#ue4-general

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fierce tulip
frail jasper
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LogSerialization: Error: Attempt to sync load bulk data with EDL enabled (LoadDataIntoMemory). This is not desireable.

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LogTexture: Error: Loading non-streamed mips from an external bulk file. This is not desireable.

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anyone know what is going on here? runs on astc but gives this error when running on a act device.

slim gazelle
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Anyone have experience exporting UE to WebGL? Wondering what's the compatibility like and potential blockers when doing so

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UE => HTML5/WebGL

heavy notch
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Hello, I am looking for C++ tutorials that aren't based of of third person template. I have gone through bunch of tutorials of multiplayer tutorials and i feel like I have a grasp on what's happening but I would like to understand more about the engine and create a multiplayer project from scratch ("Basic Code Template"). I have searched a lot but I just can't find anything

copper flicker
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@regal mulch any chance you could give me a hint.. on how this would work with inheritance ?

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everything in Initialize is easy

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but then I have that array and I have to save it as a variable...

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it's this kind of stuff that makes my brain dizzy..

regal mulch
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The Button Array would be in the Parent Class

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You can freely access that in the Children

copper flicker
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how??

regal mulch
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Just search for it when rightclicking in the child's event graph?

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Given you actually inherited your widget from the parent

grim ore
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or you can click the show inherited variables in the variable list and be lazy!

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laaaaaaaazy

regal mulch
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True, also shows a lot of other garbage but yeah

copper flicker
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I don't understand.. at all O o.. sorry

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I mean how is it possible for that array to exist in the Parent

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since every child would have to have different inputs

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in the array

regal mulch
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You have to realize that Classes are just Templates

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It's a template of what an actual object would look like

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Each of the actual object in the end can fill the varaibles differently

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it's like having a class "Human"

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Where each instance has a different haircolor

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But at the same time, you probably inherit the color from your parent

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Given you have two Widget Classes:

W_Widget_Parent
and
W_Widget_Child

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W_Widget_Parent has the Array Variable

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W_Widget_Child inherits from W_Widget_Parent (you have to actively choose the Parent when creating the Widget or afterwards click on "File->Reparent" to change the Parent)

copper flicker
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wait...

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this is all too abstract

regal mulch
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Sorry :<

copper flicker
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can u give me an example of how that array can be empty?... in the parent...?.... and then filled with inputs in the child?

regal mulch
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Yes, that's what I was typing

copper flicker
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so the parent has an empty array?

regal mulch
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Correct

copper flicker
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and in the child?

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how do I populate the the array i nthe child?

regal mulch
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The Child also has that Array, inherited from the Parent, but they are basically two independent variables.

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The same way you would populate the array if it would exist in the child to begin with

copper flicker
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well, I can't populate it as a Construct event

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since that would erase everything under Construct

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I don't understand overriding too well.

regal mulch
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Ah here I show you

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Parent BP, okay?

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Has an array

copper flicker
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kay

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: >

abstract relic
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๐Ÿฟ

regal mulch
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Parent also has some shizzle in the Construct event

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Nothing with the array, just some other stuff you want to do

copper flicker
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kay

regal mulch
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That's the Child

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See top right corner (Parent class: W_Parent)

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It has the Array too

copper flicker
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yes

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wait, how does it have the array?

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you created it?

regal mulch
copper flicker
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meaning you duplicated the array?

regal mulch
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It's inherited from the Parent

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You have to actively show the inherited variables (see gif)

copper flicker
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OMFG.....

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I dind't know that!!!

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O o

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OM F GGGGGgggggggggggggggg

regal mulch
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Mathew tried to explain that

copper flicker
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๐Ÿ˜„

regal mulch
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But without knowing the editor it's not easy to know what we meant

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Now the last thing

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WHich you also don't know ;)

copper flicker
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yeah, the most important part.....

regal mulch
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Now this would be filling the Array in the Child

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(this is still the child)

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But lord, what happened with the Parent stuff in the Construct?

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Well at this point, it's overridden

copper flicker
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but that would delete everything under that Construct

regal mulch
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Wouldn't execute anymore

copper flicker
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except for the array

regal mulch
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Here is the trick

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Tada

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That little node exists for all functions that you override

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And it calls the Parent version of it

copper flicker
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hmmmmmmmmmmmmmmmmmmmmmmmmmmm

frail jasper
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the reason you want it this way is so that you have one parent object in memory. that would hold all the variables that every child class will have like hp name or whatever. The child class would inherit those variables and be able to set their own values.

true leaf
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Yeah that trick is very helpful ๐Ÿ‘Œ and the hidden option to reparent a blueprint

regal mulch
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So now when the Child executes it, it will execute the parent EventConstruct

true leaf
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In the file menu

regal mulch
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And then the array stuff

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@true leaf There are two ways of inheriting for widgets

copper flicker
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hmhmhmhmhmhmhhhh.... I can see... but I don't get the hidden maddness behind this stuff

regal mulch
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One is reparent

copper flicker
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I mean...

regal mulch
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Which is annoying

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The other one is not to use the Widget entry

copper flicker
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this recreates everything in the parent?

regal mulch
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but just the blueprint one

true leaf
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VM it's just like .. inheritance . Have you programmed in Java ??

copper flicker
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nope

true leaf
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Ah. Lol

regal mulch
true leaf
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Well it's like.. imagine you want to make two blueprints, one for a car and one for a truck

regal mulch
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@true leaf

copper flicker
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eXi, thank you very much for explaining this

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I will try to do this

true leaf
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U can make a blueprint called a vehicle amd make the car and truck be children

copper flicker
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I know how to make child BPs...

regal mulch
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It's very unintuitive cause they make you create widgets via that extra entry on User Interface

true leaf
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And then put all the variables and functions in the vehicle blueprint

regal mulch
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But if you want to inherit widgets you ahve to go through the blueprint creation dialog

copper flicker
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wut?

regal mulch
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@copper flicker I post this cause I find it unintuitive

copper flicker
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I always just right click on the parent BP

regal mulch
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That doesn't work on Widgets

copper flicker
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and ... oh shit, it's missing

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yeah

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wtf

regal mulch
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Yeah it's confusing. One would even assume you can't use inheritance in widgets

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Cause well, you usually create a new one by going into the User Interface dialog

copper flicker
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omfg UNREAL....

true leaf
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Oh I had no idea widgets were different

regal mulch
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Well they aren't really

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But the UI is just shitty

copper flicker
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that is indeed supershifty

regal mulch
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Also if you use inheritance in UMG, only create actual UI in the last widget

copper flicker
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๐Ÿ˜›

regal mulch
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The parent and the child aren't allowed to both have UI

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BOth can have functions and variables

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but the Designer has to stay empty for all but one of them

copper flicker
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oh nooooooo

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so I have to start all from scratch

regal mulch
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So all you can inherit is functions and varaibles

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Which is already a lot in terms of organizing your shizzle

copper flicker
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ok, and every button...... can have a custom event?

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and I grab the parent event...

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in the child

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that's another thing that I don't know how to handle

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I have all sorts of custom code that might be needed, might be not...

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for each button

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or maybe I create a split structure\

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a Sequence

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and add a custom event at the end of it?

