc\Public' does not exist.
Parsing headers for MyProjectEditor
  Running UnrealHeaderTool "C:\Users\mathc\Documents\Unreal Projects\MyProject\MyProject.uproject" "C:\Users\mathc\Documents\Unreal Projects\MyProject\Intermediate\Build\Win64\MyProjectEditor\Development\MyProjectEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed -FailIfGeneratedCodeChanges
ERROR: 'C:/Users/mathc/Documents/Unreal Projects/MyProject/Intermediate/Build/Win64/UE4Editor/Inc/MyProject/Discord.generated.h': Changes to generated code are not allowed - conflicts written to 'C:/Users/mathc/Documents/Unreal Projects/MyProject/Intermediate/Build/Win64/UE4Editor/Inc/MyProject/Discord.generated.h.conflict'
Error: UnrealHeaderTool failed for target 'MyProjectEditor' (platform: Win64, module info: C:\Users\mathc\Documents\Unreal Projects\MyProject\Intermediate\Build\Win64\MyProjectEditor\Development\MyProjectEditor.uhtmanifest, exit code: OtherCompilationError (5)).
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@marsh garnet can anyone help me? And ping me please, I’ll be in bed

weary basalt
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@midnight sonnet Looks a bit to polished, also #work-in-progress

sullen wraith
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I'm a little confused, my while loop keeps saying infinite loop detected

midnight sonnet
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oops

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sorry

sullen wraith
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when I change the condition of it?

midnight sonnet
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so many channels lol

sullen wraith
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why is this an infinite loop?

wary wave
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delay inside a while loop 🀒

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and obviously it's an infinite loop because 'Battle' is always true

silver crown
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Looping delay ftw

sullen wraith
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nah battleis changed on component end overlap :#

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hmm

worn granite
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you'd be better off using a branch in place of that while loop, then just exploiting that you can "physically" loop the exec wire back.

sullen wraith
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so whats the best way to have a delay with a loop?

worn granite
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Also, modifying the variable outside the loop body doesn't count.

sullen wraith
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ill give that a go immutable πŸ˜ƒ

wary wave
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Component End Overlap literally never happens

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because you never, ever break out of that loop

worn granite
#

You lose the chance to alter the variable before getting an infinite loop by entering the delay node, but even then, you don't modify the variable in the loop body.

sullen wraith
#

that worked Immutable πŸ˜ƒ

worn granite
#

Really, you want to use a timer.

wary wave
#

^

sullen wraith
#

@wary wave it does fire

worn granite
#

When the condition becomes true, you want to start a recurring action. When it is no longer true, you want to stop the recurring action.

#

This is the use case of a timer.

sullen wraith
#

nah timer doesn't fit the need for it

worn granite
#

There's a good reason the node isn't called "DoOnceEveryInterval"

sullen wraith
#

the branch trick has worked πŸ˜ƒ

#

essentially what this blueprint is for

#

is two ships

#

when they reach eachother they fight

#

and kill eachother

#

when one is killed, it destroys it

#

thus ending the overlap

#

its working now πŸ˜ƒ

worn granite
#

You're obviously doing this every 1s

#

perfect use case for a timer.

sullen wraith
#

ill take a look into it πŸ˜ƒ it's working with the delay currently so I wont muck around pass this point for now πŸ˜ƒ

#

one more quick question

#

is there a way to duplicate the "item"?

#

nevermin

#

got it

zenith flower
#

@wary wave yes, i'm aware of their need for marketing stuff. Unfortunately the website I sent them to is garbage to be honest. When I have time, I will make a few videos and do a nice write up and re-do the website, and re-submit.

wary wave
#

sounds about right

abstract marsh
#

As far as Simplygon goes, what happens if you have a mesh that contains morphs but need to reduce it? Can anyone help that has used it?

sullen wraith
#

for some reason my actors are visible in viewpoer

#

ingame they arent

#

hidden ingame isnt enabled

#

could it be the ai perception?

#

all my ai are invisible :3

abstract relic
#

sounds like a feature

sullen wraith
#

the hell :3

sullen wraith
#

Ive got some actors highlighted on the right

#

is there a way for me to list these positions?

#

so i can access them in a blueprint?

#

link it to these objects?

abstract relic
#

Use level blueprint

graceful sky
#

Or expose variables of the same object reference in a new bp, and hardpoint them in-editor.

#

Level bp is imo not a great way to do it

sullen wraith
#

how can I get a vector value saves as a blackboard key

#

inside a task?

#

get value as vector>?

red kindle
#

Guys I needed help
When I export the textures from unreal the occlusion map export as .T3D and I can't convert it to PNG or TGA

paper kernel
#

so, here's a math question: I want to add instanced static meshes along the spline at exact intervals, how do I correct the interval based on spline curvature?

frozen oak
#

Use the get spline length node and then divide the result by how many objects you wanna spawn

paper kernel
#

ok so I forgot to add, the objects are at set offset

#

like 500 units to right

red kindle
#

any answer for my qustion

frozen oak
#

Ok, get spline length and divide the redult by your offset to see how many units you should spawn?

sullen wraith
#

is there a way to make it so ai dont take the most direct path?

#

ie go in a single line?

frozen oak
#

Sorry mahmoud, I have no idea what that filetype is :/

red kindle
#

ok

#

could i export animation from unreal to fbx
and could it be usefule for unity

frozen oak
#

I know I saw a trick ones where someone added a texture to a decal and was able to export it like that. But thats a while ago and I cant find it atm

paper kernel
#

the equation has to take turn radius into account

#

because inner side has less distance by a factor of offset

frozen oak
#

Huh, if you get spline length and divide that up evenly all distances should be the same

paper kernel
#

it's not after you apply offset from the spline

#

like car differential

#

inner side always turns less

frozen oak
#

So you want to offset the meshes off the spline ?

paper kernel
#

yea

#

like runway lights, except runway isn't straight

frozen oak
#

How are you doing the offset?

paper kernel
#

multiplying right vector with float

frozen oak
#

So the distance between the meshes gets bigger when you move it?

