#ue4-general

1 messages Β· Page 411 of 1

teal tulip
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only with other brushes

modest narwhal
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So I've just jumped into Unreal via Datasmith, importing 3d models into Unreal. Do I really need to learn blueprints to make a simple VR camera and teleportation mechanic to explore an architectural space? Is there an example mechanic or something on the marketplace to drop in?

grim ore
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yes, create a new project with the VR Template

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or technically add the VR Feature Pack and change your default game mode to the VR Game Mode

modest narwhal
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hmm, let me look into this...

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does Unreal play well with Oculus/Touch controllers? - or better suited for Vive?

grim ore
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it plays well with almost every controller out there

modest narwhal
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I'll keep poking around with it then, thanks for the tips

wise prism
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Anyway to make a dirt mask texture more visible?

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The intensity only goes up to 8

frosty sparrow
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mathewW good tutorials man!! greatly appreciate em

grim ore
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πŸ˜ƒ glad they are useful

lofty hollow
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is it normal that velocity is like this when walking?

abstract relic
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yep

golden condor
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Hey, just wanted to say I love Unreal Engine.

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Today was a great day of development, amazing progress.

river frigate
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Hey guys, new here πŸ˜ƒ o/

fierce tulip
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welcome!

river frigate
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Thanks smile

sacred meteor
fierce tulip
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just install it, if you got it before it went unavailable. but if its unavailable... I wouldnt risk it atm

sacred meteor
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I have it downloaded just wanted some help on integration

fierce tulip
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in the launcher you can just install it to a project.

sacred meteor
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Yea i did now im trying to make my cusom character use it in my project

narrow magnet
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does anyone know how to add mission progression so when you complete a mission the next one unlocks
and the one that you just completed is not playable anymore

abstract relic
grim ore
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keep track of your current mission somewhere, like game instance. Keep track of your list of missions somewhere, like game instance. save the tracking somewhere like a save game object. hook up said stuff in the right places.

narrow magnet
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ok

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thx

river frigate
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If I was looking to hire someone to help dev a game I'm thinking about what is the avg I should be looking to pay?

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I'm okay with someone who's still learning but can solve problems efficiently and isn't afraid to take on things they don't know because the game idea is out of the ordinary

errant lynx
dawn vessel
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They forgot to use a Clamp fatkappa

worn granite
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@river frigate Do you want someone who can solve it the best way, or will a hack fix suffice?

abstract relic
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Prices vary from the tasks and specialization.

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$20/hr is the lowest you can typically go for an entry quality individual

worn granite
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You have to be careful, but you can get below $20/hr

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If you're lucky, you get someone like me early on in their freelance career at 15 or even 10...

abstract relic
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don't undersell yourself

worn granite
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Anyone charging that hasn't learned they're worth more (either that or they aren't actually worth what they are charging)

abstract relic
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It takes years to learn these skills. Be paid appropriately

worn granite
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If you're paying under $10, for sure run

wraith lark
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@worn granite what is a fair price hourly then?

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I would say 25+ πŸ˜‰

worn granite
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Lol

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Someone like me, my rate can go as high as 45

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It depends on what is coming in

wraith lark
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yeah that wouldn't surprise me πŸ˜ƒ

fierce rampart
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Sometimes I wish UE4 gave you better access to the deferred lighting buffers.

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There's probably a good reason why you can't screw around with them though.

cursive walrus
spiral island
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its best to edit your models in a separate program with good tools

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like blender or maya

cursive walrus
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@spiral island yes i use maya. i applied 2 materials in this model. however, when i import it. its now one. material

crisp smelt
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how can i do when i press click on a blueprint wich is a house to display a widget ?

spiral island
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did you export the model to have multiple materials?

cursive walrus
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yeah. i got it fix. i just detete to old mtl. then export it again

sudden agate
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how does this new Hot Reload thingy work? Do I need to activate something in the Editor?

plush yew
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What exactly happens when physics is simulated on an actor? As in, what values get changed other than that boolean? Because if I have a simple toggle set up to simulate physics on my ball actor I can turn it on, but turning it off seems to have no effect

plush yew
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As far as I know yes, you need to export as FBX

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First I export my skeletal mesh without animations, then I export just the skeleton with all of the animations attached.

bronze cedar
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how to make something when hit got to x axis or y axis, after hitting

leaden dust
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hello

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could someone help me with something

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I have a blueprint called "Item"

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I have a child deriving from it called "Diamond Ring"

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I also have another blueprint called "Chest"

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How do I store instances of Diamond Ring in a variable in Chest

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Without spawning it

regal mulch
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@leaden dust You can store the class instead of an instance

leaden dust
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@regal mulch I am sorry, but i need to get two variables from it, which do not change, 'name' and 'value', and I cannot get them from a class

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I need to open the chest

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i am opening a inventory sort of menu

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which shows the items in the chest

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and their name and value

regal mulch
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Of course you can get them from a class

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If these are default values of the class

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Then just take the class variable and call "GetClassDefaults" on it

leaden dust
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@regal mulch Oh, you can do that?

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lol

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thank you very much

earnest cape
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So I'm having a weird issue where creating a save game does nothing

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It was working fine when the save game object was in the folder, but to test out if creating the save game would still work I moved it and now it refuses to create it

plush yew
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Hi everyone! I am new to Unreal Engine 4, I know the basics of Java, C++, and C, I come from a Unity background, I used it a long time ago, where is a good place I can start to learn UE4?

regal mulch
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By grabbing UE4's documentation

earnest cape
regal mulch
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And/or watching Video Tutorials on Youtube by either UE4 or random people.

plush yew
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Thank you so much! πŸ˜„

earnest cape
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Yeah exactly

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Actually I figured it out

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It's not create save game object that creates the save game

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it's save game to slot

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Which means I gotta fix a few things now lol

plush yew
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need help quickly

lament coyote
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What is "character reference" exactly?

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it needs to be an actor that has these exact variables

plush yew
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well someone said do this

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jeez finally if your character refernce wont connect to current stanima its becuase you need to drag of event construct and type cast to ThirdPersonCharcter if you havent changed the name of you charcter πŸ˜ƒ

elder moth
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Noob question. The face is lit, however the cape / robe should cast a shadow on the face. Why is that ? And how i could fix it ? The light source is set to Movable.

plush yew
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fixed it

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but the bar dont move

lusty vigil
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error did you connect the return node and the current stamina?

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or did you not? πŸ˜„

plush yew
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yeh like this right?

lusty vigil
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and now connect the upper triangle with the return node

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otherwise it will just stop at "cast to"

plush yew
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i did this

lusty vigil
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and what does this math do?

plush yew
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nothin rip

regal mulch
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White Triangle: Execution Line. This line executes from left to right. If you don't connect it, it won't work.
In your image, the execution starts with the "GetStamina..." node and then executes the CastTo Node. But then you didn't connect it further.

plush yew
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still a blue bar

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hmm

lusty vigil
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add a print node

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check what comes ot of "40 / 100"

plush yew
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wait lemme show u my sprint area first

lusty vigil
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and show me how you connect the umg (the bar) to your

plush yew
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ok

lusty vigil
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oh thats as beautyful as my first blueprints πŸ˜ƒ

regal mulch
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CastTo Node: Since you were confused about this, the reason why you couldn't get the Stamina node from the Character Reference is because the types didn't match up.
Every class is a type. Every blueprint you create is a class. A "Character" is not the same as your custom Character. If you have a simple "Character" variable, the functions and variables of your custom character aren't available in it.
Even if the object that you saved in it is in deed your custom character.
Casting makes sure that you convert the varaible from one to another type.

lusty vigil
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check "set timer by event"

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every 50 seconds you want it to do something??

plush yew
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ok exi

regal mulch
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Perecent goes from 0 to 1

