#ue4-general

1 messages ยท Page 416 of 1

whole quarry
#

What?

honest rune
#

floating point rounding error

whole quarry
#

How should that be a problem?

honest rune
#

due to limited precision and binary representaion

#

further from origin you get, the more rounding error accumulates

#

thats the whole point of world origin shifting

whole quarry
#

Define origin though?

honest rune
#

0,0,0

#

lol

whole quarry
#

So if 0.0.0 is the center of the world... when do you expect it to become a problem?

honest rune
#

not sure what type of threshold you can expect to be reliable

#

but pretty big world

whole quarry
#

1 uu = 1cm, the float problem is 0.000somewhere-here

honest rune
#

like, if a persistent map spans across several kilometers

whole quarry
#

Then you wont have issues..

#

Dont solve problems you dont (yet) have

honest rune
#

so what type of threshold can you expect to be reliable?

whole quarry
#

25km2 wont give problems

#

Maybe when you go 500+ km2

abstract relic
whole quarry
#

Then physics give sooner problems than floats

honest rune
#

2.5km from origin wont be large enough but if like 10km from origin is still safe, I could make some hacky tricks to contain it without that type of space. Player can't look up or down (side view) so I can layer areas on top of eachother

#

does physx not get shifted when world origin gets shifted?

whole quarry
#

For a side scroller I wouldnt even use level streaming

honest rune
#

its not a typical side scroller. I'm going for seamless world and its pretty large

dim plover
#

There is such a thing as World Origin shifting.

honest rune
#

because of the limited space a sublevel takes up, I can use some trickery to make efficient use of the space though, like layering up/down, behind/infront because streaming will hide unloaded levels

#

yeah thats what I was asking about

dim plover
#

However, I only know of this because I see problem associated with that quite a lot.

cobalt scaffold
#

i got precision problems some 20+km from origin

honest rune
#

he was saying I shouldn't need it; I was saying I should

#

@cobalt scaffold k thank you. That gives me a solid idea of what to expect

brave lark
#

Is UE4 going to have instanced skeletal meshes any time soon?

honest rune
#

no

#

๐Ÿ˜ฆ

brave lark
#

what about the nvdia integration

#

saw one dude successfully get 1000 instanced skeletal meshes running at 200 or 300 fps or something like that

honest rune
#

from what I read, they said creating a "general case" implementation of it was difficult because of specific needs. It has been done by community people but nothing solid has been opensourced

brave lark
#

i'm trying to make a lot of zombies for my game so I've looking down every optimization route

#

i'm even considering doing instanced static meshes with vertex animations instead

honest rune
#

That's the way I had seen one done. Seems pretty rigid though

brave lark
#

agreed

#

to be honest the characters I use are so low poly it will barely make a difference if they are instanced or not

#

i assume

#

utility AI has made a huge performance boost so I'm probably never using behavior trees again

honest rune
#

Disclaimer: I'm totaly not suggesting going this router but:, apparently if you ditch character movement component and implement something much lighter-weight, you can get quite a bit more going on in regards to animated characters

brave lark
#

already looking down that route too

#

problem is replication AND it's an open world game

#

so I'd need to figure out how to do jumping, climbing, etc

honest rune
#

yeah

brave lark
#

read an article on it and it doesn't seem thaaaaat complicated

#

but again my c++ is weak as hell and I'm just diving into the deep end on this stuff

#

i'm actually surprised that no one has published a lighter weight cmc for AI on the store

honest rune
#

The problem I ran into was that when rewriting movement, I ended up only recreating much of what was already there in CMC anyway and it was a fruitless effort. To warrant that kind of change, it really should be a completely different approach to movement

brave lark
#

how so?

honest rune
#

You still need to solve the same problems as CMC does. If you go in a completely different approach like say, making movement entirely stored and replicated as flags indicating a movement type and direction and deriving splines to predict locally and on server from that maybe. Just a theory though

#

there is a lot going on in CMC but its not dead weight

#

maybe a little too overly safe but still important

brave lark
#

i read it over and I couldn't see much I'd want to take out

#

what i've been seeing lately though

honest rune
#

exactly

brave lark
#

is that much of the bloat is actually the Character class itself and not so much the cmc

honest rune
#

its the CMC but its the approach they take thats heavy. Not to be offensive but its very clunky and direct.

brave lark
#

agreed

honest rune
#

more optimized approaches derive movement from less data (not saying I could do it better lol)

brave lark
#

it would take me more time than I want to put it at the moment to do it

honest rune
#

thats why I bailed

#

still a nice wishlist but not a priority

plush yew
#

Hello guys I am working on inventory

brave lark
#

table

plush yew
#

can you advice me what to prefer to make the slot

honest rune
#

instanced skeletal mesh component is on my sexy wants list though

plush yew
#

to make them with vertical box or with horizontal box?

brave lark
#

@honest rune hell yeah

#

@plush yew one goes up down and the other goes side to side. doesn't matter

whole quarry
#

@plush yew why not a uniform grid?

plush yew
#

I knowhow they are working

#

okay

#

idk @whole quarry

#

๐Ÿค”

#

I am not using yet uniform grid

brave lark
#

are they all the same sized icons?

plush yew
#

it is for what? the uniform?

#

yes

#

there will be same sized item slots

#

with same size

brave lark
#

make an array and place them on the screen manually using the position nodes

plush yew
#

lke 50 50 for examle

zenith flower
#

wth unreal....

plush yew
#

idk how to do it @brave lark

zenith flower
#

why?

brave lark
#

@zenith flower why what

zenith flower
#

multiply by 0 = a non zero outcome

brave lark
#

@plush yew "set position"

plush yew
#

and I don't know how many slots will be

#

to search in google "set position"?

brave lark
#

it's a node @plush yew

plush yew
#

a okay

brave lark
#

probably need an object first

plush yew
#

what object?

brave lark
#

each icon should be a widget

plush yew
#

a okay

brave lark
#

your inventory is going to be an array of a bunch of widgets

plush yew
#

why to make this harder with an array, even with buttons or?

#

okay

#

so to make one widget alone new UI widget

#

@brave lark

brave lark
#

tear this apart, learn some stuff

plush yew
#

okay

#

ty

brave lark
#

@plush yew no prob my dude

plush yew
#

๐Ÿ˜ƒ

#

o and this is free

#

to add it to my project or?

hoary silo
#

@brave lark you think you can help me with my problem?

brave lark
#

I advise doing it in a separate project and just seeing what they did to make the icon stuff. don't copy it, but learn what they used and then try to make your own new thing with the new knowledge you gained

plush yew
abstract relic
#

Have you made a game before out of curiosity? @plush yew

brave lark
#

@hoary silo i'll google that really quick

hoary silo
#

XD

plush yew
#

why this is create project not add to project

#

xDD

hoary silo
#

My question was: How do you make an object only cast a shadow in a certain lighting channel?

brave lark
#

what are you trying to accomplish

whole quarry
#

@plush yew dunno, you can ask @vale halo

hoary silo
#

I'll draw you a picture of it

plush yew
#

?

whole quarry
#

Inventory System is made by him

plush yew
#

I think that this that I download it addable to project not to create alone project

#

okay np

vale halo
#

Youโ€™ll need to migrate it - see the documentation for details

plush yew
#

a okay

hoary silo
#

@brave lark I'll acually screen shot it

plush yew
#

so to create a new project to open it and to see how is this make with the inventory?

vale halo
#

Pretty much: for the sample project to work, it needs controls. These controls are set in the project settings, thus (unfortunately) requiring me to distribute it as a โ€œcreate projectโ€ instead of โ€œadd to projectโ€

abstract relic
#

Iโ€™m getting Crusher vibes

plush yew
#

a okay

#

ahah

vale halo
#

You can create a project to try it out, and then copy/integrate it into your own project using those instructions ๐Ÿ˜ƒ

plush yew
#

yes

#

I think like you

#

cool

#

ty

hoary silo
whole quarry
#

@abstract relic again? :P

plush yew
#

what is that?

