#ue4-general
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LogSerialization: Error: Attempt to sync load bulk data with EDL enabled (LoadDataIntoMemory). This is not desireable.
LogTexture: Error: Loading non-streamed mips from an external bulk file. This is not desireable.
anyone know what is going on here? runs on astc but gives this error when running on a act device.
Anyone have experience exporting UE to WebGL? Wondering what's the compatibility like and potential blockers when doing so
UE => HTML5/WebGL
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
@regal mulch any chance you could give me a hint.. on how this would work with inheritance ?
everything in Initialize is easy
but then I have that array and I have to save it as a variable...
it's this kind of stuff that makes my brain dizzy..
The Button Array would be in the Parent Class
You can freely access that in the Children
how??
Just search for it when rightclicking in the child's event graph?
Given you actually inherited your widget from the parent
or you can click the show inherited variables in the variable list and be lazy!
laaaaaaaazy
True, also shows a lot of other garbage but yeah
I don't understand.. at all O o.. sorry
I mean how is it possible for that array to exist in the Parent
since every child would have to have different inputs
in the array
You have to realize that Classes are just Templates
It's a template of what an actual object would look like
Each of the actual object in the end can fill the varaibles differently
it's like having a class "Human"
Where each instance has a different haircolor
But at the same time, you probably inherit the color from your parent
Given you have two Widget Classes:
W_Widget_Parent
and
W_Widget_Child
W_Widget_Parent has the Array Variable
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)
Sorry :<
can u give me an example of how that array can be empty?... in the parent...?.... and then filled with inputs in the child?
Yes, that's what I was typing
so the parent has an empty array?
Correct
The Child also has that Array, inherited from the Parent, but they are basically two independent variables.
The same way you would populate the array if it would exist in the child to begin with
well, I can't populate it as a Construct event
since that would erase everything under Construct
I don't understand overriding too well.
๐ฟ
Parent also has some shizzle in the Construct event
Nothing with the array, just some other stuff you want to do
kay
That's the Child
See top right corner (Parent class: W_Parent)
It has the Array too
meaning you duplicated the array?
It's inherited from the Parent
You have to actively show the inherited variables (see gif)
Mathew tried to explain that
๐
But without knowing the editor it's not easy to know what we meant
Now the last thing
WHich you also don't know ;)
yeah, the most important part.....
Now this would be filling the Array in the Child
(this is still the child)
But lord, what happened with the Parent stuff in the Construct?
Well at this point, it's overridden
but that would delete everything under that Construct
Wouldn't execute anymore
except for the array
Here is the trick
Tada
That little node exists for all functions that you override
And it calls the Parent version of it
hmmmmmmmmmmmmmmmmmmmmmmmmmmm
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.
Yeah that trick is very helpful ๐ and the hidden option to reparent a blueprint
So now when the Child executes it, it will execute the parent EventConstruct
In the file menu
hmhmhmhmhmhmhhhh.... I can see... but I don't get the hidden maddness behind this stuff
One is reparent
I mean...
this recreates everything in the parent?
but just the blueprint one
VM it's just like .. inheritance . Have you programmed in Java ??
nope
Ah. Lol
Well it's like.. imagine you want to make two blueprints, one for a car and one for a truck
@true leaf
U can make a blueprint called a vehicle amd make the car and truck be children
I know how to make child BPs...
It's very unintuitive cause they make you create widgets via that extra entry on User Interface
And then put all the variables and functions in the vehicle blueprint
But if you want to inherit widgets you ahve to go through the blueprint creation dialog
wut?
@copper flicker I post this cause I find it unintuitive
I always just right click on the parent BP
That doesn't work on Widgets
Yeah it's confusing. One would even assume you can't use inheritance in widgets
Cause well, you usually create a new one by going into the User Interface dialog
omfg UNREAL....
Oh I had no idea widgets were different
that is indeed supershifty
Also if you use inheritance in UMG, only create actual UI in the last widget
๐
The parent and the child aren't allowed to both have UI
BOth can have functions and variables
but the Designer has to stay empty for all but one of them
So all you can inherit is functions and varaibles
Which is already a lot in terms of organizing your shizzle
ok, and every button...... can have a custom event?
and I grab the parent event...
in the child
that's another thing that I don't know how to handle
I have all sorts of custom code that might be needed, might be not...
for each button
or maybe I create a split structure\
a Sequence
and add a custom event at the end of it?
so that way each button inherits the mandatory code..
and then on top of that, some event
: /
Don't you basically want the same sort of thing like a normal button gives you?`
A green "OnPressed" event that gets called when the button gets pressed?