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Your MaxStamina and the CurrentStamina divided would be 0 to 1, given your CurrentStamina goes from 0 to MaxStamina

lusty vigil
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did you follow the "create survival horror game" tutorial?

regal mulch
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So if your variables aren#t wrong, this should work.

plush yew
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yeh

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na

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im dping this one

regal mulch
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Please print the Current and Max Stamina

plush yew
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ok

regal mulch
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And as well as the result of the division

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To make sure it's between 0 and 1

lusty vigil
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check the time @ 5:23

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he sets the timer to 0.05

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you set it to 50.0

plush yew
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no message

regal mulch
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The event of the timer is also not connected to anything

plush yew
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i did

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oof

regal mulch
plush yew
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im stupid

regal mulch
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White execution line is missing again

lusty vigil
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nah, you are learning

plush yew
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true

lusty vigil
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buuuuuuuuut with this design im not 100% sure if the stamina is going to do anything

plush yew
lusty vigil
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ah okay he sets a branch later

plush yew
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yup

lusty vigil
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check the connections in the video again

plush yew
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ok

lusty vigil
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or make a screenshot thats little bigger

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its really hard to read values

plush yew
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oh

lusty vigil
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can you maybe zoom in a alitte? ^^;

plush yew
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thats far as i can go

lusty vigil
plush yew
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ah

lusty vigil
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the print nodes should connect to these white lines

plush yew
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ok

lusty vigil
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if you want to make things simpler, try untangleing stuff and visualize it in a straight line

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helped me a lot

plush yew
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yup

lusty vigil
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and you can make comments when you click or mark some nodes and press C

plush yew
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ya

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so is that it?

lusty vigil
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this should fix it ye

plush yew
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it still dont move hm'

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wait can i call u and screenshare

lusty vigil
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ye

plush yew
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kk

upbeat tendon
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i am looking at my windows RHIs there is no DX12 support?

lusty vigil
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if anyone is following the tutorial error did

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this fixes the "staminabar gets stuck"

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well i just noticed this is the wrong place

leaden dust
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is there any way to make a variable empty?

teal tulip
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equal it to 0 ?

plush yew
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I have a problem in my project, when I'm doing Light Build an error message "ue4 lighting build failed failed to kick off" can someone help me?

grim ore
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does the output log show any other information? and are you using a source build?

plush yew
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i look

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Only one map error

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WorldSettings_1 Maps need lighting rebuilt

grim ore
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and the output log, the output log, has nothing in it?

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usually when the lighting build fails it gives more info, like mine says lighting build failed. swarmed failed to kick off. compile swarm

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now if it is still giving you no errors, when you started up the engine and tried to build did windows pop up and ask for access to the network for the engine? if it did and you said no then you need to fix that as lightmass connects to your local machine over the network to compile

plush yew
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the problem is there was no window and I have 0 info why it does not work

warped hornet
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where is meme channel

spare sun
tall pendant
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We don't have a meme channel on this discord.

gilded plinth
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Anyone tried to fully understand the Face AR Sample? i'm pretty far along and have it working with a custom mesh and all that good stuff but im still confused on a couple things. For one, does anyone have any idea when the Macro "ApplyCalibrationOffsets" in the AnimBP is activated? or is it not used at all?

fierce tulip
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lol

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with the power of admins

worn granite
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what a resounding argument

fierce tulip
worn granite
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I am compelled to join

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dangit you prolly banned him before he could see my powerful retort

fierce tulip
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sorry :p

tacit matrix
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im having trouble making a c++, im getting an error

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CompilerResultsLog: ERROR: 'C:/Users/Jason/Desktop/SurvivalHorror/Intermediate/Build/Win64/UE4Editor/Inc/SurvivalHorror/AiControllerBase.generated.h': Changes to generated code are not allowed - conflicts written to 'C:/Users/Jason/Desktop/SurvivalHorror/Intermediate/Build/Win64/UE4Editor/Inc/SurvivalHorror/AiControllerBase.generated.h.conflict'
CompilerResultsLog: Error: UnrealHeaderTool failed for target 'SurvivalHorrorEditor' (platform: Win64, module info: C:\Users\Jason\Desktop\SurvivalHorror\Intermediate\Build\Win64\SurvivalHorrorEditor\Development\SurvivalHorrorEditor.uhtmanifest, exit code: OtherCompilationError (5)).

crisp smelt
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how i can get the exact mouse position i need for set position in viewport

lusty vigil
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wait what who got banned? what did i miss?

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dang i left the warmth of my computer for a few hours and something interesting happens on the discord ._.

steel adder
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i dont feel comforatble with yt vids

sick escarp
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How does unreal handle the state machine of the third person character? Just saw a video of how to set up an animated character and he was running a cast to set a bool on whether to run or idle on tick, this must be achievable more easily? Like for example how the "AI move to" node in behavior tree tasks enables the walk animation

regal mulch
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Well, AnimBP has StateMachines

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They have States and Transitions

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Transitions are handled by conditions, such as Speed > 0, bIsJumping etc.

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And that info comes from the Characters

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So you basically get all the info you need in the EventGraph of the AnimBP

sick escarp
worn granite
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yeah kinda,, but notice the input? that's the data from the character (pulled via the EventGraph)

sick escarp
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Yeah but how would I set up a node like that myself?

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double clicking it takes me to the animation tab

worn granite
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you'd create a blendspace asset

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then you can drag that asset into the animgraph

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#animation and google are going to be your best friends with this

sick escarp
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Okay, thanks

regal mulch
steel adder
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i did

lunar bobcat
sudden agate
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Wow

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Occlusion Culling really doesnt work with HISMC

dry moon
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Nope, it renders together

lunar bobcat
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so Im guessing a no then

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to mine?

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well jesus

dry moon
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Its a very specific kit so doubtful @lunar bobcat

lunar bobcat
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oh fudge

queen arch
#

anyone has a simple map with a large house? Something that I can use for educational purposes with my students (make them fill the house with their own bps)

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doesn't have to be good looking or polished

next ivy
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There's no way to change the color of your current selection outline for blueprint nodes is there?

plush yew
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My enum has a default value of 'melee' but whenever I print a string to see what its value is I get StanceMAX (Stance is the name of my enum) Also, when I use the SwitchOnEnum node I'm not getting any results

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Hmm, on begin play I'm able to set the stance to melee and it works fine, but shouldn't it automatically be set to the default value?

merry gazelle
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Anyone here have any idea how difficult it would be to read Bitcoin stats (e.g. volume over 24hr) and translate it in realtime in game?

I think it could be cool to try out some 3D visuals / infographics relating to crypto

plush yew
#

how do i post a job app?

abstract relic
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check pin

plush yew
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ok ty

hollow dirge
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i hope one day I get to have one of my games in the nintendo eShop, thats my dreeam

willow stratus
#

Anyone wanna work on a game together

plush yew
#

Sounds sketchy to work on a game with slenderman kappa

worn granite
#

He'll dissapear you, keep talking like that

leaden dust
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I am making a single player game, but i need to call a function whenever a variable is changed, is it safe to use rep notify

opal hornet
light hawk
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it is

leaden dust
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@opal hornet lookslike it

light hawk
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been ages trying to enter

opal hornet
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rip

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isitdown says its been down for 3 days

worn granite
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@leaden dust yeah if you try it and it works, then it's okay.

light hawk
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rip docs

worn granite
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If you wanna move to C++ later, it won't work though

vagrant pasture
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hello devs.. I need some help.

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so I'm making a shooting game and I need to add mechanics in which the shooting direction arrow moves 0 to 90 degrees back and forth and I need to click whenever I have to shoot in particular direction

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can anyone tell me how to do so?

sage hinge
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How do I save maps ... if I have several ... when the character passes from 1 to 2 and leaves the game and when he returns to the game load the map 2 that stayed and so on

abstract marsh
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Hey all

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Is it better to learn c++ or blueprint?

