#ue4-general
1 messages · Page 419 of 1
and the syntax highlighting?
Just use the defaults mate
LogPlayLevel: c1xx: fatal error C1083: Datei (Compilerzwischenstufe) kann nicht ge�ffnet werden: "C:\Users\Ryzen\Documents\Unreal Projects\Das gro�Ye Spiel\Intermediate\Build\Win64\lol\Development\Core\SharedPCH.Core.h.pch": No such file or directory
There is your Error
Are you using a C++ build?
no
BP only?
yes
delete the intermediate folder and rebuild
If its a BP only project it shouldnt be trying to compile during packaging.
...
Are you sure you didnt accidentally add any C++ files to it?
well im new tu ue and i think i found out that its coded
How do you think that?
i have the open example.h option
Where?
when i right click something in my content browser
Image?
?
Screenshot
Thats a bad screenshot, no context whatso ever.
Take a full screen screenshot
Also World.h is a core C++ header for Unreal so that doesnt mean much
Also make sure to verify the Engine version your using.
im using 4.21.1
Use the drop down arrow sorry.
Well maybe start with figuring that out
Because it should be there.
If its not up to date you need to update it.
i am updating it right now
and now it stopped
at 93%
finished
now i have 4.21.2
now there is "verify"
@weary basalt
Please dont keep @ ing me, im still here
Try again then
k
Do you charge per character or by the hour for this tech support devil? 😜
Its free when im in the mood 😛
How big is the project?
Can you easily transfer it over to another fresh project?
The packaging process should not be doing this on a BP only build.
moody man 😄
You gotta shower them with praises and false promises of chocolate.
When is 4.22 release coming out?
Probably next week
Are there any drawbacks using starter content? (for example textures or particles) . Do you have to credit the use of it? Or is the standard UE credit text good enough:
“[Product name] uses the Unreal® Engine. Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere”
“Unreal® Engine, Copyright 1998 – 2019, Epic Games, Inc. All rights reserved.”
The credit text (and engine EULA, etc) are for the engine
Sample, starter or marketplace content has no strings attached
Except it needs to be used with UE4
great: )
The work done in preview versions, do it function perfectly with the release?
Previews are meant to detect horrible bugs that break everything and wipe your project
(so that they get fixed)
That's why the launcher tells you not to use them for work
So no
I mean like if I created a project in Preview, will it function without any error in the release version?
Maybe it will work, maybe it won't, maybe it will remove your work suddenly
It's a preview
thinnk of a Preview as a Beta
How to lock muse in this surface ??
@junior solstice I dont know but a rough way to do it
would be to put an ampty widget in the space you do not want the mouse to go
and when the mouse hovers on it
you just reset the mouse position to inside the box
is there a way to make a rect light visibly emissive?
What are these 2 fields for?
What is Organization Slug and Product Slug?
"Slug (publishing), a short name given in newspaper editing to articles that are in production
Slug (typesetting), a piece of spacing material used in typesetting to space paragraphs
Slug (web publishing) a user- and SEO-friendly short text used in a URL to identify and describe a resource"
prolly the latter?
Hi guys! Could you clarify some things about the level streaming, for example we have a large map - 4 sq. km. How to properly break it into sub-levels? - what are the cases when you need more lvl's, and when can you get by with less?
For example, one of the criteria for partition is memory needed to hold loaded level with it's content, if there is enough memory to load an entire streaming level, then there is no need to split it up. Are there any other criteria?
Level Streaming allows control over what gets ticked.
I.e. it not just saves memory, it also saves CPU time.
@sudden agate so you mean it would be correct to place local area logic into corresponding sublevel to minimize amount of ticking objects? But we can build logic without relying on ticking most of the time - it's even was mentioned in UE4 Performance and Profiling | Unreal Dev Day Montreal 2017
This session by Sr. Dev Rel Tech Artist Zak Parrish explores performance concerns for shipping games, focusing on how to track down problem areas on both the...
Hey guys, I need some help with the build I made for Steam.
I followed all the steps to make the perfect build (I first cooked the game through command line using automationtool with the parsing line of the build log) - (I also integrated the Steam overlay to my UE4 game through blueprinting)
Everything as tested and working fine.
So I added the game to the Steam depot and Marked for Review, and this is what I got:
''Failure:
Your build has failed our review because an error occurs after launching the game.
After launching the app, it opens two of the app preventing the game from loading for several minutes.'''
Someone?
anyone know some reasons some particle effects arent showing up in packaged game but work in standalone/ PIE?
during the import options,. extend the settings, tick combine meshes
untick import materials, click and drag the texture onto the mesh in the viewport, then set up your material
@plush yew Stack overflow...? Try to lower the number of ocurrency of the particles
looks like the mesh is bad
lets see if this helps : it was an xps file and i used XPS 11.8 to convert it to an obj file
i have not found a better way to convert it
hello folks, i'm trying to update my project from 4.19 to 4.21 and having some problems to compile: "cannot open source file *generated.h"
any idea?
Is there any technical reason for the difference between maximum quality content or scalable while you are creating a new project?
What is the difference between them?
@dusky chasm Is the error in the output log window ?
@drowsy ember it adjusts the configuration file for the project
looks like a VS bug. I right-clicked on the file path and opened it. Now the error is gone and I have other more obvious
like disabling AA, Auto exposure, possibly building shaders at a different level
thanks @cloud cobalt
"Errors" in VS only are errors when in the output log
The red underlines are irrelevant unless VAX
Also the first build of a solution will have these files actually missing
Since they're updated / generated at build
Override of UFUNCTION in parent class cannot have a UFUNCTION() declaration above it
is this something new?