#

When i opened it it doesn't has got nothing

whole quarry
#

Double negative makes positive

#

You know how the content browser works right?

plush yew
#

yes

vale halo
#

Go to the InventorySystem folder

abstract relic
#

You canโ€™t deny the spoon feeding behavior Remco. He can never hide that ๐Ÿ˜œ

hoary silo
#

What is GarethBale trying to do?

whole quarry
#

@abstract relic i have a 14 month old kid, im so used to it that I dont even see it :d

hoary silo
#

Can someone plz help me ๐Ÿ˜ข

brave lark
#

so you want it to not cast shadow at all or not cast shadow on the item in that channel

hoary silo
#

Kind of, it seems my question wasn't clear enough. I'm trying to make an object cast shadows from Channel 0, but an object in channel 1 receive them.

plush yew
#

this project doesn't help me

#

it hasn't got inventory

#

it has got item and when you click on them idk what they do

hoary silo
#

sigh*

plush yew
#

it is trash

#

I need a invenotry with working slots to work drag and drop to see this array operation how it works

#

if you can reccomend me other tutorial or to download other project

brave lark
#

the array only handles the placement on the screen

#

the actual inventory will be a combination of structs or a table of stuff

#

that inventory was only mean to show you the widgets

vale halo
#

If you pick the white spheres up, items get added/removed. If you look at the wall it explains the further controls for things like opening your inventory and crafting

plush yew
#

aaa

#

I picked them and then what to do?

vale halo
#

Iโ€™m afraid Iโ€™m kind of tied up, but try pressing I

plush yew
#

then I press I

#

then?

#

I see this

#

and?

vale halo
#

Whoops - I meant E

#

Press I to close the crafting and then E to open the inventory

plush yew
#

a okay

#

it works

#

cool

hoary silo
#

Not to be rude, but can someone please help me now

plush yew
#

okay

#

xD

#

I didn't say this

hoary silo
#

@brave lark you seem like you will know how to help me

brave lark
#

@hoary silo i might be able to figure it out, but I was wondering the same thing so when I do figure it out I'll be sure to let you know.

#

my question is what do you need this for?

hoary silo
#

First person arms

#

With a gun

brave lark
#

why don't you want them to cast shadow?

hoary silo
#

Because it will look like this:

brave lark
#

why not just disable casting shadows then

hoary silo
#

Then the gun wont cast a shadow onto the arms

brave lark
#

hmmmm

#

lemme poke around a bit

hoary silo
#

gtg. just DM the sollution to me

brave lark
#

@hoary silo have you read this yet

abstract relic
#

Share the wealth mate

brave lark
#

@abstract relic what wealth?

valid root
#

Is there a snap plugin for UE that would be similar to Blender's ? Like if you want to snap objects by vertex in orthographic view for example

dim plover
#

The wealth of knawledge

valid root
#

I'm losing my last few brain cells with the vertex snapping tool that comes with the engine....

brave lark
#

@valid root there is somewhere, i've seen it

#

lemme look

#

rama made a plugin, might be good

#

lemme know if you need help getting it in the engine

#

thought I saw another one though

mint umbra
#

Uhm, how do I prevent an AI from hitting itself with its own sword? I.e make it ignore self when the AI is tracing? I know I can tick Ignore Self for the trace, and I've also added the AI Controller into an array of actors to ignore, but it still hits itself. Ignore Self works for the character. I'll upload screens unless you guys can think of anything obvious

abstract relic
plush yew
#

so I am here now guys cool xD

valid root
#

@brave lark Thanks, I'll give it a shot!

brave lark
#

@abstract relic i love interfaces and blueprint libraries. I use them for like eveything now because casting seems dumb at this point

#

@valid root no prob man, lemme know how it goes

wise juniper
#

Hello guys
I need some help with UE 4.21
My English skills are not good, please sympathize if there are errors in using words. I come from Vietnamese.
I have been working on UE 4.21 for several weeks, but today I opened UE 4.21 to create a project, after Load 100%, my computer lagged and got a blue screen error, then auto restart
I open other versions like UE 4.20, or projects created earlier on version 4.21, they still work normally.
I don't know what my fault is UE 4.21. Someone please help me fix the error

brave lark
#

validate?

whole quarry
#

@wise juniper so when you launch the 4.21 project now it crashes?

lunar bobcat
wise juniper
#

no no....i lauch unreal engine only......it crash, but when i lauch a project at 4.12 version, it run normally

whole quarry
#

Validate the 4.21 installation

#

In the Epic Launcher, click on the tiny arrow next to UE 4.21 and select Validate in that menu

#

Next*

#

Next*

wise juniper
#

ok....i will try it.thanks....I have just reinstalled the engine, it take 1h :#

#

then i will verify it

whole quarry
#

Okido

wise juniper
#

Remco.....How long have you used ue4

#

??

lunar bobcat
#

No one knows?

mint vine
#

Sorry for interrupting you guys! I am looking for online resources to help me setup locomotion with animations like 45 deg or 135 deg e.t.c Thanks.

wise juniper
#

hey ledankwolffe

plush yew
#

for this project Inventory that I downloaded even I and E key is there another?

#

to do something?

#

i to open the inventory E to open the inventory

wise juniper
#

i look some err in your blueprint

plush yew
#

@vale halo

wise juniper
#

make two cast to child my character...try it

vale halo
#

Thereโ€™s O for opening chests @plush yew

plush yew
#

cool

#

other?

#

it doesn't happen when I press "O"

#

@vale halo

#

can anyone with 1st gen ryzen (1700x here) confirm cl14 ram is worth the extra $100 usd?

vale halo
#

You need to be looking at a chest (should be a rectangle box to the side of the example level

plush yew
#

aha okay

#

omg

#

and then what to do?

#

this rectange or? @vale halo

abstract relic
#

Please don't spam. This isn't a place for step by step instruction.

vale halo
#

Sorry ^^ (And last thing before I need to head off: it's the yellow thing)

plush yew
#

okay I don't understand @abstract relic this is the reason that I Ask eee

abstract relic
#

Read their doc first. Don't harass him.

plush yew
#

okay

#

where is this doc?

cobalt scaffold
#

but most of all, try doing things on your own first, then ask questions

plush yew
#

okay

#

I tried

#

with O and it doesn't work and then I ask ๐Ÿ˜‰ @cobalt scaffold

#

more than one free slot or?

abstract relic
#

I still think you're crusher 2.0. Calling it now

plush yew
#

?

#

what calling ?

#

hu?

vale halo
#

Docs: https://docs.google.com/document/d/1y8cLoL3ss643BEw2uLcuNoHbWmXbkMinwVGaAWJ2lT4/edit?usp=sharing & that's a piece of code that adds the items one by one (so it can use multiple slots in a single add if you're adding more than 4 (by default) items in one go)...I'm afraid I really need to head off though, so good luck ๐Ÿ˜ƒ

plush yew
#

I saw that you think everybody in this server is some crusher

#

so stop and go to doctor to see your health ๐Ÿ˜ƒ @abstract relic

#

thank you @vale halo I will read it

valid root
#

@brave lark I only need the VictoryEd plygin enabled to get the vertex snapping to work right? I don't really need the blueprint stuff atm. I found the latest build of the VictoryEd to be 4.16 and when I follow the steps and try to open my project it prompts that VictoryEd was built with an older version of the engine. When I try to rebuild it it fails.. I take that I need to get a newer version of the VictoryEd or?

abstract relic
#

Yep, it's him. Considering that I only did it once. Good luck mate ๐Ÿ˜›

plush yew
#

?

#

what you did once?

#

you are weird man

brave lark
#

@lunar bobcat do an is valid check first

#

@valid root have to convert it to latest build

#

have you worked with visual studio before?