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I'm going to purchase a udemy tutorial soon.

light hawk
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the ultimate question

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i think both. Unless you really love coding try to go for blueprints at first. I went for C++ at first but it's really time demanding and most tutorials and stuff cover blueprints instead lol

sage hinge
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Blueprints

leaden dust
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I want to interp between two floats based on time. For eg. the two floats are 0 and 50, I want to lerp between them for 1 second smoothly i.e. lerp with time

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How can i do that?

dim merlin
vague spire
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Hello all, I've got an object I want to send over to unreal from Blender, but I would like to conserve the parents and locations of the pivot points, and relative locations, is this possible?

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didn't know where to send this, so I'm giving unreal chat a go

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I'll be trying it with FBX, then GLTF

sullen wraith
#

Anyone know how to manage large armies such as in total war games? I'm stumped, having lots of individual ai doesnt seem like a good idea

tardy stump
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@sullen wraith interesting problem... I have no experience with that. Maybe you could somehow apply the same behaviour for groups of units depending on their parameters? I mean, if two (or more) units are "similar" (you need to define what that would mean in your case, for example, the distance between them and enemy is within similar range) then they will be treated the same way. This way you don't have to calculate the appropriate behaviour for each unit.
Also, I'm not sure of what type of "topology" you use in your game, but perhaps it would be possible to skip calculations for units that are unable to do anything at the moment - for example, only the first row of melee formation soldiers can actually fight, the ones in the middle of a crowd must wait because there is no place to move. I can see some cellular automa for this in my mind ;)

ember shadow
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Anyone got some good free assets?

pastel pumice
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am a noob but, would it be possible to instanciate an object's symettry ? let's say i want to make some items like helmets / swords and shields, would it be possible to save up a bit on performance by instanciating their symmetry under unreal engine so they appear as a full object while still being wield / equiped (static objects that is, i don't believe it could be possible with skeletal mesh or you would symetricize the weights and wouldn't work)

ember phoenix
#

is there a generally accepted .gitignore file for UE projects?

grim ore
bitter iris
#

Hey guys I'm creating a damage zone and, im wondering after the damage has started, inside the bp how would i make the screen grey scale

frail sail
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Guys i need help to about performance for that:
Crosshair, is it better to add pictures via User interface?
or
Better to draw texture with Event Reveive Draw HUD?
Which?

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i think "event receive draw hud" firing every frame. then isnt better to do add picture via UI? thonk

merry gazelle
narrow magnet
#

is there a way to save player data?

merry gazelle
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@narrow magnet You're asking me? If so not yet but I've used Rama's save system in other projects.

The main unknown at the moment is networking but I'll worry about that later

grim ore
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There is a Save Game object you can use to save data yes, if you want it to be complex you can look into C++ to write out files or connect to a database locally/remotely all depending on what you need to save.

narrow magnet
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ok thx for the help @grim ore

merry gazelle
#

Yeah I'll keep my system simple and have a go. My plan long term is to hire a DAPP dev to actually make a blockchain version, Etherlinker also looks promissing to get the job done inside UE

plush yew
#

How can i make planet in ue4 where you can walk. Planet needs to be big and good looking. I would like to do ground to space scene. I know gravity and stuff like that, but the surface of planet is question for me.

merry gazelle
grim ore
#

@frail sail the hud does draw every frame but it's not a big deal for most things however in your case if your crosshair is not going to redraw/update itself you can use a UMG widget and one of the retainer widgets to defer drawing every frame to save some performance

dusky hound
#

So I am making a material that tessellates. It subdivides the geo up to "2" on the tessellation amount but then it wont subdivide anymore.
How do I tell it to subdivide higher than what appears to be Material Tessellation cap?

frail sail
#

@grim ore Thanks mate i use UI then.

bitter iris
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no idea why its doing it

coarse osprey
#

What 3d software are you using?

bitter iris
#

c4d

coarse osprey
#

Isn't this some problem with scale?

bitter iris
#

nothings wrong with the scale

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its added some weird mesh in ue4

thorn vector
#

hi can anyone help me make playercorruption system/karma system which is the system in mmo where if player kill another player their indicator will turn red depending on number of kills they've done..

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i wanna know how to make the indicator change like if player kill 0 their indicator green if below 5 their indicstor orange and above 5 their indicstor will be red

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anyone can help me

grim ore
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you just described how to do it, which part is the issue?

thorn vector
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i know like its a bunch of branch node i've made this but its doesnt work

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wait

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loading the editor ..

hollow crescent
#

Hi, what's Unreal Engine Preview? Is that the professional thing that Epic was talking about last year?

thorn vector
#

here

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@hollow crescent its a preview of the next version of ue4

hollow crescent
#

Simple enough. Thanks πŸ˜ƒ

grim ore
#

so the question itself is what part is not working? and if this is multiplayer do you know how multiplayer in UE4 works because that is an entirely different issue

thorn vector
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i dont exactly know

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i tried to replicated the number of player kill var but thats doesnt work

grim ore
#

there is a TON of work involved in networking and replication so thats going to be a big issue. The first problem is you need to get it actually changing colors, does it change colors at all?

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you seem to be going about changing it the wrong way, you should just call the Set Color and Opacity node directly on the image widget in your corruption widget, you don't need all of this slate brush stuff

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that should atleast allow you to change the color of the widget. The next thing is getting the widget to replicate it's changed across the network and that's probably going to need a server replicated call to tell everyone's copies of the player and his widget to update his color on their machines

thorn vector
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  1. it doesnt
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2.i'll try to change the code a bit

grim ore
#

the code you wrote probably won't work so just set the color and opacity directly, don't change the brush

thorn vector
#

yeah i code it wrong

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it just as u said

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thanks

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now i need to figure out the drop chan

sonic ruin
#

Hey, if any of you guys want to help create a WW3 base game let me know, I got a small team that has already started this and started to create characters, and such more, let me know if you want to do this all slots are open!!

thorn vector
#

like if green player no drop if orange 20% drop and red player 50% drop

grim ore
#

and I just tested, replicating the widget does not replicate the color change itself if changed locally which I assumed

thorn vector
#

thanks matthew now imma figure out how to assign this on event player kill another player and if it in combat zone

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and the drop karma

grim ore
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ok yeah it's easy enough, the component does not replicate properly for the color as expected if you just replicate it. You have to call a server event -> clients event or just a pure multicast event and it works as expected

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the entire change to red or orange at certain percents or assigning values really won't help until you get the replication part working

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and of course make sure when testing you test using a dedicated server if that is the plan since that will give different results than a listen server (the default)

thorn vector
#

thanks for the tips

grim ore
#

this is the basics for getting the networking part working, the component does not seem to need to replicate for this to matter. https://i.imgur.com/4tR9vKO.png This was just testing so it's tied to the 1 key for activating it. You would find your player kill counter and then set it based on that

thorn vector
#

ouh i set it up similiar like that too

dim merlin
plush yew
#

yo guys did someone tried unreal.js

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?

wooden sparrow
#

has anyone tried running UE4 on a vm

#

i'm working with unreal.js now

indigo viper
#

can unreal engine do similar physics as in Beamng Drive as crushing mashes?

plush yew
#

yeah

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@wooden sparrow what is your opinion about unreal.js , i want to start to using it

silent frost
#

Does anyone know how to stop Oculus Store opening when I play a map in the editor please? I don't want to use VR and therefore don't need Oculus to open. Not a show stopper, more of an annoyance.

dim plover
#

I don't have experience with that happening, but did you try killing the OculusVR service/s?

ember phoenix
#

@grim ore thanks for the link. I notice it also excludes the _BuildData for maps. Is that common? Isn't that needed to run things on a different machine if I were to pull?