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so that way each button inherits the mandatory code..

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and then on top of that, some event

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: /

regal mulch
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Don't you basically want the same sort of thing like a normal button gives you?`

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A green "OnPressed" event that gets called when the button gets pressed?

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Cause you don't really want a generic Pressed Event to be defined in teh button

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But rather in the widget that has all the buttons

copper flicker
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nono, I mean the functionality that the button triggers

regal mulch
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That would be a simple Function/Event in the Button Widget

copper flicker
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and btw, I don't know how to make each button inherit the same design...

regal mulch
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Well you make one W_Button

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And place that into all your widgets

copper flicker
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oh.. I forgot about that

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I was duplicating buttons

regal mulch
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nonono

copper flicker
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instead of drag n drop a button BP

regal mulch
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No duplication of Widgets

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One Widget Class that serves a purpose like being a button

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And that one gets placed into multiple widgets

copper flicker
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AMEN!

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uhm.... so I have a button and Txt as a child of it.

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the text object doesn't exist in the inherited

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if I drag and drop the widget in the parent canvas.. only one object exists

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the button

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ok.. and if I have a button and a text object as 2 separate widgets.. they don't work together

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I'm trying to set the text from BP

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but.. the Button form the inherited widget doesn't connect to the Button array

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in the inherited Menu Widget

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O o

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it says: Button Object Reference is not compatible with Button Object Reference

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wtf

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it was difficult and frustrating enough to make these widgets manually... but with Inheritance, this is Hell

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๐Ÿ˜ฐ ๐Ÿ˜“ ๐Ÿ˜ฅ

regal mulch
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(: No one learned inheritance in one evening

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Give yourself some more time

plush yew
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Guys i need help fast

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so i am packaging my project but after its finished and i launch the game my foliage is missing material

cunning jetty
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Hi everyone, idk if it's the place to ask that but, someone here use regulary the cloth simulation ?

copper flicker
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yeah but .. I cna't find anything about this online

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Button Object Reference is not compatible with Button Object Reference??

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is this a bug?

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or I'm doing something I should?..

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shouldn't *

light thunder
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okay, WTF is this lit - I have that yellow light that is a dynamic material instance - at begin play, I create it and set a scalar parameter...it still stays lit but I have checked with this event tick to confirm the parameter is zero

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that's at begin play

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that's the material in question

livid haven
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Well, is that material actually assigned to that component?

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'cause it won't much matter if you change a MID that isn't actually applied.

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That's my first suspicion.

light thunder
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i thought the same thing

livid haven
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That's not a MID. That's a clear reference to an asset.

light thunder
livid haven
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If it was a reference to a MID, it would exist in the transient package, for one.

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I wouldn't assume a function called "Create" also sets anything.

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From a quick VAX symbol search, I'd be even more suspicious

light thunder
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I don't even know what VAX is

livid haven
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Visual Assist X

light thunder
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wait, I still needed to set it form there?

livid haven
digital anchor
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it does seem to set it

livid haven
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These search results would strongly suggest that Create Dynamic Material Instance doesn't set that newly created MID. If it did, why would there be another set of functions that explicitly say they Create and Set?

digital anchor
livid haven
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Yeah, I see that.

light thunder
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Even when I set it, i still doesn't work

livid haven
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Odd

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Eugh. These function names are gross...

light thunder
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how can I make it refresh/recompile the shaders?

livid haven
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They're just poorly named.

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They all create and set.

regal mulch
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It does set

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It should be enough to just Create it and save the ref to a variable for now

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Then you can use that to adjust your material

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Why it's not doing that for you, idk right now

livid haven
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๐Ÿ˜ก Why is our naming scheme on this API so awful? ๐Ÿ˜ก

regal mulch
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"on this API" you funny person you

livid haven
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I know, but this is particularly bad. Particularly.

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CreateDynamicMaterialInstance is the only non-deprecated one.

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Anyways, what are you trying to create a MID from? What material?

regal mulch
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Well, there are tons of places where things are mislabled

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Might be worth making a big PR at one point

livid haven
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If it breaks any licensee's anything, it'll probably get rejected. Just being honest.

regal mulch
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It doesn't seem wrong though what @light thunder posts

livid haven
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Yeah, but I'm still suspicious as it says it's using a different material

regal mulch
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They create the DynMat and then set the value to 0

livid haven
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Instead of pointing at some transient package MID.

regal mulch
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Which prints

livid haven
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I would also print out what the name of the applied material is.

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Compared to the name of the MID we have a pointer to.

light thunder
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well, something is wrong with it and I just did this, so that's super weird

livid haven
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Try that.

light thunder
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that's a good idea

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standby

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OH GODDAMNIT

regal mulch
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Also I mean things like TMapBase's FindRef, not actually returning a ref.
Or the "SpawnPawn" pin on the CreatePlayer Blueprint Node

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Things like that

light thunder
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delete your placeholders children

livid haven
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Que?

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Did you have two things in the same place?

light thunder
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that's a static mesh that's on the main panel you see there, it is just used to guide placement before the actor itself is spawned

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Yes, indeed

livid haven
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Gotcha.

regal mulch
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Is it working now?

livid haven
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Well, I also learned something our MID API since I haven't used it in a looong while. GG.

light thunder
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I'm kinda pleased that I did so well with making all the scales relative that I couldn't even tell the other one was there

regal mulch
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@livid haven ```cpp
/**

  • Find a reference to the value associated with a specified key.
    */
    FORCEINLINE ValueType& FindChecked(KeyConstPointerType Key)

/**

  • Find the value associated with a specified key.
    */
    FORCEINLINE ValueType FindRef(KeyConstPointerType Key) const
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Stuff like that

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Small and easy to properly read the description, but the naming is still wrong

livid haven
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Word. Wonder why that one is like that.

regal mulch
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No idea, also not ground breaking :P

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The best, still existing thing is the SpawnPawn Boolean on the CreatePlayer Blueprint Node though

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Which isn't spawning a pawn but a PlayerController.

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For BP only peeps a complete disaster

livid haven
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If I had an engine workspace sitting around, I'd make a quick change and shove it somewhere.

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But I don't and am currently exclusively in some Fortnite release branch workspaces. :/

regal mulch
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Don't worry

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Maybe someone somewhere has time to rename that boolean

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Or rather remove it cause BP people shouldn't have a chance to not spawn a PlayerController

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Sounds rather dangerous

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Short question, you are working abit with slate or? Can't recall what part of Fortnite you work on. @livid haven

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Currently looking at an EdModeToolkit and they use a

struct Locals
{
    // Some static ButtonClick events, create Button functions etc.
}

That is defined in the ::Init function and then used in the Init function to actually create the Widgets and bind events.

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Is that like how you want to do that?
I would have created the ButtonClick events as part of the class, and not with some local struct inside the function

livid haven
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I have been in Slate land recently. I am a UI framework guy.

regal mulch
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void FSomeEdToolkit::Init(...)
{
    struct Locals
    {
        static FReply OnButtonClicked(...) {...}

        static TSharedRef<SWidget> MakeButton(...) {...}
    }

    // Using Locals::MakeButton(..) here to create the button
}
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Basically that is what I currently look at

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I'm more used to defining the MakeButton and OnButtonClicked functions outside of the Init as

FReply FSomeEdToolkit::OnButtonClicked(...) {...}

livid haven
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I guess they wanted to really limit the scope of this functionality, perhaps to be able to have very generic names for brevity but not deal with polluting the namespace.