#

you don't have to do any c++ coding or anything, but you do need to hit one button to compile it

plush yew
#

I have a question about the enum items when I add for example an apple as item here

#

and add it here a description

brave lark
#

description is just for you to remember, it can be blank

plush yew
#

where will be appear this description-how to see the description that I write here

#

aha okay

#

but when you want like when you get the apple and when you hovered with the mouse cursor to show you the description

#

you must to make on drag detection event or?

valid root
#

@brave lark I've got visual studio but never used it with UE before. Not sure how to open the right file

brave lark
#

@plush yew got to make that yourself

#

@valid root ok so you're going to have to recompile the plugin most likely

#

which means you'll have to make a c++ enabled project

plush yew
#

okay but I don't have an idea how it works

#

that's the problem @brave lark

brave lark
#

never did that myself @plush yew , I would just poke around till you find a clue. Thats what the rest of us do

plush yew
#

a okay

#

I don't understand you completelly

#

how you poke?

whole quarry
#

@wise juniper 3 years now

brave lark
#

@plush yew smh

#

you ever watch scooby doo?

plush yew
#

something?

#

no

#

aa

#

ever

#

yes

#

when I was young

#

xD

brave lark
#

thats what you're doing

#

looking for clues

whole quarry
#

@abstract relic im starting to.see the pattern youre seeing aswell

brave lark
#

i have a feeling I know what you guys are saying

plush yew
#

oky

#

aaa

abstract relic
#

Just block him. ๐Ÿ˜›

brave lark
#

cuz that use to be me for a bit too, then I decided to just lose my life to game dev

#

UE4 discord is kind of not an instructional place for starters. It's kind of a place for people with specific technical questions

#

yanno I know a server that will probably help you

plush yew
#

okay

#

and it is?

#

i have a technical question

#

is cl14ram on ryzen 1700x worth the extra $100 usd

sage hare
#

Hi everyone. I want to know can anyone direct my to a place to read up how to create different account types in UE4 for Example: Developer account, Moderator account, Normal player account.

grim ore
#

account types? like Epic Games accounts or making your own accounts on your own server somewhere with different settings?

manic pawn
#

that's like 100% game specific

brave lark
#

@abstract relic

#

hmmmm

manic pawn
#

hmmmm

abstract relic
#

๐Ÿ˜›

mint yacht
abstract relic
#

Check if the mesh has multiple uv maps. If that's the case, you need to combine them into one map or set your tex coords if you need those multimaps.

mint yacht
#

Nope, everything is in one map

sudden agate
#

is that a Skeletal Mesh? @mint yacht

mint yacht
#

No?

abstract relic
#

can you show us the wireframe? In engine

mint yacht
abstract relic
#

looks like you only imported some of the mesh's element. Not the asset as a whole

mint yacht
#

It's... all one object though...

abstract relic
#

Look into your import and export setting.

#

actually, how are you importing first of all. There's a few methods in unreal that'll break it.

mint yacht
#

i'm dragging and dropping it into the content window

#

importing with the import button is giving the same results

#

Wait, i fixed... somehow... in my FBX export settings... i changed the unit scale to centemeters and unchecked children and input connections. Not sure which one of those did it, but it's working now

manic pawn
#

woa

#

never seen that before

maiden swift
#

Nice.

#

They've been doing this for a few years now.

manic pawn
#

there are over 100GB+ of files br_animated_thinking

grim ore
#

yep always fun to get free audio for inept people like me ๐Ÿ˜ƒ

cerulean coral
#

nice thank you @grim ore

valid root
#

@brave lark I managed to set up a new project with c++ enabled but I'm clueless how to recompile the plugin.

#

Sorry for being a pain in the anus ๐Ÿ˜„

grim ore
#

the compile button or compile the project in the solution file in Visual Studio

bronze cedar
#

@grim ore Sir I want to know, which tutorial of your will be good for me, so that i can make paddle, ball and brick game, i mean node tutorials

#

i have been watching them, collision one, but they are line tracking so they are not good for me for now

#

i was trying to find those angle nodes, which will be helpful for me

grim ore
#

paddle and ball would be more physics based and I dont think I covered most of those.

#

I am poor at math so I tended to not cover those things yet ๐Ÿ˜ฆ

bronze cedar
#

oh ok , but physics has it's own problem, i tried but the velocity changed and so the ball sometime goes very fast and other time going very slow

#

yeah i am also not good in maths, haha i will say i am not good in anything haha

grim ore
#

have you checked out the breakout ue4 tutorials that are on the internet?

bronze cedar
#

what i want to do is , my paddle got three parts, that's left middle and right part, when ball hit one of them, it should go to that direction

#

but i cannot figure it out, print string is working but i don't know how to make it go to left or right or straight up

grim ore
#

yeah it might be something more like just pushing the ball forward every frame a certain distance then checking for collisions and making it move in another direction if needed

narrow talon
#

Hello, I like some help.

bronze cedar
#

yeah i checked it all , there is just one tutorial and it's physics based so that's why i am stucked

grim ore
#

yep I tried to make a breakout game as one of my first project and just gave up, I am horrible at math so it was more work than fun at that point

narrow talon
#

I was wondering if there are any ways I can make Character models without having to learn somthing like Blender.

grim ore
#

@narrow talon MakeHuman, Mixamo, and a few other programs like iClone

bronze cedar
#

if this basic working can be done than i am all ready to make it haha, because this is how the game work

narrow talon
#

Thank you!

bronze cedar
#

yes you can also use kinect camera for the animation haha

#

i use to find so much about cheap mocaps

#

any idea about that @grim ore Sir

#

about my problem

#

like how to change the direction , when the ball hit the left right or middle part of the paddle

grim ore
#

I dont really unless I tried to make one. I got stuck when I tried it and gave up. math, vectors, angles, all that stuff I just get lost trying to do

bronze cedar
#

i was thinking to give it random direction , very little

grim ore
#

if you know the direction you can just multiply it by -1 to reverse it but that is about all I could say, it doesnt help with changing it angle and such

bronze cedar
#

so i think i should move to 2D platformer game

scarlet charm
#

Anyone willing to help me on a small but ambitious project?

bronze cedar
#

what kind of project you got

#

do you know how to keep the constant velocity of an object that way physics paddle game can be made, @grim ore

grim ore
#

you could always set it every frame

bronze cedar
#

i am not that good Sir at programming, and i am new to UE4 too

#

i checked on the net , like how to program it, and cannot convert it into nodes

#

i am more artwork guy than programmer ๐Ÿ˜ฆ

scarlet charm
#

My project is an apartment theme but everything is interactive, so that means working TV, working radio, working lights, working pretty muck everything you can think of in an apartment. So basically an apartment life simulator.

bronze cedar
#

oh ok nice, that's kinda cool haha

#

i would have helped you with 3D models , but i just forgot everything, i use to work in blender before, like 7 years before

#

but if you want to know anything i can help you , about artwork, 2d and 3d both

#

๐Ÿ˜„ ๐Ÿ˜ƒ

devout gulch
#

does anyone have issue

#

where in 4.22

scarlet charm
#

Ok, cool

devout gulch
#

sphere traces doesn't work ?

#

with custom collision channel ?

bronze cedar
#

ok guys bye bye , going now

#

cya

#

thanks for the help Sir @grim ore

#

๐Ÿ˜ƒ ๐Ÿ˜„

spark merlin
#

guys would anyone know where i could start on making the character spin to walk if anyone could lead me in the right direction it would be very cool

bronze cedar
#

you mean character animation

#

spin means

spark merlin
#

like a stick

#

then

brave lark
#

@valid root did you add it to the plugins folder in there?

#

also open the .uplugin file in notepad or something and show me the contents

spark merlin
#

like this

#

and so fourth

bronze cedar
#

if it's 2d it will use flip book for the animaiton

spark merlin
#

its 3d

#

:) xD

bronze cedar
#

3rd person

spark merlin
#

yep

valid root
bronze cedar
#

than i think you have to put that animation and that 3d model, on the left and right key put the animation

#

i am also noob in UE4, but haha i know how things work, not that good , but i know a little

valid root
spark merlin
#

so would i make the animation in blender or unreal thats all i need to know and thank you a lot

valid root
#

@brave lark

bronze cedar
#

yeah blender

spark merlin
#

thank you

bronze cedar
#

than you have to import it in UE4

#

riggyfiy is a blender addon , which can make a bone skeleton for you , ready to animate

spark merlin
#

there are no bones xD hahaha

bronze cedar
#

haha ok

#

how will you animate than

#

i wounder haha

#

ok cya later

brave lark
#

@valid root ok should be safe to recompile the project as is then

valid root
plush yew
#

I no longer see the translation, scale, or rotation tool when I select an object, what am I doing wrong?

valid root
#

When I try to rebuild the MyProject.sln in Visual Studio it doesn't affect the outcome. It still prompts that I have to rebuild manually..

