#ue4-general
1 messages Β· Page 404 of 1
@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
urrr... wait... its starting to fall in place now... but wow... why is it so different to a physics constraint?
Well Physics Constrains is something else
PhysicsConstrains is something you can use to make a physics door
But you would grab and pull the door open via the Handle
The Handle is actually really simple. Wonder where the problem comes from.
You grab something at LocationX.
And then you set the TargetLocation to move it.
Hello?
Jo
I was searching for someone to help me withMy Project
okay so i asked this question yesterday
but could anyone like
show me how to do this via blueprint
......
@regal mulch ok, wait, wait, wait... "and then you set the targetlocation to move it"... target location being the physics handle, you mean?
.... I just searching for someone with a Faster PC Gaming
@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.
Well
Thatβs quite a hefty order for an unpaid position, no detail, and no portfolio
Well, there seem to be always people who actually say yes to such offers.
Not that this ever results in an actual project but well.
@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
I mean, sure, it attaches at that point, but it keeps the grabbed objects relative transform at grab time
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)
Alright let me shed some light on it.
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:
@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.
Ahh.
Now my question is...
Is this literally all it takes for a Sound Cue to play random background music in a loop?
i.e pick a song at random, wait till it finishes, then pick another one
Pretty much
Assuming the wave players should NOT be looping though? lol
@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.
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.
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)
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?
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.
I'm pretty sure you can move the grabbed Actor into your hand
Rotate it as you wish
And then grab it
So if you image an imaginary point right in the middle of you hand palm
That could be a mesh in your game
And the point is a socket or a scene component
You can set the location and rotation of the actor you wish to grab to the one of that point
Effectively moving it into your hand
THEN you grab the actor by that point
Or rather the root component of that actor
@weary basalt What would I do in the sound cue to make the engine choose another song once the current one finishes?
And when updating the target location and rotation you specific the same location and rotation of that imaginary point
Cause you want to make sure it moves with it
right, so in essence, keep the non-physical snap animation, and THEN activate the handle?
@regal mulch can I go further, and not even activate the physics handle unless I detect a hit on that component?
because I notice it lags behind my motion controller
@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.
(and it didn't before with a straight up attach)
The Lagging Behind is because of the late update iirc
ok... so wonder how flaky it is to enable and disable the handle on hit events... π
I'll try tomorrow!
@plush yew Assuming its for background ambient music.
@regal mulch thank you for all your help and information! it was really great!
The lagging behind should be fixable. Doubt it has something to do with the actual handle
You mean this sort of "lagging"?
(the beam)
@regal mulch either way, when I'm not hitting something, it's a bit unnecessary to calculate physics, correct?
@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
@glacial pecan Well the main idea of using the Physics handle is to simulate physics properly
If you have the hammer grabbed
And you hit the table
It will probably NOT go through the table
@regal mulch that sort of lagging I have at work, but not in my project at home π the lag here is much smoother, so it feels as if it's a physics thing
@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.
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
@regal mulch @regal mulch hehe... I was thinking something like this (really quick and dirty thrown togehter)
You aren't specifying any Component though :D
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.
UMG should have a ToolTip for you already
Each Widget has a ToolTip parameter
Which you can bind to to create your own tooltip.
I know but its too small and I would like to personalise
You technically don't need to position it
Just bind to it
That should let you create your own widget
do you mean the 'tooltiptext' bind or the 'tooltipwidget' bind?
I'm have sure there was a way to create your own
Ah
You see the Advance Arrow below that section?
There is the "Tool Tip Widget"
Hidden
Yeah I know
If you bind to that you can return a widget
It should set the location by itself o.o
yeah I have probably fiddled with some anchor or offset and I dont understand widgets well
:P
@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
and of course I probably need to juggle attach/detach and enable/disable physics etc. etc.
anyway, late for bed now, time to sleep! thanks again for all the info! π
This "Adjust Volume" node isn't working
I want the track to fade in over 2 seconds
but it is just staying at volume 0.01
just barely loud enough for my Bluetooth headset (at full blast) to recognize there's even audio being played AT ALL
I'm sure if I got a Discord notification right about now it'd blow my ear drums out lol
i might be mistaken, but must you not adjust the multiplier aswell?
1 * 0,01 is still barely audible..
then....how am I supposed to----wait
@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
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
maybe they'd all mute it at start of production, and never bothered unmuting? π
pretty amazing tho ! π
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.