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And this was written before lambdas, without a doubt.

regal mulch
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So I would rather use lambdas or, if not really needed, just as a member function?

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That Locals Struct even has an enum class defined

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.>

livid haven
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Without looking at this specific code more closely, I'm guessing it was zealously limiting scope.

regal mulch
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Fair enough

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Welp, rather asking to be sure. :P Could have been some magic going on again.

livid haven
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I honestly didn't know you could have a private virtual method meaningfully until I saw some Slate code do it.

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You can override a private virtual method. You just can't call it. Or refer to it. But you can override it.

regal mulch
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o.o

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Makes sense I guess?

livid haven
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And, apparently, that is actually more appropriate than having protected virtuals.

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I just didn't realize it was possible, but there's a certain level of pedantry in Slate code that I can somewhat appreciate.

regal mulch
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Well protected virtuals allow you to call them in the child too

livid haven
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Right

regal mulch
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So it kinda makes sense, but I agree, would've never thought about using it

livid haven
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But I didn't know it was even possible. I thought surely any kind of referencing a private was illegal. Under any and all circumstances.

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Let alone that it was actually the more appropriate option (if somewhat more unwieldy)

regal mulch
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I guess the : public ParentClass is "stronger" here?

light thunder
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I'm using interfaces to control/execute functions on a few of my actors (like that panel you saw last) however, I have a few other very simple "actors" that I might just want to put on as componnents on My Master Panel. How can I adjust my interface messages to target a specific component?

regal mulch
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You need a ref to that specific component

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Even if you use Interfaces

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Interfaces just make it easier to call overarching logic on class that don't share the same parent

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(overarching might be the wrong word, but well I'm German after all)

lime gull
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Is it poaaible to have animated tile maps?

regal mulch
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I think last time I wanted to animate a tile on a tilemap I made that an actual actor

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With a flipbook

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But I could be outdated with that knowledge

lime gull
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Ill try it

regal mulch
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The flowers in this

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They are basically between the Player and the TileMap

lime gull
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But what if I want like, flowing water

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Where it needs to be an actual tile

regal mulch
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#paper-2d Might be a better place for that. As said I didn't know any better back then. I'm pretty sure I searched for a method to have an animated tile, but couldn't find one

abstract relic
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Use panner if you want to be lazy

lime gull
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Could you like a good tutorial? And im very lazy

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Link*

regal mulch
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:P you can search for that yourself I'm pretty sure

flat idol
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but he is very lazy

lime gull
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Exactly xD

abstract relic
lime gull
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Thank you very much!

plush yew
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Is it normal that it takes over hours to build lighting for 30k plus foliage grass?

cloud cobalt
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If you set the foliage to static lighting, yes

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Generally static lighting takes hours to start with

regal mulch
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@livid haven You don't by any chance know where I can locate the "FontAwesome" (FontAwesome.9) style that Epic uses in the Editor?
Checked GitHub but can only find them Getting it, not Setting/Defining.

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SNew(STextBlock)
    TextStyle(FEditorStyle::Get(), "FoliageEditMode.AddFoliageType.Text")
    .Font(FEditorStyle::Get().GetFontStyle("FontAwesome.9"))
    .Text(FText::FromString(FString(TEXT("\xf067"))) /*fa-plus*/)
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Hm

manic pawn
regal mulch
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Yeah :D

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For example

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Which file is that?

manic pawn
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SlateEditorStyle.cpp

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I just typed it in entrian search

regal mulch
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Yeah sometimes I'm unlucky with my searches. Tried GitHub >.>

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I assume the number is the font size

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But cool to know, that makes it easier to add things like a plus symbol to editor windows

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Thanks!

manic pawn
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oh wow that file is long af

plush yew
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Guys

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how the fuck am i supposed to build lightning when my grass is over 500k

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Its going to take days to build

manic pawn
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maybe the solution is to not build lighting for grass then

plush yew
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how do i skip that?

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i tried disabling shadows but it still takes exactly the same time

light thunder
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have you watched the livestream by epic on lighting?

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@plush yew

plush yew
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no

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k right now i am building lighting because it's required and i have only dynamic shadows on. there is approx 200k grass foliage in the world this is going to litterly take days so gg. If not anyone helps me

light thunder
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I'm telling you, if you watch that you'll figure out a lot more than just this problem, and probably it will help you with your problem

cloud cobalt
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Dynamic shadows on grass

plush yew
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yes?

cloud cobalt
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Movable, no static shadows

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If that doesn't cut it, look at the stream for more tips

plush yew
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that will remove the long build time?

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i have let it build for like 10 minutes now still at 0% building lighting

light thunder
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oh that

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okay so have you opened up the swarm .exe and looked at the process

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in your task manager?

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that info panel for light building in the editor is terrible

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it will stay at 0 for 90% of your actual lighting build time, depending on some stuff I don't understand

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don't go by what it says, swarm will actually tell you about the photons being baked and what not

plush yew
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also i have a problem with my foliage that if i look away at certain angles all foliage disappears

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only happens if there is a shit ton of foliage grass

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funny enough i dont have swarm in my task manager

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either my computer is on drugs or the actual ue4

flat idol
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Fusion, for the grass you should use the grass tool not the foliage tool

plush yew
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where do i find the grass tool?

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๐Ÿ˜ƒ

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@flat idol

flat idol
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500k foliage makes your map file grows big

plush yew
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Thanks but i have no materials under Target Layers

flat idol
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you can set this up using splatmaps as well

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it all goes with a node in the landscape material where you apply the grass asset, then it will spawn you the grass automagically

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basically everywhere you got the grass texture on your landscape there will be grass being spawned too

plush yew
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Where can i find splatmap?

flat idol
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oh my

plush yew
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so i go into my landscape material i guess

flat idol
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then you feed some grayscale info into it. 0 means no grass, 1 is 100% grass density

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its advised to do this way, but you are not forced to do so

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its optional, but recommended

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i also believe this grass wont interfering with light build either, since it is dynamic by design

plush yew
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my landscape material looks like this

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how would i then get that grass thingy?

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i dont like the layer blend thing since then i cant have normals maps etc for my textures...

flat idol
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well i guess the grass is the "Moss" in this example, so just use the "Alpha" pin connected to the grass, it should be a fairly good information to spawn some grass where it must be

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layers are good for rendering performance, and allows clear separation between nodes, its optimal doing that way

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you cant really extend on this current setup you got there, it will blow into your face later

plush yew
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is it possible to use normal maps and roughness maps etc with layer blend?

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i want it to be photorealistic

flat idol
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yes you can use layers for everything

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you can have many of this node, one for every channel

plush yew
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guess its time to learn layer blend lol

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ffs i just want to layer blend two materials not textures do you know how to do this?

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i am so fucking confused on how this works

flat idol
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unreal will break your landscape material into pieces, and the layer nodes will be used to guide this process

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what you get essentially is many small material pieces of your landscape material

plush yew
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whats that supposed to mean?