#

As I read somewhere that it had light data in it so it's needed

sonic ruin
#

If I were to create a campaign on Unreal engine 4 how do I create levels??!!

hollow crescent
#

Any of you do your character modelling in VR?

#

If so, what's your favorite software?

dawn vessel
#

Can someone point me to a guide on how to port UE Features from newer versions to older versions of UE?

#

There is stuff that has changed in newer versions that if I update it will break my game. Mainly the PhysX

#

I want to port everything from the new Versions but the PhysX.

abstract relic
#

Right click on the desire asset >> migrate

ebon lake
grim ore
#

@ember phoenix light data/build data is recreated when you build so it's files that are not needed when you are putting them in a versioning system. same with stuff like intermediate and binaries as they are rebuilt when you need them.

ember phoenix
#

awesome, thanks

queen crystal
#

Hello, I'm new to ue and i want to ask if it is possible to uncook windows uassets

#

Or uassets in general

graceful sky
#

Any plugins for total time used on a project per user?

grim ore
#

@ebon lake you can but you have to cheat. The issue is the out row is a wildcard and determined based on the input data table. If your data tables are going to contain the same struct you can select a data table so the out row turns into the correct output type. Then hook something up to that output, like a promote to variable, so that way the out pin is connected to something and the right struct type. You can then hook up a variable to the Data Table input and it will work. You do not want to do this if your data table inputs will not be the same struct type but this lets you swap in stuff like replacement data tables that contain the same struct but differing data

dawn vessel
#

@abstract relic I mean the code of UE

#

Not Blueprints etc.

#

I want to port the latest UE code down to 4.19 EXCEPT for the PhysX engine stuffs as the Physics don't need to be touched.

ebon lake
#

@grim ore i'll try this, thanks!

wooden sparrow
#

Any chance anyone has been able to get unreal.js to work in linux?

#

Keep getting an error on any project i try to build with it about fatal error: 'Framework/Multibox/MultiBoxBuilder.h' file not found

primal parcel
#

its possible to open the OpenWorld demo with 8gb of ram ??

grim ore
#

probably not

#

wait open world collection? probably. Boy and a kite, probably not

primal parcel
#

yes, my pc freezes and i read it takes long time to load, but i can find any spec

grim ore
#

its supposed to freeze and take a long time, its very dense

primal parcel
#

ok thanks

sonic ruin
#

If I were to create a campaign on Unreal engine 4 how do I create levels??!!

plush yew
#

Add levels via create new > level as infinitum

#

Ad*

grim ore
#

I can say with the open world collection in the editor I just opened it and individual meshes took up to 4gb memory each however opening the Overview map used up ~24gb at max. The editor did stop responding while opening the map and it took a few minutes to open completely then compile the shaders.

gilded plinth
#

Anyone got any Face AR Sample Experience? Got everything working perfectly except I can only get head rotation within Epic's project not my own even though it's the exact same mesh : )

plush yew
#

@grim ore hope you don't think I'm rude but, have you ever changed your hat XD

grim ore
#

I actually have a few of them and I have 2 of the white ones in the picture πŸ˜ƒ the new one has arms lol

plush yew
#

Oh it looks like one

merry gazelle
#

is is possible to display an actor inside of a widget? Otherwise I'll just need to create a mockup using overlays

grim ore
#

you would have to use something like a render texture yep

merry gazelle
#

good idea, I'll try out render target πŸ˜„

halcyon flame
#

Matthew is that actually you? I was just watching one of your videos

grim ore
#

it might be, let me check.

#

yep the underwear has my name it in, it's either mine or I have someone elses on.

halcyon flame
#

does anyone know if the input mapping/remapping nodes will support multiple players with different control schemes? for example, if player 1 wants to leave jumping on the A button, and player 2 wants to switch jump to B and run to A, will player 1's control scheme be unaffected?

#

lol

halcyon flame
#

I'm testing this out now so don't bother testing if you're wondering

halcyon flame
#

initial result: changing the bindings for one player changes them for all

plush yew
#

i got banned from fortnite discord

fast finch
#

hello everyone

halcyon flame
#

after a brief review I don't think it's possible for different simultaneous players to have different controls according to the keybinding in the engine. so I'll hack together another way

zenith flower
#

K thanx

weary basalt
#

Math Expressions perhaps?

plush yew
#

what do you want simplified? just for it to look neater? If it's approximate surely it's mathematically simple enough

lament saddle
#

I'm not going to study the thing you made, but for general advice, yeah, Math Expression nodes

#

collapse repetitive stuff into reusable functions, or messy one-off things into collapsed graphs

#

arrays & loops to cut down on repetitive nodes

latent moth
plush yew
#

turn off the engine, it will stop

latent moth
#

?

#

this happens also when I drive

#

so I just need to make it stop move

abstract relic
#

Looks like you need to clean up its physics asset

plush yew
#

Show you collision cage @latent moth

latent moth
#

one sec

#

all spheres are at same Z

upper quartz
#

hey guys

#

have any method to manually rebuild nav mesh?

plush yew
#

Do you need to have separate cages? Can't it be all one? Did you tried with something other than spheres?

upper quartz
#

i don't need the automatic rebuild nav mesh , so i need a manually method ><

latent moth
#

@plush yew I see the same behavior even with the single box and no spheres.

#

it seems related to the physics of the vehicle wheels somehow

#

though I do not understand what it could be

#

the only thing I can suspect now is that maybe it is somehow related to the fact that the rear wheels are closer to each other than the wheels in the front...

plush yew
#

All parts are one component or is it from many parts? If so, colliders are set on each part or in one main object?

latent moth
#

not sure i follow.

#

it's 1 collision box on root.

plush yew
#

It's a blueprint?

#

Multiuple meshes?

latent moth
#

it's a phat

#

how can it be multiple meshes it's the phat of the skeletal mesh

#

so no, it's 1 mesh

#

πŸ˜ƒ

plush yew
#

One thing I suspected is that if colliders are not on the same part they will be treated as separate rigid bodies. In that case turning on Auto Weld under Physics would help.

latent moth
#

colliders are on separate bones

plush yew
latent moth
#

i don't see this option in the phat, is it still there in 4.21?

heady frost
#

Hello guys.
Does anyone know if there is a way to distribute shader compiling?
I was wondering if either FastBuild or IncrediBuild are going to work?

manic pawn
#

there is support for compiling shaders using expensivebuild yes

sudden agate
#

@latent moth I recommend not using Physics for Vehicles.
Animate them like a Character. To make the Skidoo grounded you can use IK etc.

upper quartz
#

hi guys , have any method to manually rebuild nav mesh?

heady frost
#

@manic pawn Can you provide me a link with more information regarding this?

manic pawn
#

no, I don't use it myself

#

they call it xge shader compiling

heady frost
#

ok, thank you.

plush yew
#

Hey there im completly new to developing a game

#

i want to recreate a game so i know exactly what i want but maybe need help

#

if anyone is qualified enough i could pay for help

regal mulch
plush yew
#

its a bot sending requests

#

i cant send anything

fierce tulip
#

read the pinned message in that channel πŸ˜ƒ

plush yew
#

i wrongly answered a question, can you delete the upper message from the bot.

wary wave
#

you can let it time out and start again

#

otherwise you need to do the whole thing again and ask a mod to delete the old one

plush yew
#

i did

#

and

#

im confused as i was never before

dim merlin
#

Hi, is there anything like 'spline decals' in unreal? havent found any good solution

wary wave
#

there is not

lusty carbon
#

it changes when I move the reflection spheres around. on baked static objects

dim merlin
#

@wary wave i was thinking, wouldnt it be possible to use a spline component and a decal and use spline data in the material? i quess someone tried it?

wary wave
#

I'm not sure how you propose to use spline data inside the material?

dim merlin
#

by setting material parameters perhaps?

wary wave
#

it's not really a thing

#

closest equivalent thing in the engine is the spline mesh

#

decals work through projection though, rather than having geometry, so it's much less than ideal

dim merlin
#

yeah, actually was using spline mesh, however, zooming out the far clip plane will clear the road from being rendered

#

would it even be possible to fix that?

grave nebula
#

@dim merlin Decal, in the context, is something that you render on top of existing data in the buffer. You can use splines or any other geometry for that without issues. Offset the mesh closer towards the cam with WPO in material graph with increasing distance.

dim merlin
#

@grave nebula, are u now talking both about decal and spline mesh? (dont really understand)

#

U mean i should make the material on my spline mesh be a decal?