#

Screenshots would be really helpfull tbh

#

@red kindle probably

#

Animation data is just animation data

novel spire
#

So on GitHub, commit messages are often broken apart, like so:
"GameManager now do this, this, and th...
...at. It's better."

#

How do you guys deal with this? It looks ugly.

tawdry sierra
#

Hi guys. How can use flipbooks in a sequencer?

fierce tulip
#

flipbook material node, controlled by a variable, and feed that variable in the sequence?

royal lance
#

hey im having a really strange issue with lighting, right now my game takes place in a pretty dark area so im using a low sky lighting and point lights to light up my scene, but the issue is that when you move through the level the lighting keeps getting lighter and darker , and then it lights back up. is there any way to make it more consistent?

dim plover
#

Maybe auto exposure?

cobalt scaffold
#

@paper kernel i had the same problem, did you solve it yet ?

royal lance
#

auto exposure? ill check

#

it was

light lark
#

Is there a good tutorial to make your very first game? Including the basics and also making a game then

ancient otter
#

Hi, I’m having a problem on unreal.

#

This is the post I made, if anyone can help pls tell me.

#

I would say my problem but it’s actually hard to explain

#

This is something I have lots of time trying to find, someone, pls respond or send it to someone that may now the answer. Thanks πŸ˜„

velvet kindle
#

oy ! i'm having an issue. I have a character, I already imported its mesh with blendshapes, skeleton, materials and textures via FBX.
Now I'm trying to import an animation from a separated FBX file, and I always get frozen here :
https://i.imgur.com/sZyDsTm.png

lunar bobcat
placid arrow
#

@red kindle t3d is torque 3D

#

if you still need to know

plush yew
#

can we use same camera in 2 level sequences?

hard minnow
#

Is there a quick way to disable all debug stuff (printed messages, debug shapes and lines etc)?

vale silo
#

what are the best settings for streaming levels on Android (so that there are no hiccups in gameplay while level is streaming on the background) ?

next badger
#

@placid arrow T3D is Unreal 3d Object format

#

it's kind of text desriptive format

#

was there since ue1

#

but Epic dropped it after 4.12, since it caused a lot of crashes

placid arrow
#

ah, i thought it was torque

plush yew
#

Do any games have Vray or just Cinematics? Can't find anything in Google other than just for Cinematics.

#

okay thank you man so to create a text and these mechanincs that I msut to do there will be in the playerstate or? @regal mulch

quasi horizon
#

Do anyone know If unreal can be used to make editor applications like for example a simple CAD program or and movie editor that handles files?

plush yew
#

nope I think

dry moon
#

Yeah it definitely can, you'll just need to rework things a lot differently and remove what you dont need in terms of what you're doing

plush yew
#

ok

#

sorry

#

Hello guys I want to ask you what to do when I don't know how to do something but I want to create it? For example I want to create map like LastDayOnEarth but idk how to do it so what to do?

#

@plush yew make it?

#

but I don't know how to do

#

when I want to create something

rich nymph
#

first you'd need to know what 'does' that thing you don't know how to make have

#

then, knowing those parts you may find you do know how to make some of them

#

"divide et vinces", divide and conquer. make small parts, then assemble them to the actual thing

plush yew
#

Hello again I want to ask you my classmate he had a prblem with the texture of the model (stick) he unwraped the model again but when we put the textures the result is this:

lament saddle
#

maybe check if the material IDs are set correctly

plush yew
#

how to check it?

lament saddle
#

in the modeling software

plush yew
#

@lament saddle

#

okay I understand you on theory but I don't know how to make this map with different locations, I don't know how to make when you step on the green map in the game to transfer you to the map(maybe this is make with collusions?)

#

and a lot of things more @rich nymph

#

okay and I hav one more question I installed yesterday the latest version of ue 4 but I have one mor eversions

#

It's several maps

#

When you enter a different map it loads that map

#

yes

#

but I will send you screenshot

#

which version will load the project? I want to load with the latest

#

hmm

#

Any increase in performance with UE 4.22?

grim ore
#

Yes

#

And some decreases

#

And some stuff not changed

dry moon
#

Decreases?

grim ore
#

Sure, random bugs that decrease performance

dry moon
#

Maybe it'll be fixed when full release, I hope

plush yew
#

So it's on par with 4.21 performance wise though?

royal lance
#

does anyone have a good tutorial for a level transition? for example id go to the end of the level and collide with a flag , and then id spawn in the next level. any pointers?

grim ore
#

@plush yew there is a major performance increase for certain meshes in 4.22 if you use them

plush yew
#

@grim ore you mean like static meshes, character meshes, What?

grim ore
#

it's technically this line from the preview notes Refactor adds auto-instancing at runtime and more efficient renderthread mesh drawing

plush yew
#

@grim ore what's that mean lol

#

Auto instancing?

grim ore
#

the link I linked had more information. basically the engine can go from "you want to draw 100 meshes that are the same, here is 100 meshes drawn one at a time" to "you want to draw 100 meshes that are the same or similar, here is 4 draw calls for all of them"

#

it's almost like instanced static meshes but for regular meshes lol

plush yew
#

Is there a complexity limit?

#

Or polycount limit?

grim ore
#

probably

plush yew
#

It sounds decent but who devs games on a temporary version

#

Can it be used for movable objects that have collision?

grim ore
#

i think its just a drawing improvement

honest vale
#

collision has nothing to do with rendering, so yea

next badger
#

there are no polycount or complexity limitations for instanced meshes...