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so its the exact same material?

flat idol
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here, you can see two layers being used, and unreal will break this material into two materials, the first layer will use a material that has the rock, the second layer will have the grass texture only

plush yew
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so i have to have a layer blend for each attribute?

flat idol
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its an optimization that happens being the scenes but its very efficient compared to the other solution above

plush yew
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since obviously rock material and grass material has different roughness etc

flat idol
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yes this layer node can be placed many times into the material, and you can use them for different stuff. or just connect the material attributes and use one only, its all up to your final design

plush yew
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omg thank you think i have figured it out

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almost

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one problem tho

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now my scene is black

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the actual landscape material in editor is the correct color

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but when i apply it to landscape its black

flat idol
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it happens usually when all layers are empty. start painting it it will change

plush yew
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isnt layerblend supposed to choose different material automatically depedning on steepness on hill or do you have to do that manually?

flat idol
#

ideally when you aiming for a realistic looking landscape you will generate your landscape from external tools such as world builder, that gives you some outputs you can import here

#

its a bit of a work to get things setup but theres that

#

you dont neccesarily have to paint anything here, i think there should be a clear layer option once you right click on the layer in the landscape details and it should initialize an empty layer anyways so the black should go away

#

but maybe there is something else you missed in the material setup that makes it look black

plush yew
#

yes the black went away but i want it to pick the right material depending on steepness of hill

#

now it also says preview on the landscape

#

how can i remove that

flat idol
#

ah i see what you mean

#

you should be able to extract that information tho i dont know how to set that up

#

some "automated landscape" materials on the marketplace should give you a fairly good example how to do so

plush yew
#

Thanks

#

just that i need to know how to remove preview thing from landscape

flat idol
#

the "preview" is a shadow preview indicating the landscape is being lit by a static light, so you must build light

#

tho there is an option somewhere in the editor to turn that message off

plush yew
#

Whatโ€™s Unreals built in networking CCU limit

#

For a game like Overwatch

flat idol
#

there is a hardcoded limitation for the number of actor channels, and you can find some ini values that could potentially limit players connecting to the game

#

but i think it should be uncapped by default

plush yew
#

Okay cool

daring matrix
#

Hello... so unreal keeps crashing on my computer. I had this problem before and it started working for a while. I have a MSI GS63 stealth laptop. I updated my graphics card. I tried closing anything that was running. It crashes when I do anything. Usually the first couple minutes using it. Usually will happen when I try to save or honestly do anything besides moving around in the scene view. I don't have ANYTHING in my level just added a simple plane. I unistalled and i

#

i'm reinstalling now but Idk what to do.

pallid compass
#

Install debug symbols

#

See what causes the crash

daring matrix
#

do you mind sending me the link to that so I know I'm downloading the right thing?

pallid compass
#

No one can really comment with out debug symbols

#

Its on the launcher

#

Modify your engine, include debug symbols

#

its about 20gb

daring matrix
#

okay perfect, I'll download that too.. thank you

pallid compass
#

Engine version*

#

np

#

Every frame

#

afaik

digital anchor
#

@plush yew in case you are willing to upgrade, next version includes auto instancing

#

(not released yet)

#

auto instancing will make multiple of the same meshes with same material be only 1 draw call

#

assuming each set of meshes have the same materials, yea

#

we are in preview 3 already, maybe next week, or if theres another preview, in ~3 weeks

plush yew
#

@flat idol

#

i made it work now

#

but the actual foliage doesnt work

trim night
flat idol
#

Fusion, i usually test it by sending a const 1.0 value to the grass node it always spawn grass everywhere.

grizzled needle
#

@hidden kite join this slack

novel osprey
#

How can i copy vegetation??

barren coyote
#

Hi, I have a generic noob question, why doesn't the camera rotation in the viewport match that of the game level? When I play the camera shows the back of the characters head, but in the view prot it is rotated weirdly

plush yew
#

Because somethings wrong

barren coyote
#

ahh, cool, thanks for that, you have been a great help

plush yew
#

Np, lmk if you have any more issues

barren coyote
#

nah, I'm going to let you move on and be helpful to others, I'll just pop you on my block list so I don't bother you anymore.

plush yew
#

๐Ÿ‘

sudden agate
#

what about rotating the camera itself?

#

you clearly see that it's not pointing towards the character

graceful sky
#

I would guess its related to the settings on the camera and wether or not it follows the control rotation and pawn rotation

#

along with clearly being 'wrong' in the viewport of the blueprint, but as long as the rotation is updated during runtime, it doesnt really matter

hasty orchid
#

Has anyone here had any experience with getting a game to the Xbox1 with UWP and using the Unreal Engine? I was looking at the platforms section in here and didn't see anything that might cover UWP.

wary wave
#

I don't think many people use it

cloud cobalt
#

Does UE4 even use UWP on the XB ? I don't work on that particular hardware

#

Thought it was just for the Windows Store

wary wave
#

it can if you convert a retail console to a dev kit

#

but I honestly don't see the value in it

#

if you want to prototype, you can do that on the PC

#

and if you have something of value to dev on the XBox, there's ID@Xbox, so

cloud cobalt
#

So standard Xbox builds don't use UWP

wary wave
#

nope

honest vale
#

does anyone know if Epic's talks at GDC are publicly streamed or not?

dark depot
#

last year they were uploaded after but they also had streams if i remember right

young vale
#

Does the source-build Unreal release branch coincide with the binary installations of Unreal?

#

That is, if I build the release branch of unreal right now, am I getting 4.21?

#

or 4.22?

honest vale
#

I'd use the tagged versions if that's a concern

young vale
#

According to the cross-compiling for Linux page, 4.22 uses CentOS v7 and 4.21 uses CentOS v6

#

If I did source-built Unreal in the release branch, then should I use the v7 toolchain or v6 toolachain?

wary wave
#

what might prevent a blueprint (derived from actor) from being copied and pasted?

regal mulch
#

Technically nothing

#

The Editor takes a bit to refresh the ContentBrowser but despite that

fierce tulip
#

same project open multiple times?

wary wave
#

project is open twice, I wanted to copy from one map to another

#

can't see why that would stop it from being copy/pasted tho

lusty carbon
grave nebula
#

@lusty carbon About pulling out depth data from multi sampled render target and copying it over into conventional render target.

lusty carbon
#

and in plain english? ๐Ÿ˜ƒ

crisp mesa
#

p

uncut moth
#

Hey guys Iโ€™m looking to build a pc, i9 9900k processor 32gb ram 3000mhz, rtx Nvidia GeForce 1050 ti gpu (for now till I can get a 2070 rtx) will this be okay especially for quick compile times ect?

