#ue4-general

1 messages · Page 415 of 1

grim juniper
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Wow, took like 10 minutes just to get the email... This is not a nice 2FA experience GWsetmyxPeepoWeird

ruby robin
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Guys, where is Reference Viewer? Cannot find it in neither in 420 or 421

wicked lantern
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@grim juniper there is Epic Games 2FA for Google Authenticator

wary wave
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@ruby robin - right click on any asset in the content browser, and it should be in the context menu

ruby robin
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@wary wave There is no Reference Viewer

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It was there, I know, but since 420 I cannot find it there

wary wave
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I'm in 4.20, and it's there

ruby robin
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There is also no Size map(

brave lark
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heyo

ruby robin
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421

brave lark
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thats frakin weird

ruby robin
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Looks like a bug to me. There is Reference Viewer, as well as Size Map in 4.22 %)

glacial pecan
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if you have a public variable that you can change in the editor, can you see the effects of that value reflected in real-time when you press Play?

abstract relic
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What? Such as printing?

glacial pecan
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No, I mean, say I have object X moving at speed Y. Y is a public variable I can change from the details panel of object X in the editor. Will that reflect in real-time during Play?

sudden agate
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wat

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once your variable is changed from the outside its value is in the object

glacial pecan
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but does that update in realtime if the editor is in Play mode? that's my question!

sudden agate
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eh?

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ah now I know what you want.

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yes.

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changes made during Simulate are immediately visible

glacial pecan
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ah, only simulate? ok

sudden agate
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PIE should work, too

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since you have access to the outliner

glacial pecan
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pie?

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play in editor?

sudden agate
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ye

glacial pecan
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ok... guess I need to double check with a non-VR project

silver relic
glacial pecan
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because I can't see anything change in real-time in VR

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only after I stop and then Play again

sudden agate
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@silver relic its an input event

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you need to assign an Input Action in the Input Settings of your Project

silver relic
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like that?

sudden agate
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ye

silver relic
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but, then what?

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the tutorial said to do that, and then he goes to find the action event, pause

plush yew
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Does anyone know if they ever got around to adding an easy way to duplicate assets in the PhAt tool? I've got my left arm rigged up nicely and I'm trying to copy it over to the right side but the tutorial they have just says "we're working on a way to make duplicating easier"

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I can mirror the capsules but their rotation looks like its off or something

silver relic
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@sudden agate oh, i needed context sensitive off.

proven oxide
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Ok I have a load of classes made through the editor but they are not showing up on the classes list in the content browser

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what do i need to do to fix it?

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the content browser shows 5 items but i have 11 classes

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What makes it show up in the content browser?

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Also I have OnlineSubsystem installed but it cannot find Online.h

regal mulch
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How did I live without knowing about SnapToGrid

copper flicker
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guyz.... how do I stop Unreal from killing my BG sound or music? 😄

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I looked at sound concurrency settings

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and set the sound priority to max

honest vale
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unreal? The game?

copper flicker
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and created a max concurrency asset for it

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Unreal the Beast

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the engine..............

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O o

regal mulch
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It would be good to know when it does kill your music?

copper flicker
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so basically, if a lot of OTHER sounds happen, my music, or bg sound will get killed

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like if I shoot or pickup a ton of bullets

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I want sound concurency to work for them, the bullets

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but not to murder my main sounds, like ambient or music

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😄

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is there a way to force a sound to always play?

plush yew
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need some help on lean

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my gun does not lean with my player

copper flicker
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u're making a game where someone shoots a gun?..

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it's been done to death..

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😛

glass ingot
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my character is floating a little above landscape because of which it's movement is a bit broken. does anyone knows about it

silver relic
plush yew
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u did it wrong

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u gotta set the mouse corsur

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hook it up t oview port

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view port

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and target to player controller

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then u can see your cursor

glass ingot
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What about character floating

plush yew
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for?

glass ingot
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my character is floating above ground

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I adjust the auto floor as well as change The capsule in the foot in physics of character but no use

copper flicker
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so.. nobody knows how to force audio to ALWAYS play no matter what?

plush yew
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why not just drag it audio in the scene

merry gazelle
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Two questions 1) What settings can I use to add a white line border to a editable text box 2) How do I add a background color

copper flicker
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error... haha

plush yew
copper flicker
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audio will stop playing if lots of other sounds play at the same time

plush yew
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na

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not for me'

merry gazelle
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what type of panel is that? @plush yew

plush yew
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its just a image XD

manic pawn
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just the the concurrency limit to something like 10000 and it won't stop anymore br_big_brain

silver relic
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@plush yew now it works. thank you. but firstperson seems to look around when i move mouse. and i have to click to release mouse.

plush yew
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np @silver relic

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i can fix that mak

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did u add the is pause?

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hmm wait

merry gazelle
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Can I move images under panels though? Like i want my horizontal box text to show above a color

copper flicker
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zeblote, I did try that

plush yew
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look at my code @silver relic

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yes @merry gazelle

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@silver relic ^

copper flicker
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the 1000 shouldn't matter tho, or 1 million, I want the sound to never stop

manic pawn
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are you sure all sounds are using this concurrency setting

copper flicker
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because it's a higher priority than anything else

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no, not all sounds

plush yew
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loop it

copper flicker
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ONLY my BG sound

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I want all other sounds to use normal concurrecny

plush yew
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just add a loop??

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ah

copper flicker
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and stop on default settings

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it does loop

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the problem is that it stops... and restarts

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it's not allowed to stop

manic pawn
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no idea what it does when you don't use the same concurrency setting everywhere 🤔

plush yew
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ah

copper flicker
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btw, both 2D and 3D sounds have concurrency settings

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hmmm.... but I don't want my sounds to stop on lowest priority

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defaults are perfect

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only BG ambient and music are different

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you can't stop those just cuz you shot 10000 bullets

silver relic
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it works @plush yew ! ❤

plush yew
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np

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but if u get a bug

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where it might not unpause

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u can just add that on

silver relic
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i get the click to release mouse, but maybe that works when i pack it

plush yew
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want to see mine

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ah

silver relic
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ok

copper flicker
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anyway, setting sound conc is useless if I only set it on the bg sound

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the other sounds will not know about it

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it's weird...

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basically.. that doesn't work

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I found the solution
Sound Class settings - Always Play

solar quarry
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so I have a system where the AI chases the player. How do I make it so the AI loses sight of the player when the player gets behind an obstacle?

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I'm using pawn sensing

elfin jacinth
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Hey all - we are seeing some issues with users purchasing and downloading Marketplace content - we are looking into this.

plush yew
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oki tim

elfin jacinth
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Looks like they are recovering now - if anyone sees an issue please let me know.

grim ore
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I don't see all of the marketplace content in my account without me paying for it, that seems like an issue to me 😛

elfin jacinth
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thinks someone is trying to pull a fast one

grim ore
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I would never try to pull a fast one, I would try and pull a slow one over time tho....

plush yew
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how can i have bad graphics when creating a game, its bit laggy

grim ore
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@plush yew can you put that statement in the form of a question?

scarlet birch
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@solar quarry AI perception is pretty easy to work with unless there's some reason you'd rather use pawnsensing.

solar quarry
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I have no clue how to do AI perception.

grim ore
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well I mean the link shows how the pawn see event works for pawn sensing and how to do what you want

scarlet birch
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I'm not familiar with pawn sensing, but the solution linked seems to check on a dely if it's seen the thing it last saw recently and then after a delay says it can't see it anymore. So there's going to be times where it shouldn't see something but says it still can.