@regal mulch Hey, I need help, sorta.
I'm trying to achieve a sort of gameplay where when the character turns around the enviornment changes
Could you show me how to do it via blueprint?
quite the question hehe
@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.
Hey, any programmers here? π 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.
lmao
wtf
ue goes boom
@bitter iris Squads Map uses a SceneCaptureComponent2D which they then render to texture and you have your Map.
They may use multiple passes to get higher resolution, which they then stitch together
Can someone help me on blueprint?
"Decompiling Shaders" lol
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.
π
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
the only issue is if you switch tracks too quickly, the game gets a little confused and doesn't fade out the previous track
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
Is your game just an OS?
yes
What makes it a game?
it's a hacking game
Hacking game with a stealth element to it.
me: You can't make an OS in BP
Alkaline: Hold my beer```
Is that done in Slate or UMG?
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
@worn granite be careful what ya say there buddy
the UI is done in BP
but a lot of the backend stuff is C++
aw man
the Terminal is rendered using C++, I wouldn't even dare to do that in Blueprint lol
I could have sworn you didn't use any C++ at all
Id be surprised if he didnt lol
Back in July that was the case
oh I still have my nick on
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
Whats the performance like?
my terminal? I haven't done any benchmarking but it seems to run at 60 FPS to my eyes
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
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
How are you actually storing text, jw?
right now it's just an FString
I tend to just have a text widget for any given line or paragraph and when that's not visible its not visible.
then another one for the input buffer/stdin
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++
and the current terminal I wrote works well enough
The way I achieve multicolor is pretty neat too
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
if it sees a *, that means bold
_ means italic
- is both
and r is regular
if it sees a ! then the text blinks, haven't implemented that yet
Interesting.
and if it sees two &s in a row, it sees that as "literally render an &"
I also use latent actions for getting user input from the terminal
Which makes writing terminal commands in c++ a total pain in the male genital area but....
I'm not even sure how I would accomplish the same sort of api in C++ without going into multithreading hell
Do it, multithread it, just do it π
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.
Benefit: All your code is in one spot
Detriment: You use a lambda
at least....it's not....an immutable lambda

okay that was a lame joke
but I had the opportunity and I took it
anyway, I'm extremely grateful to Avery Alexander
Hey is there a way to code in C# with Unreal?
Their music is so awersome
@marsh garnet Doubt it. But there's Blueprint, and Unreal's C++ isn't too far off C# once you get into it
Ok
(trust me, I used to be a MonoGame user last year)
If you're really wanting to use C# you can find a plugin that's unsupported
What do you mean by Blueprint? Some C++ is involved, right. I can code it though. I'm intermediate C++
Blueprint is the visual node scripting system
@marsh garnet Most of your gameplay logic is going to be Blueprint, trust me. Your UI will definitely be in BP
What about Player Movement
that, you can do with either BP or C++, it's really up to you
I'd recommend VS with VisualAssist
I personally use VSCode but I wouldn't recommend it unless you don't mind not having autocompletion all the time
Ok
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
Is there a way to edit controller deadzone in blueprint?
to the right i've got several actors in a folder, is there a way for me to access them inside a character blueprint?
to move to
All the tutorials I find seem to be very contradictory or very outdated
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
I have a problem with sequencer
I have a bp but when i play anim it only plays the anim on 1 mesh
all of them have the same skeleton
@smoky osprey you probably need a track for each mesh
@smoky osprey can you post screen of sequencer?
yeah... give me a sec
i need it so 1 anim plays in 3 meshes
I used to do it 1 mesh 1 track but its time consuming
is there a reason you can't just have each mesh have their own track in sequencer to play the anim?
yeah
can't tell much from that. would need to see bp and larger view of sequenceer
this is how i have my bp https://i.gyazo.com/thumb/1200/e9130efb1290f2f407bf0ec409d57f66-png.jpg
sorry ,trying to understand what it is you're trying to do but having trouble
Ok so...
I have 3 meshes
The 3 meshes have the same skeleton
I want that when i put 1 anim on the bp it affects all 3 meshes
not only 1'
when you say put an 'animation on the bp' do you mean use an 'Play Animation' node?
from an ai controller, how can i get a refrence to the ai it controls?
Anyone got pointers on what to do to enter a battle mode for an RPG style game?
or just switching to different types of modes in general?
@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...
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
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
Hey guys
As far as Simplygon goes, what happens if you have a mesh that contains morphs but need to reduce it?
recommend using paragon characters? or are they very heavy?