#

This pc/rig will only be used for unreal engine so I wanna stay on topic

simple robin
#

Hey guys, has anyone tried to use a CineCameraComponent to render to a texture/render target. Everyone is using SceneCapture2D component but what I want to do is make changes to settings of cine camera and immediately see the result on render target. Some settings in cine camera component don't exist in sceneCapture2DComponent though

maiden sundial
#

@uncut moth
My Pc has probably 35% of the power of your setup.
And i had no problems at all with long compile times, but i also have to say that my games arent that big yet ๐Ÿ˜„

graceful sky
#

Didnt know 1050ti was rtx

wary wave
#

it's not

fierce tulip
languid shard
#

#hardware when

#

๐Ÿ˜ข

fierce tulip
#

enough discord groups for that :p

languid shard
#

so uhm

#

I'm trying to build the engine source

#

it keeps asking for framework references of .net

#

but I already have these installed

teal tulip
#

are on the cloud

#

there is a bug or something that time to time spam me errors or warning about the framework for no reason

languid shard
#

really, epic couldnt update the .bat T_T

teal tulip
#

so what you expect

#

I mean the new VS version isn't supported yet I think ?

languid shard
#

17 ?

#

should be since 4.20 or 4.21

cloud cobalt
#

2019 is supported as of 4.22 IIRC

#

2017 was in like 4.15

manic pawn
#

2019 is not even released yet

#

y people using preview software

sage elm
#

How can I get cloth sim on a skeletal mesh to collide with static objects?

queen swift
#

Hey guys , what section should i post an lighting issue in ?

cloud cobalt
wary wave
#

depends a little

light thunder
#

So, it's pretty fucked up that Unreal can crash when you clicked "save" on a blueprint, because you wanted to save your progress in case Unreal crashes

leaden dust
sudden agate
#

it cannot find specified file

cloud cobalt
#

@leaden dust Right click your project in VS and hit "set as startup"

#

UE4 defaults to itself but it's not a debuggable target

leaden dust
#

Set as Startup project?

#

still not working

#

sorry but I am trying to learn cpp and am not familiar with vs

steady summit
#

How can I make my character not get slowed or step on Destructibles but still have the Destructibles react to my character?

leaden dust
#

@steady summit what do you mean?

#

how is your character slowed by walking on destructible

steady summit
#

When my character runs against a wall, the wall breaks but my character can't run through it because all the debris are blocking the path ๐Ÿ˜ฆ

leaden dust
#

@steady summit oh

#

dI think I can help

#

Do you want the debris to still be there?

steady summit
#

yes

leaden dust
#

I remember there was an option for that

#

give me a sec

plush yew
#

yo

#

can someone check my ui?

misty creek
plush yew
#

i put it inn work in progress XD

misty creek
#

That works too ๐Ÿ˜ƒ

leaden dust
#

@steady summit bro

#

here you go

#

@steady summit Let me know if it works

#

i haven't got the destruction plugin enabled so i cant show you right now

#

I still havent got my VS issue solved

#

i dont know what to do

misty creek
#

Are you just starting to learn c++?

leaden dust
#

yep

steady summit
#

@leaden dust ah thanks that worked! Now is there a possibility that the player still interacts with the chunks (i.e. has them move away) but still doesn't get blocked by them?

#

Something like One Way Collision

leaden dust
#

@steady summit I don't think so

#

sorry

#

Ask someone else

#

they know more anyways

misty creek
#

Then I would suggest that you either learn the basics of c++ outside of UE4 or you get visual assist. I would suggest that because learning c++ in UE4 is really hard. It says tons of stuff that you write is an error when it isn't.

plush yew
#

id start with blue prints

#

easy to use

misty creek
#

That would also work, although when you first make the transition from blueprints to UE4 c++ it is still not going to be much fun

leaden dust
#

@plush yew I have done blueprints a decent bit

#

not much

#

but enough for myself

steady summit
#

I have another problem: I've set the Destruction Threshold to 0, but it still requires quite a lot of impact force before it crumbles. Is there way to have it fall apart on contact with something?

plush yew
#

um

#

how do i open psk files

sterile bison
#

you need a plugin

#

PSK is a compressed format spat out by UE3 iirc

uncut moth
#

@maiden sundial I currently have an i3 16gb ram and a 1050ti, but compile times are slow

sterile bison
#

Blender has a psa/psk i/o plugin built into it by default, which needs to be activated @plush yew - for 3DS Max you can look at ActorX

maiden sundial
#

@uncut moth That's maybe bcuz of your CPU.
I'm having a ryzen 2600

#

But also and SSD

uncut moth
#

Wicked an i9 9900k should be superb for the jobs then :ap

plush yew
#

how do i enalbie it nitronik

grim ore
#

@leaden dust make sure it's set to DebugEditor for the type at the top and Win64 for the target

plush yew
#

@sterile bison

cloud cobalt
#

@plush yew PSK is not supported by UE4

#

It's from literally 10 years ago with UE3

plush yew
#

i know'b

#

but i need the files in it

plush yew
#

it has my player models and all

cloud cobalt
#

How can it have your player models ?

plush yew
#

a psk file is like a fbx

#

but for ue3 right

#

only thing i have is a psk veiwer

cloud cobalt
#

No, FBX is a standard. PSK is an UE3-only file format made for importing in UE3 from 3Ds etc

#

Go back to your 3D artist and ask for a FBX file.

plush yew
#

ye

#

it also has this

grim ore
#

I think what he is saying is it has the assets he wants to use that he does not have access to so how does he rip them out to use in his game

fierce tulip
#

@plush yew we dont condone ripping content here.
please refrain from mentioning and doing so

cloud cobalt
#

Yeah i'm not dumb, of course that's why

#

๐Ÿ˜›

grim ore
#

I know that but it might be easier to just be direct

plush yew
#

its not content ripping?

cloud cobalt
#

Where did you get the file ?

plush yew
#

its for a fanmade project

cloud cobalt
#

Did you made it ?

plush yew
#

no

fierce tulip
#

still ripped content, and again. we dont condone that here.

cloud cobalt
#

Did you buy it ?

grim ore
#

it's not content ripping..... did the file not come from something else ripped out into an asset format?

plush yew
#

na it was free so

#

na

fierce tulip
#

sora is not free

cloud cobalt
#

Is your car free too ?

#

If I take it ?

plush yew
#

well u can get sora models free

#

so

fierce tulip
#

nor do you have square or disneys approval

plush yew
#

otehrs do

#

and they do fanmade ones

grim ore
#

woof I don't think he is going to get it sooooooooooooooooooo EOL

plush yew
#

oh well XD

plush yew
#

ill edit the obe i have'

cloud cobalt
#

Do you have a written permission to use these assets, signed by the one who owns them ? If not, then you can't sue them

#

In any case, PSK is not supported in UE4

#

So ๐Ÿคท

plush yew
#

welp rip

#

ill use a custom made one

cloud cobalt
#

That's the spirit

plush yew
#

cause i did

#

find a sora but custom XD

#

is that allowed

cloud cobalt
#

If it's purely fan art with no money involved and you made everything yourself, it's tolerated.