#

@brave lark

#

I'm also following this thing and have the lines added to the .ini file

scarlet charm
#

anyone else willing to assist me on this project of mine?

tranquil bone
#

Is it possible to create a open world area using a tile set of some sort like using prefabbed areas created in magicavoxel or something to make procedural generation?

coral patio
#

Hey there! ๐Ÿ˜ƒ Hope this is the right place to ask this.. I'm currently working on a (fantasy) character and I'm using the photorealistic character workflow for it. I took a character from paragon and cutomized their shaders (for skin, eyes and hair) to fit my character. However, I stumbled upon a problem - I'd like to give my character dimly glowing pupils but I can't seem to find a way how to do that. Does anybody know how I could modify the shader node network in a way that I could add emissive to the pupil?

#

(Also, for some reason the eyebrows and eyelashes seem to disappear once you zoom out even moderately far.. does anybody know what could be the reason for this?)

topaz pebble
#

does anyone know of an rtx demo that i can actually download

abstract relic
#

@coral patio 1: make emissive texture 2: probably due to LOD

celest creek
#

K, so hopefully this will be easy to answer but has anyone tried to rotate an actor (or root component) 45 degrees then try to spin around its own axis?

#

I can't for the life of me do it. It's all good when it's along a straight X, Y or Z.. but otherwise nope. Any ideas?

celest creek
#

Two options out of countless ones I've tried, I might add...

plush yew
#

?

#

@celest creek all you are doing is constantly changing rotation around z

plush yew
#

no clue what the hell is going on with my grass

frosty copper
#

I mean... At least it's green :p

gilded plinth
#

anyone messing w the experimental control rig?

leaden dust
#

build vs hot reload?

weary basalt
#

Dont use HotReload

#

More trouble than its worth

fleet wraith
#

Why does my game not build lighting when I run it? I built the lighting for the level, then when i run it (in viewport or as its own process) every actor i create does not build lighting...

tall pendant
#

in regards of hot reload..try live++ (it usually works well)

leaden dust
#

@tall pendant UE version?

sullen wraith
#

stupid question

#

its not letting me click drag anymore?

#

nvm works kinda now

plush yew
#

can i install ue4 4.22 preview via launcher ?

languid shard
#

yes, press the + button next to "engine versions" and select the 4.22 pre5 release

plush yew
#

but too bad it has no ssgi yet.

languid shard
#

you'll need to download the dev-rendering branch and compile it yourself for that

plush yew
#

do you think dxr work for gtx card ? anyone tried it.

buoyant mulch
#

Hmph

languid shard
#

nope doesnt work

buoyant mulch
#

Shut up

languid shard
#

uwot ?

plush yew
#

time to save some money then. rtx is really worth it.

buoyant mulch
#

Are u three yrs because u talk like one @languid shard

languid shard
#

uuh

#

LADIES AND GENTLEMEN

#

BUCKLE UP

buoyant mulch
#

GENTLEMENT

#

U are really a three year old dude talking on discord WOW

fierce tulip
#

@buoyant mulch behave please

buoyant mulch
#

Ok ok

plush yew
#

@buoyant mulch what happen ?

buoyant mulch
#

Oh nothing just teasing him

plush yew
#

did he triggered you by saying dxr is not supported by gtx cards ?

buoyant mulch
#

Nah

#

I felt like teasing the dude

languid shard
#

Careful I'm quite trigger itchy

wary wave
#

Coming back to #ue4-general after a meeting and seeing a wall of blocked messages ๐Ÿ˜„

random holly
#

Hi guys

#

Whatโ€™s the name for the blueprint of the heathpoints of a structure

wary wave
#

I don't understand

languid shard
#

ยฏ_(ใƒ„)_/ยฏ

grim ore
#

Though Unreal Dev Grants is now behind us, it's not the end of our ongoing support. Tune in to Epic's State of Unreal opening session at GDC for more information."

cedar snow
#

time to switch back to unity ๐Ÿ˜‰

wary wave
#

boo

fierce tulip
#

wonder what will replace it, wit all the money in the bank you'd think they'd up that ante

grim ore
#

There is a sizzle reel for dev grant recipients and the non graphical peoples got excluded ๐Ÿ˜ฆ educators and such heh

dim arch
#

why is RUINER in that video twice

#

to be fair its a fucking aesome game but ya

grim ore
#

everspace is in there twice as well

polar hawk
#

Sizzling education

dim arch
#

way to the woods looks pretty neat

#

the cel shading is v good

grim ore
#

I think the lesson of the day is make stuff pretty and people will like it, content be damned

dim arch
#

light up their limbic system with smoke and mirrors ??? profit!

cloud cobalt
#

@grim ore UDG has always been a lot about engine PR for developers, to showcase what the cool kids do

#

It's usually been either 1) super cool looking stuff, 2) trendy stuff (VR etc), or 3) really useful tools

dim arch
#

also if they grant babbies first render, a bunch of people think woaw I can do that too, adopt the engine and the userbase grows

merry gazelle
somber crown
#

drag from that pin and you can add either Handled or Un-Handled based on whether you are done with using the OnMouseDown event or you want to let it propagate to other widgets respectively.

hoary wigeon
#

we'll have to wait until march 20 with the state of unreal at gdc, maybe they release something like games first on epic store or something, wich would be nice, but it also can exclude other projects from being supported, like educational or animation, etc

grim ore
#

Epic is going to finance all content creators with unlimited* funding for the next 2 years** *based on 10 minutes of work a day, 3 day work week. **any content created must be unique and never created before and subject to approval by the /r/unrealengine

maiden swift
#

State of Unreal starts.

#

"Unreal Dev Grants were great, but it's time once again... to Make Something Unreal."

#

lol ๐Ÿ˜„

#

In all seriousness, I doubt they'd bring it back unless it was in a new modern form. I'm quite curious to hear about what will succeed Unreal Dev Grants, regardless.

honest vale
#

MSUC was great

maiden swift
#

Indeed. It helped make careers.

wary wave
#

I'd totally be down for a modern MSUC, but I have no idea how you could even do that these days

maiden swift
#

Yeah, I'm not sure what form it would take but it would definitely be different.

wary wave
#

MSUC was previously constricted to being about UT mods, so everyone was on fairly level pegging

honest vale
#

true

wary wave
#

if you had one now, could I just submit this game that me and 40 other people have been working on for five years already :p?

honest vale
#

๐Ÿ˜„

grim ore
#

I'm gonna make a course for Udemy since it's all the rage, call it "how to follow a tutorial" and it will be a tutorial series on how to follow and learn from tutorials.... it's genius since I can hook it into other tutorials out there and then get kickbacks from them for sending them customers.

wary wave
#

lol

maiden swift
#

lol

wary wave
#

there's a big pile of irony in that catch 22

grim ore
#

there is no flaw with that idea

wary wave
#

๐Ÿ˜„

frosty bloom
#

@grim ore You'll be rich in no time!

grim ore
#

crap... If I end up rich I might stop doing videos for all that mad YouTube money... I need to rethink this approach!

wary wave
#

I still think the "Launcher Launcher" will be the king of capitalism

#

ONE LAUNCHER TO RULE THEM ALL

grim ore
#

technically steam can do that can't it? since it can launch anything else

wary wave
#

automanage libraries and accounts with a single library and account, allow purchases through this one mighty system and tack on a 2% surcharge

maiden swift
#

Discord too.

grim ore
#

lol isn't that what cable TV used to be before every company decided to just make their own channel instead ๐Ÿ˜ฆ

wary wave
#

of course

#

Discord is a game store and launcher, after all

#

that is amusingly exactly what CableTV was

#

then everyone started doing CableTV and fragmented the market

grim ore
#

at some point all the stores are going to implode I hope because it's nuts

maiden swift
#

Oh wow. I totally forgot about the Make Something Unreal Live student competitions in 2012-2013.

wary wave
#

because they were garbage

maiden swift
#

Correction: the 2012 one wasn't for students, but seems to have been Epic's first game jam and had to be an iOS game.

wary wave
#

I don't think anything ever came out of it?

grim ore
#

"Today we are removing the dev grants but as a replacement we are opening up Unreal Tech Centers all around the world. You can come here and use our state of the art technology and network with other creators and developers to bring your creation to life"

wary wave
#

๐Ÿ˜

maiden swift
#

That would be... odd.

wary wave
#

that's a shit replacement

#

the great thing about dev grants is they could be given to people in places where development doesn't usually take place

grim ore
#

hey I never said it would be good but Epic likes to do odd stuff

wary wave
#

I recall one African developer got a grant, but I can't recall if the game ever got released

maiden swift
#

Yeah, I've seen some wonderful grants give out that boosted teams I'd never heard of who were working on really cool stuff.