I hope someone helps me with my simplygon concerns. DM me if you have more info,
Is anyone having editor performance issues lately on 4.21.2?
Idk if it's my graphics card or something else
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)).
dude i am so close to finishing setting up my mosin
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)).
@marsh garnet can anyone help me? And ping me please, Iβll be in bed
@midnight sonnet Looks a bit to polished, also #work-in-progress
I'm a little confused, my while loop keeps saying infinite loop detected
when I change the condition of it?
so many channels lol
delay inside a while loop π€’
and obviously it's an infinite loop because 'Battle' is always true
Looping delay ftw
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.
so whats the best way to have a delay with a loop?
Also, modifying the variable outside the loop body doesn't count.
ill give that a go immutable π
Component End Overlap literally never happens
because you never, ever break out of that loop
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.
that worked Immutable π
Really, you want to use a timer.
^
@wary wave it does fire
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.
nah timer doesn't fit the need for it
There's a good reason the node isn't called "DoOnceEveryInterval"
the branch trick has worked π
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 π
this is the recurring bit.
You're obviously doing this every 1s
perfect use case for a timer.
Textbook use case, even.
ill take a look into it π it's working with the delay currently so I wont muck around pass this point for now π
one more quick question
is there a way to duplicate the "item"?
nevermin
got it
@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.
sounds about right
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?
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
sounds like a feature
the hell :3
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?
Use level blueprint
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
how can I get a vector value saves as a blackboard key
inside a task?
get value as vector>?
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
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?
Use the get spline length node and then divide the result by how many objects you wanna spawn
any answer for my qustion
Ok, get spline length and divide the redult by your offset to see how many units you should spawn?
is there a way to make it so ai dont take the most direct path?
ie go in a single line?
Sorry mahmoud, I have no idea what that filetype is :/
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
the equation has to take turn radius into account
because inner side has less distance by a factor of offset
Huh, if you get spline length and divide that up evenly all distances should be the same
it's not after you apply offset from the spline
like car differential
inner side always turns less
So you want to offset the meshes off the spline ?
How are you doing the offset?
multiplying right vector with float
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
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.
Hi guys. How can use flipbooks in a sequencer?
flipbook material node, controlled by a variable, and feed that variable in the sequence?
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?
Maybe auto exposure?
@paper kernel i had the same problem, did you solve it yet ?
Is there a good tutorial to make your very first game? Including the basics and also making a game then
Hi, Iβm having a problem on unreal.
This is the post I made, if anyone can help pls tell me.
Hi,
I have an actor bp with this structure:
e9130efb1290f2f407bf0ec409d57f66png.jpg
I have placed this actor blueprint on my sequencer and added a track called
I would say my problem but itβs 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 π
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
using these options : https://i.imgur.com/aE0oekq.png
requested help in #gameplay-ai
can we use same camera in 2 level sequences?
Is there a quick way to disable all debug stuff (printed messages, debug shapes and lines etc)?
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) ?
@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
ah, i thought it was torque
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
if you forgot I am talking about it is this:
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?
nope I think
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
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
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
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:
maybe check if the material IDs are set correctly
how to check it?
in the modeling software
@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?
Decreases?
Sure, random bugs that decrease performance
Maybe it'll be fixed when full release, I hope
So it's on par with 4.21 performance wise though?
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?
@plush yew there is a major performance increase for certain meshes in 4.22 if you use them
@grim ore you mean like static meshes, character meshes, What?
I was trying to be lazy but noooo you made me have to go find it. https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1583659-unreal-engine-4-22-preview?p=1584646#post1584646 Instancing of Meshes by default now
PREVIEW!
Preview 1 of the upcoming 4.22 release is available now on the Launcher and GitHub. We are making this Preview available so that our developer community
it's technically this line from the preview notes Refactor adds auto-instancing at runtime and more efficient renderthread mesh drawing
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
probably
It sounds decent but who devs games on a temporary version
Can it be used for movable objects that have collision?
i think its just a drawing improvement
collision has nothing to do with rendering, so yea
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
Good afternoon everyone! Iβm running some tests on my project with a demo map. The map has ~700-1000 actors including enemies, trees, etc. with low-poly models. Iβm 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. Iβm 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.) Iβm 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?
You may run the performance logger an look on your time cycles
Performance logger you say? Time to go look into that! Thanks for the tool recommendation.