Cause you don't really want a generic Pressed Event to be defined in teh button
But rather in the widget that has all the buttons
nono, I mean the functionality that the button triggers
That would be a simple Function/Event in the Button Widget
and btw, I don't know how to make each button inherit the same design...
nonono
instead of drag n drop a button BP
No duplication of Widgets
One Widget Class that serves a purpose like being a button
And that one gets placed into multiple widgets
AMEN!
uhm.... so I have a button and Txt as a child of it.
the text object doesn't exist in the inherited
if I drag and drop the widget in the parent canvas.. only one object exists
the button
ok.. and if I have a button and a text object as 2 separate widgets.. they don't work together
I'm trying to set the text from BP
but.. the Button form the inherited widget doesn't connect to the Button array
in the inherited Menu Widget
O o
it says: Button Object Reference is not compatible with Button Object Reference
wtf
it was difficult and frustrating enough to make these widgets manually... but with Inheritance, this is Hell
๐ฐ ๐ ๐ฅ
Guys i need help fast
so i am packaging my project but after its finished and i launch the game my foliage is missing material
Hi everyone, idk if it's the place to ask that but, someone here use regulary the cloth simulation ?
yeah but .. I cna't find anything about this online
Button Object Reference is not compatible with Button Object Reference??
is this a bug?
or I'm doing something I should?..
shouldn't *
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
that's at begin play
that's the material in question
Well, is that material actually assigned to that component?
'cause it won't much matter if you change a MID that isn't actually applied.
That's my first suspicion.
That's not a MID. That's a clear reference to an asset.
If it was a reference to a MID, it would exist in the transient package, for one.
I wouldn't assume a function called "Create" also sets anything.
From a quick VAX symbol search, I'd be even more suspicious
I don't even know what VAX is
Visual Assist X
wait, I still needed to set it form there?
it does seem to set it
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?
Yeah, I see that.
Even when I set it, i still doesn't work
how can I make it refresh/recompile the shaders?
It does set
It should be enough to just Create it and save the ref to a variable for now
Then you can use that to adjust your material
Why it's not doing that for you, idk right now
๐ก Why is our naming scheme on this API so awful? ๐ก
"on this API" you funny person you
I know, but this is particularly bad. Particularly.
CreateDynamicMaterialInstance is the only non-deprecated one.
Anyways, what are you trying to create a MID from? What material?
Well, there are tons of places where things are mislabled
Might be worth making a big PR at one point
If it breaks any licensee's anything, it'll probably get rejected. Just being honest.
It doesn't seem wrong though what @light thunder posts
Yeah, but I'm still suspicious as it says it's using a different material
They create the DynMat and then set the value to 0
Instead of pointing at some transient package MID.
Which prints
I would also print out what the name of the applied material is.
Compared to the name of the MID we have a pointer to.
well, something is wrong with it and I just did this, so that's super weird
Try that.
Also I mean things like TMapBase's FindRef, not actually returning a ref.
Or the "SpawnPawn" pin on the CreatePlayer Blueprint Node
Things like that
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
Yes, indeed
Gotcha.
Is it working now?
Well, I also learned something our MID API since I haven't used it in a looong while. GG.
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
@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
Stuff like that
Small and easy to properly read the description, but the naming is still wrong
Word. Wonder why that one is like that.
No idea, also not ground breaking :P
The best, still existing thing is the SpawnPawn Boolean on the CreatePlayer Blueprint Node though
Which isn't spawning a pawn but a PlayerController.
For BP only peeps a complete disaster
If I had an engine workspace sitting around, I'd make a quick change and shove it somewhere.
But I don't and am currently exclusively in some Fortnite release branch workspaces. :/
Don't worry
Maybe someone somewhere has time to rename that boolean
Or rather remove it cause BP people shouldn't have a chance to not spawn a PlayerController
Sounds rather dangerous
Short question, you are working abit with slate or? Can't recall what part of Fortnite you work on. @livid haven
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.
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
I have been in Slate land recently. I am a UI framework guy.
void FSomeEdToolkit::Init(...)