#

It's been a great program.

wary wave
#

aye

languid shard
#

@wary wave you sure it was a game ?

wary wave
#

yeah, it was a game

grim ore
#

ok if the centers are not a good idea what about RentADev where they send the dev's from Epic out to you and waive your fee if you have a promising project

languid shard
#

I remember someone who made a viz of a construction project or something in africa

wary wave
#

I'd rather be able to hire a dev with money :p

languid shard
#

who got a showcase about it

grim ore
#

ooh.. ok so instead of a dev grant what if they became publishers?

languid shard
#

๐Ÿค”

maiden swift
#

I thought about that.

#

But they've got the Epic Games Store, so I'm not sure what that pitch would be.

grim ore
#

advertising and funding for a % just like any other publisher?

maiden swift
#

Perhaps.

grim ore
#

along with their stable of techs for support and testing

maiden swift
#

It's certainly feasible, but it doesn't seem like a natural evolution of Unreal Dev Grants.

grim ore
#

I am at work#1 and bored so trying to waste time lol

#

well you are assuming they are evolving the dev grants

#

dev grants was fun, it served its purpose, we move on. Epic is in a different state than they were when they started them now with fortnite and the EGS

maiden swift
#

Fair point. I'm just going off the limited info we have, aka two sentences from Chance. lol

#

"Though Unreal Dev Grants is now behind us, it's not the end of our ongoing support. Tune in to Epic's State of Unreal opening session at GDC for more information."

grim ore
#

oh I didnt see if he put something out, I was reading the blog post

languid shard
#

ongoing support could be financial still

dim arch
#

oh the msul was kinda cool

languid shard
#

so yeah maybe the publisher idea isnt too far off ?

maiden swift
#

I assume it will be financial, but that's not necessarily a given either.

grim ore
#

well he does literally say it's behind them

dim arch
#

that was on while I was studying at university, my friends team came 2nd but didnt make much progress afterwards

scarlet charm
#

Anyone wanting to assist me on a project?

maiden swift
#

"it's not the end of our ongoing support" indicates to me an intention to fill the gap left behind by Unreal Dev Grants.

#

That's where my assumption came from.

languid shard
#

yeah

maiden swift
#

Whether it looks anything like UDG is up for debate, but I assume it will fulfill a similar role.

languid shard
#

what kind of "support" could they give to projects aside from a grant or publishing ? Mentorship ?

grim ore
#

dial-a-dev ?

dim arch
#

sony did something like that

#

china hero project

grim ore
#

oooh... more direct support in the discord channel by hiring people from the community to help out directly....

dim arch
#

pitched a bunch of games to sony, they gave them grants and had dev support from an outsource studio

frosty bloom
#

Dial-A-Dev made me laugh ๐Ÿ˜„ "Hey, my blueprint isn't working" x2000 a day

dim arch
#

on the condition they published it on ps4 first

#

probably the same, but replace ps4 with epic store

grim ore
#

@frosty bloom lol it's what we get in here ๐Ÿ˜ƒ

frosty bloom
#

That and "The tutorial is old, it isn't working!"

languid shard
maiden swift
#

"Epic Games is proud to announce we're now on Patreon. Just kidding, we bought it!" Kappa Kappa

languid shard
#

pretty cool stuff

dim arch
wary wave
#

whut

grim ore
#

man the people who go 'this tutorial is old so I dont know if it works or not so I am not going to try it give me something else more specific" is..... annoying

#

It's all good tho. we have this wonderful week of game dev news that is going to be thrust upon us ๐Ÿ˜ƒ

wary wave
#

GDC isn't really about news

deep basin
#

well, base logic doesn't change, therefore why shouldn't it work. I think it's more "wow functions don't have the exact same name as in my version, that measn effort now I don't want to do it" ๐Ÿ˜‰

wary wave
#

there might be some cool stuff, but it's not really a 'news' event

grim ore
#

Cryengine Raytracing stuff, Unity Visual Scripting Stuff, Epic Raytracing stuff, Google game machine, and other surprises! probably a new nvidia card too

languid shard
#

what ?

#

no new nvidia card ๐Ÿ˜

#

its gonna be about AI and Raytracing I think

#

and robots

dim arch
#

Oh yea, Jade Raymond joined google as a VP

#

to work in their games division

#

seems interesting

grim ore
#

nope you are right I keep getting it confused with GTC the same freaking week

#

but Nvidia did showcase the new card a few years ago with Epic so you never know

devout gulch
#

GDC nowdays is mainly about annoucments

#

just not for consumers

#

lot's of talks are straight up crap

wary wave
#

GDC is a convenient stage to showcase new stuff because of the sheer volume of developers on-location

devout gulch
#

in the line "i did this awesome thing... buy it here!"

wary wave
#

...but also a lot of the talks are pretty solid

#

it's good t see what other studios are doing, and taking a look at that can inspire processes within your own work too

maiden swift
#

I wouldn't say it's mainly about announcements. It just happens to cater to developer-centric announcements, e.g. new tech, engine updates, etc. Game announcements and/or trailers do happen but are less common.

grim ore
#

lol I treat GDC as a vacation now personally. Going to try and do some business stuff this year but shrug just find some fun stuff to do and relax ๐Ÿ˜ƒ

fierce tulip
#

fooooood

grim ore
#

and I like the in expo talks personally. SideFX has some great ones normally for Houdini and of course Epic is always fun to watch.

maiden swift
#

Epic always does great little tech talks at their booth for free, which is great for Expo Pass holders.

grim ore
#

which is all I pay for lol ๐Ÿ˜ƒ

#

No livestream this year tho, so sad ๐Ÿ˜ฆ

maiden swift
#

Yeah, I was hoping to invade it.

fierce tulip
#

last year people where excited to see allar walk by constantly XD

maiden swift
#

lol

brazen forum
#

Guys does ue4 have automatic garbage collection and cleaning like unity does?

#

And if so can you remove the automatic garbage collection?

wary wave
#

yes, and probably yes with some effort

#

not sure why you would want to remove it though

teal tulip
#

@languid shard that sizes guide is pretty decent tbh

#

just don't use it for archviz

languid shard
#

not sure you need to vault or parkour in archviz thinking

restive eagle
#

couldnt find anything online

wary wave
#

without a callstack this information is not useful

restive eagle
#

saw few people posted exact same problem but with 0 answers

wary wave
#

looks like an LOD problem

#

why it would cause a crash is hard to say, but something's up

restive eagle
#

already spent few weeks trying to fix that issue, but the only thing that helped was when I imported a skeletal mesh without morphs

#

and it would only crash if i use that specific mesh in one place which doesnt hold any other logic than the mesh component. other blueprints with the same component were ok

misty creek
#

Does anyone know a good way to dynamically get the edge of the screen?

teal tulip
#

you mean the size or what you mean

wary wave
#

^

brazen forum
#

@wary wave so back to the garbage collection question. Since ue4 has automatic garbage collection, does that mean u don't need to call delete on anything?

wary wave
#

not directly, no

brazen forum
#

So if I use new in ue4 I don't need to delete it?