@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.
How do I go about profiling it?
@lethal breach it's called "Session Frontend"
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, Iβll look into that!
π 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
I wish ue4 used Session Frontend profiler as default tool
it's way more useful than on screen logs
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
Iβm hoping it isnβt 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.
well you have AI running and that might be using ticks
hey preview 3 of 4.22 is out, yay
Ah, thatβs true. And Iβve 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.
yep that's why my first thought was profiling π
Also, I think, performance in PIE is significantly lower than standalone.
Thatβs what Iβve been told. But the lag Iβm experiencing is while running the game in a stand-alone game viewport.
@dim plover PIE as new window or directly in the editor?
Question, does a culled actor run itβs Behavior tree? Or does culling just affect the visual draw?
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.
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? π
@honest vale the mesh moves π doesn't that make more draw calls
why would it
Because it's moving it......?
@olive schooner what files exactly?
the engine does a draw call every single frame for every single mesh
The draws would be calculating it in a new location
it is done always per frame
Huhm
regardless of whether something moves or not
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
Moving meshes do not change anything, because the Transform is just updated
not the mesh itself
super dooper simplified
Rendering a Mesh is just a mathetmatical concatenation of matrices
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.
Then aren't meshes already instanced
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 π
nope
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
it's not a matter of your opinion dude π
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.
But that's what loading a game does...?
loading a game != drawing a frame
you don't, and cannot, have the entire game in memory
you're being told by a couple of persons that you are mistaken
and you insist still?
Yes?
Kind of irrelevant. My point stands.
no, it does not
Yes it Does?
....
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
Is it okay to create children of UStructs?
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
@dim plover yes
@next badger It changed a bunch of files actually. Took a screenshot from the source control commit window.
@digital anchor , Alright thanks... unfortunately that means I made a little mistake. π¦
@grim ore atleast one byte
@sudden agate bah π
21 MB if I remember. probably more though
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.
no that was 2k
@olive schooner you are using ue4 git plugin?
4k is 121 MB or so
@grim ore just dont answer when he needs help because his game lags :P
Instancing is probably good for a scene with 120mil polys
Instancing is "free" performance so it's good for anything that could use it.
the original link I gave you had real numbers and example
<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
yeah it's probably no more than 3% at best
I mean the meshes are there right, and the GPU still needs to remember they're there...
So it's basically the same calls?
@next badger yup using the git plugin
sometimes my widget doesnβt 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?
@olive schooner you should verify the location of the git root with some proper tool, also, UASSETS generally excluded by gitignore
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)
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?
@plush yew eh. no.
The GPU doesnt know anything.
you are sending Mesh Data per frame
It's like it's saying draw mesh x in different locations, but it still has to know all the meshes.
π€·
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.
@sudden agate mesh... data... per... frame?
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:
@plush yew Is this a matter of not understanding instancing?
I'm late to the thread.
@livid haven Any idea on my error?
I read two lines of it, saw this:
Compiling game modules for hot reload
Don't.
Period.
Hot reload.
Ever.
I just made a C++ class....
Which is 100% a thing that will not work with hot reload even if it was perfectly functional.
So how do I turn off hot reload?
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.
I made a C++ class, and it says compiling. VS is closed
@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 π 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...
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.
Hot reload == π£
Ok
I use Hot Reload all the time π I just make sure I don't use it if I ever much with the .h files
One last question, if I am integrating DiscordRPC into my project, where do I put the file? In my Source or Public folder.
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)
There's an option to turn off hot reload when you add a class.
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) ?
Just answer
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.
"(Someone asking about Source vs Public is definitely not ready for that)"
lol everyones always getting annoyed with each other in here
I love everyone in here, no time for getting annoyed π
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.
So where do I put my class?
It's a convention, not a strict rule.
I wouldn't just shove stuff under Source. I'd follow the convention.
Ok?
Private should contain files that only the module should access.
Public should contain files that other modules also need access to.
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
Generally, *.cpp should be in private, because there's practically never a reason you need to access a CPP file from another module.
Now, not all header files should be in Public, but what is in Public is typically, exclusively header files. *.h
just don't hit the Compile button in the editor (hot reload), or build the project with the editor open (hot reload)
I think you should start with a single module mindset if you aren't working on a plugin type project.
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.
So I have to close the IDE over and over? @upper heart
The IDE? Absolutely not.
The editor
The editor, yes.
So I have to close the editor over and over?