#

Usually

plush yew
#

well thats what im doing lol

cloud cobalt
#

So you made that model yourself ?

plush yew
#

no

#

othe rstuff

grim ore
#

You can technically do whatever you want, you just won't find much help here using other peoples content and ideas as your own.

plush yew
#

omg my english

cloud cobalt
#

If you make everything yourself it might be tolerated

#

Still technically illegal

plush yew
#

yeh

cloud cobalt
#

Everything = every asset

plush yew
#

so the ps2 sora would they be copy right

#

cause they are old

cloud cobalt
#

Yes

plush yew
#

dam

cloud cobalt
#

Everything that you did not make yourself is copyrighted

flat idol
#

Stranger, someone just made a doom 3d remake using ue4 and got sniped by the publisher he had to take down the project before release. its not usually tolerated, but there's an extremely slim chance only to get away with the violation of unauthorized use of intellectual property (which is not only the game's actual content but the game's topic and name etc )

cloud cobalt
#

Free fan art with 100% custom content is actually tolerated the immense majority of the time

fierce tulip
#

unless nintendo

#

and disney

cloud cobalt
#

It's also still illegal

plush yew
#

yeh well i dont think the kh devs will strike me

#

the other dude still is got his project up

#

and his models are the exract same

#

exact

cloud cobalt
#

They might not, but we won't allow it here

#

Because it sucks

flat idol
#

Error, unauthorized use of intellectual property is forbidden, you are walking a very fine line by doing so

plush yew
#

oof

flat idol
#

loosing your rights for the product could hurt your feelings as well

plush yew
#

true

cloud cobalt
#

Just try doing something yourself rather than using someone else's content

plush yew
#

wel some content i get

#

is from 3d model sites

grim ore
#

make the model blue, call it dora, problem solved!

plush yew
#

that are free to use

#

DORA LMAO

flat idol
#

Exactly as Stranger says. You can make 'similar' games thats something you can 99.9% of chance to get away

plush yew
#

ill do what mathew said

#

ill put black dots on it and yellow and call it dora

cloud cobalt
#

Generally though just do everything yourself

#

I mean that's what players want too

flat idol
#

indeed

plush yew
#

i know that

#

but some love fanmade games ๐Ÿ˜›

#

cause kh is my fav

#

but i get u

trim night
#

How do you start into the game? By loading into an empty level and open the start menu?

plush yew
#

na

#

loads in to intro then menu then in to a test map with heartless and a player that can kill

#

thats all as i nfanmade

#

fanmade*

#

thats all im trynna do

#

ah i get it i gotta do this

#

So no, without consent, making a fan game is not, generally speaking, legal. ... "Fans who wish to make fan games can approach the owner of the original and request a licence

cloud cobalt
#

No shit

flat idol
#

Error, you can make a prediction of the possible outcome of such approach, by figuring out whether the publisher wants to use the game's title in the future

plush yew
#

ye

flat idol
#

if they plan to release a new instance, then you can be 99.9% sure they wont allow you unfortunately

plush yew
#

yah

flat idol
#

that would be against 'their marketing plans' you see.

plush yew
#

yup

abstract relic
#

Best solution to your scenario

plush yew
#

well the project was gonna be just for me and my friend

abstract relic
#

Make your own game

plush yew
#

ye

#

yeh ill do that instead

#

so only me and my friend can play it alone

#

then ill work on a real game

#

yup

#

for now ill put it on hold

plush yew
#

Also make a new discord acc while using vpn

#

Sometimes devs are also participating in discord servers like this

#

u r on their radar now... They are watching u....

fierce tulip
#

yea, lets not give people tips to avoid legal actions

flat idol
#

devs dont care about it, the publisher is in his way actually

#

Luos is right

fierce tulip
#

that would be a first XD

plush yew
#

lo,l I was just kidding

#

My prev messages are meant to be a joke

#

Unless they really bother themselves to collect info about each individual discord account. But that would be absurd... Wouldn't it?

#

got a warning from a mod*

flat idol
#

that would be against privacy policy, another topic

abstract relic
#

Itโ€™s far easier to get blacklisted from the industry than you think

plush yew
#

By blacklisted u mean?

abstract relic
#

No one will hire you nor invest in your projects

spare sun
#

oh wew

grim ore
#

I've got 6 videos today so I am having them go public every 15 minutes because why not lol

#

I won't have any for a few weeks planned out, this was the last set before GDC

#

place where people who try to make games go to get drunk with other people

#

I think some companies also show off new tech and announce new product but I dunno that all sounds boring

barren coyote
#

@sudden agate I need to rotate it to that position to see the camera in game. But I added a second camera and it works as expected so a glitch I guess

grave spruce
#

Game Developers Conference @plush yew

grim ore
plush yew
#

quick question how do i display my loading screen when i click new game and then it takes me into the game hmm

#

dont think so @plush yew

#

huh

#

well i need a delay

#

ok

#

well a i want a delay ob the loading screen so it can load for abit

#

like u know when u got a % and it load the map

#

would i need to put a delay in my blueprint?

#

I found the best asset for my survival game

#

Like dameeee

#

it works but there is no delay

#

hmm

#

nvm i done it

#

all i did was add a delay in the code and done

#

I gonna buy it toniskt

#

Tonight

#

u gonna make rust in ue4?

light thunder
#

the most labyrinthine, unclear setup possible

frail jasper
#

still getting this Error: Loading non-streamed mips from an external bulk file.

frail jasper
lusty vigil
#

is a sphere trace more expensive than a line trace?

errant lynx
#

I would say yes, but I havent checked by how much. Sphere collisions are usually the most efficient types of collision, but since it returns an array where the collision is and how its being used is a bigger concern.

#

A multiline trace through 5000 objects is going to be more expensive than a sphere that gets 1 detection.

lusty vigil
#

im thinking about making the screen blur when looking at an enemy too long, with the line trace i have to watch with the cursor on him... thats kinda meh.

spare sun
#

5000 to 1 is still quite a scale

lusty vigil
#

i guess i should try to do this via actor rotation stuff

fierce tulip
grim ore
#

I smell a GDC release for 4.22! ๐Ÿ‘ƒ ๐ŸŒป

regal mulch
#

I smell that smelly smell

fierce tulip
#

Just so you know Crusher, we are currently discussing with discord to ban you from the entire discord community.

#

I'll give you 5 minutes to leave out of goodwill, else we will take these steps.

cloud cobalt
#

That Crusher guy sounds dreamy

cobalt scaffold
#

sounds a bit drastic, guy was just trying to learn really

cloud cobalt
#

Let's not... crush his dreams.

polar hawk
#

Woah public statement about impending ban

#

if I cared enough I'd fight the system here

abstract relic
#

what's his tally now? 11 bans on slacker alone?

regal mulch
#

Something like that

cloud cobalt
#

That's too bad, I never get why some people behave like shit

regal mulch
#

No the point, you are avoiding bans

#

So we now actually reported you to Discord staff itself.

digital anchor
#

he really wants to drag drop his wood

regal mulch
#

Have fun dealing with that

#

Buddy, you violate rules. And you received a ban for that.
Deal with it and don't act like a freaking child.

fierce tulip
#

this is great makes screenshot for the discord admins

regal mulch
#

You don't even realize what the report to Discord means

cloud cobalt
#

@plush yew Piece of advice for dealing with mods, as an ex mod for a large community

#

Don't piss them off

#

They're not doing a cool job in the first place

#

Don't make it worse

regal mulch
#

Doesn't matter what you agree with

#

This is not your server.

#

Users won't give you support here anyway. It's a waste of time for you.

#

We really fast spot you and ban you with 2 clicks.

#

You are wasting way more of your time

#

Yeah but you gave away your chance to do this in our community.