#

but there are many others

#

like no lightmap baking, every asset should have same textures/shaders, lod groups are locked

lethal breach
#

Good afternoon everyone! I’m running some tests on my project with a demo map. The map has ~700-1000 actors including enemies, trees, etc. with low-poly models. I’m running an above average PC build but am running into performance issues when enemies chase the player. This is a top-down Diablo style game so when there are say, 50 enemies chasing the player the FPS drops to about 25 from ~110 FPS with no enemies. I’m wondering if my issue can be alleviated with culling as I have none setup so every actor is constantly being populated for the PC (from my understanding of culling.) I’m debating what type of culling I should use for this style of game, I am leaning toward Camera Frustum. Thoughts on if Culling might be fix my performance issues, or any likely causes you can think of?

next badger
#

You may run the performance logger an look on your time cycles

lethal breach
#

Performance logger you say? Time to go look into that! Thanks for the tool recommendation.

grim ore
#

@lethal breach you can guess at the issues or you can profile it and see the exact costs for everything in a frame. If you do the later you can find out the direct issue and then work towards fixing it, it might not be an issue that culling would improve.

lethal breach
#

How do I go about profiling it?

next badger
#

@lethal breach it's called "Session Frontend"

lethal breach
#

I am fairly new to UE4, I have a basic understanding but am still learning regularly - I view your tutorials almost daily for example. The latest was your tutorial on Lerp Nodes, which I have to say - Thanks for your awesome tutorials!

#

Thanks, I’ll look into that!

grim ore
#

πŸ˜ƒ glad to hear they are helpful. There are a few different ways to profile so that page is a good start. Just getting a simple cpu profile is a good start to go "damn I didn't know my BP tick logic was taking up 200ms" type stuff lol

next badger
#

I wish ue4 used Session Frontend profiler as default tool

#

it's way more useful than on screen logs

grim ore
#

agree, it's just not a simple thing to make work out of the box compared to bam something pretty is on the screen with big red lines lol

lethal breach
#

I’m hoping it isn’t my BP logic as my entire game is BP, I have no ticks running and the game is single player only. But hopefully the Session Frontend logger and the profiling will help point me in the direction.

grim ore
#

well you have AI running and that might be using ticks

#

hey preview 3 of 4.22 is out, yay

lethal breach
#

Ah, that’s true. And I’ve wondered if my Behavior trees are the issue. If as I mentioned I have 50 enemies, each running a behavior free... That could become costly.

grim ore
#

yep that's why my first thought was profiling πŸ˜ƒ

dim plover
#

Also, I think, performance in PIE is significantly lower than standalone.

lethal breach
#

That’s what I’ve been told. But the lag I’m experiencing is while running the game in a stand-alone game viewport.

next badger
#

@dim plover PIE as new window or directly in the editor?

lethal breach
#

Question, does a culled actor run it’s Behavior tree? Or does culling just affect the visual draw?

dim plover
#

I think I meant PIE directly in editor, but I'm not sure PIE with standalone also suffers. Though, 25 FPS regardless would not translate well anyway.

olive schooner
#

I finally set up our team git but when I cloned the repos on my computer and launched the editor, I can see it updated a bunch of files in Content/StarterContent... How and why this happened? πŸ˜–

plush yew
#

@honest vale the mesh moves πŸ‘€ doesn't that make more draw calls

honest vale
#

why would it

plush yew
#

Because it's moving it......?

next badger
#

@olive schooner what files exactly?

honest vale
#

the engine does a draw call every single frame for every single mesh

plush yew
#

The draws would be calculating it in a new location

honest vale
#

it is done always per frame

plush yew
#

Huhm

honest vale
#

regardless of whether something moves or not

sudden agate
#

A Drawcall is just a fetch from the GPU so it knows what needs to be drawn.
Instanced Meshes means the Data for a single mesh is already on the GPU and you just feed transform (which may already be on the GPU) data to it.

#

the Drawcall is therefore reduced because you dont have any mesh data sent to the GPU

plush yew
#

So...

#

Okay...

#

But...

#

Why

sudden agate
#

Moving meshes do not change anything, because the Transform is just updated

#

not the mesh itself

#

super dooper simplified

plush yew
#

How does it separate the draw vs transform

#

Isn't that extra calculations

sudden agate
#

Rendering a Mesh is just a mathetmatical concatenation of matrices

grim ore
#

I have 100 meshes. I send 100 meshes to the GPU. the GPU draws 100 meshes. regardless of the position that frame or whatever it's going to draw 100 meshes. with instancing it pushes 1 mesh that matches your others to the GPU, then tells it where that 1 mesh should be drawn. the GPU can handle this super fast rather than having to take in all that info from the computer.

plush yew
#

Then aren't meshes already instanced

grim ore
#

meshes are instanced only if you make them instanced basically. Only if you do the work ahead of time to make it so. yes there is more calculations but compared to pushing out all that data to the GPU it's minor

#

everything has a cost. instancing meshes can have a lower cost than just drawing them all individually πŸ˜ƒ

plush yew
#

That doesn't sound right to me

#

It's the same amount of draws ?

grim ore
#

nope

honest vale
#

each draw call requires some CPU work

#

that CPU work for a thousand (simple) meshes is greater than the time it takes to just render all of them in a combined mesh

plush yew
#

I get the concept

#

But it sounds like bs imo

honest vale
#

it's not a matter of your opinion dude πŸ˜„

grim ore
#

say you had a picture in real life. every stroke of paint or ink is a draw call. when you are done you have the finished product which is 1 draw call then if you ever wanted to reproduce it. figuring out all the stuff for making that picture ahead of time and just doing it all at once can be cheaper than drawing a line,then getting another line to draw, drawing that line, etc.

plush yew
#

But that's what loading a game does...?

grim ore
#

loading a game != drawing a frame

plush yew
#

Or starting a map

#

Everything is already there

grim ore
#

you don't, and cannot, have the entire game in memory

plush yew
#

...? Open a map in editor and play lol

#

Everything is there, I don't get it lol

honest vale
#

you're being told by a couple of persons that you are mistaken

#

and you insist still?

plush yew
#

Yes?

honest vale
plush yew
#

Kind of irrelevant. My point stands.

honest vale
#

no, it does not

plush yew
#

Yes it Does?

honest vale
#

read the pdf @grim ore linked

#

then study how the rendering pipeline in UE 4 works

plush yew
#

....

#

How about respond to what I said instead of giving me irrelevant info

#

You load up a game, you play it, everything is there in the game, because your computer knows it Is,

#

Because it's remembering it via ram

#

Hence it's all there and that's what I just said

dim plover
#

Is it okay to create children of UStructs?

grim ore
#

a small question about that RAM, how much ram does a 4K texture use up that has a few mip levels?