#

Ah!, thats working perfect!!

#

Thanks!

hazy rivet
#

Hi! I have a little problem with a 3D model I just take on internet:
It was a .blend file, so I opened it on blender, everything was good: colors, rigging, etc.
When i export it as a .fbx and put it on UE4, colors just disappears, and it lets me only 2 textures to modify on the mesh, but I actually have 5 textures to put on it.

Well, thanks for reading and sorry if my english is terrible, I'm not a native english speaker so...

Have a nice day all.

wary wave
#

oh ffs, I thought Epic fixed the issue where you couldn't copy/paste a Timeline?

sudden agate
#

You can copy Timelines? πŸ€”

wary wave
#

for the longest time, no

#

then Epic fixed it

#

just tried it now in 4.20, and whilst it "copied" the timeline, the actual curves were missing

#

I don't even know where to start with helping you :/

whole quarry
#

lol, there is no question other than "can anyone help?"

steady fractal
#

This place is scary

languid shard
#

get back to lounge you monkey

steady fractal
#

I scrolled up once on my mouse wheel and I saw three seperate people saying "hey I'm completely new to game dev"

sudden agate
#

@plush yew why do you need a server?

wary wave
#

do you even have a working multiplayer game?

sudden agate
#

You dont need a separate server for multiplayer testing

languid shard
#

I smell popcorn

sudden agate
#

dont waste your money on things you dont need (yet)

languid shard
#

I just had a stroke reading this sentence

sudden agate
#

me, too

honest vale
#

I'd develop the game first

sudden agate
#

^

honest vale
#

you can run dedicated server on your own computer

languid shard
#

dev the game in local first

sudden agate
#

oh boy

languid shard
#

emphasis on first

#

is your game done ?

wary wave
#

you can run a dedicated server on any machine

whole quarry
#

develop the "server" side in your "local network' first before burning money

wary wave
#

you don't need to rent anything

#

but also you need to actually write the game code, or there is no dedicated server

#

no game, no server :/

honest vale
#

reminds me of a client who started a year long kubernetes infrastructure project before they even had an MVP

#

because webscale

whole quarry
#

a server is a computer...

#

"configurate" does not apply to make a multiplayer game

honest vale
#

@plush yew there isn't much to configure

#

you just run the dedicated server exe

sudden agate
#

if your computer is low, you probably need to a better machine for developing the game itself anyway

#

even a today's low-end pc should handle a server with 2-3 players

#

then you shouldn't have problems testing multiplayer aswell

whole quarry
#

lol

honest vale
#

so you want a linux box?

wary wave
#

I think you might want to understand what it actually is you want, before asking questions in here, let alone paying money for things?

honest vale
#

make the multiplayer work on your local computer first

whole quarry
sudden agate
#

how do you explain that a separate Server process doesnt count as Local Multiplayer?

honest vale
#

how would you even test if your server configs work if you don't have working multiplayer in the first place? πŸ€”

whole quarry
#

I think he sees local mp as split screen or smth

sudden agate
#

@honest vale ez pz, Just make your singlepalyer game as multiplayer, can't be that hard kappa

honest vale
#

local multiplayer uses 100% exact same code as "remote" multiplayer

#

there is no difference

#

they're separate processes in your OS

sudden agate
#

@plush yew you can run your server on the same machine, it is enough to simulate internet multiplayer

honest vale
#

you can do the exact same configurations on your own computer if you need practise

#

don't waste money on infrastructure you don't need 😐

#

until you actually need it

sudden agate
#

you can use a virtual machine or a separate machine in your network, too.

#

VirtualBox for example

whole quarry
#

Dude, a server is just the same as a windows computer in your case...

#

Just open up ports so others can connect to it

sudden agate
#

@whole quarry no, a server is something in the internet >:(

whole quarry
#

until your game is finished and released you dont need a dedicated server

#

you have no router and firewall knowledge?

#

is this your first game?

pallid compass
#

Oh lordy, boi are you in for a world of headache

whole quarry
#

you did multiplayer before?

pallid compass
#

Everything you need is on the wiki and doc.

whole quarry
#

good luck and may god have mercy on your soul

#

you want to jump in the pool before learning to swim

#

just google it, it is different per router

#

Thank the mod Exi for it πŸ˜›

pallid compass
#

Poor u remco

#

People are just going to stop answering you at this rate

#

Your asking how to drive a car when you cant even crawl

sudden agate
#

google is your frien

pallid compass
#

Yeah that is cool, then google it

#

Because right now you are so far ahead of your self

idle garden
#

LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist

#

Someone knows how to resolve this?

plush yew
#

How should i make illusion about planet to game. (Full planet)

#

my idea was to use flat earth map system and add some fog so it feels like its planet

#

any ideas?

flat idol
#

JustAGuy it probably depends on why you get that error in the first place. I never seen it before. Btw, you could be a bit more specific what happened there. Also, #packaging #engine-source and as a last resort the #cpp in case its a game built from source.

#

Slyack unreal havent got the weapons of massive scales, so you should resort your design to flat landscapes i believe. Unless you want space travel in there too, in that case you can perhaps try transitions between planet and surface (loading screen etc) that ease on the pain with large objects.

#

Been experimenting with logarithmic depth buffers before, by modifiying the engine shaders.. but its not up my alley i had concluded.

wispy raven
#

guys

teal tulip
#

when ends

wispy raven
#

i was trying to make a mixamo pack but i can't seem to find a way to make it

golden condor
#

Hey

wispy raven
#

did they removed it?

golden condor
#

How do you open the message log?

teal tulip
#

usually don't take more than 2h

#

but you're compiling the engine not the project

pallid compass
#

Looks like u got another hour to go

#

Because u want to build dedicated server

teal tulip
#

cause thats the project of the engine

pallid compass
#

so you need git source

#

the thing you downloaded

golden condor
#

How do you open the message log?

flat idol
#

fibi4ka, why dont you just use the launcher builds inistead? there no need to compile anything. core2duo is way below minimum specs btw, you will have a hard time using unreal with that cpu.

golden condor
#

Not the output log

#

But the message log.

pallid compass
#

Yup

#

you cant build dedicated server with out source

#

nope

#

follow tutorial

#

I think you might misunderstand what you are doing

#

You are building source right now

golden condor
#

Can someone please let me know where i can find open message log?

pallid compass
#

and what? that is it

#

In engine soufwar?

golden condor
#

Yeah

pallid compass
#

top left

#

windows -> dev tools

#

or something

#

or just windows

#

and theres two logs

golden condor
#

Found it

#

Thanks @pallid compass

pallid compass
#

You said "and" i dont know what else you expect me to say

#

np

golden condor
#

Cheers guys

honest rune
#

Hello everyone πŸ˜ƒ Is there not a section in project settings where you can view/edit all collision profiles registered?

pallid compass
#

Do what ever the tutorial tells you to do

fair pike
#

Hey, is there a way to find a specific coordinate of an actor? As in, can I somehow dissect it so that I know that the actor is on location X for the X coordinate?

honest rune
#

or is the only place to view collision profiles within a specific body's settings?