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I'm not familiar with pawn sensing enough to know if there's a better way, but with AIperception I know how to set it up so that delay isn't there

grim ore
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yeah I worded it wrong, I assumed perception system was part of the sensing stuff but I guess it's different lol

scarlet birch
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It's hard to find good info on either system.

grim ore
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yeah it is. I planned on learning it but AI can be so complicated for a noobie 😦

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I did the EQS system tutorial on the docs page and while it worked my brain imploded from how technical it was

scarlet birch
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With AI percption you just add the components and then use the events.

solar quarry
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@scarlet birch can you point me somewhere for setting up ai perception?

scarlet birch
grim ore
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lol I was just reading that

scarlet birch
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There's one I used, might be rough it was just for testing something out

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basically, it says , when perception changes on an actor, if it's the current enemy and we can't see them then make them no longer the current enemy, and if it is not current enemy but should be and we can now see them then make them my enemy. Should give you enough to see how to use it.

grim ore
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I like it

plush yew
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hello guys

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hello Mathew

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I have a problem with my background blur

ember phoenix
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is there an easy way to move an object in the editor so it just touches the other one without eyeballing it? e.g. I have a bowl and want to place it on top of a table so I move it close to the table but it might go inside by a couple of pixels or float a little bit. Is there a way to place it exactly on the table?

misty creek
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If it is over the table press end

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That will drop it onto the table

ember phoenix
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hmm end doesn't seem to do anything for me (just kinda jiggles the screen)

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I've imported the bowl from an fbx file

misty creek
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Do both object have collision?

ember phoenix
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I use simple collision and click save but when I open it again it's gone

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IDK why it overrides it to no collision

misty creek
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Okay, so it looks like the problem is that your collision actually good down farther than the bottom of the bowl.

ember phoenix
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hmm doesn't seem like it

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the editor is not stopping me from moving the bowl further down closer to the table until they touch it's just that I never know if it's perfectly placed on the table or float a pixel above it or colliding with it

scarlet birch
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The table's collision is probably above its mesh surface too.

ember phoenix
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table is from unreal's starter content I'd assume it's proper?

misty creek
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Collision won't stop you from moving object through it.

scarlet birch
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proper is relative. I'd look at its collision.

ember phoenix
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yeah exactly, so I wonder if there's a way to make it snap to place on top of the table

misty creek
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If the collision is correct on both objects and it if it is flat with both the bottom of the bowl and the top of the table you should be able to use end to drop it onto the table

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I suggest that you move the bowl higher over the table then hit end

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That will show you if the collision is correct or not

ember phoenix
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maybe it's cause I'm on a laptop but end doesn't do anything in regarding to move the object .. I'm looking into the keybinding settings to find it and change the key. You wouldn't happen to know the name of the command, would you?

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search bar doesn't allow search by key only by command name ;c

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I think I found something that might help me but it's hard to test it with the controls so far away. Object were huge when imported and I scaled them down so the controls are far away now. Is there a way to move them closer?

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those RGB arrows are for the apple

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can I move them at the apple's base or center or smth?

grim ore
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you would need to change the pivot. you can temporarily do it in the editor by right clicking on it and changing it, you can change it correctly in the 3d program that created it, or if you have the source file you can change it when importing

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also if you want to try and get exact change to the side view and then you can see the edges of the items in wireframe and put your item on the table easier

ember phoenix
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I see

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So I've downloaded a bowl of fruits but it came deconstructed (as you can see in the picture above), is it convention to create a new blueprint Actor and add a static mesh component that is each fruit/bowl and then place blueprints in the level or do I just drag and drop the static mesh I've imported itself? (regarding any object whatsoever, even the ones that come from from unreal on the side menu on the left)

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And a follow up, how do you re-construct all the static meshes? I've got the bowl and fruits but placing them 1 by 1 in the bowl would require I place each fruit individually making sure none of them collide with one another or the bowl and so on. Is there a standard way of doing this or do I just place them by hand?

cobalt scaffold
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if you want to add functionality to the objects then you make them into an actor, just for dressing up the level visually you can drop static meshes

ember phoenix
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Great, thanks

grim ore
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the main reason in this case to make a blueprint is if you wanted that entire bowl of fruits to be re used after you put it together in this case

ember phoenix
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but either way I put it together by hand placing each fruit individually?

cobalt scaffold
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for that you would construct the scene inside a blueprint

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yeah, most likely you will need to do it by hand, though you can simulate physics to more realistically place apples

grim ore
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if the original model you imported should have been a bowl of fruit together it might be best to figure out why it did not come in correctly in the first place

cobalt scaffold
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but that works only if you have individual object in the editor

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there's a tickbox when you import to separate meshes i think

ember phoenix
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hmm can't see that option

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comes as a single file with some jpg's

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when I import the .fbx I get these setting

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which I keep as default but I get 140 models instead of a single bowl of cherries

grim ore
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the down arrow under mesh

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also the down arrow under miscellaneous

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yep I tested with the cherry file, check combine meshes and you get 1 static mesh and 3 materials

ember phoenix
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Well that makes a lot of sense... 😄

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I do always get a "no smoothing" warning, is that a cause for concern?

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It did import it as a bowl of cherries now, thank you so much

grim ore
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and yeah the no smoothing is going to happen based on the original model, you can either fix it or ignore it (have to fix in the original model)

ember phoenix
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mine comes with bland materials though (every fbx I ever import)

grim ore
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it comes with the default material setup because it was not exported for UE4, you need to fix it using the supplied textures

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those 3 materials need the textures corrected in them, for now its just a default color

ember phoenix
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What does correcting them mean? Multiplying the colors by 255? Cause they seem to be between 0 and 1 rather than 0-255

grim ore
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open up the cherry material

ember phoenix
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yup

grim ore
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i am using the textures that came with the model and using those instead of just a color

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the default materials are just default colors, no textures, because the engine has no idea how they were supposed to be so it just gives you a generic color for each material

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now I am not saying that material is "correct" as these cherries are not designed for a PBR workflow, you will have to figure out the right settings.

plush yew
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Hello gyts I want to ask what is this for?

grim ore
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but plugging the cherry-red texture into the base color and plugging the cherry-glossiness into roughness and specular atleast looks like cherries lol

plush yew
ember phoenix
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I've imported all .jpg's but the red one (cherry.jpg) gives me an error when I try? Says "failed to import Cherry (material) but all other materials are fine

grim ore
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it has the same name as the material is why, I renamed that file from cherry to cherry-red before importing it

ember phoenix
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Thanks a lot for the help everyone!

dim dragon
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Collision channel isn't firing hit despite being setup appropriately with simulation generate hit events enabled, collision responses set to block all and collision set to query only.