{
struct Locals
{
static FReply OnButtonClicked(...) {...}
static TSharedRef<SWidget> MakeButton(...) {...}
}
// Using Locals::MakeButton(..) here to create the button
}
Basically that is what I currently look at
I'm more used to defining the MakeButton and OnButtonClicked functions outside of the Init as
FReply FSomeEdToolkit::OnButtonClicked(...) {...}
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.
And this was written before lambdas, without a doubt.
So I would rather use lambdas or, if not really needed, just as a member function?
That Locals Struct even has an enum class defined
.>
Without looking at this specific code more closely, I'm guessing it was zealously limiting scope.
Fair enough
Welp, rather asking to be sure. :P Could have been some magic going on again.
I honestly didn't know you could have a private virtual method meaningfully until I saw some Slate code do it.
You can override a private virtual method. You just can't call it. Or refer to it. But you can override it.
And, apparently, that is actually more appropriate than having protected virtuals.
I just didn't realize it was possible, but there's a certain level of pedantry in Slate code that I can somewhat appreciate.
Well protected virtuals allow you to call them in the child too
Right
So it kinda makes sense, but I agree, would've never thought about using it
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.
Let alone that it was actually the more appropriate option (if somewhat more unwieldy)
I guess the : public ParentClass is "stronger" here?
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?
You need a ref to that specific component
Even if you use Interfaces
Interfaces just make it easier to call overarching logic on class that don't share the same parent
(overarching might be the wrong word, but well I'm German after all)
Is it poaaible to have animated tile maps?
I think last time I wanted to animate a tile on a tilemap I made that an actual actor
With a flipbook
But I could be outdated with that knowledge
Ill try it
Small fun project I'm working on, cause I don't have much time for bigger projects at the moment. First test was about Movement and 2D in UE4.
The flowers in this
They are basically between the Player and the TileMap
#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
Use panner if you want to be lazy
:P you can search for that yourself I'm pretty sure
but he is very lazy
Exactly xD
Iโm in a good mood so here https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/HowTo/AnimatingUVCoords
Thank you very much!
Is it normal that it takes over hours to build lighting for 30k plus foliage grass?
If you set the foliage to static lighting, yes
Generally static lighting takes hours to start with
@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.
SNew(STextBlock)
TextStyle(FEditorStyle::Get(), "FoliageEditMode.AddFoliageType.Text")
.Font(FEditorStyle::Get().GetFontStyle("FontAwesome.9"))
.Text(FText::FromString(FString(TEXT("\xf067"))) /*fa-plus*/)
Hm
this?
Yeah sometimes I'm unlucky with my searches. Tried GitHub >.>
I assume the number is the font size
But cool to know, that makes it easier to add things like a plus symbol to editor windows
Thanks!
oh wow that file is long af
Guys
how the fuck am i supposed to build lightning when my grass is over 500k
Its going to take days to build
maybe the solution is to not build lighting for grass then
how do i skip that?
i tried disabling shadows but it still takes exactly the same time
no
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
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
Dynamic shadows on grass
yes?
Movable, no static shadows
If that doesn't cut it, look at the stream for more tips
that will remove the long build time?
i have let it build for like 10 minutes now still at 0% building lighting
oh that
okay so have you opened up the swarm .exe and looked at the process
in your task manager?
that info panel for light building in the editor is terrible
it will stay at 0 for 90% of your actual lighting build time, depending on some stuff I don't understand
don't go by what it says, swarm will actually tell you about the photons being baked and what not
also i have a problem with my foliage that if i look away at certain angles all foliage disappears
only happens if there is a shit ton of foliage grass
funny enough i dont have swarm in my task manager
either my computer is on drugs or the actual ue4
Fusion, for the grass you should use the grass tool not the foliage tool
hey i just googled it for you, https://docs.unrealengine.com/en-us/Engine/OpenWorldTools/Grass/QuickStart/4
500k foliage makes your map file grows big
Thanks but i have no materials under Target Layers
you can set this up using splatmaps as well
it all goes with a node in the landscape material where you apply the grass asset, then it will spawn you the grass automagically
basically everywhere you got the grass texture on your landscape there will be grass being spawned too
Where can i find splatmap?
oh my
https://docs.unrealengine.com/en-us/Engine/OpenWorldTools/Grass/QuickStart/3 here, start with step 7 just drop in that node
so i go into my landscape material i guess
then you feed some grayscale info into it. 0 means no grass, 1 is 100% grass density
its advised to do this way, but you are not forced to do so
its optional, but recommended
i also believe this grass wont interfering with light build either, since it is dynamic by design
my landscape material looks like this
how would i then get that grass thingy?
i dont like the layer blend thing since then i cant have normals maps etc for my textures...