No
someone??
@vast oyster sorry but we dont allow for (shady) zipfiles here, as we cant guarantee its save
good luck!
does anyone know how to export/import shape keys from blender to UE4?
i ticked the import morph thing and everything but it still doesn't work
@pulsar fractal Please don't post the same question in multiple channels
Okay
I have a spring arm attached to my character's third person mesh. And a camera component attached to the spring arm. I'm using this as a post death camera, to rotate around your ragdoll. However, when ragdolling the camera shakes from the ragdoll motion. I want it to be attached to the mesh (not the capsule) because the ragdoll can land quite a bit away from the capsule. Is there some way to stabilize the camera?
yeah, don't attach the camera or the spring arm to the mesh
and lerp locations manually
this will allow you to control smoothing behaviour
Attach to the capsule and lerp the relative location to the ragdoll? Or just leave unattached altogether ?
let the ragdoll do it's thing
calculate your desired camera position based on whatever the ragdoll is doing
but don't attach anything to it
okay cool, that's what I was thinking as well. Thank you ambershee
np
hi
long time no see 😄
anyway.. is there a way how to place BPs with foliage tool? I read on the forum that it was on a roadmap and that it was added in 4.9.. but i just can't figure it out
Hello'
I have a question
how would one go about making old n64 style terrain?
in unreal
On the quest for a boomerang! Nimpize Adventure is a romhack that combines different assets from Ocarina of Time and Majora's Mask and even creates some new ...
like the terrain featured in this game ( ocarina of time )
overscaled textures, low poly. done
lmao
upgrade from ancient 4.14?
This is a build from 4.14 that works for all, less for a 2 or 3 persons doesnt work
No
How do I actually "Make" the terrain like that
I can't make it flattish without getting weird curves and shit
the ramp tool is also weird and doesn't work most of the time
I understand the texture parts
I was trying to make this game in unity, before moving over to unreal for better terrain tools
Why would you use terrain tool? Build modules and drop them in your scene.
Nevermind
I figured it out
I use the terrain tool because I am new?
Unless you're implying that I should build the game world out of blocks
Hey, I moved the folder location of one of my projects to another drive as i didn't have much space left, how do i open it, it isn't letting me.
Yeah
you might want to tweak the sub-surface input
glad you got it solved
I'm getting mixed answers from my Google searches on what the performance cost is for Line Traces vs Collision Events. Could anyone provide some insight on this?
It depends on how its set up really
How often do you plan to shoot line traces, how you set up your collision events, etc
What type of collision enabled type, query or physics separate if possible.
Hmm interesting. Is there a way to test the performance losses with this? What should I be looking for to measure this?
I would say if you are checking something quickly and not often, line trace
is the better option performance wise as you are not using another component on your BP
But other than that, a collision event that has the collision enable type to a specific one, and you ignore the responses you don't need is still decent
To test it, I would say spawn 100 actors, and have them all shoot at the same time and see.
and then have 100 actors checking collision, and slowly bring something into the collision's of them all and see
I'm more so asking for a friend. His application involves line tracing during a jump to determine if a ledge is climbable, but was looking for better alternatives. I'll take a look into this.
Thank you 👌
If its that, then just go with capsule casts.
Because then you'll be able to check if its climbable, check above if there is something occupying that space and what not
Hi
Can someone tell me how to fix this please?
LightingResults: Error: <None> === Lightmass crashed: ===Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x00000000
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x00000000
0x00007ff70f6bf324 UnrealLightmass.exe!UnknownFunction []
0x0000017000000001 UnknownFunction []
0x00000000fffffffc UnknownFunction []
0x00000017fffffffd UnknownFunction []
0x00000017064cd510 UnknownFunction []
0x00000017fffffffc UnknownFunction []
0x00000017064cd6a0 UnknownFunction []
0x0000000000000001 UnknownFunction []
@sage hare install debug symbols
reproduce the crash
post the new log
nobody is going to resolve that stack for you
Don't @ me -- google ue4 editor symbols
can someone help me with like low poly terrain, n64 style?
Hello! Quick question how would I go about spawning an actor that is owned by the server rather then the client?
Fixed my problem thanks. Could not build the light for all the tiles @ once need to do it one by one.
Any ideas why these movement widgets are flickering? https://xavie.ru/i/ooI2l6.webm
in a game like apex legends or fortnite there is a lobby and a map, are these 2 places on different levels, different areas or what? is there a way to move ingame from lobby to map through levels? how does that work?
@plush yew any actor which is spawned by a playercontroller/pawn/characterBP or subclass thereof is owned by the client
If you want to spawn an actor owned by the server, use GameInstance/PlayerState
and you can use "switch has authority" or "Is dedicated server -> branch" to filter the event to only execute on the server instance of the blueprint
@ruby cipher it's just an AA issue at that resolution, try changing something like r.defaultantialiasing
@distant loom seamless travel between server maps, I think
ah ok
also @dim arch i have a extra script in my thirdpersoncharacter for variables and such but in my second level i dont want those scripts in that level, how do i do that?
emm not sure what you mean
ok here
a python script?
nodes*
you see these extra nodes down the bottom
thats in the thirdpersoncharacter
but i only want it in 1 level
please be clearer with what you mean
i have 2 levels
both using thirdpersoncharacter
only 1 level uses the nodes down the bottom in that screenshot
i dont want the nodes in the other
you dont want it to fire beginplay events either?
the thing is
this is in the thirdpersoncharacter script
i dont know how to make these nodes happen in only 1 of them because it updates both levels
well, it seems like a pretty bad way of doing things, but if you want to filter events based on what level you're in you can use get current level
what do you mean by bad way of doig things?