Getting into the beginnings of hitboxes and trigger events, basically. I am very very confused as to why its misbehaving, when the character CapsuleComponent that comes as standard is working just fine.

restive seal
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@dim dragon Try setting that to query and physics

dim dragon
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No change.

restive seal
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is it attached to your character?
I've had problems with collision on things that are attached to characters
not sure if the character base class messes with that

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Does anyone know if overlap only collision is supposed to block onject traces. Because I just had that happen.

dim dragon
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Yeah, it is attached to a character. I'm hoping to use it as a bounding box to test for melee or something like that.

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Might be better to trace, I guess.

restive seal
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you could try listening for overlap instead

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traces are better

dim dragon
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I tried that already, with all the collision channels appropriately setup and got the same problem.

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Mm.

grim ore
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the character movement component and character is not designed to work with multiple collisions, that is going to be the issue

dim dragon
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Ah okay.

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Trace it is then.

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I appreciate you sharing this information with me. I'm gonna note it down for later.

restive seal
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np

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Does anyone know if overlap only collision is supposed to block object traces. Because I just had that happen.

cobalt scaffold
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you have trace responses set to ignore?

restive seal
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overlap

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was using UE4 default trigger preset, which is set to world dynamic, and overlap all object responses

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is blocking object trace

plush yew
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is there a way to see from the perspective of a character camera from within the blueprint viewport

verbal wagon
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I created a C++ class, and derive a blueprint class from it. I can set variable values in the instanced blueprint fine, but after a random time in the editor the value will be ignored (defaults to 0.0f). The only way to make it work again, is to restart the editor...but then the new C++ additions disappear until I hit the big Compile button..bringing all the variable entries back, but their values are all cleared to defaults.
Is this behaviour known at the moment? I can't make a game like this 😦

restive seal
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what version?
I haven't experienced that, but I tend to stay away from C++ except for BP libs

verbal wagon
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4.21.2

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it's been happening since i started this project a few days ago, i brushed it off as teething problems at the start.

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it's also been that i'll save everything, shut down my computer for the night, then when i come back in the morning a lot of the values are cleared, or missing until the code is compiled again.

grim ore
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are you changing any headers or code in VS while working?

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well headers mainly lol

verbal wagon
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well, i'm writing my classes in C++ so i'm changing my own headers / cpp files, but nothing unrealy

grim ore
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yeah and you are hot reloading (compile button in UE4) ?

verbal wagon
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yep, hot-reloading is working fine

cobalt scaffold
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not all that much when you change class declarations

grim ore
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its not tho, what you are seeing is the result of hot reloading 😦

shrewd shuttle
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Hey, i am pretty new to UE4 and i am having trouble with movement animations, I had created a custom mesh and animations but decided to scrap them, i tried to go back to the default mannequin animations. and it isnt working. My character is just t posing

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here are my mesh settings

grim ore
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UE4 really wants you to have the editor closed, make your changes, then compile and reload the project or load it up in debugging. hot reload is.... problematic

verbal wagon
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what? that's insane

grim ore
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google ue4 hot reload problems and enjoy the read

verbal wagon
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goodbye workflow then? lol

cobalt scaffold
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changing cpp mostly works, and they are working on live++ integration which works better then ue hotreload

shrewd shuttle
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need help guys 👆🏻

cobalt scaffold
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you need to set the animation blueprint

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or pick a animation

shrewd shuttle
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where do i set it

cobalt scaffold
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above the skeletal mesh

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Anim class

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under animation

verbal wagon
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so strange, i worked in ue4 at AAA studio for over a year and didn't have this problem. is it a recent thing?

cobalt scaffold
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i recall some people talking about a similar issue some engine versions ago

shrewd shuttle
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@cobalt scaffold I set it to Thrid_person anim BP and compiled it but its still t posing

cobalt scaffold
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do you have the correct anim bp or did you modify it?

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or try looking at the original and try to spot where you went wrong

shrewd shuttle
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Yes i do have the Correct Anim BP, ill just go through everything to sopt if anything went wrong

plush yew
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anyone on Ryzen 1 series experiment / see a difference between cl14 and cl15+ ram?

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where is character defaults

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i need that "can crouch"

grim ore
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that should be in the character movement component?

sudden agate
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Is there an up-to-date list of useful UE4 forks?

cold sentinel
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Can anyone help me out in Animation?

plush yew
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happens in vr preview for VR template as well for some reason. But it doesn't happen in the VR preview of my main project lol

topaz pebble
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just got my RTX :O

keen frigate
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Oooohhh happy gaming, deving, rendering. 😃

copper fable
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anyone know the best way on going about bullet spread?

topaz pebble
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just the second two :)

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although i might check out some games for the heck of it

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does anyone have a nice demo for RTX they can share?

primal prairie
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is it a bad idea to use sprites as 3d world space UI at all?

tranquil bone
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Anyone got any ideas on how to dynamically change saturation of an entire level, gotta finish a game jam

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in 9 hours

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and stuck on this

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anyone got a clue cant figure it out

dry moon
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Post processing?

tranquil bone
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yea

ivory lance
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Throw a post-process volume in the level, click on it, look for a checkbox called "Infinite Extent (Unbounded)". Check it.

Then look around for the color correction settings - you can totally crank all the sliders you want, saturation included.

tranquil bone
dry moon
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What frog said

tranquil bone
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im trying to change it dynamically thou

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so the concept is the more you move and gain meters the colour is filled in

ivory lance
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Ah. If you have a blueprint reference to the camera, you can change the post process settings on it. Play with its post-process blend weight setting, to make sure it's using the camera settings instead of the level post process.

dry moon
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Oh there isn't really a super good way to do it, Epic said they plan to allow you to edit it easier

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but is definitely possible, get the value, break it, and then make the value again and put that in the PP

tranquil bone
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what do i get the vlalue of it?

dry moon
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Forgot what it is exactly, just pull the pin and look for get

tranquil bone
ivory lance
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Yeah it can be kind of annoying especially if you already have some post-process settings happening. If all the settings are default except the ones you want, you should be able to get like a "Make Camera Post Process Settings" node or something. then you can set the value you want.

tranquil bone
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oh

ivory lance
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Should be able to take the output of that node and do a "Make Post Process something-something".

tranquil bone
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you can do thtat

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omg

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didnt think you could

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i have no post processing happening

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just need colour changing basically

ivory lance
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Should work fine then - if you don't see any change, play with the camera's "Post-Process Blend Weight" settings. I forget if it defaults to using the camera's settings or settings from the level's post-process volume.

tranquil bone
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@ivory lance

ivory lance
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whatcha got?

tranquil bone
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The places internet went out

ivory lance
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Looks fine to me. I guess what matters is if it works or not :p

tranquil bone
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Na it doesnt

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so im hella confused

plush yew
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So, are Epic games and Unreal actually tracking me?

fierce tulip
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yes, they even know when you poop

plush yew
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This has just been flying around discord lately

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Has mild language tho

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So I was omega confused

regal mulch
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Well, either you do some research yourself, or you believe every stupid thing you can find on the net

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Up to you

maiden swift
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regal mulch
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The post itself comes from reddit and is the biggest bullshit i've seen lately

primal prairie
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@tranquil bone can't you just make a really saturated post process and just blend the weight of it?

plush yew
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Nevermind I figured it out

sharp crest
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Anyone tried the new Discord Store thing?
How do I get the ID of the Discord user that's playing?

maiden swift
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@sharp crest I assume you're trying to integrate the Game SDK with UE4?

sharp crest
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will this work?