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
layers are good for rendering performance, and allows clear separation between nodes, its optimal doing that way
you cant really extend on this current setup you got there, it will blow into your face later
is it possible to use normal maps and roughness maps etc with layer blend?
i want it to be photorealistic
yes you can use layers for everything
you can have many of this node, one for every channel
guess its time to learn layer blend lol
ffs i just want to layer blend two materials not textures do you know how to do this?
i am so fucking confused on how this works
unreal will break your landscape material into pieces, and the layer nodes will be used to guide this process
what you get essentially is many small material pieces of your landscape material
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
so i have to have a layer blend for each attribute?
its an optimization that happens being the scenes but its very efficient compared to the other solution above
since obviously rock material and grass material has different roughness etc
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
omg thank you think i have figured it out
almost
one problem tho
now my scene is black
the actual landscape material in editor is the correct color
but when i apply it to landscape its black
it happens usually when all layers are empty. start painting it it will change
isnt layerblend supposed to choose different material automatically depedning on steepness on hill or do you have to do that manually?
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
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
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
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
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
Okay cool
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.
do you mind sending me the link to that so I know I'm downloading the right thing?
No one can really comment with out debug symbols
Its on the launcher
Modify your engine, include debug symbols
its about 20gb
okay perfect, I'll download that too.. thank you
@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
moved my question to #blueprint
Fusion, i usually test it by sending a const 1.0 value to the grass node it always spawn grass everywhere.
@hidden kite join this slack
How can i copy vegetation??
I already found it. Thanks! https://answers.unrealengine.com/questions/409883/how-to-move-painted-foliage-to-another-level.html?sort=oldest
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
Because somethings wrong
ahh, cool, thanks for that, you have been a great help
Np, lmk if you have any more issues
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.
๐
what about rotating the camera itself?
you clearly see that it's not pointing towards the character
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
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.
I don't think many people use it
Does UE4 even use UWP on the XB ? I don't work on that particular hardware
Thought it was just for the Windows Store
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
So standard Xbox builds don't use UWP
nope
does anyone know if Epic's talks at GDC are publicly streamed or not?
last year they were uploaded after but they also had streams if i remember right
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?
I'd use the tagged versions if that's a concern
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?
what might prevent a blueprint (derived from actor) from being copied and pasted?
Technically nothing
The Editor takes a bit to refresh the ContentBrowser but despite that
same project open multiple times?
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
Whats that resolve thing about?
@lusty carbon About pulling out depth data from multi sampled render target and copying it over into conventional render target.
and in plain english? ๐
p
Hey guys Iโm 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
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
@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 ๐
Didnt know 1050ti was rtx
it's not
enough discord groups for that :p
so uhm
I'm trying to build the engine source
it keeps asking for framework references of .net
but I already have these installed
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
How can I get cloth sim on a skeletal mesh to collide with static objects?
Hey guys , what section should i post an lighting issue in ?
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
could i get help with this error
it cannot find specified file
@leaden dust Right click your project in VS and hit "set as startup"
UE4 defaults to itself but it's not a debuggable target
Set as Startup project?
still not working
sorry but I am trying to learn cpp and am not familiar with vs
I right clicked this and set as startup project
How can I make my character not get slowed or step on Destructibles but still have the Destructibles react to my character?
@steady summit what do you mean?
how is your character slowed by walking on destructible
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 ๐ฆ
yes
i put it inn work in progress XD
That works too ๐
@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
Are you just starting to learn c++?
yep
@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
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.
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
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?
@maiden sundial I currently have an i3 16gb ram and a 1050ti, but compile times are slow
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
@uncut moth That's maybe bcuz of your CPU.
I'm having a ryzen 2600
But also and SSD
Wicked an i9 9900k should be superb for the jobs then :ap
how do i enalbie it nitronik
@leaden dust make sure it's set to DebugEditor for the type at the top and Win64 for the target
@sterile bison
it has my player models and all
How can it have your player models ?
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.
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
@plush yew we dont condone ripping content here.
please refrain from mentioning and doing so
I know that but it might be easier to just be direct
its not content ripping?
Where did you get the file ?
its for a fanmade project
Did you made it ?
no
still ripped content, and again. we dont condone that here.