are you sure there isnt a better way?
call the logic specific to the level, instead of branching away from it
that depends on your design , but theres probably a better way
kk
hi guys, have anyway can GiveAbility in BP?
does anyone know of a marketplace pack which lets you spawn meshes during runtime
kind of rts view where you can place/rotate/scale buildings on a grid
Hi guys, I need some help with a strange error I'm getting in UE4 when compiling my C++ project
the issue is that if I change any functionality of the game, for example I have:
and the i comment it like
the project stops compiling correctly and start to fail indicating that my Enums.h class which is simply a header that has all of my Enums is failling and everything starts to fail
even though the class does contain an Include for the Enums.h and that nothing else except the comment of the code has been changed
it's like the game won't allow me to change the code of my game from the original that I have in git
where do I ask about procedural mesh component
I'm trying to use both
but I normally close the editor and the recompile from VS
I didn't go to #cpp since this seems more of a UE4 general error or something with the source control?
but I'll also post it there
I mean, I just used the editor to create a new class called MyClass, and it failed giving the same error
I can post the error log if that would help
this type of errors seems to have started after I started using the GIT source control and the Git Desktop
Hello guys I have a problem
with switching version when I setup my dedicated server
{
Running D:/UE 4.18/UnrealEngine-4.18/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="D:/DISK_E/test/test.uproject" -game -engine -progress -log="D:\DISK_E\test/Saved/Logs/UnrealVersionSelector-2019.03.23-11.07.28.log"
ERROR: UnrealBuildTool Exception: System.IO.DirectoryNotFoundException: Could not find a part of the path 'd:\disk_e\test\saved\logs\unrealversionselector-2019.03.23-11.07.28.log'.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
at UnrealBuildTool.UnrealBuildTool.GuardedMain(String[] Arguments) in D:\UE 4.18\UnrealEngine-4.18\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 578
}
this is the error
what to do to fix the problem?
I work on 4.18.3 version
@void kraken read the error
I did but I don't understand it
install .Net Framework 4.6.2
I tried installing it again but it says 4.6.2 or newer is already installed
nvm that fixed it, thanks @sudden agate
That's really interesting, already chaos code refactor in 4.22
chaos as in the physics thing?
what is the way to have a cloth react to those first person shooter template projectiles?
react as in when you shoot the cloth, the cloth moves?
Anyone knows how to integrate EOS-SDK?
holy shit
i thought if I programmed while high I'd be all over the place...
I am legit doing better than usual.
#recommend
@plush yew yes thats right, and collide with the environment
when you are redoing a complex material you made years ago, and can optimize quite a bit, but also needs to facilitate some very derpy setups else it would result in having to redo tens of dozens of meshes <_<
How can i attach mesh (parent ) to top properly ? when i do it my model , camera and other rotates in wrong way can any one help ?
I've been having issues with baking lighting.. So I killed all the folders except Config/ and Content/, reloaded my project, and now I am unable to bake lighting. Lightmass runs its course aaaand nothing happens. World tab shows 0 lightmaps.
has anyone had this issue ? How do I fix it ?
actually it looks like indirect lighting doesn't get baked
anyone tried to add Raytracing/distance fields to procedural meshes?
@blazing topaz to attach anything, you need to have a scenecomponent
otherwise it has no world transform to refer to
what are you trying to do exactly?
Can you set the collision for destructible debris separate from the destructible mesh itself? Changing collision response on damage is yielding strange results. I'd like the debris to ignore the camera channel while keeping it blocked on the mesh before destruction.
What is Console Enhanced Plug in? I have a project here and the first time I open it, it says missing Console Enhanced Plug in, do you want to download? I can't find it in the marketplace
root motion is when character movement is derived from animation (by animating the root of that mesh)
Hi, I have a text object in a UMG and it's promoted to variable. How can I set its content>text to a value I'm passing to it, but without binding? Say through event dispatchers, I managed to receive a dispatched message into the UMG. Just managed: Get the variable you promoted the text to, and setText(text)
Anybody know of any resources for turn-based combat? Final Fantasy / Pokemon style?
Can't seem to find many/any good tutorials for this at all.
When i'm trying to attach a mesh or camera ,that change their location and they rotates on axis in view port of blueprint , how to attach correctly , mesh or the camera did not change their position and did not turn around ?
has unreal team given a reason why deleting classes is such a pain in the ass?
Deleting classes isn't really a pain?
Heya. My mobile game crashes on mobile, and the output log is far too cluttered for me to get any info, or I dont fully get the error message. Are there any more tools to let me know why my game crashes on my phone?
crash on launch {I FIXED IT}
so like a 6 step process isn't a pain instead of deleting from within editor?
UE4 is source code is a massive mess
6 steps? What classes are we talking about?
Given that BP and C++ classes aren't referenced in any other class anymore before deletion:
BP -> Delete -> Clean Up Redirectors (just in case)
C++ -> Remove File -> Regerenate Project Files (can be done from within VS too)
That removing a C++ file requires you to recompile is kinda normal.
And that classes you wish to remove shouldn't be referenced anywhere else before you delete them, too.
Add in a crash or two
well idk why your life is so easy and mine isnt
if I remove the files from VS and rebuild the solution everything's ok, and once I delete them from the folder and try to rebuild I get errors
what do you mean errors happen, it breaks the project
Not really.
the amount of projects that I had game ended by UE4. Like half the time is wrestling with the engine itself
half the time is a exaggeration
but unquestionably it gets in the way often enough to be a issue
I'm working with the Engine 8 hours a day and I never had to stop a project cause of UE4.
what fucking witchcraft is that?