#

assume its RGBA 32bit

digital anchor
#

@dim plover yes

olive schooner
#

@next badger It changed a bunch of files actually. Took a screenshot from the source control commit window.

dim plover
#

@digital anchor , Alright thanks... unfortunately that means I made a little mistake. 😦

sudden agate
#

@grim ore atleast one byte

grim ore
#

@sudden agate bah πŸ˜›

sudden agate
#

21 MB if I remember. probably more though

grim ore
#

yeah it depends on compression as well. was trying to explain how it doesn't all fit in memory but I think we lost that fight.

sudden agate
#

no that was 2k

next badger
#

@olive schooner you are using ue4 git plugin?

sudden agate
#

4k is 121 MB or so

#

@grim ore just dont answer when he needs help because his game lags :P

plush yew
#

Instancing is probably good for a scene with 120mil polys

grim ore
#

Instancing is "free" performance so it's good for anything that could use it.

plush yew
#

I suppose but how relevant is it to performance increase

#

Like 3%?

#

Not a statement^

grim ore
#

the original link I gave you had real numbers and example

plush yew
#

<didn't read

#

Lol but it's still not final version

#

Even still I'd consider it the same as it without because it doesn't really make sense

#

To me at least

grim ore
#

yeah it's probably no more than 3% at best

plush yew
#

I mean the meshes are there right, and the GPU still needs to remember they're there...

#

So it's basically the same calls?

olive schooner
#

@next badger yup using the git plugin

latent moth
#

sometimes my widget doesn’t appear, the event beginplay is not called at all after launching a level. does someone know if there might be an issue with how elements are displayed?

next badger
#

@olive schooner you should verify the location of the git root with some proper tool, also, UASSETS generally excluded by gitignore

sage blaze
#

anyone know what to do here The project could not be compiled. Would you like to open it in Visual Studio?

Running C:/Program Files/Epic Games/UE_4.21/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="C:/Users/regus/Documents/Unreal Projects/BatteryCollector/BatteryCollector.uproject" -TargetType=Editor -Progress -NoHotReloadFromIDE
Creating makefile for BatteryCollectorEditor (no existing makefile)
Performing full C++ include scan (no include cache file)
Using Visual Studio 2017 14.14.26428 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.14.26428) and Windows 10.0.17134.0 SDK (C:\Program Files (x86)\Windows Kits\10).
@progress push 5%
Parsing headers for BatteryCollectorEditor
Running UnrealHeaderTool "C:\Users\regus\Documents\Unreal Projects\BatteryCollector\BatteryCollector.uproject" "C:\Users\regus\Documents\Unreal Projects\BatteryCollector\Intermediate\Build\Win64\BatteryCollectorEditor\Development\BatteryCollectorEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
Reflection code generated for BatteryCollectorEditor in 11.4935176 seconds
@progress pop
Building 10 actions with 8 processes...
@progress 'Compiling C++ source code...' 0%
@progress 'Compiling C++ source code...' 10%
[1/10] PCLaunch.rc
@progress 'Compiling C++ source code...' 20%
[2/10] SharedPCH.Engine.cpp
c:\program files\epic games\ue_4.21\engine\source\runtime\core\public\Windows/WindowsPlatformCompilerSetup.h(22): error C2338: Visual Studio 2017 versions 15.7 and 15.8 are known to have code generation bugs that affect UE4. Please update to version 15.9.
ERROR: UBT ERROR: Failed to produce item: C:\Users\regus\Documents\Unreal Projects\BatteryCollector\Binaries\Win64\UE4Editor-BatteryCollector.dll
(see ../Programs/UnrealBuildTool/Log.txt for full exception trace)
Total build time: 74.92 seconds (Parallel executor: 0.00 seconds)

plush yew
#

To elaborate, I still don't get how saying it uses less calls actively makes it use less calls. You have your same meshes, because it knows all calls of one mesh, it knows all calls of the others? But in order for the game to know That, it has to be loaded, to see and interact with it the GPU needs to call it anyway?

#

As well that's just saying that x mesh draws = y mesh calls, and labels all meshes as x. But all the same meshes are already x, so wouldn't the GPU already know all meshes are x?

sudden agate
#

@plush yew eh. no.
The GPU doesnt know anything.

#

you are sending Mesh Data per frame

plush yew
#

It's like it's saying draw mesh x in different locations, but it still has to know all the meshes.

#

🀷

lethal breach
#

Ok, had a chance to sit down now that the kiddo went down for his nap. @grim ore this is profiling when I enter the map, without any enemies chasing me.

#

And this is with ~40. If I'm not mistaken, the cause of my lag is the Behavior Tree ticks. Would you agree?

#

Other than the behavior trees, I have absolutely no ticks running.

plush yew
#

@sudden agate mesh... data... per... frame?

marsh garnet
#

Hey, I'm making a class based on the DiscordRpc object and I get this Creating makefile for hot reloading MyProjectEditor (.uproject file is newer) Compiling game modules for hot reload Using Visual Studio 2017 14.16.27023 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023) and Windows 10.0.17763.0 SDK (C:\Program Files (x86)\Windows Kits\10). C:\Users\mathc\Documents\Unreal Projects\MyProject\Plugins\discordrpc\Source\DiscordRpc\DiscordRpc.Build.cs: warning: Modules must specify an explicit precompiled header (eg. PrivatePCHHeaderFile = "Private/DiscordRpcPrivatePCH.h") from UE 4.21 onwards. C:\Users\mathc\Documents\Unreal Projects\MyProject\Plugins\discordrpc\Source\DiscordRpc\DiscordRpc.Build.cs: warning: Referenced directory 'C:\Program Files (x86)\Unreal Engine\UE_4.21\Engine\Source\DiscordRpc\Public' does not exist. Parsing headers for MyProjectEditor Running UnrealHeaderTool "C:\Users\mathc\Documents\Unreal Projects\MyProject\MyProject.uproject" "C:\Users\mathc\Documents\Unreal Projects\MyProject\Intermediate\Build\Win64\MyProjectEditor\Development\MyProjectEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed -FailIfGeneratedCodeCha nges ERROR: 'C:/Users/mathc/Documents/Unreal Projects/MyProject/Intermediate/Build/Win64/UE4Editor/Inc/MyProject/Discord.generated.h': Changes to generated code are not allowed - conflicts written to 'C:/Users/mathc/Documents/Unreal Projects/MyProject/Intermediate/Build/Win64/UE4Editor/Inc/MyProject/Discord.generated.h.conflict' Error: UnrealHeaderTool failed for target 'MyProjectEditor' (platform: Win64, module info: C:\Users\mathc\Documents\Unreal Projects\MyProject\Intermediate\Build\Win64\MyProjectEditor\Development\MyProjectEditor.uhtmanifest, exit code:

livid haven
#

@plush yew Is this a matter of not understanding instancing?

#

I'm late to the thread.

marsh garnet
#

@livid haven Any idea on my error?

livid haven
#

I read two lines of it, saw this:
Compiling game modules for hot reload
Don't.

#

Period.

#

Hot reload.

#

Ever.

marsh garnet
#

I just made a C++ class....

livid haven
#

Which is 100% a thing that will not work with hot reload even if it was perfectly functional.

marsh garnet
#

So how do I turn off hot reload?

livid haven
#

You don't. You just... don't use it. Don't hit "Compile" inside of UE4.

#

And don't try to build from within VS while the editor is running.

marsh garnet
#

I made a C++ class, and it says compiling. VS is closed

olive schooner
#

@next badger

What do you mean by verify the location of the git root with some proper tool ?
My .gitignore only filters out builtdata .uassets
My .gitattributes correctly tracks .uassets with

Content/** filter=lfs diff=lfs merge=lfs -text

I restored the branch to it's original state, opened the Editor and it added the same files so I think it "updates" my Content folder with the EngineContent from my editor installation, which somehow is different... I'm so lost πŸ˜„ I'm gonna just commit my "new" files and hope it forgets about everything... Otherwise I'll .gitignore StarterContent and move everything I want to another folder. My environment artist doesn't understand that stuff and she pokes around starter content changing stuff...

livid haven
#

You mean to say you created a C++ class using the wizard in the UE4 editor? That tries to hot reload.

#

Don't do that.

upper heart
#

Hot reload == πŸ’£

marsh garnet
#

Ok

grim ore
#

I use Hot Reload all the time πŸ˜› I just make sure I don't use it if I ever much with the .h files

marsh garnet
#

One last question, if I am integrating DiscordRPC into my project, where do I put the file? In my Source or Public folder.

livid haven
#

Hot reload is at best of limited use if you know exactly how it works and thus know what it can or can't do without issues.

#

(Someone asking about Source vs Public is definitely not ready for that)

dim plover
#

There's an option to turn off hot reload when you add a class.

vale silo
#

I see more people came back so I am going to try again - what are the best settings for streaming levels on Android (so that there are no hiccups in gameplay while level is streaming on the background) ?

marsh garnet
#

Just answer

livid haven
#

I was responding to MathewW, not answering you. Patience.

#

It wasn't a dig at you, it was a fair assessment of whether you should feel confident knowing what hot reload will or won't do. Nothing wrong with not knowing.

marsh garnet
#

"(Someone asking about Source vs Public is definitely not ready for that)"

azure shore
#

lol everyones always getting annoyed with each other in here

grim ore
#

I love everyone in here, no time for getting annoyed πŸ˜ƒ

livid haven
#

I know what I said, and that was in response to MathewW commenting about hot reload being usable. It may be to him, but it probably will be more of a hassle for you without that depth of knowledge.

#

Public and Private folders exist to separate files that should be accessible to other modules.

marsh garnet
#

So where do I put my class?

livid haven
#

It's a convention, not a strict rule.

#

I wouldn't just shove stuff under Source. I'd follow the convention.

marsh garnet
#

Ok?

livid haven
#

Private should contain files that only the module should access.

#

Public should contain files that other modules also need access to.

grim ore
#

put all your files in the root directory if you are lost on where to put it, worst that can happen is you can't find it later lol

livid haven
#

Generally, *.cpp should be in private, because there's practically never a reason you need to access a CPP file from another module.

marsh garnet
#

Ok

#

And how do I turn off hot reload again? Thanks btw

livid haven
#

Now, not all header files should be in Public, but what is in Public is typically, exclusively header files. *.h

grim ore
#

just don't hit the Compile button in the editor (hot reload), or build the project with the editor open (hot reload)

upper heart
#

I think you should start with a single module mindset if you aren't working on a plugin type project.

livid haven
#

You can start by putting everything in Private until you know for a fact you need to include one of those headers inside of another module. Then, you move it to Public.

marsh garnet
#

So I have to close the IDE over and over? @upper heart

livid haven
#

The IDE? Absolutely not.

upper heart
#

The editor

livid haven
#

The editor, yes.

marsh garnet
#

So I have to close the editor over and over?

livid haven
#

Yup.

marsh garnet
#

...

livid haven
#

The editor is running your code. You change your code, you restart the editor (that needs to run your edited code).

marsh garnet
#

Isn't there a way I can turn it off? Like in settings?

upper heart
#

It's pretty standard to not edit a program's code while it is running

livid haven
#

Turn what off? Hot reload? Not really, but that wouldn't change closing the editor.

marsh garnet
#

Is this what you always do?

abstract relic
#

We are very spoiled devs though πŸ˜‰

livid haven
#

Every day of the last 12 years I've been programming, yes.