#

It's really to late for that, buddy. You also got banned on other servers

fierce tulip
#

5 minutes are over, and you are still here, so.. nope

abstract relic
#

You lost that chance three days ago

fierce tulip
#

@abstract relic actually hes been doing this since march 2018

#

i have proof my man

abstract relic
#

That is quite impressive

#

that you've never learned

fierce tulip
#

and ban

abstract relic
#

See you swing that hammer in 30 mins lous. ๐Ÿ˜›

manic pawn
fierce tulip
#

yuuup

#

nuuhh forgot to use my awesome banhammer gif

abstract relic
#

Do you have banhammer particle system? It seems to be calling you

cloud cobalt
#

That gif is prolly amazing

#

The motion of it

#

Animation learning material right there

manic pawn
#

what are they even doing

#

why does the ground explode

wary wave
#

blasting cap, I think

#

it's on the end of the hammer

manic pawn
#

oh I see it now

#

yeah there's a thing on the hammer that isn't there anymore when going back up

wary wave
#

it's some weird Mexican festival

polar hawk
#

ohhh

#

banned from Discord proper

#

Still though

wary wave
#

I dunno how well that ban will stick tbh

#

if he keeps changing IP

pastel mauve
#

discord should just make Hwid bans

fierce tulip
#

yea, we have contact with discord to take further steps than regular ip ban

marsh juniper
#

Looks like I missed the party ๐Ÿ‘€

little hare
#

I have a question and I'm not really sure where it would go, I'm pretty new at using Unreal notlikemiya

cloud cobalt
#

Here is fine ๐Ÿ˜ƒ

little hare
#

Alright so

#

I'm basically like fresh on this software

#

I've figured out a tiny bit of adding in some of the Epic store premade meshes and skeletons. Getting it to walk and move (can't figure out jump yet). I want to know how to adjust keybindings, and add in uhhh animation sets to premade characters. I have the "dodge/roll" pack, that I want to make shift into a strafe, or make an entirely new one. Google has been very little help on this situation specifically.

fallow arch
#

Hi @little hare - Have you considered starting with one of the Epic templates, like the FPS one. This will be working by default and you'll be able to dissect it much easier to see how things are setup that way.

Animation would normally involve an animation tree system. Inputs would normally use the input manager inside your project settings for the binds, and then placed as an event on the event graph, attached to the 'correct' nodes (this is the more complex bit) for what you want to happen.

Strafing - you'll need to know a little bit about vectors for most of it - forward / right etc...and then link this into the relevant movement nodes.

little hare
#

I actually started with the "3rd person blueprint" if that's what you're talking about correct?

#

I know nothing about code, and some googling said this was fully GUI related

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also, what I have is the full roll pack, but is there a way to just sort of zip zap and input it directly into my already created character stuff?

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Excuse my slowness and questions, like I said I'm brand new at all of this.

abstract relic
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If you're 100% new, don't bother delving into animation programming. Limit your scope. There's a lot to learn without add to the confusion of learning multiple pipelines at once

cloud cobalt
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@little hare It's important to take it slow at first and look at examples in detail. You're not going to be good at this in a month ๐Ÿ˜ƒ

little hare
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Alright notlikemiya I was just trying to get my character animation stuff down, since that seemed like the hard obstacle over actual level design

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where and what do you recommend starting with?

cloud cobalt
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Simple stuff. Like doing Pong

abstract relic
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Ay, do arcade clone. Breakout is personally my favourite project to create when learning a new engine

little hare
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alright

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just use the blueprints?

abstract relic
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whatever you feel comfortable with

little hare
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How much of unreal is based on working with the character vs level itself?

grim ore
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make a farming simulator with realistic time of day and seasons, shouldn't be too hard

little hare
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I have no idea where to begin with that NotLikeCat

grim ore
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and your questions answer is "it depends"

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if I was making a slot machine, 0% time is with the character or level

fallow arch
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You're going to be contending with loads of stuff at this stage. Even the interface is going to be new and confusing to you (I'd guess!).
I honestly think one of the best ways to learn your way around the editor is to create a basic level. Doesn't matter with which assets.
Once you've a small scene, you can hook in some basic assets using Blueprint - Some lights that turn on and off when you approach them. Doors that open when near. Keys you can pickup and open the doors with...etc...

cloud cobalt
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The reason we advise simple projects is that every game is different. I've spent 5 years on a game that does not have levels at all

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A fighting game would be 100% character animation work

fallow arch
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And to extend on that - being animator is a job! So don't expect to walk into being able to do it right away. You need plenty of background in other areas first.

little hare
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I'm just at the stage not knowing what anything does, so it's all been googling and trial/error with literally clicking buttons and trying to decipher the in place blueprints (with very little success)

fallow arch
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But you've had success! That's just learning. Keep doing what you're doing, bit by bit. This is how it works I'm afraid ๐Ÿ˜ƒ

little hare
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I don't expect to know it all at once >.< just trying to piece together stuffs

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I guess I'll try and start with a basic level

grim ore
pulsar fractal
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@little hare I suggest downloading some sort of project with a bunch of blueprints from YouTube, and then play around in it and walk around and see what it is like, then exit the editor and delve into the blueprints. Like a book, read through each blueprint and try to follow along based one what you see when you actually execute it in game

cloud cobalt
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I think the simplest entry to UE4 is just level design

little hare
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That's what I figured

cloud cobalt
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It's more rewarding and less technical than other areas

pulsar fractal
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Thatโ€™s true, their built in tutorials are handy

cloud cobalt
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Like, if you want to start on a real-ish game, do a mystery game where you walk around levels and find stuff

little hare
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I've figured out how to make a few basic stuff, grass, blocks, platforms.

pulsar fractal
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Okay nice

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While this is active (not to take attention away), Iโ€™m trying to make an interactive widget that looks like this (random pic from google but same exact idea with four sections), where the player can drag any of the 4 points where the colors meet, and depending on which side they grab and which way they drag, the section will either get bigger and overcome the one next to it; or get smaller and the adjacent section will take the place of the area lost by this one

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Anyone have some advice? I am not good at widgets beyond basic ones.

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I hope this makes sense - for context, itโ€™s going to be to set the playerโ€™s skills - each section will represent a skill: strength; defense; agility; luck. So basically Iโ€™d hook up the size of each section to a variable and work from there

grim ore
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You can use a material effect in UMG to create a bar like that, the rounded circle type, but the actual interaction is going to be more difficult without alot of math figuring out where you interact with it at

pulsar fractal
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Alright Iโ€™ll start there, thank you. Would I make 4 different bars or do it as one?

grim ore
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there are other videos out there explaining it. the issue is thats pretty much just for displaying and if you fed it in data that would be fine but interacting with it would be an issue

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you do have complete control over touch/mouse down on a widget and you can get exact positioning but at that points it's all up to you do design the code to handle it ๐Ÿ˜ฆ

pulsar fractal
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Okay, thank you very much

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Thisโ€™ll be fun

sick escarp
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Is it possible to remove the auto generated bounds/collisions for static meshes?