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@maiden swift hmm kinda?

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just trying to get the ID of the Discord user

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With Steam it automatically makes this the Steam ID

maiden swift
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Well there's no Discord subsystem or Game SDK plugin for UE4 as far as I know. You have to integrate it yourself in C++.

sharp crest
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Rip

maiden swift
sharp crest
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ty

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Copy the contents of the lib/ folder to the best location within your project for DLLs. any idea where this is?

stable coral
#

so.. if anyone wants grid 2 for free

azure shore
#

ok so I have a little random room spawner thing set up, but spawning three rooms at a time seems to really lag it? is that expected?

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if I just run forward with a straight path that spawns one at a time theres about half a second between spawning, and no frame drops

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but a cross section that spawn 3 just kills it

topaz pebble
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hey, what happened to the dev-rendering branch of UE's github?

sharp kestrel
#

Any idea why this wont work? It seems find to me but it never prints "E Is Pressed" When I press E. I'm new by the way so don't be surprised if it was a simple mistake made my me. Thanks!

azure shore
#

whats the branch connected to @sharp kestrel

sharp kestrel
#

A print

#

That print is connected to something else

azure shore
#

does it start with a tick event

sharp kestrel
#

No

azure shore
#

so is it something thats regularly called very quickly then?

#

wait no

sharp kestrel
#

Im trying to make it so if the boolean is true (Its far behind it) U can press E

#

Can you not do that?

azure shore
#

I would personally just use an E key input to a branch

abstract relic
#

Make an input action. Go to project setting >>> input

azure shore
#

and if the boolean is true then it lets you

#

I dont think you need one

sharp kestrel
#

ok

azure shore
#

if you just use that E input straight there

abstract relic
#

More for better habit

azure shore
sharp kestrel
#

Ok

azure shore
#

oh, so you have to already be holding E when you overlap the thing

#

pretty sure anyway

sharp kestrel
#

ok

#

Wait

#

DJ what is that E node called?

#

Is that a variable?

abstract relic
#

E

#

Key >>> E

sharp kestrel
#

Thanks!

#

How can I make it so pressing E will only work if the Box is overlapped?

#

Nvm I found out

tender halo
#

Hi im new to ue4 is there anyone who can teach me

abstract relic
#

YouTube. UE4 Docs, Udemy

sharp crest
#

someone warned me using @green flame

#

took me 5 minutes to figure out what server it was from

#

make it say what server

tranquil bone
#

Anyone know how to place grass on a certain texture in a auto material

sharp crest
#

@tranquil bone depending on how your landscape material changes textures, just put this in the value of your layer texture thing

tranquil bone
sharp crest
#

😅 mine is a bit confusing but hopefully you got the point

tranquil bone
#

I did this

sharp crest
#

look in my pic

tranquil bone
#

yea

#

Mine is achieving the same thing

sharp crest
#

no it isn't

tranquil bone
#

isnt it

#

?

sharp crest
#

connect grass to your layer blend

tranquil bone
#

yea i have

sharp crest
#

oh wait

#

yes

#

so what's wrong?

#

lol

tranquil bone
#

Because its a auto material

sharp crest
#

then connect the auto part to it

tranquil bone
#

it places on the stone of the layer the dirt and grass not only grass

sharp crest
#

connect your grass to the auto part if it uses that layer

tranquil bone
#

yea i have

sharp crest
tranquil bone
#

Wait i thought that was it

sharp crest
tranquil bone
#

what do you mean

#

Like here?

sharp crest
#

no

#

just liek

#

add an if

#

and if the auto is stone dont hjave foliage

#

if the auto is grass then have grass

tranquil bone
#

So are you meaning connect the texture coordinates to the if statement

sharp crest
tranquil bone
#

AHh okay

#

thank you

#

i understand now

sharp crest
#

my graph is a bit messy as u can tell 😅

tranquil bone
#

hmm can i send this to you into pm

sharp crest
#

send what

tranquil bone
#

im hella confused

sharp crest
#

lmao

sullen wraith
#

is there a way to make it so when I resize a mesh, it's texture doesn't get stretched?

#

it continues to stay same size

tender halo
#

do you guys know any1 who can 1-1 teach me

sullen wraith
#

youtube

#

ryan laley is good

abstract relic
upper quartz
#

hi guys, is anyone have exp of
if any function have EObjectTypeQuery param , and EObjectTypeQuery will be lost.

sullen wraith
#

when i make this any bigger then 1x1 the material gets stretched

#

does anyone know how to make the texture keep its dimensions?

#

while the mesh stretches

abstract relic
#

It's dependent on the mesh's uv. If the texture is seamless, you can fudge it by changing the uv's x/y. Otherwise, open up a 3d software of your choice and fix the uv.

tender halo
#

plzzz, some1 help me #7286

weary basalt
tender halo
#

im poor tho, i cant pay

abstract relic
#

google is your best friend

dire torrent
#

Can anyone tell me what bandwidth games generally use per player in a game such as SCUM or UE unrelated, like Star Citizen or DayZ? I want to make a specific game but I don't know what kind of fees I'd be looking at

#

With landscapes how do I have multiple landscapes for one Map?

abstract relic
dire torrent
#

Ok thanks. Do you know about what I'm talking About with bandwidth?

plush yew
#

how can i make system that i need press 2 buttons to make something

#

do i use float or what

#

i use shift and w

#

i just wanna know how i make two keys into one input

sudden agate
tender halo
#

how can i add a gun firing shoulder kickback animation

fervent valve
#

Guys, how can I make the boss health-bar? I have already one on my character, but I would like to put it on my HUD. (I'm using the dynamic combat system by "ue4marketplace") paese help meeeee

sullen wraith
#

@abstract relic so you mean there is something in it's details panel i can change?

#

or has to be done in a 3d software

plush yew
#

@Icejaff scale uvs of material

#

Make material instance with one or two parameters to scale the uvs

#

If you go into material editor uvs can be seen on 'texcoord' node(s)

wispy oyster
#

For projectiles with travel time and gravity, is it better to use OnHit or OnCollision events? Or does it not matter?

fierce tulip
#

its weekend, and the chat gets bombarded by questions again

noble marsh
dim arch
#

so the top one is synced to the server, bottom one is out of sync, when I fall onto the platform the server teleports me to where it is?

#

@noble marsh easiest way is to search for "documentation actor" in the modes panel, place one in the world and then click add bp/script in the details panel, then you can create a new BP which has that actor as part of it

frank escarp
#

Coding Standards document from Splash Damage

#

very interesting becouse its compilable C++ code, not just a document

manic pawn
#

what's the [xx.xx] thing about, is there something meant to parse this?

frank escarp
#

yes

#

they are pretty good guidelines

#

basically Epic guidelines + extra stuff you also need

manic pawn
#

lol 80 chars in unreal

frank escarp
#

they also have a blueprint version of coding standards

#

that can be seen in bp editor XD

manic pawn
#

I don't think it's reasonable to even try that in unreal

#

that's like one method name

#

but that's a cool idea 🤔

frank escarp
#

they do say

#

try to limit horizontal space and use vertical layout

#

its not a hard limit

manic pawn
#

huh

frank escarp
#

they actually go over it on line 307

manic pawn
#

this randomly stopped working at some point

#

wut

#

is this true?