#

nevermind, found it:
Project Settings -> Engine -> Collision -> Preset
forgot where it was

#

if you wanna edit the source (and I believe building a dedicated server for distro still requires source)

wispy raven
honest rune
#

If you have no need to customize the engine source, honestly, don't

wispy raven
#

what should i do?

honest rune
#

@wispy raven ignore those. All mixamo rigs will give you that

pallid compass
#

U can't build dedicated server with out source

#

Like I said before

honest rune
#

yep there ya go. other than that, no need

sullen wraith
#

my build lighting is stuck on %0, anyone know a fix?

wispy raven
#

ok, thanks

honest rune
pallid compass
#

Fibi

#

Do you know

#

u dont use packaged dedicated servers for iteration

honest rune
#

pyro' stuff was really helpful to me when getting starting using fuse/mixamo for prototyping

pallid compass
#

Development

#

Changes

#

Making your game

#

You dont even need this

#

This is for creating dedicated servers for shipping

#

no

#

Why dont you learn some basic multiplayer stuff, then come back to this stuff when you need it

plush yew
#

@fair pike use 'get actor location', you will get a vector output, then use 'break vector' to access specific coordinates πŸ˜ƒ

tall pendant
#

Hey Victor! Did you have the chance to ask the engine dev team about the status of OpenSubdiv support in UE4 yet? @gleaming narwhal

sudden agate
#

no he did not.

pallid compass
#

No to you dont need to edit source,
Yes to you need source to build out a dedicated server for shipping

#

Not sure how many times i have said that now

fair pike
#

Thank you @plush yew , exactly what I was looking for!

plush yew
#

np

grim ore
#

that just means your machine is compiling the DDC, it's gonna take a while based on your machine

#

well the core 2 duo will literally take forever, the i5 should be able to compile and load the engine according to the internet

#

both will be a horrible experience tho even on low 😦

#

There are a couple cache spots but further startups should be faster

atomic onyx
#

how much would you guys charge for a basic character implementation with anims?

grim ore
#

you needed it before, the 45% was doing the same thing just for other resources. now it's doing it again for the visible stuff lol

#

well you have one open now or are you at the new project screen?

#

that is the new project screen, what are you trying to do ?

flat idol
grim ore
#

If you are trying to make a new project then make a new one like normal using that source version, if you want to open an older one you will have to open it and then convert a copy to use with the new engine

#

your dedicated server uses the same project as your game, it's the same files you just need the source version to make a dedicated

#

if that is the one you want to work on yes

wispy raven
#

guys, where's the physical asset tab in ue4.21.2?

flat idol
#

Open the asset from content browser.

wispy raven
#

nevermind

#

found it

gleaming narwhal
#

@tall pendant I've reached out, will @ you when I receive a response

wispy raven
#

thanks anyway

tall pendant
#

@gleaming narwhal Thank you!

whole quarry
#

@plush yew this is your first ue4 project?

gleaming narwhal
#

I did find support for it in DevGeometry, and there's a whole slew of blueprint nodes that's been added

grim ore
#

yay for a slew of nodes

teal tulip
#

There was subd on DevGeometry since 2017-2018 Q1 when they put their branch public, but idk of the rest changed

whole quarry
#

Different question, but alright.. It kinds of seem this is your first time using ue4

teal tulip
#

Still no devgeometry merged

whole quarry
#

Thats why I asked..

teal tulip
#

are you sure about that ? You don't know what project to choose etc and on the other channel you was compiling the whole engine and named it was a project

tall pendant
#

Yeah. There was an inital and unfinished subd thing. But it seems it wasn't developed any further.

#

proper SubD (OpenSubdiv) support would be very beneficial tho

#

also in regards of raytracing i think...UE4 kinda needs subd support πŸ˜„

grim ore
#

you don't even need VS open at this point unless you are working in the code

#

you can run the source version of the editor without VS. you will need VS open just to build out your dedicated server at some point.

latent moth
#

@sudden agate really? I didn't know this was an option. Do the thrust / steering / etc still work on vehicles that have physics disabled? Are there any resources on the option of animating vehicles instead of using physics?

grim ore
#

the scanning includes can be stopped, they are part of VS and will not help or hurt you with what you re doing

#

visual studio is used if you need to make changes to the source or compile the editor/server. if you aren't doing any of that you can just run the ue4editor.exe file normally and work in the editor

#

if your editor version is assigned as a valid version you can also just open up your uproject file from the launcher or from the disk and it should load up your source version as well

#

the editor is the editor, it's the editor. it's where you work with your project in UE4

#

yes its the same thing

#

we don't know, if you didnt change anything then don't save it but it should be fine

whole quarry
#

if you changed anything, yes

#

if not, then no

wary wave
#

this has got to be trolling, surely?

tall pendant
#

if not... perhaps you should learn the ropes first.

grim ore
#

if you want someone to tell you to save it then yes I am telling you to save it

#

it really doesn't matter for what you are doing

wispy raven
#

why is my ragdoll always getting inside other things?

flat idol
#

imluke that could be physics substepping - the lack of it

wispy raven
#

what's physics substepping?

flat idol
#

its a project setting at physics related stuff. enable it and make sure it will be allowed to make tiny enough steps

wispy raven
#

oh, ok

#

thanks

grim ore
#

well we can't see the entire error but it could be due to the path being too long or having spaces

#

when does this error happen?

graceful sky
#

Is it possible to use constructionscript to fill in a value in a macro? Several macros..

grim ore
#

my only guess is it is due to the spaces in the folder

pallid compass
#

No its not Squize

graceful sky
#

Ty Rei

grim ore
#

the spaces in the project directory, not the source directory

flat idol
#

Squize: macros have no values. Your bp does only. And yes you can use construction script to manipulate bp values.

grim ore
#

Disk SPACE E

#

but it worked fine for me on my test so It might not be it

flat idol
#

Mathew just hope you are having fun :)

grim ore
#

you should test it again yep

#

yep it doesnt know where it is now since you moved it

#

in the binaries folder where the editor is, C:\Games\Epic Games\Source\Engine\Binaries\Win64 for me for example, is a file called UnrealVersionSelector-Win64-Shipping.exe

#

If you run that it will register that folder as an editor version

#

then it should show up

#

all it does is tell windows that there is a version of UE4 at that location so when you try to change to the source version it will accept it

tawdry sierra
#

i need quick help. The map making program im using generates 3 diffenet heightmaps that need to be combined

grim ore
#

now all of this was not really needed since you created your project using the source version but shrug

tawdry sierra
#

How do i do it?

grim ore
#

define combined? you can just add the 3 textures together into one output texture in the material editor

#

nope because that is not where your source is at

tawdry sierra
#

@grim ore i have an erosion map, a flow map and an erosion wear map

grim ore
#

you go to the same place where you run the editor for your source build and run it from there

#

its the folder from github, it's where your source version of the engine is at

#

Engine\Binaries\Win64 for me is what I posted earlier

whole quarry
#

is this a step by step guide? πŸ˜„

pallid compass
#

you know, if you read the error

#

Its saying what is wrong

#

Not that i want to get sucked back in too this madness, but read what the error says.

#

Keep reading the error, and looking at your project directory and you will eventually figure it out

hasty lintel
#

Hello to all and anyone who could help me -

I seem to be getting these streaks /stripes when using exponentialheightfog /volumetric fog

grim ore
#

wow that is a weird ass error, googling it says "Had similar problem. Created "Saved\Logs" directorie. Somehow solved my problem" so it's not an issue with a space in the path name but the fact it cant create the log folder lol

hasty lintel
#

If i turn up the fog intensity you can really see the problem.