And based on what people do to their projects and what questions are asked here, I would assume that most errors like these come from handling the engine wrong
I had a project corrupted because of wheel size
I've never thought deleting C++ classes was a pain.
Well, rule number one, use Source Control
Nay, creating them is where the friction lies.
cause its good
You host a Perforce (or whatever server) on DigitalOcean (5$ a month)
You sync your local project with that
Every time you submit a file it creates a copy
it costs money?
Hosting the Server does
You can host it on your PC but that kinda goes against making sure you don't lose the project
If your HDD/SDD dies, so does the all of your project
Eh
I'd still encourage that over doing zip "versioning"
And if one of oyur files dies
You can go back to the previous version that you submitted
gg, all problems solved
that is hot
I still rarely if at all encounter the need to do that
guess I better borrow 5 dollars
I haven't rerolled a file in months/years
Only cause I fucked something up logic wise
And wanted the working logic back
Which is not realted to UE4
Yeah I can't think of the last time I nuked a local file
ofc, I diff all the time
so useful to just say "ok here I said I did X. what was that change, again?"
I can’t think of a time when it crashed, it wasn’t 100% my fault. As such usually happens when an artist touches programming 😜
Not saying there aren't issues. 2 years ago I had an issue in a project where the packaged build just froze.
Currently we have a bug for Splitscreen UI.
But it's relatively rare, given the big engine and how much of it we use
For what it is, there should be way more bugs.
oh sorry
sooo, I guess I had left over lightmaps from when I used GPULightmass. I cranked up value for indirect lighting and got it working. However, here is another mystery to be solved: https://forums.unrealengine.com/development-discussion/rendering/1598219-weird-issues-with-lightmaps
I am getting same issues in 4.21.2 and 4.22p6.
Here is pre-baked look and lightmap UV of the model (I also had different UV layout and still had the same
At the moment I've got at least two types of objects. Some that work better with capsule collision, and some that work better with box collision. My parent BP uses capsule collision, so I can't change the child (an iron bar) to have box collision. Should I skip the collision component entirely and use the mesh as the collider? Eventually I'll have more complex items anyway and a simple box or capsule won't be enough
Finally watching the epic keynote and I think my goal at this point is to get introduced on stage at some point just to make someone else have to pronounce my last name 😛
If I jack up the camera view in game, like rotate a first person upside down, and I hit escape to get out of pie, the camera is still in the wonky upside down, how do I return the camera to the default orientation?
ugh, i have a super basic question. Just trying to figure out how to transition from one state to another in a state machine. I setup a simple unique bool for each transition. Keyboard press sets bool to true. Shouldn't that trigger a state transition?
where is the state transition at? in the anim bp? if so how is that bool being set in the event graph for that bp?
Hello, does anyone know when 4.22 will release ?
during the keynote they said next week
https://cdn.discordapp.com/attachments/558902324001767434/559252848706191371/unknown.pngmy box collision variable is not making a difference.
Hey, I've seen this diagram on the topic of #unrealengine on freenode https://i.imgur.com/G1hrlTO.png
Well if it is accurate it gives me a rough idea of how Unreal is structured
I come from the Source engine and I've never touched UE before- are there any good guides-for-programmers out there?
I guess what I'm mainly looking for is something like this https://docs.unrealengine.com/en-US/GettingStarted/Terminology but this feels too simple to be true?
Well. Let’s put it this way. Unreal is designed to be as accessible as possible. Even artists can easily learn this engine.
Is there a way to set Scalability Settings different per Device?
Would like to have a higher TextureStreaming Pool for Desktop than Mobile for example
Ok, I have a player start, Well several, They are just Capsules at the start, I added a Mesh3P as a component and its visible all the time what have i done wrong?
or is there a special way to add the meshes to the player starts?
Are physics assets able to generate hit events? I got rid of my collision primitives and am just relying on static meshes and their respective physics assets for hit events and now none of them are registering
Got it, the physics asset itself needs to enable collision
ok looking at shootergame, they have no meshes added to the starts
Yeah @proven oxide I'm not sure if there's a setting you can enable but from my experience player starts don't come with meshes by default
The code is creating a mesh1p
but i cant see how its finding the mesh
in shootergame its called HeroFPP or HeroTPP
but there is nothing about how to find the mesh
Mesh1P = ObjectInitializer.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("PawnMesh1P"));
Mesh1P->SetupAttachment(GetCapsuleComponent());
Mesh1P->bOnlyOwnerSee = true;
Mesh1P->bOwnerNoSee = false;
Mesh1P->bCastDynamicShadow = false;
Mesh1P->bReceivesDecals = false;
Mesh1P->VisibilityBasedAnimTickOption = EVisibilityBasedAnimTickOption::OnlyTickPoseWhenRendered;
Mesh1P->PrimaryComponentTick.TickGroup = TG_PrePhysics;
Mesh1P->SetCollisionObjectType(ECC_Pawn);
Mesh1P->SetCollisionEnabled(ECollisionEnabled::NoCollision);
Mesh1P->SetCollisionResponseToAllChannels(ECR_Ignore);
Not even the googlefu is helping on this
the code is calling GetMesh()
which is on the engine Character so where are the meshes called from the Engine?
is it a config file?
the only mention i can find in configs is this
+ActiveClassRedirects=(OldClassName="SkeletalMeshComponent",OldSubobjName="ShooterPawnMesh0",NewSubobjName="CharacterMesh0")
Probably set in a child BP.