#

That seams weird

misty creek
#

Sorry, the screen size.

wary wave
#

you don't use new in UE4

brazen forum
#

For real?

wary wave
#

objects and actors have their own construction methods

brazen forum
#

So then you make everything on the stack?

wary wave
#

I've not looked at how it works under the hood, but generally speaking, you don't care

#

you just let it do it's thing xD

brazen forum
#

Oh ok

wary wave
#

it's rare to run into garbage collection issues tbh, it's quite a mature feature

brazen forum
#

So I know this is probably not something u would do. But let's say I wanted to create something on the heap in ue4. I can't do that?

wary wave
#

you'll be able to with some effort

#

but you'd be manually bypassing UE4's stuff in order to do so

devout gulch
#

objects are allocated on heap

wary wave
#

not sure why you'd want to do that

brazen forum
#

Ok

wary wave
#

@devout gulch - what about actors?

devout gulch
#

everything created using NewObject lands on heap

#

it is just using custom allocator

#

which recycle memory

#

to not cause fragmentation

wary wave
#

makes sense

devout gulch
#

actors are just UObjects

wary wave
#

actors are UObjects, but they do do some things differently, hence asking

#

you wouldn't statically construct an actor, hehe

devout gulch
#

yes but at some point they still ause NewObject

#

use

#

there is just more initialization steps along the way, hence you don't use NewObject directly with them

#

to create something on the heap you simply use raw C++ types

#

or Unreal structs

#

erm

#

on stack

#

either way you should avoid sing raw new

#

unless you do something very low level

#

use smart pointers or unreal types

naive marten
#

Hey, I've clone a friend project and this projet works for him but it doesn't build for me. This is the erros I have when I try to generate files : ```

Running C:/Program Files/Epic Games/UE_4.21/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="E:/UE4 essaie/MazeLegends/MazeLegends.uproject" -game -rocket -progress -log="E:\UE4 essaie\MazeLegends/Saved/Logs/UnrealVersionSelector-2019.03.18-15.27.51.log"
Discovering modules, targets and source code for project...
ERROR: UnrealBuildTool Exception: Couldn't find target rules file for target 'MazeLegends' in rules assembly 'UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
Location: C:\Program Files\Epic Games\UE_4.21\Engine\Intermediate\Build\BuildRules\UE4Rules.dll
Target rules found:

sorry if i'm in the wrong channel, didn't know where to ask
grim ore
#

how did you clone it?

naive marten
#

with github

#

I have github desktop installed

#

and I just clone it with it

grim ore
#

did you generate the project files and are you targetting the same version as him?

naive marten
#

Yes I have the same version installed

#

and the error shows up when I try to generate project files

grim ore
#

ok so in your source folder is there a target file for each version of the project you want to build for?

naive marten
#

@dim plover After cloning I have the Target.cs in my sources folder

#

I've already seen some unreal forum and none of the anwers works

dim plover
#

Did you try the enterprise thing? It looks like a lot of people (probably with 4.21) have that?

naive marten
#

The guys was saying to remove the entreprise thing but I don't have any

#

@grim ore Yes I have one target file for 4.21.2

dim plover
#

Maybe your directory has a space in it? E:\UE4 essaie\

grim ore
#

did you clone the intermediate and saved and other files?

naive marten
#

yes I have a space

dim plover
#

I would bet that the space is causing problems. *Actually, I'm not so sure...

naive marten
#

I'll try to rename that

#

@dim plover It didn't work

dim plover
grim ore
#

soo... when you cloned it did you clone the intermediate and saved and other files?

naive marten
#

Yes I have clone the intermediate & saved folder

#

I shouldn't ?

#

Cause some other people have clone the git repository and it worked for them

grim ore
#

well you shouldnt clone the intermediate and build for sure

#

saved is a personal choice but you should delete it as well to eliminate possible issues

#

.uproject, config, content, source are pretty much all you need in that main folder (not counting .git repo)

naive marten
#

I've try to remove the intermediate & savec folder but I still have the error

#

ok I'll check that

grim ore
#

does the project open up when you try and open it? not building the solution but actually opening the editor by opening the uproject?

#

it should try and compile the module

#

also what are the file names in your Source folder and what is in your main target file?

naive marten
#

I'm cloning the repo again ^^ 2m sry

vagrant pier
#

Dumb question, Does moving a socket location in a Animation Sequence affect the entire Skeleton? as well as the location for all other Animations? Asking because when importing new animations, the Preview Mesh for the Gun my character is holding is now aimed toward the sky and no longer properly in his hands as it is for all other animations

grim ore
#

@vagrant pier if you get no help in here #animation has more animation focused people that might have an answer ๐Ÿ˜ƒ

naive marten
#

@grim ore In my source folder I have : MazeLegends.Target.cs / MazeLegendsEditor.Target.cs & a folder with the sources files

grim ore
#

well the files seem right, what is in the MazeLegends.Target.cs file?

naive marten
#

using UnrealBuildTool;
using System.Collections.Generic;

public class MazeLegendsTarget : TargetRules
{
    public MazeLegendsTarget(TargetInfo Target) : base(Target)
    {
        Type = TargetType.Game;
        ExtraModuleNames.Add("MazeLegends");
    }
}

grim ore
#

hmm.. i dont know when the changed the extramodules code but if you can compile this on 4.21 on other machines it should be fine still. the rest looks fine

naive marten
#

I've delete and download the unreal ungine 20m ago but It changed nothing same error ...

vagrant pier
#

@grim ore Thanks for replyin btw, didn't see too much activity over in animation n figured shootin the shot here might help.

grim ore
#

@naive marten woof. ok so it should be working but obviously it's not lol. is there any more in the .log itself ?

#

@vagrant pier yeah once you get out of the basics it can be tough to find people with exact knowledge in here ๐Ÿ˜ฆ

naive marten
#

@grim ore this is what I have in the log file UnrealBuildTool.GuardedMain: Command line: "C:/Program Files/Epic Games/UE_4.21/Engine/Binaries/DotNET/UnrealBuildTool.exe" -projectfiles -project="E:/UE4essaie/MazeLegends/MazeLegends.uproject" -game -rocket -progress -log="E:\UE4essaie\MazeLegends/Saved/Logs/UnrealVersionSelector-2019.03.18-18.37.53.log" ProjectFileGenerator.GenerateProjectFiles: Discovering modules, targets and source code for project... UnrealBuildTool.GuardedMain: ERROR: UnrealBuildTool Exception: Couldn't find target rules file for target 'MazeLegends' in rules assembly 'UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. UnrealBuildTool.GuardedMain: Location: C:\Program Files\Epic Games\UE_4.21\Engine\Intermediate\Build\BuildRules\UE4Rules.dll UnrealBuildTool.GuardedMain: Target rules found:

#

I don't have anything else

grim ore
#

@naive marten also I seriously doubt this would help but try replacing your ExtraModulesNames.Add line of code with this instead "ExtraModuleNames.AddRange( new string[] { "MazeLegends" } );" and see if it helps at all. It shouldnt hurt I hope lol

naive marten
#

I'll try that thx

grim ore
#

It's weird your log does not have more tho

naive marten
#

@grim ore didn't work

#

y it is

grim ore
#

so when you try and open the project what happens?