Any help would be much appreciated

grim ore
#

go into your project folder and make sure you have a Saved/Logs folder

#

if not create them

#

so create them

#

Create Saved

#

and then go into it and create logs and try again

#

that's a different error

#

I don't know, can't read the error

dim merlin
#

Anyone knows about use PMC with a spline mesh component?

grim ore
#

it looks like you messed u your target file when you changed it

#

you changed your target file in the previous step on the wiki page

#

well you messed up something, read the error and fix what it says

#

you dont paste it, you edit

#

and this is because you don't understand the engine

pallid compass
#

I think its time you stop πŸ˜‚

#

When i say you are trying to drive a car before you can crawl i am not joking.

frank escarp
#

@pallid compass 4.22 hot-reloading can reload engine code

#

good shit

grim ore
#

You can paste the contents of your file and we can try and help but it doesnt get much easier than this from here on out

frank escarp
#

and compiles super fast

pallid compass
#

You cant just keep asking a question every second you get stuck because you are unsure what you are even trying to do.

grim ore
#

you can copy/paste the entire error as well instead of screen shotting.

pallid compass
#

Oh really? ooo

#

Live++?

frank escarp
#

@pallid compass yes

pallid compass
#

Juicy af

frank escarp
#

only function changes tho

gleaming narwhal
#

@tall pendant So it seems that the current OpenSubDiv implementation in DevGeometry is a prototype, and that the team is working on a new system for in editor modeling tools. They will likely bring back SubD modeling in that context, but it's not in the immediate future.

whole quarry
#

@pallid compass It's ok, he did more games before :d

frank escarp
#

not data changes

pallid compass
#

Function changes is good enough, fast iteration for when i go full potato

frank escarp
#

ive been using live++ to fix shit in pubg, and its a huge improvement

pallid compass
#

Yeah i remember you saying

#

make PUBG great again

frank escarp
#

@pallid compass some of the improvements ive been working on improve GameThread perf by 30% on its most heavy scenarios

#

im happy af

grim ore
#

stupid...

#

its three ` symbols lol

pallid compass
#

Oh wow VB that is nuts, that is a big boostr

tall pendant
#

@gleaming narwhal Aye! Thanks for the info.

frank escarp
#

@pallid compass ive written a system that simulates physics asset raycasts (for characters)

#

saves a shit ton becouse the damn hitboxes are SUUUUUUPER expensive

#

so with this system, we leave the chars as "no collision" and then use this thing to raycast the weapons

#

turns out ue4 perf when you have tons of moving characters with collisions is crappy af

#

becouse its locking physthread and doing physx stuff

#

2 times per frame, per character

grim ore
#

honestly no lol, that error does not help much. At this point 😦

frank escarp
#

every time a character moves, unreal updates his collision to physx

#

so 100 players gets real expensive

#

i wonder what they do in fortnite for this

dim plover
#

VB, you mentioned hitboxes for players? Is that for accurate projectile collision?

pallid compass
#

Oh wow Vblanco, they better wack you a bonus for that haha

frank escarp
#

nah just doing my job

dim plover
#

Because, I think it is possible to get the Bone that was hit on overlap/hit.

tall pendant
#

spare yourself more frustration and do a much smaller, attainable project first. I'm not kidding.

frank escarp
#

@dim plover the problem is that every time you move + every time you animate, unreal goes to update all the physx bodies

tall pendant
#

You won't complete this game.

grim ore
#

@plush yew at this point it looks like something is weird with your computer or setup or file or disk. try removing the dedicated server target you created and see if it works fine

frank escarp
#

with the hitbox system ive implemented, i just "move" the hitboxes right when i raycast

#

so the raycast reads the physics bodies from the physics asset, and translates them from the bone transfoms

dim plover
#

I meant you could get bone accurate projectile collisions without the hitboxes. Let me find a thread.

grim ore
#

I can say I had 0 issues following the instructions but I did know what I was doing. Just the TestDedicatedServer.Target.cs since that is throwing the error.

dim plover
#

Oh, sorry, I misunderstood. You were talking about the Physics Bodies on the physics asset.

grim ore
#

yes so you can see if that file is the issue or if your project is broke

#

now try to do what you did before yes

#

what closes automatically?

#

yes but you don't have your dedicated server build target so you won't be able to build it out

#

so you need to figure out what went wrong with step 3

#

if you want your dedicated server then yes

#

copy the file, rename it, change the parts in the file

#

step 3 in that wiki, you did it before from the looks of it

#

you made it before right?

#

welp step 3 has you copying a file, renaming it, and changing parts of it

#

that's weird, you should have the normal one and the Editor one, not the server

#

you deleted the server one earlier, it was causing the issues

gleaming lotus
#

Bit of a weird question - but when UE4 is building lighting for a second time, does it use the previous build for elements that are the same and skips through them, or does it start completely from scratch?

grim ore
#

well there is a cache folder so one would hope so

#

I guess you could make a big light build, move 1 item like a small object, and rebuild and see if its quicker?

grim ore
#

without the server target file you wont have a server target to build, step 3 walked you thru creating that file by copying an existing one, renaming it, and editing it

#

you built the editor, now you need to make your targets for building the dedicated server then you build the dedicated server and then who knows

#

building the server is much quicker

#

no you did that already, you dont need to do it again

#

you shouldnt be in the editor at all right now if you still dont have that server file

#

you need to be in your file browser at step 3 on the wiki page unless you did that

#

unless you don't need the dedicated server

#

sure why not

#

you won't ever get it working right by skipping the step so at this point you can do whatever you want.

#

no idea, that's not a helpful screenshot.

#

it is a bottom part of a message. You need to read the message and fix what it says.

#

at this point I think you are in over your head, you are trying but you aren't following all the instructions so errors are popping up you cannot fix or understand.

#

clicking yes will not fix the problem, it will just let you use the editor.

#

it's your project it's your decision. running the last version will open the editor if that is what you want. If you want to make this all work you need to go back to step 3 and follow the instructions.

#

you can copy one of the other ones and use it but if you deleted the server file than the one you need should still be there. also recycle bin?

#

if you deleted the file it should be in your recycle bin on the desktop

#

if not just use one of the other files and change it correctly

abstract relic
#

Out of curiosity, have you made a game before @plush yew

#

The chat is a long one. What did you make?

grim ore
#

you can continue from part 3 then if you want in the new project if you want

#

you are not supposed to have the server target

#

inside you will find some visual studio source files. ******* take one of the source files and copy and paste it and then rename it to match the others********* . format is gamenameServer.Target.cs so in my case because my project game name is called test i would rename my file to testServer.Target.cs like so

abstract relic
#

This is crusher level spam.

grim ore
#

we mentioned this before but you just keep ignoring us for stuff like this lol

whole quarry
#

Mathew's patience isn't gold but platinum

grim ore
#

"copy and paste it and then rename it to match the others"

abstract relic
#

Run Matt run

whole quarry
#

you should get him a new panther hat as a thanks

#

did you recently reinstall windows or something?

golden condor
#

Hey

#

Is there a way to blend colors in UI?

#

Like a health bar blending from green to red slowly.

#

i cant figure it out for the life of me

grim ore
#

@golden condor you can use a material to do that with a gradient

golden condor
#

i am not using a material

abstract relic
#

Delete your project and restart the tutorial. You tangled yourself

grim ore
#

@plush yew you are not copying, you are changing. you should not be copying, you should be changing.

golden condor
#

I am using the fill color and opacity

#

from the UI itself

grim ore
#

@golden condor if you just want to do it without anything special, you want it to be color based on percent and not an actual gradient then? so like 50% full is orange?

whole quarry
#

Isnt it lerping between 1.0 0.0 0.0 and 0.0 1.0 0.0?

abstract relic
#

How many times have you repeated yourself Matt?

whole quarry
#

@plush yew what were your first game projects?

abstract relic
#

Lol

cobalt scaffold
#

there's a hundred switch on nodes, but not one for object type (class).. am i missing something ?

abstract relic
#

<@&213101288538374145> he’s back

whole quarry
#

@abstract relic tell me while I get me some popcorn

abstract relic
#

It’s Crusher, he has been avoiding his dozen plus bans

golden condor
#

ok i looked into Lerping

#

i think i am on to something

#

thanks @whole quarry and @grim ore

whole quarry
#

np

golden condor
#

so

#

this is what i am thinking, plugging in the green values as A and setting it to 1

#

and the red values as B and setting it to 0

#

while the alpha is the fill color and opacity.