Aaaaahhh
Every time i have the mesh set
it changes it to be visible by owner in contravention to the setting in the BP
guys I've got a situation, I've a project which doesn't have any c++ class and I want to open this project, its asking me to rebuild the project manually
what should I do ?
IT ask me this
In your Saved/Logs youll have a log file thatll tell you what went wrong
WHY!!!!!
due to a problem in a BP i cant open the editor - GREAT time to throw away 2 weeks of work
Just trying to clear all and rebuld
due to a problem in a BP i cant open the editor - GREAT time to throw away 2 weeks of work
Source Control?
Cool
but i can't load it up at all
Try to grab whatever UE4 gave you as backup file for the broken BP
😦
Access violation - code c0000005 (first/second chance not available)
UE4Editor_UnrealGhosts!ASectionNineCharacter::UpdatePawnMeshes() [f:\development\unreal\sectionnine\source\unrealghosts\player\sectionninecharacter.cpp:192]
UE4Editor_UnrealGhosts!ASectionNineBot::ASectionNineBot() [f:\development\unreal\sectionnine\source\unrealghosts\bots\sectionninebot.cpp:13]
U
looks like a UE_LOG entry may have been causing the problems HUH!
192 was a } the line before was UE_LOG
Yep, removed the UE_LOG and its loading again
Well, you know what "Access Violation" means, or?
so why is a UE_LOG throwing problems
Without seeing the UE_LOG line, I can't tell
Access Violation means that you are accessing a nullpointer
Also wierd, PIE isnt working right or something isnt right with a setting somewhere
the code is void ASectionNineCharacter::UpdatePawnMeshes()
{
bool const bFirstPerson = IsFirstPerson();
Mesh1P->VisibilityBasedAnimTickOption = !bFirstPerson ? EVisibilityBasedAnimTickOption::OnlyTickPoseWhenRendered : EVisibilityBasedAnimTickOption::AlwaysTickPoseAndRefreshBones;
//Mesh1P->SetOwnerNoSee(!bFirstPerson);
GetMesh()->VisibilityBasedAnimTickOption = bFirstPerson ? EVisibilityBasedAnimTickOption::OnlyTickPoseWhenRendered : EVisibilityBasedAnimTickOption::AlwaysTickPoseAndRefreshBones;
//GetMesh()->SetOwnerNoSee(bFirstPerson);
}
The commented lines are going the wrong way
so IsFirstPerson is coming out as True for the 3rd person mesh
ah!
looks like it relys on having a specific "IsLocalPlayerController()
or...
Health is being set as 0
Damn this code is soooo complex
What does that have to do with the UE_LOG?
I had put the UE_LOG in to try and work out why the 3rd person mesh wasnt working properly
Well it's worth checking if GetMesh() and Mesh1P are both valid before actually accessing them
UE_LOG(LogTemp,Warning,TEXT("DEBUG: %s"),bIsFirstPerson);
bIsFirstPerson is a boolean
yep
%s expects a string
UE_LOG(LogTemp,Warning,TEXT("DEBUG: %s"), bIsFirstPerson ? *FString("TRUE") : *FString("FALSE"));
Not sure why that would cause an accessed none error but well
Does anyone have experience with pixel streaming over the internet?
Can't get the STUN/TURN thing to work properly
😦 I need to find some tutorials on Animating in Blender 😦
I do many thing in Blender, but I never animated with it. @proven oxide what you want to animate? what version of Blender are you using?
the latest and I need to make Animations for 1st / 3rd person movements for a custom skeletal mesh
the objects export as FBX and Fuse only accepts obj
Blender has a sh*t ton of Tutorials
If you really can't find animation tutorials, then you are doing something wrong
When 4.22 will release next week it will be stable ?
hey yalls
@lusty carbon you mean they just look like they are not flipped in blender.
@lethal pond hi
@fierce tulip Well, they're not flipped in blender..
ue4 doesnt do anything to the normals to flip em, so its something in blender.
but it's really annoying. and it didn't happen until today. something's changed
Anyway to fix it I need to work with them flipped in blender and it's killing my workflow
example, max has this weird thing when you mirror a mesh, it also flips the normals.
you dont see it until you collapse the modifier list.
I wonder to to fix it indefinitely
also, just in case. generally you want to import tangents and normals
where is this setting?
on import
if it doesnt pop up, you need to enable the import settings thingy in the editor settings.
yeah
didnt fix the problem
this never happened to me before. wtf
could be the daily blender 2.8 build? can you try?
dont use blender, and no time either :/
aright
This is extremely stupid and annoying but my point lights are not visible in the Oculus Go. What to do?
Has anybody worked on the Oculus Go?
looking to do a flying camera that always keeps the target actor in the frame and also what ever target he is locking on to
I can make the look at target well enough by checking contents of an array and then making a mid point, problem is I'm not sure how do get the camera to fly around without clipping into things
I'd prefer to not use a camera boom or anything. This camera has to be free flying and not tethered
I'd like to recreate my own house in ue4 as a first project to familiarize myself with this tool. I have trouble finding relevant tutorials. Can someone link me to a relevant guide or advise me on how to effectively look for it? Would this be something related to level design?
In this video, senior designer Jim Brown demonstrates how the new UE4 toolset simplifies the level design process at Epic Games. A link to the wiki for furth...