Yup.
...
The editor is running your code. You change your code, you restart the editor (that needs to run your edited code).
Isn't there a way I can turn it off? Like in settings?
It's pretty standard to not edit a program's code while it is running
Turn what off? Hot reload? Not really, but that wouldn't change closing the editor.
Is this what you always do?
We are very spoiled devs though π
Every day of the last 12 years I've been programming, yes.
Or 10 professionally. Or 7 with UE4.
Isn't Epic going to fix this soon?
No. This is not something you "fix".
So you're saying this is how Fortnite was made?
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++
Yes. I am. As someone who has been on the Fortnite dev team for 5 years.
Ok
oook, so, anyone with level streaming experience on Android ?
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.
I wish Hot Reload was completely taken out, though. As an option or something. Sometimes I accidentally build with the editor open.
Live++ is pretty awesome and somewhat better.
Programming is not always roses and puppy farts, sometimes it sucks hence https://imgs.xkcd.com/comics/compiling.png

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.
ffs I literally just forgot what the grey input pin is that adapts to the input type
Wildcard?
yes.. thank god
π
I literally could not remember it
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.
does hot reload work in fortnite?
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.
on PUBG we busted hot reload loooong ago
But we do use Live++ now.
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
Hot-reload/live code C and C++ applications.
And I believe we have plugin support for Live++.
#include "Discord.h"
Discord::Discord()
{
static void fizzlepop() {
}
}
Discord::~Discord()
{
}
a block-scope function may only have extern storage class
Simple question, but?
I think the plugin is either 4.21 or 4.22?
on productivity
@marsh garnet That code doesn't make any sense.
You're declaring a static function inside of a constructor.
What does it even mean to be a static function inside of a function's scope?
Clearly its just advanced super dupez C++ hackerscript
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.
Because, if I define it outside of the function, my DiscordRichPresence object is undefined.
what VBlanco said
its extremelly clear you have no clue wtf you doing
^this^
you will only lose our time. Go learn C++
if you want to do ue4 stuff, use blueprints
Yeah dont do what i tried to do, your gonna have a very bad time
You can do DiscordRPC with blueprints?
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.
Yep, that's my understanding.
can the demo version work in unreal?
madness
so, I am guessing no one streams levels on Android :/
holy shit
I don't know. I just saw an internal e-mail that said do X Y and Z and then you'll have Live++.
every programmer in the office wastes at least half of the dev time on restarts
wow
Yep. And that's what it'll do.
That sounds really nice
then ill have to tell the office about it
everyone is sad that hotreload died in the project
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.
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
Yep. Which Live++ won't really fix since it's just hotpatching functions.
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
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.
one thing I learned today is not to ask any non-C++ questions when there is C++ talk in the chat π
Seems as likely to explode.
Sorry.
Can take it to CPP. Just inadvertantly became a whole subject.
No, no idea about streaming on Android.
lounge is the new cpp
so, back to my silly question about level streaming on Android...
Gross, it is a twitch stream channel
We've been using Live++ and it's magic! Definitely recommend checking the trial.
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% π€
does MoveTo not work if Physics is enabled? π€
@plush yew Milkshape 3D
hello! in unreal engine is possible to make a bluetooth chat? between 2 devices, creating a bluetooth server and bluetooth client
well, there's a BT plugin on marketplace...i have no clue what it does
stock bluetooth chat? nope. with C++, sure!
I don't have any ideas as well, you just asked if it was possible
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?
@grim ore what about LAN multiplayer?
that is built into the engine
it should yep, its basically ip networking over a normal network connection
so internet or local as long as its an ip connection
Though mobile LAN is not exactly mainstream
Just thought I would share
^Nice looking tool. I'm probably going to check out the free version at some point.
@plush yew actor x importer, its a free plugin for 3ds max that can import psa and psk files
Why is there just some random 3d house building architecture software in the UE files? Lol
Called like dreamscape or dream house or something
What?
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
must be unique to your install, nothing like that here
perhaps you downloaded some software and chose that directory to save it in.
Nope
share a screenshot when you can
Will do
I'll be home at like 11pm est
No it's actually called Compressed
Search compressed
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?
I found it in 4.19 not sure if it'll be in 4.22
thats a cache
Copy paste to your desktop and double click it
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
No. It's an actual 3d architect software
welp I don't have a program that can open it so my trail ends here
All you have to do is double click on it lol
yep and again, I don't have a program that can open it.