#

I am i way off?

#

or i am i close?

grim ore
#

if you want the entire bar to be a solid color then yes

golden condor
#

i want it to blend

grim ore
#

you will find however a green to red lerp looks uuugly lol

golden condor
#

go from green to red

grim ore
#

define blend? like if the bar was 100% full would it be red on the left and green on the right? or just solid green.

golden condor
#

slowly and dynamically

#

i am thinking th easiest way

abstract relic
#

You’re going to have a bad time blending complimentary colors

golden condor
#

the*

abstract relic
#

You need an intermediate colour

golden condor
#

defining blend: solid green color that becomes reddish

#

until its completely red

#

depending on health ratio

plush yew
#

I'm using the ProjectileMovement component to handle the movement parameters of things that aren't strictly projectiles. Just like in something like skyrim, you can currently pick up items and toss them around in my game and I use to just hit "simulate physics" but that hardly had any settings for me to mess with. So atm I'm switching to projectile movement but I'd hate to find out that this isn't the way to go after applying it to all my items

grim ore
#

so.... if the bar is 100% would it be all green or red at the left and green at the right?

golden condor
#

yes @grim ore

#

solid green on right, red on left

grim ore
#

yeah then you would probably want to use a gradient for the material on the bar using the correct colors and then just clip off the end you don't want shown as it goes down in percent

polar hawk
#

@plush yew if it works

#

honestly thats probably a slightly more inefficient but way more maintainable solution

golden condor
#

let me show you what i have right now

#

Here's my bar right now

#

its just a dummy

plush yew
#

@polar hawk Yeah, I'm looking for things like friction, bounciness, etc. I think I can just activate/ deactivate projectile movement whenever it's being used as a projectile and enable physics

golden condor
#

to test shooting and stuff

plush yew
#

@plush yew yeah it should spawn two players on two windows

polar hawk
#

@plush yew it'll spin up another server on the mainframe to do machine learning autonomous proxy simulation so you can test locally

plush yew
#

depending on which window you tab into

#

but its a little more complicated than that

golden condor
#

no, you can only control one

#

the other is a dummy puppet.

polar hawk
#

you can control two if you tape two controllers together

golden condor
#

i am out of ideas

grim ore
golden condor
#

i know Lerping is the solution

plush yew
#

AFAIK multiplayer gets pretty complicated. I haven't even gotten my apples to replicate so I can't help too much

polar hawk
#

if you tape 4 iphones together in a rectuangular fashion you can use the built in accelerometers to create a hall effect to use an input device

golden condor
#

solid color is fine

#

this is a student project and i dont want to waste anybody's time really

polar hawk
#

@grim ore one thing I've found about gradients that isn't immediately obvious

#

most gradient tools use HSV lerps

#

not RGB lerps

grim ore
#

yep then you can just use a lerp with the percent as the input value and red/green as the 0/1 values and it will output a new color. The issue will be like people mentioned that a green->red sucks balls so you would want maybe another color to lerp in between

polar hawk
#

lerping the H in HSV is crazy important vs lerping straight rgb

golden condor
#

what do you suggest?

grim ore
#

@plush yew you are not supposed to copy that into your file, you are supposed to read the instructions and just change your file to look similar.

polar hawk
#

you're supposed to file the copy and instruct the read to file your change similarly

#

but only as similar as a congruent shape is similar to its pre-transformed state

grim ore
#

it's the part that says "next you have to make 3 changes to the file". These instructions are not meant for people who don't know what they are doing

golden condor
#

asking nicely would help @plush yew

grim ore
#

you can look at the 4.18 example, you can look at yours, and you should extrapolate the changes and change it.

polar hawk
#

but its important to note that when extrapolating changes you only change the extra bits and not the polar bits because then you'll have extrapolated the polates too much

grim ore
#

what does your new file look like?

abstract relic
#

Crusher, you gotta stop man

polar hawk
#

first you run it through a computer vision algoritim

manic pawn
golden condor
#

so, i'll try lerping between red and green since i am not really caring about the looks

grim ore
#

your file should look like the one they posted for 4.18 but with your project name in it, if it does not then you need to change it.

polar hawk
#

have you tried adopting a column approach instead of a row approach

#

non-relational body files tend to have a performance gain

grim ore
#

yep that's not going to work 😦 you need to delete that, copy the file again, rename it, open it up, and make it looks like the example on that page for 4.18 but with your project name.

polar hawk
#

did you know if you update engine versions you'll be on more recent code

grim ore
#

he can't due to his video card not supporting SM5

polar hawk
#

wait are you for real

maiden swift
#

@plush yew I understand you're trying to learn, but this is not the appropriate place to get step-by-step guidance. If you're trying to follow a C++ tutorial and don't understand what the code means, try brushing up on your C++ skills first, then come back to the tutorial when you understand the concepts. πŸ™‚

grim ore
#

it's a core 2 duo, what do you expect πŸ˜›

wispy raven
#

guys

polar hawk
#

no this is clearly a LISP tutorial

grim ore
#

technically it's a C# tutorial lol

wispy raven
#

when it finishies it remains on the last frame of the animation

#

i want to finish the animation and then use the animation bp

#

how do i do that?

polar hawk
#

@wispy raven play montage

wispy raven
#

right

polar hawk
#

have abp support slots

#

play animation will nuke the abp

maiden swift
#

@plush yew Please link to the tutorial or documentation you are following. The one from those screenshots.

polar hawk
#

you know its good

#

when the bullet points start lowercase

abstract relic
#

You know it’s good if it’s from the wiki

polar hawk
#

You know if it is.

#

You know it.

#

Do you know?

abstract relic
#

Don’t break out in song 😜

polar hawk
#

too late

golden condor
#

This is for you @grim ore

polar hawk
#

I can't anymore

golden condor
#

Thanks a lot, it worked and now my health is blended

polar hawk
#

holy shit @plush yew

#

you are something else

grim ore
#

@golden condor yay, don't forget @whole quarry helped as well πŸ˜ƒ

golden condor
#

i appreciate the help man, really

#

@whole quarry sending hugs and Unreal Engine stickers lol

#

thanks

abstract relic
#

At least he seem to fix his β€œwood into inventory’ issue

pallid compass
#

Your confused because you dont know what your doing, you cant just skip shit to do what you want

golden condor
#

@pallid compass too thanks a lot

pallid compass
#

The core foundation of the engine

#

Basic c++

#

Basic c#

#

Basic multiplayer concepts

#

Basic packaging and building understanding

#

Pretty you can keep adding on too that list

polar hawk
#

The core foundation of the engine:

#

randomly toggle checkboxes

pallid compass
#

lmfao

#

I mean not too be rude or anything, if he got stuck trying to generate project files because he didnt have a Logs folder for like 2 hours, you need to take a step back.

grim ore
polar hawk
#

I got a tutorial for you

#

oh im not logged into youtube at work, damn

pallid compass
#

Also why did i type core foundation first, that is pretty abstract πŸ˜‚ Basic fundamentals of the engine is a better way to word it

polar hawk
#

Have you tried deleting and starting over

#

Have you tried deleting and starting over again