#

and are you sure thats from the actual .log file in Saved/Logs ?

naive marten
#

my friend will send you the error he have when he try to open the uproject (I was trying to fix the error for him)

digital herald
grim ore
#

yep and when you say yes?

digital herald
#

it told me to rebuild from source manually

grim ore
#

it sounds like maybe other files are missing, maybe other plugins or modules

#

we would have to see the full log

vagrant pier
#

What if you rebuild it from VS?

grim ore
#

they can't get the solution file to create is the issue

vagrant pier
#

Is the project Blueprint only?

digital herald
#

no it is cpp only

#

but it got some bp

grim ore
#

what about the log when you try and generate the visual studio project file?

vagrant pier
#

That's fine, was wondering because of the whole "if only blueprint must have cpp code somewhere" thing when building

grim ore
#

that log is expected it's not compiling your code

digital herald
#

my friend shared it just above

grim ore
#

that is the error when you try and open the project and say load without compiling

digital herald
#

yes because i can't compile it with vs right now

grim ore
#

you should have a file like UnrealVersionSelector-2019.03.18-10.56.35.log with the code in it from trying to generate the file

digital herald
#
ProjectFileGenerator.GenerateProjectFiles: Discovering modules, targets and source code for project...
UnrealBuildTool.GuardedMain: ERROR: UnrealBuildTool Exception: Couldn't find target rules file for target 'MazeLegends' in rules assembly 'UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
UnrealBuildTool.GuardedMain:        Location: C:\Program Files\Epic Games\UE_4.21\Engine\Intermediate\Build\BuildRules\UE4Rules.dll
UnrealBuildTool.GuardedMain:        Target rules found:
#

there it is

grim ore
#

yeah that makes no sense, mine starts with WindowsPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.WindowsPlatformSDK using manually installed SDK ProjectFileGenerator.GenerateProjectFiles: Discovering modules, targets and source code for project... WindowsPlatform.EnumerateSdkRootDirs: Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (1) WindowsPlatform.EnumerateSdkRootDirs: Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (2) WindowsPlatform.UpdateCachedWindowsSdks: Found Universal CRT version 10.0.10240.0 at C:\Program Files (x86)\Windows Kits\10 WindowsPlatform.UpdateCachedWindowsSdks: Found Windows 10 SDK version 10.0.17763.0 at C:\Program Files (x86)\Windows Kits\10 WindowsPlatform.UpdateCachedWindowsSdks: Found Universal CRT version 10.0.17763.0 at C:\Program Files (x86)\Windows Kits\10

#

super weird

vagrant pier
#

I joined this convo late and I tried scrollin up to see if this was mentioned, might be irrelevant but do you have all the Packages installed through VS? Desktop Development .NET , C++ , Game Dev with C++

digital herald
#

not all them

vagrant pier
#

@grim ore Correct me if I'm wrong but I think those are needed, right?

grim ore
#

most of them are required but the UBT program is really good about complaining when something is missing

#

I just tried deleting the UE4Rules.dll from the engine directory and it rebuilt it fine, maybe you have some weird permission issue not letting you write over it since it's installed in program files

#

soo...

#

delete the files in C:\Program Files\Epic Games\UE_4.21\Engine\Intermediate\Build\BuildRules\

#

and try again

digital herald
#

ok

grim ore
#

see if it rebuilds the files when you run the generate

digital herald
#

yes it rebuilds

grim ore
#

I just tested it for me and it rebuilt the files so there should be no harm in doing that. I do have all my files in another folder tho , c:\epic games\ , so if its a permission thing that would be why

digital herald
#

but it doesn't launch

grim ore
#

did you run the generate project files?

digital herald
#

you mean the saved, intermediate... file at the root of my project ?

grim ore
#

right click the uproject and generate visual studio project files

#

is that still giving an error?

digital herald
#

yes

grim ore
#

same as before about the UE4 rules?

digital herald
#

yes

grim ore
digital herald
#

yes all of them

grim ore
#

yeah then for some reason it's not finding your targets...

#

try removing or renaming (wont work right) the .Target.cs files from your source folder and see what error you get this time

#

at this point its literally just trying to break stuff to see where the problem is ๐Ÿ˜ฆ

#

without any target files it should give you a new error

digital herald
#
Running C:/Program Files/Epic Games/UE_4.21/Engine/Binaries/DotNET/UnrealBuildTool.exe  -projectfiles -project="E:/UE4essaie/MazeLegends/MazeLegends.uproject" -game -rocket -progress -log="E:\UE4essaie\MazeLegends/Saved/Logs/UnrealVersionSelector-2019.03.18-19.13.55.log"
Discovering modules, targets and source code for project...
Binding IntelliSense data...
Binding IntelliSense data... 100%
Writing project files...
Writing project files... 33%
ERROR: UnrealBuildTool Exception: Expecting at least one ProjectTarget to be associated with project 'E:\UE4essaie\MazeLegends\Intermediate\ProjectFiles\MazeLegends.vcxproj' in the TargetProjects list
#

i deleted them

grim ore
#

well it's working just not working

#

and this all makes no sense

#

your first error never even gets to this second part when you have valid targets

#

put one of the targets back and see what happens now

digital herald
#

i tried with only both file but none worked

grim ore
#

at this point It's a mystery to me ๐Ÿ˜ฆ Your target files seem fine, your UBT seems fine, you can write to your directory

digital herald
#

yeah its strange other projects work fine but not this version of this one

#

i ll try to checkout maybe

grim ore
#

you can try getting a full copy of the project that would have your built module and the solution file, maybe at that point if it gives an error it will be more accurate

digital herald
#

yeah why not

#

thanks for your time

grim ore
#

no problem, I am really curious on what broke. If you figure it out let us know.

#

like I literally can't even figure out how to cause the issue in the first place lol

plush yew
#

Anybody handled Crafting using Blueprints only?

coral shoal
#

If i want to avoid using the blanket quality levels scalability stuff, how do you "apply" a video setting, is going through console commands the only option? To use a random example, if i want an independent setting for r.EyeAdaptationQuality=0,1,2 etc. If im saving it to a .ini, it will apply on startup but what about after?

cursive walrus
#

hi i have a question. how do i make the character do a side step motion without it stopping for a split sec as it goes to the opposite direction?

coral shoal
#

try increasing the acceleration. If it's "stopping" it's probably because it's taking the time to accelerate

wise juniper
#

hey...who can help me plz

#

why not show blueprint menu ?

wise juniper
#

i fixed that

plush yew
#

@cursive walrus if you just change its velocity direction it will always (theoretically, maybe not in games if time between frames is high, but at least it will get low) stop when its speed = 0?

upper heart
#

Has anyone had an issue where textures/meshes/etc are rebuilt every time you start the editor? Resulting in long startup times?

grave nebula
#

Had that when DDC got fried up.

plush yew
#

is there world limit in ue4

#

i am making space game

#

no

scarlet birch
#

@plush yew no and you can use origin shifiting

plush yew
#

for multiplayer?

#

open world

#

many say that 20km is limit

#

lol

#

is this true?

#

any limit?

#

i am sure that 1000 players cannot move in 10000km x 10000km area (for example)

abstract relic
#

"technically" yes but it's a stupidly large number

plush yew
#

but i am sure that i need good servers

#

can i put people to 1000km x 1000km area

scarlet birch
#

The 20k, IIRC, is refering to physics precision and other stuff

plush yew
#

one map

scarlet birch
#

you compensate for that with origin shifting

plush yew
#

and that means?

scarlet birch
#

There's no limit.

regal mulch
#

Origin Shifting basically moves whatever location you want to the new 0,0,0

plush yew
#

can i trust this information

regal mulch
#

And all calculations are then from that point on

plush yew
#

its multiplayer

regal mulch
#

Multiplayer should technically also support that

#

Haven't read into it, but it's really not more than just offsetting everything by the location you passed

plush yew
#

but everything cannot be in 0,0,0 ?

regal mulch
#

If you have a cube at 200,0,0 and you make 50,0,0 the new origin, then the cube now sits at 150,0,0

scarlet birch
#

There's a BP node for it. If you manage to get everything else working shifting the origin is trivial.

regal mulch
#

The only problem with multiplayer is that you basically shfit the origin based on where the player is standing

#

So if Player A is standing at 1000, 0, 0 and then other one at -5000,5000,0

#

Then they mighth ave a different origin

#

So you gotta compensate that by always going from one local origin shift to the other local origin shift

#

Either UE4 does that for you already or you might have to do that yourself

#

But it's worth googling :P

plush yew
#

so can i just start building my galaxy

scarlet birch
#

Yeah, I have no idea how it would work with large worlds and needing origins for each player. It says it works with multiplayer but I've only messed with it for single player prjects.