#

Or 10 professionally. Or 7 with UE4.

marsh garnet
#

Isn't Epic going to fix this soon?

livid haven
#

No. This is not something you "fix".

marsh garnet
#

Topkek So you're saying this is how Fortnite was made?

grim ore
#

eventually if you work with UE4 and C++ enough you can learn when you should have the editor open and when it should be closed when working in C++

livid haven
#

Yes. I am. As someone who has been on the Fortnite dev team for 5 years.

marsh garnet
#

Ok

vale silo
#

oook, so, anyone with level streaming experience on Android ?

livid haven
#

Hot reload has several issues, but the biggest ones aren't a matter of bugs with hot reload, they're fundamental limitations of what it means to swap code in a running program.

dim plover
#

I wish Hot Reload was completely taken out, though. As an option or something. Sometimes I accidentally build with the editor open.

livid haven
#

Live++ is pretty awesome and somewhat better.

grim ore
marsh garnet
livid haven
#

Hot reload is somewhere between trying to replace a car engine, while it's running and doing that trick where you pull a tablecloth without moving all the tableware on it - except you then proceed to try to put another tablecloth in there at the same time.

grim ore
#

ffs I literally just forgot what the grey input pin is that adapts to the input type

livid haven
#

Wildcard?

grim ore
#

yes.. thank god

livid haven
#

πŸ‘

grim ore
#

I literally could not remember it

livid haven
#

But, I've been appreciating Live++.

#

The difference with Live++ is that it doesn't need to try to swap DLLs like hot reload sort of does.

frank escarp
#

does hot reload work in fortnite?

livid haven
#

Instead it patches in the live code to call into its own DLL, if I understand correctly.

#

As far as I know, no one attempts to use hot reload in Fortnite.

frank escarp
#

on PUBG we busted hot reload loooong ago

livid haven
#

But we do use Live++ now.

frank escarp
#

so eventually got disabled

#

uhmmm

#

i need more info about that

#

becouse im on the edge of throwing myself out of the window every time i need to tweak code

#

pubg project size is like 500 gb, so editor opening takes about 4-5 minutes

livid haven
#

And I believe we have plugin support for Live++.

marsh garnet
#
#include "Discord.h"

Discord::Discord()
{
    static void fizzlepop() {

    }
}

Discord::~Discord()
{
}

a block-scope function may only have extern storage class

frank escarp
#

in what unreal version?

#

pubg is on 4.16

marsh garnet
#

Simple question, but?

frank escarp
#

but if this thing actually works in pubg

#

its value would be on the millions of $

livid haven
#

I think the plugin is either 4.21 or 4.22?

frank escarp
#

on productivity

livid haven
#

@marsh garnet That code doesn't make any sense.

marsh garnet
#

Why

#

Lol

livid haven
#

You're declaring a static function inside of a constructor.

marsh garnet
#

why you bully me

livid haven
#

What does it even mean to be a static function inside of a function's scope?

frank escarp
#

learn 2 cpp

#

before trying to do unreal cpp

worn granite
#

Clearly its just advanced super dupez C++ hackerscript

marsh garnet
#

Lol

#

I removed the static but I get expected a ;

livid haven
marsh garnet
#

So where do I call it?

#

Outside the Discord::Discord?

livid haven
#

You're not calling anything. You're defining a function inside of a function. I don't know why you're trying to do that.

frank escarp
#

@marsh garnet close VS

#

learn C++

marsh garnet
#

Because, if I define it outside of the function, my DiscordRichPresence object is undefined.

pallid compass
#

what VBlanco said

frank escarp
#

its extremelly clear you have no clue wtf you doing

livid haven
#

^this^

frank escarp
#

you will only lose our time. Go learn C++

#

if you want to do ue4 stuff, use blueprints

pallid compass
#

Yeah dont do what i tried to do, your gonna have a very bad time

marsh garnet
#

You can do DiscordRPC with blueprints?

livid haven
#

You're not getting an error about your DiscordRPC because the compiler has given up by then with trying to make sense of your static function declaration/definition inside of a function definition.

frank escarp
#

@livid haven how does the live++ work

#

does it hotpatch the function that changed?

livid haven
#

Yep, that's my understanding.

frank escarp
#

can the demo version work in unreal?

pallid compass
#

madness

frank escarp
#

i could try to see if it would work on pubg

#

and if it does

vale silo
#

so, I am guessing no one streams levels on Android :/

frank escarp
#

holy shit

livid haven
#

I don't know. I just saw an internal e-mail that said do X Y and Z and then you'll have Live++.

frank escarp
#

every programmer in the office wastes at least half of the dev time on restarts

pallid compass
#

wow

livid haven
#

I mean, you're still going to have to do that.

#

Just not for everything

frank escarp
#

even if only cpp file changes can be hotreloaded

#

thats good enough

livid haven
#

Yep. And that's what it'll do.

pallid compass
#

That sounds really nice

frank escarp
#

then ill have to tell the office about it

#

everyone is sad that hotreload died in the project

livid haven
#

Hot reload is just too difficult to maintain, IMO.

#

And as a feature that total noobs use? Even worse.

#

Because people don't know what it can't do and it's not feasible to have it detect the things it can't represent.

frank escarp
#

it fails quite hard at modifying headers

#

wich makes total sense

#

the fact that it even works at all is an absolute miracle

#

i remember when hotreload didnt work on headers

livid haven
#

Yep. Which Live++ won't really fix since it's just hotpatching functions.

frank escarp
#

thats fine

#

most of the time what i want to iterate is 1 function

#

or add/remove visual logs

#

does it work multiplayer?

#

and in-game

livid haven
#

Actually, I wonder how it explodes if you change a struct and have any of that struct, by value, in your source file?

#

I mean, presumably the Live++ created DLL will have the different memory footprint for that struct and the hotpatched function will now be trying to pass the old struct memory layout/footprint to the Live++ version that has a new memory layout/footprint.

vale silo
#

one thing I learned today is not to ask any non-C++ questions when there is C++ talk in the chat πŸ™„

livid haven
#

Seems as likely to explode.

#

Sorry.

#

Can take it to CPP. Just inadvertantly became a whole subject.