I have a struct asset that I want to add a variable that references a map/level asset (It's for a map selection screen). When dropping down the type I can't find the type I need (tried level, map, world), does anyone know what type should I use here?
hey, that start up action on a build game is really necessary? ''StarterContent''
Having an issue getting an FBX from Maya to Unreal. I have a skinned model I've edited the geometry on. I've done the same steps before and in the past converting "Nurbs to Polygons" fixed the issue. I'm not sue what's going on now. In UE it says "FBXImport: Warning: Can't detect import type. No mesh is found or animation track." I removed some joints and geometry on this model before , exported to FBX, loaded it into UE, exported from UE and edited Geometry again in Maya. and now have this issue again.
I also delted non derformer history already
You got a root?
Make sure your skeleton's root is named 'root'
it is,
And make sure you select both your mesh and skeleton and export as that
Should work then
Then not sure, I would say redo the steps to see if anything is up
Yeah, I'll just keep trying things.
I found the problem. At some point the binding was messed up. I'm not sure how or when. I locked all the weights first and was fairly careful, or so I thought, to avoid doing anything that would affect that. It'll be quicker to just redo it all in a few minutes with the original model rather than try and fix it.
So far--Im at 3 for using a solution to find and answer a problem as a team. At 10--we're going to have a discussion about role assignment.
So that I can brace-those anticipating, how long on average does it take to build a team?
how long is a piece of string?
infinite
you might want to ask in one ofthe build/coding channels
Uhhhhh so suddenly my project crashed, and now whenever I open it it immediately crashes
lots of folk learnin' about making regular backups today
those errors are not the actual errors, that is just the end result. we would need to see more errors
it looks like the first error is your actual problem, when does this error pop up?
and that page specifically mentions the issue you are having with the WMFMedia file
I guess it's the WMF Media plugin. you can fix it by adding a line in the .cs file or remove the plugin
that thread has all the info on fixing the .cs file or removing it
if this causes problems, following this, then you are going to have more trouble later trying to make and support a dedicated server build
it's because you don't know what you are doing. You are following a tutorial and when you get lost or a mistake is made you don't know how to fix it. You have to learn how this works or just hope you never make a mistake or have a problem.
hello , so I fail to figure out wtf mobile rendering is
This is my ES 2 ue4 viewport
Actual thing in app
Anyone here good with material optimization ?
I need help
better to just explain the issue hehe
Basically my shader complexity on the landscape is red, i will get a shot of the details of the material now
its a purchased one and just trying to optimize it
Here is teh full material
jesus christ on a scooter
793 of them lol
and here I am worried about the old 300-ish my cave had
just trying to figure out how to lower it, as i havent got a clue tbh
rebuild it, remove anything you dont need. thats the only thing i can think of hehe
it is gg. Make a new one.
how many instructions should i am for
not that i can see
welp ill just figure out how to create one that allows me to paint with
@bitter iris the recomended instruction number is "absolute minimum you can use"
ahh okay
jesus, I have to try so fricking hard to get past 250 without noise nodes.
700?
ill have nightmares
LOL
hugs @lone prism
@lone prism o/
it saddens me that i bought the pack just for the landscape and cant get a refund
Alex, clean up jordans material :p
Hey Guys, yesterday I worked on my project and afterwards, I left it open for a couple of hours. (Didn't use the pc in that time) Then I saved everything and shut down my pc. Today I tried to open up my project as usually, but it crashed at 97% of loading. Now it does that every time. I tried to update the engine (Version 4.20.1 -> 4.20.3), I tried to update windows, and the graphics driver, and I tried deleting the Saved and Intermediate Folders in the Project (at the same time), but nothing worked... Do you have any idea what I could do to have back my project?
😂
@rapid ridge revert to an older version on version control
Its PLE btw the landcape mat
@fierce tulip thanks, I'll try it
but do you mean the engine version or like a back up?
back-up files of your project. you are back-ing up right?
A common question with Unreal Engine 4 (UE4) is "how do you set up version control?" I think this is a very important question and if you have never used version control for your projects you are crippling yourself from the start. I won't go into details about why you
Well, I don't do such backups. I only have the standard backup folder
thats going to be a pain, you'd need to rename older files properly and place them back in the right folder and hope for the best.
anyways, you might want to post that log on answerhub and hope for the best.
My Project isn't that big
What about creating a new Blank Project and just importing one asset at a time?
Will the references still be the same?
where is your project folder located on your drive?
Data (D:)
if its the same ue4 version you can try copy/pasting uassets into same named folders, but cant promise it works.
Ok
In DefaultDeviceProfiles.ini why do some lines have a minus at the start while other a plus?
da fuk
"-CVars=sg.EffectsQuality=1
+CVars=r.MobileContentScaleFactor=1"
-/+ is remove from/add to array
it's removing the string sg.EffectsQuality=1 from the array CVars for unknown reasons
Hey a quick question
How does the AI Perception works?
With raycasts?
Is it possible to disable tick by default when creating a new class? Or am I supposed to disable it manually on everything?
you could always make a new BP that has the tick disabled in it's setup and then use that as the parent whenever you make a new one
considering there's so many advocating for the avoidance of tick, it would only make sense for UE4 to have an option to disable it by default
but I guess not
LogStaticLightingSystem: Warning: WorldSettings.bForceNoPrecomputedLighting is true, Skipping Lighting Build!