#

what would be the point of inline existing then?

frank escarp
#

you sure?

manic pawn
#

yes

#

they must have hacked uht to add it

plush yew
#

Is there anyone here who makes rigs in blender and then uses the IK system in UE4? Do you have this issue? Because I've had this for weeks and no forum has been able to help me. All threads related to this have resulted in dead ends. The foot snaps to a seemingly random location when IK is turned on. I've uploaded a video of my entire rig-making process since I think I must be doing something wrong: https://www.youtube.com/watch?v=PoUv1CSYWyc&feature=youtu.be

proven oxide
#

Why isnt my system finding the engine its doing strange things like changing all the includes to ../../../../Engined/....

#

error : /Script/UnrealGhosts.UnrealGhostsProjectile's superclass must be /Script/Engine.Actor, not /Script/Engine.StaticMeshActor

#

huh!!!!

#

I change to AActor and it crashes with a critical error

#

Assertion failed: Class->Children == NULL [File:D:\Build++UE4\Sync\Engine\Source\Programs\UnrealHeaderTool\Private\HeaderParser.cpp] [Line: 5685]

#

I deleted all the .vs intermediate etc, then did a recreate project files and it just cannot see the engine includes

#

also how is it trying to force me to change my class?

#

It used to compile fine now its suddenly saying NOPE

tender halo
#

I have a third person game how do i make the camera move the character

toxic fossil
#

Hi all ! i'm new here need some help with a game , try to combine 2 projects, from the first player and the simulator of the flight, separately everything works, but when trying to combine in one does not work out, tried to do as in lessons, enter and leave the car, work with the car, with the plane no, can any one link for some lessons pls !

noble marsh
wary wave
#

any number of reasons

#

but more important

#

A) Delay inside tick?
B) Spawning inside tick?

#

if it did spawn anything you'd probably lock up your machine

worn granite
#

Eh spawning once every 2 sec isn't so bad

wary wave
#

it's not once every 2 seconds

worn granite
#

Tis

wary wave
#

it's inside tick

worn granite
#

delay

#

The internal timer handle is already set

#

Though here you get a cascade of increasing spawns until the 6th second where every 2s afterwards it spawns 3 things

#

It's probably a collision conflict

#

The bigger sin is making a spawner in the level BP

wary wave
#

huh, just tested it and that does work

worn granite
#

It's counter intuitive

wary wave
#

I assumed it would set a new timer every tick

worn granite
#

That behavior doesn't exist in native BP

plush yew
#

it doesnt?

wary wave
#

I was about to say - that wouldn't work that way in other circumstances

plush yew
#

😮

worn granite
#

Retriggerable just refreshes it's timer

#

You'd have to provide your own macro

wary wave
#

this explains why delays can't be used in functions any more

worn granite
#

This is also why delays in loops effectively make the remainder of the exec line run once a looo

wary wave
#

they're essential timers now, not latent actions

worn granite
#

They always were timers?

wary wave
#

nah, once upon a time they weren't

worn granite
#

🤔

wary wave
#

IIRC one of the content examples still has a delay inside a function

#

...and it still works ported forwards

#

but cannot be copy+pasted into anything else

worn granite
#

After the delay node, anything actually execute?

wary wave
#

IIRC it was used to create a dirty recursive behaviour or something

#

I hated it

#

wish I could recall which example it was

worn granite
#

Me too

wary wave
#

I still avoid delays like the plague anyway, if you need a timer, use a timer xD

frank escarp
#

i think delays are one of the selling points of bps

#

you cant do delays in c++

worn granite
#

Thatd mean BP has implicit lambda capability and I'd love to take a look

frank escarp
#

gotta use timers and callback-hell

#

delays are so much easier and elegant

worn granite
#

Yeah being able to put the call backs in a node is just 💯

#

Even if you aren't waiting for a delay - look at GPA's wait for input node

urban scarab
#

hay guys 😃 how do i get rid of the shining when there is no light source influencing ?

worn granite
#

#graphics might be able to help you out with that

urban scarab
#

ah ok thank you 😃

merry gazelle
#

I seem to remember some news about Epic launching their own servers for UE games, does anyone know about this?

wary wave
#

I didn't hear anything about that

merry gazelle
sacred meteor
#

@plush yew

#

@RevolutionArts

plush yew
#

what is that site for? @merry gazelle

merry gazelle
#

@plush yew It's a leaderboard system / API for Unreal engine

plush yew
#

what?

deft sparrow
#

Has anyone else's Epic Games Launcher been broken since an update of a week or 2 ago?

plush yew
#

what leaderboard for what? @merry gazelle

gleaming lotus
#

Just to make sure I'm not going insane, this here basically calls true if the 'endless timer' int is dividable by 60, correct?

grim ore
#

it does look like it yep

gleaming lotus
#

Cheers 😄

hoary silo
#

Is there a way to make an object only cast shadows in another lighting channel?

frosty copper
#

I think so! Just can't remember how exactly. Was either material related, or something in the object properties

#

Or I might be getting software mixed up 🤔

hoary silo
#

can you remember which one?

willow stratus
#

sup cheese

hoary silo
#

hi

willow stratus
#

im eating u rn in brea

#

bread

hoary silo
#

NO!!! NOT MY DAD!!!

willow stratus
#

yum yum 🧀

#

Cheese r u a unreal god

#

i said r u

#

xd

hoary silo
#

oh

#

eh, sort of

willow stratus
#

can i add u and see ur past projects

hoary silo
#

I don't really have any past projects, but I can show you the one i'm working on

willow stratus
#

please do

hoary silo
#

okay!

willow stratus
#

😃

bright siren
#

Yo anyone know how to get the menu where you can get player starts and geometry

willow stratus
#

Explain

#

Oh

#

I see

bright siren
grim ore
#

that is the modes menu

willow stratus
#

Window > Modes

bitter iris
#

is there any way to reduce the size of these when dealing with splines? its so annoying

grim ore
#

you can go into show -> advanced -> splines and it will hide those, beyond that tho

bitter iris
#

ty

#

hmm

grim ore
#

yeah i know it makes them not usable lol

bitter iris
#

lol

grim ore
#

the billboard scale settings in the editor dont seem to fix it

#

bind a key to show splines tho and that might work, you can still move them after hiding the billboard icon

bitter iris
#

welp, ill just cope with it lol

grim ore
#

if you bind a key you can select the point, hit the key to hide the icons, do whatever, then use the key to bring them back when needed

bitter iris
#

its the whole idea of when im tryna move the spline is the problem

#

cause the landscape icon just blocks the road

grim ore
#

yeah select the point, hit the hotkey to hide the icon and the widget to move is still there, move it, then hotkey to bring them back

bitter iris
#

ohh okay i get you

#

thx

grim ore
#

if this was a BP you could change it, no idea why it's not working in general

bitter iris
#

i need to some how figure out a way to take a his res shot LOD0 of the entire map also

#

SQUAD has some actor that you place in either corner and its simple as that for them

lunar bobcat
#

guess who's back?

wary wave
#

Slim Shady?

lunar bobcat
#

Nah me.

bitter iris
waxen glacier
#

Everybody in the 313 drop a comment and a like and subscribe to me

#

(Eminem 8 mile rap battle reference)

wary wave
#

hmm, getting some weirdness with actor ticking

fierce tulip
#

thats no actor, its a bomb!