Did you buy it ?
it's not content ripping..... did the file not come from something else ripped out into an asset format?
sora is not free
nor do you have square or disneys approval
woof I don't think he is going to get it sooooooooooooooooooo EOL
oh well XD
ill edit the obe i have'
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 ๐คท
That's the spirit
If it's purely fan art with no money involved and you made everything yourself, it's tolerated.
Usually
well thats what im doing lol
So you made that model yourself ?
You can technically do whatever you want, you just won't find much help here using other peoples content and ideas as your own.
omg my english
yeh
Everything = every asset
Yes
dam
Everything that you did not make yourself is copyrighted
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 )
Free fan art with 100% custom content is actually tolerated the immense majority of the time
It's also still illegal
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
Error, unauthorized use of intellectual property is forbidden, you are walking a very fine line by doing so
oof
loosing your rights for the product could hurt your feelings as well
true
Just try doing something yourself rather than using someone else's content
make the model blue, call it dora, problem solved!
Exactly as Stranger says. You can make 'similar' games thats something you can 99.9% of chance to get away
indeed
How do you start into the game? By loading into an empty level and open the start menu?
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
No shit
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
ye
if they plan to release a new instance, then you can be 99.9% sure they wont allow you unfortunately
yah
that would be against 'their marketing plans' you see.
yup
Best solution to your scenario
well the project was gonna be just for me and my friend
Make your own game
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
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....
yea, lets not give people tips to avoid legal actions
that would be a first XD
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*
that would be against privacy policy, another topic
Itโs far easier to get blacklisted from the industry than you think
By blacklisted u mean?
No one will hire you nor invest in your projects
oh wew
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
@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
Game Developers Conference @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?
WHYYYYY i fucking hate collision in Unreal
the most labyrinthine, unclear setup possible
still getting this Error: Loading non-streamed mips from an external bulk file.
Hi everyone,
I keep getting an error on engine textures that I am not even using in my paper2d project.
I fixed all my textures to a power of 2 and set
is a sphere trace more expensive than a line trace?
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.
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.
5000 to 1 is still quite a scale
i guess i should try to do this via actor rotation stuff
Unreal Engine 4.22 Preview 4 is now available to download.ย Head over to the forums and take a look at over 115 fixes that went into the latest Preview version: https://t.co/rHcKnQle9N - #UE4
I smell a GDC release for 4.22! ๐ ๐ป
I smell that smelly smell
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.
That Crusher guy sounds dreamy
sounds a bit drastic, guy was just trying to learn really
Let's not... crush his dreams.
Woah public statement about impending ban
if I cared enough I'd fight the system here
what's his tally now? 11 bans on slacker alone?
Something like that
That's too bad, I never get why some people behave like shit
No the point, you are avoiding bans
So we now actually reported you to Discord staff itself.
he really wants to drag drop his wood
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.
this is great makes screenshot for the discord admins
You don't even realize what the report to Discord means
@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
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
5 minutes are over, and you are still here, so.. nope
You lost that chance three days ago
and ban
See you swing that hammer in 30 mins lous. ๐

Do you have banhammer particle system? It seems to be calling you
That gif is prolly amazing
The motion of it
Animation learning material right there
oh I see it now
yeah there's a thing on the hammer that isn't there anymore when going back up
it's some weird Mexican festival
discord should just make Hwid bans
yea, we have contact with discord to take further steps than regular ip ban
Looks like I missed the party ๐
I have a question and I'm not really sure where it would go, I'm pretty new at using Unreal 
Here is fine ๐
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.
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.
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
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?
Excuse my slowness and questions, like I said I'm brand new at all of this.
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
@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 ๐
Alright
I was just trying to get my character animation stuff down, since that seemed like the hard obstacle over actual level design
where and what do you recommend starting with?
Simple stuff. Like doing Pong
Ay, do arcade clone. Breakout is personally my favourite project to create when learning a new engine
whatever you feel comfortable with
How much of unreal is based on working with the character vs level itself?
make a farming simulator with realistic time of day and seasons, shouldn't be too hard
I have no idea where to begin with that 
and your questions answer is "it depends"
if I was making a slot machine, 0% time is with the character or level
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...
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
A fighting game would be 100% character animation work
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.