LogStaticLightingSystem: Warning: Failed to build lighting!!! Lighting build failed.
only thing I can find online is that something changed in 4.18 related to forceNoPrecomputed lighting and "allow static lighting"
but no matter what I do, it tells me lighting build has failed
how does one actually get a good game idea that they can actually make and people won't just say its shit, or rather they won't feel like its absolute crap whilst making
I cant STAND this
I'm weak
@azure shore watch nomansky guy's gdc talk hehe
https://www.youtube.com/watch?v=ewq203-TXOs we all feel like it
Lead developer from Hello Games, Sean Murray, spoke at this years GDC about game developing.
thanks
I swear a lot of what hes saying to inspire yourself is how he could see how popular they were
I'm not gonna have that feeling, or at least for a loooong time anyway
I'm just so overwhelmed with things going wrong
too much to fix at once
but it gets to points where it feels like the engine itself is preventing me, like theres no way to fix things for example radial force is just SO unreliable
one day at a time, one small task at a time.
if the task is hard, move on until the solution pops in your head hehe.
I feel like I've almost just hit a stage where I can hardly even learn anything new
not improving
Build your own
^
?
Make your own radial component
thats possible?
too bad it doesnt say "playing unreal engine 4"
underneath your discord name
or does it
oh ok
and it CRASHES
IT FU-
IT CRASHES
I just got so bloody mad honestly
as if things aren't hard enough, as if I'm not struggling enough, you have to CRASH, to UNDO what LITTLE PROGRESS IVE MADE
such a joke
like my actual whole pc blue screen pc ran into a problem
think I'm on a hidden camera show or something
Hardware issues are hell. It definitely sucks when the tools you need won't cooperate. Yesterday, I spent more time than I want to admit to trying to figure out why all my windows would scroll wildly whenever the mouse hovered over them only to finally realize my 2 year old had found and turned on an old mouse that was paired with my unifying receiver.
any info if ue4 dxr will supported for pascal cards.
i kinda had the same with my cat sleeping on my controller @scarlet birch
That was actually my first thought. There's a PS4 controller on a ten foot cable the cat likes to mess with.
not the first time ue4 has done this
wouldn't be so bad if it had a decent fockin auto save
Driver issues?
It's a driver issue.
I know
Is it crashing during the same task everytime?
latest creator driver gives besod.
Anybody who's good with Maya around? I'm wondering if there's a way to remove some geometry and still keep the weights on the rest of it. Exporting and importing weights both through the skinning menu and the deformers menu isn't working . The model has appendages with bones and I'm removing both the joints and the geometry.
i advice you to use WhoCrashed and see the source of bsod
I don't understand any of that stuff
the only possible thing I did to crash it was either compile a bp, shoot an enemy, or stand in front of an enemy
another time I just walked into a radial force
does anyone know what poly count should be the maximum for a tree in a game? (is this the right place to ask this?)
You should never have more than 3 polys for your tree. sometimes it is 17 tho so when you need more than 3 you can use 2543.
There is no "number"
the lower the better for your project and quality, you won't know your magic number until you put it into use and see how well it works for you.
alright thx
There are sample trees in the learn content examples as well as in the open world collection. Grab a few of those for place holders and see how they perform. use the auto lod system to decimate them in the engine and see how they perform at different levels.
yes
@fierce tulip this look better? made a custom one
no need to put a 0 in metal and spec. also, you'll need a roughness map
okay ill look into on roughness maps
Isn't specular .5 by default?
and metallic is 0
I usually lower my spec levels but at .5 it seems to be the same as without any constant plugged in
i lower my spec value for landscapes that is
And then I think default roughness is around .7
i plugged a constant into roughness at 1
i need to add foliage to it though as i dont wanna be painting the entire map lol
if your landscape texture is to lit up by the directional light in your scene you can lower the spec levels. But once you get in your other texture maps and assets such as foliage and all it looks better
your roughness texture is more important than any other, so dont plug in a scalar please :p
Yeah roughness maps really help
If you can yeah it will definitely help you out with the final result
The 3 maps I use always is Albedo, Roughness, and normal.
can you put 3 roughness on the 1 node ?
You will have to blend them with a layer blend like the other 2 maps
ahhh okay
or other 2 texture sets albedo and normal
Yeah same for any additional maps such as AO or metallic
like so?
That’s bump
thats what it turned out like
For roughness? That’s a quick way to generate one
i mean it looks like the roughness maps slightly darker but similar to ones i have in other packs
You can tweak further in Image >>> Adjustment >>> Levels
Do you guys know any good starts for making a FPS from scratch in UE4? There are some things in the FPS template I can't really work around, like the gamepad/VR controls and overall complexity
So im trying to make this mechanic with the pig moving to a location. The height of the pig is set to 196 units above the ground, it works until I make it any higher. I use the Move to Actor or Location node.
I have an actor that I place in the level which spawns the pig at the cube location. Could someone please give some help as to why the pig wouldn't move after increasing the height off the ground? It works at any height up to 196. I also tried using the "AI Move to" node; and the pig is a Character class in flying mode with an AI Controller.
It needs a nav mesh to move. Since it’s flying and not taking input from the nav, it’ll never move
@plush yew why not delete the VR and gamepad controls? if the templates are complex you are going to have some serious issues trying to do it from scratch.
My main issue with them is that I find that they blend together with the keyboard/mouse controls in the blueprints
Delete the input in project settings then
fix the errors?
but uhm I guess if you wanted to do one from scratch there are a few series on YT and some info on the docs page on how to make a controller
and I guess a good question would be is this for single or multi player
Singleplayer
The vr template is pretty bare bones regardless. Doesn’t hurt to learn from step 1 I suppose
I'm still quite new to UE4 so
does anyone know if it's possible to get an axis value from a key structure in blueprint? I want players to be able to assign whatever axis they want to various axes and to build a system that can check on those knowing only that they're keys
can someone help me im tryinmg to export my game because i need to present it soon to ym hole school but im having this error: //////////////////////////////////////
PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: 'None' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'
the log file might have more detailed info
what's your warning?
are you having trouble with casting or having trouble understanding casting correctly?
in this case you are saying self, or the blueprint this code is in, is a book which I am assuming it is not
I guess I'm just going to make an awkward conversion from key display names to an Enum to a macro to pull axis values.... there aren't that many of them.