#

RUUN

wary wave
#

heh

I have an actor that has:
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bStartWithTickEnabled = false;

#

but when I SetTickEnabled(true), it still doesn't tick?

lunar bobcat
#

ah you know what? I'll wait for some assistance

dim plover
#

Did you call Super::BeginPlay? If you did override BeginPlay().

sharp kestrel
#

I have a Animation outside of my actor blueprint, how will I be able to reference that animation into the blueprint?

wary wave
#

@dim plover - have no begin play in this actor

lunar bobcat
#

Either Make Literal Name or Get a Ref I guess?

sharp kestrel
#

What do you mean by that?

lunar bobcat
#

I was thinking how you could reference your animation in the BP

#

might not work now that I think about it

#

soz my dude

sharp kestrel
#

ok

inner yacht
#

Why might a camera not move when I Set its Relative Location? I Have a Spring Arm as the Parent. Worked yesterday now it stopped...

sharp kestrel
#

Is there no way for the actor to reference the animation that is not inside the actor? Actually, is there any way to put the animation in the actor?

wary wave
#

@dim plover - added both beginplay and tick, with a call to Super, but still nothing

#

WHY WON'T YOU TICK?

dim plover
#

Are you using a BP child?

wary wave
#

yeah

dim plover
#

Oh, then there's something wrong there.

wary wave
#

I've now got the BP child's 'start with tick enabled' set to true now

#

still not ticking 😐

dim plover
#

And everything else looks fine? If you really cannot find anything, perhaps try recreating another child BP and see if that one ticks.

wary wave
#

yeah, everything looks fine

#

don't want to create another child though, this actor has stacks of annoying dependencies

#

(not my system)

sharp kestrel
#

How can I reference my animation that is outside of my blueprint class using my Blueprint Class

wary wave
#

reference variable

sharp kestrel
#

Thats a thing?

wary wave
#

yes

dim plover
#

Is the actor placed in the level? Maybe that actor in the level has the old values.

wary wave
#

yeah, it's placed

#

I'll drop a new one in

sharp kestrel
#

What is a reference variable called?

#

How do I make one? Sorry im new to Ue4

wary wave
#

nope, still doesn't work

inner yacht
#

Call from parent

wary wave
#

@sharp kestrel - if you don't understand how variables work, you may want to do some tutorials

sharp kestrel
#

I know how variables work, I just dont know what a reference variable is

#

Well, most variables Ik

wary wave
#

then just use an animation sequence variable?

#

bah, time to dig into the Actor native source to try and work out wtf is happening

abstract relic
#

Or

#

And hear me out

#

Use an ani bp

sleek spear
#

i am exporting painted foliage as fbx from the file>export selected.
(btw obj export or right clicking on foliage and selecting convert "instanced foliage actor" to static mesh produces the same result, it doesnt respect foliage numbers and proper placement)

but then i cant import the file back into unreal because each foliage is imported as separate mesh and this is not very usable.
and i cant import the exorted fbx file with any software in order to join all those instances.
meshlab cant import fbx, blender crashes, 3d coat crashes reporting "out of memory" and zbrush crashes or behaves very strangely and result is unusable.

the polygon count is not extreme, about 1-2 mil. what is probably extreme for these software to handle is the number of parts/separate objects in the fbx (about 200k cubes for example)
so my question is, can i export foliage from unreal as one object somehow? and if not, what software can i use to edit those fbx files and join the parts? thanks

sharp kestrel
wary wave
#

because there is literally nothing plugged into it...

cobalt scaffold
#

hm

#

yesterday i made a class that sets the tick in OnConstruct

#

just tried it now for fun to try and change while it's running

#

i can disable the tick but can't reanable it

#

inherited from actor only

desert jay
#

OMG, Animation just "clicked" in my head and now I feel like I can make my character do whatever I want!

sharp kestrel
#

k

azure shore
#

hey, so for my infinte random runner thing, how would I make it so that it can keep spawning lights (two per room) without it freezing?

#

its definitely lights, as theres no freezing in unlit mode

zenith flower
#

Sometimes, the engine just really pisses me off

manic pawn
#

what are those buttons next to your bp pins

zenith flower
#

buttons?

dim plover
#

But .000002 isn't < .000002, so it is rightfully false.

zenith flower
#

then explain this

#

The ONLY difference here, that I see, is that I compare to 0.0 and not 0.000000

dim plover
#

Hmm, well that's unfortunate. Also, I think he was talking about the magnifying glasses next to the pins.

zenith flower
#

Those are "watch" debug lists

manic pawn
#

yeah

zenith flower
#

Right click variable, watch

manic pawn
#

oh

#

I guess I never did that before then

zenith flower
#

then set break point to where you want to "watch"

#

Anyways,

#

wtf unreal

#

btw, the comment is wrong

#

is not A-B < tolerance

#

that would be stupid for a nearly equal function

#

its A - B <= tolerance

#

I have an extra 0

#

problem solved

#

ALSO take note :
its the ABSOLUTE DIFF

#

so -1 or 1 could be equal to 0 with a tolerance of 1

spring widget
#

Anyone ever had unreal disrespecting player start spawn collision settings? :o

plush yew
#

Heya lads! I'm new to UE4, thus I joined this server for tips n tricks. I want to build a 3rd person game since I wanted to start game developing at a much younger age and took some courses in school back a few years. Nothing special, just your typical 2D platformer engine, although U4 is a HUGE leap forward, I do believe I can pull it off. I'd also like to get some starter tips from an experienced dev here, basics really.

#

do any ue4 devs ever come to this server

abstract relic
#

Recreating an arcade game such as breakout or spacewars is a recommended warmup (just do it in 3D/2.5D in this case)

fierce tulip
#

@plush yew nah, only unity people here

abstract relic
#

This is decent

#

Otherwise, jump on YouTube and have a field day with the tutorial there

fierce tulip
#

*tutorials

#

:p

abstract relic
#

There’s only one

#

You know the one

plush yew
#

Will do High, thanks lad

lavish quarry
#

Anyone out there Working with rtx in VR?

dry moon
#

I'd love to see the performance for that

lavish quarry
#

Yeah that's mostly my question lol, trying to see how much in the hole it would put me

dry moon
#

My guess is that it'd cut your performance by over 50%

#

easily

#

than normal VR

lavish quarry
#

I do automotive vis with VR so it would be pretty worth it, just have to sell my boss on it

#

The ability to not have to worry about uv mapping is pretty next level

#

Currently only running a 1080 sli setup though in a VRED which is the current automotive VR software

#

And performance still sucks

dire torrent
#

I'm trying to get a quote for getting some servers set up. I'm not keen on some jargon. They're asking what hardware requirements are needed for "per game instance". Does that mean the hardware requirements to play the game for the player/client?

zenith flower
#

Pretty sure they are asking about the server

#

So, how much ram/cpu do you need to run a single instance

#

with x players

dire torrent
#

Right

zenith flower
#

The reason they ask this, is because they can split up a 48 core cpu , into smaller chuncks per instance

dire torrent
#

Ok

#

Should I do 32 or 64gb for 180+?

zenith flower
#

you need to profile your instance

#

You need to know how much ram your instance uses with x player, at peak usage

dire torrent
#

The network instance you mean just double checking

zenith flower
#

the server's side of things yes

dire torrent
#

Well if it's 150k instructions per Server what would your estimate be?

zenith flower
#

I don't know what 150k instructions even means

#

You need to profile your game

dire torrent
#

Code back and forth

zenith flower
#

and see how much cpu/ram is uses

dire torrent
#

The instructions sent to and from server

zenith flower
#

thats bandwidth

#

mostly

dire torrent
#

Like calculations

#

If a cpu can do 10 million calculations per second

zenith flower
#

...............

dire torrent
#

And my server does 150k

#

Can fit 60 servers to cpu

zenith flower
#

okay, what about i/o and ram?