You don't need one
that's not how windows works
Skyrip you seam to be very confused my dude
Uh no...?
Just because something on your pc will open a thing with a software does not mean derived data cache is architecture software
Uh yes it is lol
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
Then how do you know its architecture building software if you cant open it
I said I opened it...
Mate
I think you might be having a stroke right now my dude,
The DDC is Derived Data Cache
Because you are losing your marbles
And it is binary data generated from processing assets.
It is not a piece of software.
What program did you use to open it? what did it look like?
Riiight is this some lame inside joke
And it can not properly be opened by any software other than UE4.
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
Yup i said that before
I'm leaving in 5 mins I'll be back in like 4 hours
For what that's worth.
5 mins too long to share a screen?
Kinda sorta
woof. After this morning and the issues with @plush yew anyone who continues down this rabbit hole is asking for a headache
This thing.
@livid haven nope
I would not be surprised if it ends up opening up some random file extension as if it were a 3d model.
screen shot pls
It's a legit 3d arch building software called dream something
screen shot p l s
Lol I'm trying one of them in VS, taking bets how bad this crashes
Yes
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
Erm
i just lied
?
this software is not called dream
the save name of the loaded project is called "DreamPlan"
This is not called dream anything
0/8 bad b8 m8
when u think u are baiting and get b8'd
I dunno, but UE4 ships with this weird thing called VisualStudio too
Huh
It is.
and he said that was it
all i did was post a piece of software with a project open called Dream
@worn granite was it sarcasm about VS?
So it looks like it was called dream
FAM
notice the lower left
The app in your screenshots is DreamPlan Home Design Software.
Rei, chill the fuck out.
π¬
Immutable throwing my life upside down
when you tryna troll but end up playin yourself in lounge
this is literally the worst thing in my life
oof
try, I dare you
Anyway, what is actually happening here? @plush yew what is it you're trying to figure out or say here?
This isnβt lounge though
shh bby is k
@maiden swift read above
Oh yeah sorry pfist me and immut always screaming at each other, forgot i am not in DM's
lolololol the fuck is that
Dare accepted Allar, give me 48 hours then you can roast me.
Don't work too hard I literally won't get it
After Immutable and and Sion get at me first.
oh yeah dam, your just passing it off rip.
You auto-forward it to the company? @polar hawk ?
I'mma leave this mystery unsolved
Fair enough
Hey guys, guess what?
btw @plush yew fair enough dude, i actually thought you had lost your marbles.
I take back what i said 10/10
This isn't #lounge.
Get back on topic or leave it alone please.
OK good. Now we can move on.
Is derived data cache not on topic in here?
Is the topic of "I hate all general purpose channels related to UE4" on topic
That is not a troll question, i guess its context to consider.
Tf does it make you download that for anyway
Hear me out guys
Looks like a component of some sort for some software?
lets remove #ue4-general and #lounge
pls no
@maiden swift Skyrip is on about UE4 including some kind of architecture software inside of the DDC folder.
I'd actually get work done, wtf is that suggestion
We're trying to convince him he's mistaken and UE4 doesn't ship with any such software.
He aint joking Sion
That's where all of this thread is about.
I just had to eat my words.
I highly suggest not boarding @plush yew's train
Oh yeah it does not ship, but he did open it.
@livid haven Yeah, I think I'm up to speed now. Pretty sure it's just a misunderstanding of course.
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.
Does obj not share the same extension are c++ compiled down before linking?
its object right?
extension as*
Indeed. Seems like a weird coincidence. Not uncommon on Windows.
OBJ is both a 3d model format and also a compiled source file's format.
And probably a bajillion other things too.
its also an obscure engine entity format
Cant 100% recall the extension for object type files generated c++ before linking.
Ah so it is, gotcha.
lmao
extensions are not sacred
Extensions are kind of antiquated shit.
Yeah i have seen a few extensions used in different formats.
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.
when starting a new ue4 project you should always change the config's .uasset extension to '.fuck'
omg
.thisshitagain
Lul
I might even ship a ue4 project?
Good marketing scheme
i think extensions are still used since header indexing is expensive
Gee, wow, thanks.
If you ship a thing, il stop making CPU's in factorio and wasting my time.
Good deal?
gets to factorio forever
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.
Kindly define ship in this context
You can't learn anything from this @pallid compass
So, when you think two characters in a show are cute...

... you 'ship them.
π€¦