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)
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 ๐
I don't expect to know it all at once >.< just trying to piece together stuffs
I guess I'll try and start with a basic level
the funny part is the intro to level design on the UE4 page , https://www.youtube.com/playlist?list=PLZlv_N0_O1gak1_FoAJVrEGiLIploeF3F , actually covers just that. small scene. lights. doors. lol
@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
I think the simplest entry to UE4 is just level design
That's what I figured
It's more rewarding and less technical than other areas
Thatโs true, their built in tutorials are handy
Like, if you want to start on a real-ish game, do a mystery game where you walk around levels and find stuff
I've figured out how to make a few basic stuff, grass, blocks, platforms.
Okay nice
While this is active (not to take attention away), Iโm 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
Anyone have some advice? I am not good at widgets beyond basic ones.
I hope this makes sense - for context, itโs going to be to set the playerโs skills - each section will represent a skill: strength; defense; agility; luck. So basically Iโd hook up the size of each section to a variable and work from there
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
Alright Iโll start there, thank you. Would I make 4 different bars or do it as one?
you can see something like this, https://www.tomlooman.com/circular-progress-bar-for-umg/, for the rounded bar and yes it would be different ones you just would determine the start and end points
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
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 ๐ฆ
Is it possible to remove the auto generated bounds/collisions for static meshes?
I need a part of my mesh to have no colliison
you can click on em and delete em
Collision -> Remove
Collision menu, remove
I couldn't but I removed the mesh and reimported and unchecked generate collision
black= no roughness AKA shiny. ๐
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
@grim ore hey is there a reason you didn't link your own tutorial? Could I use your method instead?
humility
I'll do it for him
have fun
You could use it sure but mine was borrowed from tom's anyways so I figured I would link the source ๐
Hey ! is anyone familiar with the ccg toolkit? or turn based games in general?
This is the unreal engine discord ye?
maybe

Just waiting for the question about wood into inventory
what
I'm having trouble getting into the developer part of ue4
It just took me to epic games
You need to download their launcher yes.
I downloaded it from the website
Ok so I saw the unreal engine button under friends but I did nothing when I clicked it
the launcher is slow af, so it may take a while
Does anybody know how to stop sprites from losing quality when you zoom out
The only way to get the sprite to look good is by zooming in on it a ton
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?
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
getter/setter
private property called MyThing
public GetMyThing returns MyThing
public SetMyThing sets MyThing and does more stuff
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?
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
Hello there, is it possible to add a keyboard shortcut to do something that isnt in the shortcuts list?
like a custom action?
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
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
Anyone know if the UE4 spring sale is starting soon? Last year, it started on March 6th
Haven't heard anything yet
Guys is there some one that used VaRest to pass JSON request?
i need help on a cutscence
scene
video is just black rip
and my video mat neve rloads its just white
Is there SLI support for UE4 VR?
Will I get increase in performance if I connect my SLI bridge to my two 1080tis?
not natively afaik
my crossfire setup only uses 1 gpu while in vr
ue4 does support dx12 which supports mutli gpu tho, so it is possible
but requires some manual effort
@lusty carbon Generally, UE4 doesn't support SLI
The tech sucks, to put it plainly
For Nvidia-VR-specific cases I think there's something
Probably only on their branch of the engine ?
yeah, it's in Nvidia's VR works branch
So not worth the effort you say
I mean, I don't know.
it'll only be useful for Nvidia users, but there would likely be some performance gain
the absolute maximum theoretical gain you'll ever get from SLI isn't that huge though tbh
it's one of the reasons almost nobody uses it
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
The simplest implementation of it also breaks every temporal work
IIRC, temporal stuff should work with VR SLI
since each card is responsible for rendering one eye view point
anyone know where I can get a good viking longship?
and temporal stuff wants to be calculated per-eye anyway
I mean I could use any increase of fps in my VR project. and it'll only run on this specific machine
but if it's less than 10% it won't be worth it
Try the NVIDIA branch
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
why?
this is like black magic
I don't understand why it wouldn't use the value that's defined in the instance
and not the default value defined in blueprint editor
anyone know where I can get a good viking longship?
@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
If you need it, do it
tbh you can get stuffed, asked over an hour ago ๐ 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 ๐ I've had a look around myself and the options seem limited ๐
@cloud cobalt read the rules before being a dick
"Donโt 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."
"so long as it has fallen behind the existing discussions"
Is the discussion about viking ships? I don't think so.
๐คท Just saying this isn't how you'll get help
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 ?
Not wrinkles, muscles.
@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 ๐ฎ
It's also not where you can find assets
Ask Google
If Google doesn't find any, do it
or DIY
its wednesday, chill out
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