#

what about network bandwidth

dire torrent
#

🤷

zenith flower
#

if you haver 60 servers on a single cpu, you also have 60 times the I/O across the ram/network/hdd

cloud cobalt
#

@dire torrent Per instance means per server

#

And yeah, you need to profile and get an idea of e.g. how many RAM you need

dire torrent
#

Well okay thanks

#

Just thought someone might know how much I would need with 150k calculations per server?

#

Like if the server uses 1/30th of a cpu how much ram ?

cloud cobalt
#

There is no such thing as a universal concept of "calculation"

#

And RAM has nothing to do with CPU

dire torrent
#

?

#

RAM has nothing to do with cpu?

cloud cobalt
#

No, nothing at all

dire torrent
#

It needs the memory to compute

cloud cobalt
#

Okay

worn granite
#

Yeah but we don't know how much you need

#

You can do 150k calcs on the same set of data

#

Idk why but you can

cloud cobalt
#

You can write a program that uses 100% CPU and 50 bytes of RAM, and a program that uses 68768GB of RAM but zero CPU.

dire torrent
#

Well if I can fit 30 servers to a cpu how much RAM? 16?32?

cloud cobalt
#

How much RAM does your server uses ?

scarlet birch
#

This hurts

worn granite
#

... Stranger made my point too lol

cloud cobalt
#

Here's what you do.

#
  • Profile your server on your CPU, estimate how many CPU cores it's using. If you have e.g. 8 cores and your game uses 50% CPU, that's 4 cores.
  • Look at the RAM usage of your server.
  • You now have the CPU usage and RAM usage of one instance.
#

I say profile but task manager is enough here

worn granite
#

Also

#

Take your max, ever, individually, of both

#

Add a buffer

#

Bigger buffer if you plan to add more stuff

dire torrent
#

If I use my cpu isn't that different from servers cpu?

cloud cobalt
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Yes it is

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But probably not by a lot

worn granite
#

At what point can we start charging for consultation

cloud cobalt
#

Your desktop CPU probably has ~0.5x - 1.5x performance per core of your server hosting service, give or take

abstract relic
#

Only for 2/hr. Pick your currency 😜

worn granite
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What, do I look Greek to you?

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7 or gtfo

cloud cobalt
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This is where you would be looking at benchmarks of your CPU, your provider's CPU models, etc

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@dire torrent My larger concern here is that you sound unequipped for server hosting at scale, no offense

dire torrent
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Unequipped meaning less educated, yes

cloud cobalt
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Not experienced enough

dire torrent
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Right @cloud cobalt

safe solstice
#

How do external anti-cheats tie into ue4? Like Battle Eye?

cloud cobalt
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They have a C++ API with plenty of hooks into your game, and depending on what they do they might tie into the packaging too

safe solstice
#

Ok thanks.

dire torrent
#

@cloud cobalt btw that 0.5-1.5 sounds like a big difference

cloud cobalt
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It is. Get benchmarks of your CPU, the one the provided uses, and estimate the per-core performance

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But knowing your game uses 1 core or 7 is the first step

dire torrent
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Benchmarking the server? Or benchmarking the client?

cloud cobalt
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The server.

dire torrent
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🤔

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I guess I have to finish to 100% developed then?

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How do other companies do it if they aren't done the game?

cloud cobalt
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They estimate costs based on something realistic, like the server needing 2 or 4 full cores

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And then they pay what they use

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Games can need 0, 1, or 5,000 instances - whether it uses 2 or 3 cores is a detail

dire torrent
#

Does matchmaking servers use dozens of CPUs then if not hundreds?

cloud cobalt
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Matchmaking is very lightweight

dire torrent
#

How so

cloud cobalt
#

Players connect to your matchmaking server for a few seconds every new game, and the processing load is trivial

dire torrent
#

But if you have 28 players each match and 10000s of players like in COD they must have a lot of cpus

#

So expensive

#

Like you can fit 40 matches on a cpu but there's still hundreds and hundreds more matches going on

supple cosmos
#

Quick question! Having a tad bit of an issue.. Error: Please set UNREAL_HOME environment variable to point to the Unreal Engine folder. please tell me this is an easy fix 😄

cloud cobalt
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Let's say matchmaking takes 6s and is needed every 10 minutes, that means each player uses matchmaking 1% of the time, so a simple 8-cores server can handle 8 * 100 =800 players if matchmaking needs 100% of one core per player

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In reality, matchmaking needs less than 100% of one core (incredibly less)

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Few games need more than one server

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And few games have their own matchmaking anyway

worn granite
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a matchmaking server is basically just "reconnect here, based on reasons"

dire torrent
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@cloud cobalt so how am I supposed to test server usage from my own task manager?

cloud cobalt
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Run your server, read the task manager line on your server process

novel ember
#

any idea why an unlit, opacity-1 translucent material would look different than an opaque one?

supple cosmos
#

I got that first issue to work.. Now its saying it cant find MSBuild Executible >.<

scarlet charm
#

hey does anyone know of a way to stream a webpage on an asset, say a TV in UE4?

scarlet charm
#

not necessarily like that, I mean something like this

abstract relic
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That’s exactly what the node is for

scarlet charm
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overlooked the first part of the video then, my bad

novel ember
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hey, guys, i need some suggestions on how to achieve a certain effect, or rather how to refine it anyway

#

specifically i'm referring to the glowy sort of "reflections" in the seas lining up with the geometry of landmasses on the coast

scarlet charm
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but how would i stream that onto an asset in engine though and not through the users web browser?

novel ember
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i'm already somewhat getting there via making the seas translucent, although an obvious problem is that since there are big differences in elevation you can see "through" to the other side of the mesh

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here's another example of the see-through

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there's not a way to cull / occlude faces in that sense, is there?

supple cosmos
#

could someone help, i still cant run a bat that needs the msbuild path 😦

safe solstice
#

So, how does hiring people to make models and stuff for you work? If I want to publish a game with model's someone has made for me do they release the content to me or something?

abstract relic
#

That depends on the agreement of the contract you formed

safe solstice
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Is there a place that explains how all of this works? I'm new to this.

abstract relic
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Not really. Freelancing is like the wild west. The rules and procedures are made the individuals.

safe solstice
#

Ok, I just want to be sure before I do anything.

fierce tulip
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you might want to google a bit about how contracts work with (gamedev)artists

scarlet birch
tender halo
#

how to i aim a gun in a third person shooter, right now it only aims with keyboard movement

plush yew
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@safe solstice in many cases under contract a company will state that any works done as paid work revokes the rights of the designs to the company as you were paid to do such tasks for them and their project and thus they have paid for transfer of the rights to their company.