#

No, no idea about streaming on Android.

pallid compass
#

lounge is the new cpp

vale silo
#

so, back to my silly question about level streaming on Android...

abstract relic
vale silo
abstract relic
#

Gross, it is a twitch stream channel

south tide
#

We've been using Live++ and it's magic! Definitely recommend checking the trial.

plush yew
#

I made the largest landscape possible in UE 4.21 with thirdpersoncontroller template, stuck a mat on the landscape and built lighting and it freezes at 100% πŸ’€

wheat fulcrum
#

does MoveTo not work if Physics is enabled? πŸ€”

cloud cobalt
#

Nope

#

These were UE3-specific files

next badger
#

@plush yew Milkshape 3D

stable coral
#

hello! in unreal engine is possible to make a bluetooth chat? between 2 devices, creating a bluetooth server and bluetooth client

next badger
#

well, there's a BT plugin on marketplace...i have no clue what it does

grim ore
#

stock bluetooth chat? nope. with C++, sure!

stable coral
#

ohh... i dont know about c++

#

help me mr matheww

grim ore
#

I don't have any ideas as well, you just asked if it was possible

stable coral
#

πŸ˜ƒ

#

lol

#

so with blueprints is not possible?

plush yew
#

What would something like this do:
Float multiplydamage = (totaldamage > 1.0f) ? 1.0f / totaldamage : 1.0f

#

well that's a yucky UI bug right there

#

the .bash_history file name isn't being properly wrapped to fit in the bounds of the file icon D:

#

Wouldn't that just mean totaldamage/1?

stable coral
#

@grim ore what about LAN multiplayer?

grim ore
#

that is built into the engine

stable coral
#

yeah that might be better

#

it works with mobile too?

grim ore
#

it should yep, its basically ip networking over a normal network connection

#

so internet or local as long as its an ip connection

cloud cobalt
#

Though mobile LAN is not exactly mainstream

coarse wigeon
#

Just thought I would share

maiden swift
#

^Nice looking tool. I'm probably going to check out the free version at some point.

tribal frost
#

@plush yew actor x importer, its a free plugin for 3ds max that can import psa and psk files

plush yew
#

Why is there just some random 3d house building architecture software in the UE files? Lol

#

Called like dreamscape or dream house or something

finite slate
#

What?

plush yew
#

Go to your program files in Epic Games

#

version

#

Then (I'm not at my comp and can't remember) but there's a separate folder

#

Inside that folder is a compressed file

#

Open it and it is a 3d building architure software

#

Called like dreamscape or something. When you open it it's like 500mb

grim ore
#

must be unique to your install, nothing like that here

#

perhaps you downloaded some software and chose that directory to save it in.

plush yew
#

Nope

grim ore
#

share a screenshot when you can

plush yew
#

Will do

#

I'll be home at like 11pm est

#

No it's actually called Compressed

#

Search compressed

lethal breach
#

Hey there everyone, so as some of you know I've been working on trying to improve my performance, I have the profiler tool up and running, but can't find a good reference online for how to fix what it's showing me. Anyone have a reference photo or video that walks you through using the profiler tool?

plush yew
#

I found it in 4.19 not sure if it'll be in 4.22

grim ore
#

yep not in 4.22 for sure

plush yew
#

Yes that's it.

#

Derived cache

#

The first one

grim ore
#

thats a cache

plush yew
#

Copy paste to your desktop and double click it

grim ore
#

It's a cache of all the stuff you are using in UE4, it might have architecture meshes in it from the arch viz template as well as the starter content

plush yew
#

No. It's an actual 3d architect software

grim ore
#

welp I don't have a program that can open it so my trail ends here

plush yew
#

All you have to do is double click on it lol

grim ore
#

yep and again, I don't have a program that can open it.

plush yew
#

You don't need one

grim ore
#

that's not how windows works

pallid compass
#

Skyrip you seam to be very confused my dude

plush yew
#

Uh no...?

pallid compass
#

Just because something on your pc will open a thing with a software does not mean derived data cache is architecture software

plush yew
#

Uh yes it is lol

pallid compass
#

What software opens it then?

#

Show me screen shot

plush yew
#

I don't have architecture building software on my pc lol. Even if I did I would recognize the difference ESP since it says the name of the program

pallid compass
#

Then how do you know its architecture building software if you cant open it

plush yew
#

I said I opened it...

livid haven
#

Mate

pallid compass
#

I think you might be having a stroke right now my dude,

livid haven
#

The DDC is Derived Data Cache

pallid compass
#

Because you are losing your marbles

livid haven
#

And it is binary data generated from processing assets.

#

It is not a piece of software.

pallid compass
#

What program did you use to open it? what did it look like?

plush yew
#

Riiight is this some lame inside joke

livid haven
#

And it can not properly be opened by any software other than UE4.

pallid compass
#

Im not even gonna argue its not a .exe yet

#

I want too see him open it

livid haven
#

If you are opening these files, it's because the file extension happens to be shared with some other file.

#

And Windows 10 at least does ship with some 3D software. @grim ore

pallid compass
#

Yup i said that before

plush yew
#

I'm leaving in 5 mins I'll be back in like 4 hours

livid haven
#

For what that's worth.

worn granite
#

5 mins too long to share a screen?

plush yew
#

Kinda sorta

pallid compass
#

1 screen shot pls

#

show me your secrets

grim ore
#

woof. After this morning and the issues with @plush yew anyone who continues down this rabbit hole is asking for a headache

livid haven
plush yew
#

@livid haven nope

livid haven
#

I would not be surprised if it ends up opening up some random file extension as if it were a 3d model.

pallid compass
#

screen shot pls

plush yew
#

It's a legit 3d arch building software called dream something

pallid compass
#

screen shot p l s

worn granite
#

Lol I'm trying one of them in VS, taking bets how bad this crashes

pallid compass
plush yew
#

Yes

pallid compass
#

Prob just shares the same extension

#

and some how u have it installed

#

and tried to open the binary data

#

skyrip

#

u got rekt m8

plush yew
#

Erm

pallid compass
#

i just lied

plush yew
#

?

pallid compass
#

this software is not called dream

#

the save name of the loaded project is called "DreamPlan"

plush yew
#

Okay?

#

And?

pallid compass
#

This is not called dream anything

worn granite
#

0/8 bad b8 m8

pallid compass
#

when u think u are baiting and get b8'd

plush yew
#

That's still from UE files...