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I need a part of my mesh to have no colliison

fierce tulip
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you can click on em and delete em

cloud cobalt
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Collision -> Remove

sick escarp
cloud cobalt
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Collision menu, remove

sick escarp
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I couldn't but I removed the mesh and reimported and unchecked generate collision

bitter iris
#

(LOD Viz)

dusky hound
#

Hey hey, anyone know why my roughness map is apearing shiny in the black areas?

dark depot
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black= no roughness AKA shiny. ๐Ÿ˜‰

peak dew
#

hello I have question : how can i get a client memory crash dump? as in when a client crashes does it create a core dump which i can analyze? does the development client do that? thanks

dusky hound
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@dark depot >< gah. I'm a lunk head

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ty

pulsar fractal
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@grim ore hey is there a reason you didn't link your own tutorial? Could I use your method instead?

abstract relic
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humility

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I'll do it for him

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have fun

grim ore
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You could use it sure but mine was borrowed from tom's anyways so I figured I would link the source ๐Ÿ˜ƒ

maiden sundial
royal lance
#

Hey ! is anyone familiar with the ccg toolkit? or turn based games in general?

steel adder
#

This is the unreal engine discord ye?

pallid compass
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maybe

manic pawn
abstract relic
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Just waiting for the question about wood into inventory

manic pawn
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what

steel adder
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I'm having trouble getting into the developer part of ue4

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It just took me to epic games

abstract relic
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You need to download their launcher yes.

steel adder
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I downloaded it from the website

manic pawn
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click the unreal engine button in the launcher

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then library

steel adder
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Ok so I saw the unreal engine button under friends but I did nothing when I clicked it

manic pawn
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the launcher is slow af, so it may take a while

steel adder
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Rip I closed it out

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I'll get back to it

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Ok it says please wait

lime gull
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Does anybody know how to stop sprites from losing quality when you zoom out

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The only way to get the sprite to look good is by zooming in on it a ton

upbeat condor
#

I'm having an issue where I'm getting an access violation - code c0000005 when launching my project with PIE. Its dying on a line in WorldCollision.cpp for a call to GetPhysicScene() and that line is doing a null check on its own. If I do a full Launch, the project starts up and operates normally... I haven't found anything helpful on Google. Thoughts?

halcyon flame
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really basic question... is there a better way to fire an event when an actors variable changes than using RepNotify? network aspect is not important in this case but that's the only way I know how to

polar hawk
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getter/setter

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private property called MyThing

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public GetMyThing returns MyThing

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public SetMyThing sets MyThing and does more stuff

halcyon flame
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thanks. this is in reference to BP functionality as designer friendliness is critical (modular building parts). is there a way to build that out that's accessible from the world designer? will RepNotify create problems?

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my use case in basic terms is designer enters dimensions for block size, a fn needs to run to find and assign a new mesh when that happens

scarlet grove
#

Hello there, is it possible to add a keyboard shortcut to do something that isnt in the shortcuts list?

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like a custom action?

shy silo
#

Is there a simple way to put a modern city in unreal by like importing the height map or something or would I have to model it

chilly gale
#

Wnated to publish what I have doe to test it and see how I did, 4.21 won't publish without VS 15 installed so I pop off to get it

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NOT happy

normal haven
#

Anyone know if the UE4 spring sale is starting soon? Last year, it started on March 6th

vagrant iris
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Haven't heard anything yet

woeful thorn
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Guys is there some one that used VaRest to pass JSON request?

plush yew
#

i need help on a cutscence
scene
video is just black rip
and my video mat neve rloads its just white

lusty carbon
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Is there SLI support for UE4 VR?

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Will I get increase in performance if I connect my SLI bridge to my two 1080tis?

graceful sky
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not natively afaik

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my crossfire setup only uses 1 gpu while in vr

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ue4 does support dx12 which supports mutli gpu tho, so it is possible

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but requires some manual effort

cloud cobalt
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@lusty carbon Generally, UE4 doesn't support SLI

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The tech sucks, to put it plainly

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For Nvidia-VR-specific cases I think there's something

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Probably only on their branch of the engine ?

wary wave
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yeah, it's in Nvidia's VR works branch

lusty carbon
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So not worth the effort you say

cloud cobalt
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I mean, I don't know.

wary wave
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it'll only be useful for Nvidia users, but there would likely be some performance gain

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the absolute maximum theoretical gain you'll ever get from SLI isn't that huge though tbh

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it's one of the reasons almost nobody uses it

cloud cobalt
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SLI generally is only worth it if the most high-end GPU in the world is not enough for you , so no one really needs it

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The simplest implementation of it also breaks every temporal work

wary wave
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IIRC, temporal stuff should work with VR SLI

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since each card is responsible for rendering one eye view point

sullen wraith
#

anyone know where I can get a good viking longship?

wary wave
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and temporal stuff wants to be calculated per-eye anyway

lusty carbon
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I mean I could use any increase of fps in my VR project. and it'll only run on this specific machine

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but if it's less than 10% it won't be worth it

cloud cobalt
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Try the NVIDIA branch

honest vale
#

so I have an actor component done in C++ and I added it to a character pawn, I modify the defaults and set foovalue to 50.f, then I place the character in the world and then setthat instance's foovalue to 10. Yet when I execute a function defined in C++ the function uses the default foovalua (50) instead of the instance value 10

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why?

#

this is like black magic

#

I don't understand why it wouldn't use the value that's defined in the instance

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and not the default value defined in blueprint editor

sullen wraith
#

anyone know where I can get a good viking longship?

cloud cobalt
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@sullen wraith No point asking again 10 lines below the last post. This is also not where you'll find people to search content for you

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If you need it, do it

sullen wraith
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tbh you can get stuffed, asked over an hour ago ๐Ÿ˜ƒ not much wrong with asking again, wasn't sending it in every section, or every couple minutes. also yes, it's not where I get people to search content for me, but reality is some people may have great sources they can share ๐Ÿ˜ƒ I've had a look around myself and the options seem limited ๐Ÿ˜ƒ

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@cloud cobalt read the rules before being a dick

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"Donโ€™t message about the same thing repeatedly in different channels.

If you have a question, keep the discussion to an single channel, if it hasn't been answered within an hour or so you may ask it again so long as it has fallen behind the existing discussions."

cloud cobalt
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"so long as it has fallen behind the existing discussions"

sullen wraith
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Is the discussion about viking ships? I don't think so.

sudden agate
#

we are not an Asset Exchange

#

not to mention that this channel is about UE

cloud cobalt
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๐Ÿคท Just saying this isn't how you'll get help

elder moth
#

Hey hey hey. I am kindda fresh with Unreal. Just got a question: I have several Material Instances for a character where i control the normal maps with some parameters. As i understand, the Character Animation Blueprint would be the right place to control these parameters ?

sudden agate
#

@elder moth yes and no. depending on what you want to do.

#

Like Wrinkle maps?

elder moth
#

Not wrinkles, muscles.

sullen wraith
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@sudden agate I didn't realise 3d models had nothing to do with unreal, here I thought it was something you can use on unreal for your game ๐Ÿ˜ฎ

cloud cobalt
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It's also not where you can find assets

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Ask Google

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If Google doesn't find any, do it

sudden agate
#

or DIY

fierce tulip
#

its wednesday, chill out

sullen wraith
#

So anytime someone asks help with blueprints or anything, from now on I'll expect everyone here not to refer them to any help articles where they can find the information they are after