regal mulch
#

You wouldn't build the whole galaxy at one

#

But yeah

cobalt scaffold
#

first read up on level streaming

plush yew
#

why no full

regal mulch
#

Cause no one needs to have a planet in their memory that they can't physically see

plush yew
#

if its just about 1000km x 1000km

scarlet birch
#

You need to decide how you're going to manage it.

regal mulch
#

You gotta remember that all of that data has to go into the memory of the user

#

So you will have to do a lot of LODing (Level of Detail) as well as streaming parts of the galaxy in and out

#

Stuff like this otherwise is pretty performance hungry, if not impossible

plush yew
#

lag?

regal mulch
#

For example, yeah

#

Low FPS or just out of memory :P

plush yew
#

can i do blueprint that makes objects that are somewhere about 10km in front to be blurry and bad looking if there is like massive space station

#

one blueprint

#

will that remove lag?

cobalt scaffold
#

this is what LOD is

regal mulch
#

Yeah that's what I meant with LOD

#

But that's really a lot of freaking work for just one person

#

Like, a, freaking, lot

plush yew
#

i have time

#

in school

regal mulch
#

Just making sure :D

tall pendant
#

aka too much

cobalt scaffold
#

procgen ftw!

tall pendant
#

as always people tend to over scope

regal mulch
#

But yeah, you can write a procedural generation system for this

#

That creates the whole thing based on a seed and some noice maps and stuff

#

And then have things in close distance fully visible and in far distance just an ugly blurry ball

#

And even further nothing, cause no one needs that

#

You'd load that in as you get close to it

plush yew
#

ok thanks for help

regal mulch
#

Let's just say, with my multiple years of experience with UE4 and Networking, I wouldn't even touch such a project if you'd pay me for that

plush yew
#

why

scarlet birch
#

I'd fake it.

#

instead of building one huge map

regal mulch
#

Cause it's way too big and complex. At least for one person.

plush yew
#

i made my first game year. Now this many years, fine for me

cobalt scaffold
#

yeah i wouldn't take the big map approach with a space game.. you can basically query a db for the sector you are in and stream in the necessary objects..

#

there are many opportunities like that for cheating

regal mulch
#

That's how some of the bigger games do it. You basically travel from solar system to solar system

#

Via a "loading screen"

cobalt scaffold
#

space is big and mostly empty

regal mulch
#

And the solar system itself is "small" enough to fit into one map at once

plush yew
#

but the main point of the game is get resources, make your countrys and fight and stuff like that. I have now worked with prototype some months, but i start now again.

regal mulch
#

Alright, well just keep in mind that you'll have to optimize this and if you already know what sort of map size you want, it's not too bad of an idea to think about streaming, origin shifting and LODs

plush yew
#

so should i do like solar system to be one map

#

or what

regal mulch
#

Well technically you can have one overall map and just Destroy and Spawn the stuff in as you need it

plush yew
#

i need know what i do now

regal mulch
#

If you "fast travel" to a new solar system, you can just make sure that the player doesn't see how the "solar system" gets replaced

plush yew
#

but stuff needs to be in same spot

#

there is other players too

regal mulch
#

E.g. put them into a tube with some cool "hyper light speed" effect

#

Ah well

#

That's a bit tricky with UE4 hehe

scarlet birch
#

It might be easier to build a transition level, and build each are as a sperate level, then stream in each level while they move through the transition level. or just build one level that procedurally builds everything or does it from a database of some kind

regal mulch
#

You can only have one map per Server

scarlet birch
#

then just store each levels data

regal mulch
#

So you'd need one Server per active system

#

gg

plush yew
#

what if i then do full map

#

how does no man sky work

#

what is double floating point

regal mulch
#

No Man's Sky is not using UE4

#

So no idea

#

Or is it?

plush yew
#

idk

cobalt scaffold
#

you don't want to have a real huge map where anyone can be at any arbitrary point anyway.. nobody would ever see anybody and then you can just pull a nomanssky and leave the mp part out

regal mulch
#

Double Floating Point is a higher precision number

#

In Blueprints you only have Floats

#

Not Doubles

#

In easier words, the number can have more numbers behind the comma

#

Making it more precise

plush yew
#

@cobalt scaffold the point is not be in touch with everybody. But there is countrys and space stations where you can meet people and join to others.

regal mulch
#

Reducing the amount of errors in calculations with big numbers

scarlet birch
#

each data type has a certain precision and at the extreme values that precision can be less (maybe not sure if that's exactly right) but basicly at the extremes physics and other things start to act wonky,

#

so origin shifting

regal mulch
#

You can basically see it it like this: The further you get away from 0,0,0, you bigger gets the number. The Number at some point isn't 100% precise anymore.
Means even if you as a human can pricesily place something 10,492424241241241244222234KM away, the PC might round this to 10,5.
And if it does that with two numbers and multiplies them, the nthe rounding error gets even bigger

#

Doubles can store bigger numbers and are so better for that crap

#

But ultimately run into the same problem

cobalt scaffold
#

@plush yew the idea is to have enough points of interest to give the impression of a huge playfield, nobody wants to travel 100000km in real time.. so what's the point then of having such distances?

plush yew
#

there is lightspeed and fast portals.

#

10000km is world size

cobalt scaffold
#

if you travel at lightspeed you dont' even see anything going past you

regal mulch
#

Well anyway, you can try your huge map, but you'll run into issues

#

These are precision issues, so you need OriginShifting

cobalt scaffold
#

so no point in moving the player the real distance

regal mulch
#

Then you need to make sure that players don't overlap

plush yew
#

i can fix issues?

regal mulch
#

Idk if UE4 handles that

#

Yeah, maybe, idk what issues these are. I never did such as ystem

#

Might need C++

grim ore
#

woof... do you have enough content and time to fill this giant world?

plush yew
#

i am in school. Used year to first game

abstract relic
#

100% need Cpp

cobalt scaffold
#

think of your galaxy as a bunch of islands close by with a thick fog between them, where you move very very slowly

scarlet birch
#

IDk, I think you could do it in BP

#

If, you built it to work with the limitations of world comp.

plush yew
#

ok thanks for help everybody

regal mulch
#

Does anyone know about a gif that shows float precision errors?
Might also be a video. It's like a point or line going further away from the origin and the squares are getting bigger and bigger, representing the precision of big floating point numbers

#

I really liked that for explaining but can't find it

scarlet birch
#

There was a good article I found that kept it simple

cobalt scaffold
#

could just say that more numbers in the front means less numbers behind a comma

regal mulch
#

Some people learn better by seeing the issue

scarlet birch
regal mulch
#

Haha

cobalt scaffold
#

you are right, and i'm one of those people who like to visualize the problems

scarlet birch
regal mulch
#

YES

#

Thanks!

#

It easily shows that in a simpler version (only 4 bits) every white area between the squares can't be represented by a number

#

And the bigger that gets, the worse gets the precision, I love it

scarlet birch
#

Yeah, The only thing I didn't like is it makes it seem like it's only an issue further out, but it does show that even at lower values there's numbers that can't be exactly represented.

pseudo swift
#

hey is there an icon for this Unreal Slackers server? I see a red U, would prefer it we could change to to an official ue logo?

grim ore
#

You can't change it to the official one since it's not official

#

well... you could but I don't think he is so ๐Ÿ˜ƒ

upper heart
#

@grave nebula And you did what to fix it? Just deleted the ddc?

grave nebula
#

yep

upper heart
#

hm okay, thanks

pseudo swift
#

@pure olive well its the only one which exist right?

grim ore
#

It's the one that this server is using yep because we aren't officially official

brave lark
#

@valid root I'll take a look at it after work if you want to dm me

merry gazelle
#

Do you guys think it would be possible to create a music visualiser inside UE? It would need to be able to read an audio file

sand birch
#

Hey guys it's been a while since I've been here but I have some questions on a thing that's been going through my head which is a gun system kinda of like borderlands but you can take the parts off the gun and put in new ones. For example you can put an element core on a gun that didn't shoot fire before if it has a empty component. It seems really easy to be able to do but I cant a tutorial to pull from. I've found some other things like different projectile effects.