#

I don't have NHC software on my computer

worn granite
#

I dunno, but UE4 ships with this weird thing called VisualStudio too

pallid compass
#

m8 i just caught you out

#

Your making stuff up

plush yew
#

Huh

worn granite
#

Rei? Uh.

#

I don't follow yer logic.

pallid compass
#

The software i said was called dream right

#

is not called dream

worn granite
#

It is.

pallid compass
#

and he said that was it

#

all i did was post a piece of software with a project open called Dream

next badger
#

@worn granite was it sarcasm about VS?

pallid compass
#

So it looks like it was called dream

worn granite
#

the project name is 2 Story House

pallid compass
#

FAM

worn granite
#

notice the lower left

pallid compass
#

U JUST

#

RUINED MY REVERSE

#

U IDIOT

#

U R USELESS

maiden swift
#

The app in your screenshots is DreamPlan Home Design Software.

#

Rei, chill the fuck out.

worn granite
#

😬

pallid compass
#

Immutable throwing my life upside down

worn granite
#

when you tryna troll but end up playin yourself in lounge

pallid compass
#

10/10 would do again

#

this is worse than when i forgot "if"

polar hawk
#

this is literally the worst thing in my life

pallid compass
#

It can be worse Allar

#

When i send you my CV alex

worn granite
#

oof

polar hawk
#

try, I dare you

maiden swift
#

Anyway, what is actually happening here? @plush yew what is it you're trying to figure out or say here?

abstract relic
#

This isn’t lounge though

worn granite
#

shh bby is k

plush yew
#

@maiden swift read above

next badger
pallid compass
#

Oh yeah sorry pfist me and immut always screaming at each other, forgot i am not in DM's

polar hawk
#

lolololol the fuck is that

pallid compass
#

Dare accepted Allar, give me 48 hours then you can roast me.

polar hawk
#

Don't work too hard I literally won't get it

maiden swift
#

@pallid compass Well stop forgetting. Also take it to #lounge.

plush yew
#

Meh

#

@next badger

pallid compass
#

After Immutable and and Sion get at me first.

#

oh yeah dam, your just passing it off rip.

worn granite
#

You auto-forward it to the company? @polar hawk ?

polar hawk
#

I'mma leave this mystery unsolved

worn granite
#

Fair enough

pallid compass
#

Wait iv got it

#

Hes gonna throw them all in a lottery.

maiden swift
#

Hey guys, guess what?

pallid compass
#

btw @plush yew fair enough dude, i actually thought you had lost your marbles.

#

I take back what i said 10/10

maiden swift
#

Get back on topic or leave it alone please.

#

OK good. Now we can move on.

pallid compass
#

Is derived data cache not on topic in here?

polar hawk
#

Is the topic of "I hate all general purpose channels related to UE4" on topic

pallid compass
#

That is not a troll question, i guess its context to consider.

plush yew
#

Tf does it make you download that for anyway

polar hawk
#

Hear me out guys

pallid compass
#

Looks like a component of some sort for some software?

polar hawk
pallid compass
#

pls no

livid haven
#

@maiden swift Skyrip is on about UE4 including some kind of architecture software inside of the DDC folder.

worn granite
#

I'd actually get work done, wtf is that suggestion

pallid compass
livid haven
#

We're trying to convince him he's mistaken and UE4 doesn't ship with any such software.

pallid compass
#

He aint joking Sion

livid haven
#

That's where all of this thread is about.

pallid compass
#

I just had to eat my words.

polar hawk
#

I highly suggest not boarding @plush yew's train

pallid compass
#

Oh yeah it does not ship, but he did open it.

maiden swift
#

@livid haven Yeah, I think I'm up to speed now. Pretty sure it's just a misunderstanding of course.

livid haven
#

I told you it was probably just a common extension that was shared. Windows has a bunch of weird additional software like that these days.

#

Didn't know you had to install it afterwards though.

pallid compass
#

Does obj not share the same extension are c++ compiled down before linking?

#

its object right?

#

extension as*

maiden swift
#

Indeed. Seems like a weird coincidence. Not uncommon on Windows.

livid haven
#

OBJ is both a 3d model format and also a compiled source file's format.

#

And probably a bajillion other things too.

polar hawk
#

its also an obscure engine entity format

pallid compass
#

Cant 100% recall the extension for object type files generated c++ before linking.

#

Ah so it is, gotcha.

#

lmao

polar hawk
#

extensions are not sacred

livid haven
#

Extensions are kind of antiquated shit.

pallid compass
#

Yeah i have seen a few extensions used in different formats.

livid haven
#

Like, what if multiple pieces of software support an extension? Do you... install another piece of software that opens the file and then figures out which of the other pieces of software probably really opens it? Gross.

polar hawk
#

when starting a new ue4 project you should always change the config's .uasset extension to '.fuck'

pallid compass
#

omg

worn granite
#

.thisshitagain

pallid compass
#

Go on immutable do it, you might even ship it knowing you

plush yew
#

Lul

worn granite
#

I might even ship a ue4 project?

plush yew
#

Good marketing scheme

next badger
#

i think extensions are still used since header indexing is expensive

worn granite
#

Gee, wow, thanks.

pallid compass
#

If you ship a thing, il stop making CPU's in factorio and wasting my time.

#

Good deal?

#

gets to factorio forever

worn granite
#

Does it count if the shipping was in the past?

#

Or do I need to ship a new thing

pallid compass
#

No that is cheating.

#

Also this adds another thing to my list of things to learn

#

Learning to parse files and such properly from scratch.

worn granite
#

Kindly define ship in this context

plush yew
#

You can't learn anything from this @pallid compass

pallid compass
#

You get on a ship and fail to England

#

sail*

#

God dam it.

livid haven
#

So, when you think two characters in a show are cute...

worn granite
livid haven
#

... you 'ship them.

pallid compass
#

🀦

plush yew
#

But I think all cough UE4 cough characters are cute

#

Still wondering what other shitty things I can find