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@tender halo is the gun a platform that you're using or held by the player character? like is it a turret?

tender halo
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held by character, im using one of the paragon assets

plush yew
#

so you can't look around with the mouse?

tender halo
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no

plush yew
#

but you wish to add that control interface to the character so they can turn using the mouse?

tender halo
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yes

plush yew
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i'm only clarifying the question

tender halo
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ive tried over and over and it still wont work

plush yew
crude ivy
#

Hey so im following this video and I needed to get some textures that were free does anyone have any good website recommendations?

dim arch
#

there are some premium sites which have free textures

#

check the startercontent, or the free texture packs on the marketplace, substance/gamestextures/freepbr have some free ones you can download too

pine warren
#

these are 3d sculpts is their any way i can render as same as they look in ue4 cell shading is good but can i render this manga style??

zenith flower
#

Does anyone know why ue4 can't handle negative powers?

proven oxide
#

Do you know if you can tell a matchmaking system to call remote API to spin up a new instance on docker to then transfer the players to?

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the comms would be like Lobby:hey spin up a deathmatch for me Docker: Sure ip is 127.0.0.1 Lobby: hey clients connect to 127.0.0.1 - have a nice game

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at the end of the game the match finishes and sends them back to the lobby

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and the match spins down

plush yew
#

how do i make landing gear for scifi space ship

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you can go inside ship too

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landing gear like that in the photo

#

do i need animate it and how

hollow parcel
#

Literally downloading new unreal engine version

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the install is done

#

but the progress bar is on 83%

#

i wait 10 minutes

#

nothing

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i restart the launcher

#

doing nothing

#

it just stays there

#

anyone help?

cloud cobalt
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@plush yew Well you'd model and animate it with a 3D modeler

modern sinew
#

Is there anyone that can sorta walk me through setting up Visual Studio with Unreal Engine? Last time I ended up following a tutorial for 4.20 instead of 4.21

cloud cobalt
#

Same procedure.

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@hollow parcel Wait for it to finish

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It will take more than 10 minutes

hollow parcel
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it doesnt move

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and also

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ue4 files are now gone

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and i did nothing to them

cloud cobalt
#

Wait for it to install

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Like, one hour

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Then if it doesn't work you should probably do something

modern sinew
#

Which visual studio do i get? code or IDE?

cloud cobalt
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Visual Studio Community 2017

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Same for every UE version

modern sinew
#

that's not one of the options

cloud cobalt
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IDE then

modern sinew
#

Why is it saying "This drive will affect the preformance of Visual Studio"?

#

It keeps trying to get me to install it on the SSD although the SSD doesn't have the space for it

manic pawn
#

probably because a not-ssd is slow as hell and it will affect the performance of everything installed on it?

naive pivot
#

Hello, I'm quite new to unreal engine so I tried to follow this tutorial

https://www.youtube.com/watch?v=fLo6zFllSRw&index=25&list=PLsPHRLf6UN4m1LQhNlRM22np4-4bIcDa4

But everytime I tried to import a fbx file, unreal show me a error message like this one :
Failed to import 'Old House 2\Old House Files\Old House 2 3D Models.FBX'. Failed to create asset '/Game/ThirdPerson/Meshes/Old_House_2_3D_Models'.
Please see Output Log for details.

Does anyone have any idea how to fix that ? I've tried on different folders, with differents fbx and differents project but the error remain the same everytime.

In this part of my Unreal Engine 4 Beginners Tutorial, I'll show you how to import 3D assets into your level. In Unreal Engine these are known as static mesh...

▶ Play video
#

😅

manic pawn
#

did you try looking at the output log for details?

naive pivot
#

How does I reach that ?

manic pawn
#

window>developer tools

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I think

naive pivot
#

Got it

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LogFactory: Error: Can't find file 'Old House 2\Old House Files\Old House 2 3D Models.FBX' for import
LogSlate: Window 'Message' being destroyed
LogAssetTools: Warning: Failed to import 'Old House 2\Old House Files\Old House 2 3D Models.FBX'. Failed to create asset '/Game/ThirdPerson/Meshes/Old_House_2_3D_Models'.
Please see Output Log for details.
LogSlate: Took 0.001423 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/DroidSansMono.ttf' (77K)

manic pawn
#

it's saying the file doesn't exist

naive pivot
#

How is it possible ? I use this website to get my assets https://free3d.com

proud verge
#

Hi guys, how can i turn off the blue color in the paint tool... i cant see what i´m painting

whole quarry
#

Add lighting and you can see what youre painting

naive pivot
#

Ok I known what I have been doing wrong, looks like that unreal doesn't like when we import a file from a winrar folder

#

Thanks for the help tho #Zeblote

#

@manic pawn

proud verge
#

i have lighting.... is that blue circle.... that doesn´t allow to see well

teal tulip
#

actually is worst than that

#

when you select a mesh it turns too different color as is in selection

hollow parcel
teal tulip
#
  • the circle
manic pawn
#

wait for it to continue

hollow parcel
#

alright

raven ledge
#

this checkbox is a godsend

#

getting light to go beyond a certain range under normal circumstances is like pulling teeth.

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also, HammUEr is an amazing plugin, i suggest everyone buy it.

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this is why

honest rune
#

Good {morning/Afternoon/Night} depending on time zone 😃 I've got a question about level streaming and level traveling.
If I am using level streaming to create a large world and I spawn the player into a sublevel, does the engine seamlessly transfer them to streamed in levels when needed or do you need to handle the transfer manually?

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Or is the player required to be spawned into the persistent level?

whole quarry
#

Its explained in the ue4 docs how to load/unload streamed levels

honest rune
#

specifically about actors transferring between streamed levels?

whole quarry
#

Player should be in the persistend iirc

honest rune
#

Is that a requirement or just a suggestion?

whole quarry
#

You can do both, but it makes more sense to be in the persistend

whole quarry
#

Same for actors that can walk between different sub levels

honest rune
#

I figured it makes more sense for player to be in persisted level as well but I'm curious how the world locations work between actors in the persistent level and actors in a sublevel. Are sublevel transforms relative to the persistent level?

whole quarry
#

Sublevels take a place in the persistend level

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Its just loaded or unloaded..

tall pendant
#

but keep in mind you can only use the old indirect lighting cache lightmaps if you stream levels

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the new vlm's are not supported

honest rune
#

ok thats what I figured. So I will need to look into world origin shifting I think if my persistent levels are too big

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yeah I haven't looked into lighting yet. I expect to hit a brick wall for a bit when I get to that point lol

whole quarry
#

Persistent level usually only have the ground and maybe some larger landmarks, the rest are in the sublevels.. so too big shouldnt be a thing.

honest rune
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I'm worried about floating point rounding error accumulating over time in large amounts of travelling from origin