Hi guys. I'm looking for advice on how to make roads on larger maps. I've noticed alot of static mesh roads on the marketplace but I've also seen roads painted directly onto terrain like in the example race project in the content examples. I'm trying to figure out the best approach for making city roads kinda like GTA with ai driving around on a decent sized map. Any insight would be much appreciated 😃
Like if I have a roads material would would be the most efficient way of mapping out large city roads onto the terrain
I Upgraded My project to 4.21.2 cooked my profile and got ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files\Epic Games\UE_4.21\Engine\Plugins\Runtime\ImmediatePhysics\ImmediatePhysics.uplugin'. Does anyone know how to fix?
Its a source build
check to see if that directory exists
also make sure to delete the saved and intermediate and hell build folder in the project to make sure you are rebuilding all the files
did you switch the project version to point to your source build?
It was source coming from 4.20.3
prolly need non source project files from 4.21.2 right?
well if its trying to build in the wrong engine version right click the .uproject and switch unreal engine version and make sure to point it to your source version
thx matt
dunno if it will work but it's a start
man I was lost till i typed it lol
How do I stay encouraged and keep my brain fresh?
I haven't worked on my game in weeks
personal willpower and drive, why did you work on it in the first place?
coffee
4.20 has that plugin in the directories but 4.21.2 does not
what should I do I dont think I should Copy and paste If it didnt have it prolly a reason right?
then it would be a custom engine with problems u think?
you did delete the saved/intermediate right?
yeah they changed it in 4.21 so everyone with that issue removed the intermediate build files so it could build correctly. intermediate/saved/build, then you can create the solution files again but no biggie
any luck with this one ? https://wiki.unrealengine.com/Video_Scanline_Post_Process_Effects_(Tutorial)
not quite as accurate as these, that seems like it would be used for a television rather a camera
that would be great, need all the help i can get
In this video we finish up our interaction system, and we add a material to highlight our interactables. The link to the material can be found here https://w...
check show more under the video
Random question perhaps, but I need it for my paper. Is there any publication or something like that about Blueprint, and maybe even earlier Kismet?
I need some dates (when the work on it started, when it was first released), some motivations behind it, maybe even some technical mumbo-jumbo on the implementation aspect.
Anyone knows where should I head for that info?
Hi
help
Hey i wounder if 2 people can code a game at same tine, (Edit map) and program UI and more at the same!
what would be a reliable free/cheap backend for developing a multiplayer game with combat and interactions with over a 1000 users?
"Free" isn't a thing for "completely new networking stack for the client AND complete server stack"
then cheap will do
Would $299 a month do ?
i just don't want to be nickel and dimed to death with hidden costss
wow
iti ss a free agme
game so much so that even a php my /node.js/mysql would doo
for 299 i could get aws itself
What you're asking for is extremely complex and requires years of very high value work - any custom UE4 backend requires basically rebuilding multiplayer from scratch
So there's Gamesparks which apparently does that
But ofc it's not cheap
Where are you getting 299/month? That’s dirt cheap
Their pricing page
It's limited to 10K users so any large dev is gouing to need to pony up for more
well gamesparks was free once but then i could get gamelift too for the price
@vestal minnow You should probably just state what you want to do
make a multiplayer combat/interactive rpg
Real time or not ?
Anyone using Quixel for Unreal engine?
You do realize than 1,000 realtime players is incredibly fucking huge ?
You need some very careful and serious thought to that for it to work
Very few games actually do that
Is there a game out there running on unreal or unity that hosted that number?
There isn’t 1000 players running around in a single session
Then there isn't I guess
i am not talking pubg
lol
something like a roblox kind of gme
with like a 1000 users playing or so
Like Minecraft 🤔
i had originally planned to test it on a free php server with php/mysql/javascript
@abstract relic Yes Minecraft is possible
That doesn't work in real time
But probably not single instance
@waxen abyss Have you tried contacting the creator of September 1999? I would be interested aswell
@vestal minnow Gotta be honest with you - multiplayer is very very hard with 2-30 players already, it only gets worse from there
PHP isn't going to cut it
And it's not going to be free
i just need free for testing phase
also i dont want it so expensive it kils the game like it can happen with aws
That scope already killed your game mate.
@vestal minnow Any server that can host 1000 players won't be cheap
Does your game concept absolutely require 1000 players ?
300 -starting
grows up
was'nt gamesparks free
i am sorry i am very new to the back end thing
It's okay to be new
But this is very much not newbie stuff
Or indie stuff
Here's my advice - if you want free, do 5-6 cooperative players fighting AI enemies
@abstract relic Black Desert Online is Unreal based and is an MMO with thousands of players logged in at the same time...
You can actually do that for free
"Black Desert Costs $1 Million to Develop"
Gamesparks recently changed their pricing
It's kinda free
But def shit once you go over to paying
i know that is why many got screwed because amazon bought GS and screwedit
300$ base rate iirc
But yeah, step back from way too big projects
Girls, Can 2 people develope same game at same time like modify the map at same time and more?
I gotta see this if that is true. 1000+ players in one room sounds glorious
Don't know if that's possible by now, but even if, I wouldn#t do that @plush yew
Use regular Source Control and take turns
Well so only 1 guy and develope at 1 game
i think you are getting this like a 500 vs 500 battle
That sound like a bad system
@plush yew No, one person per file until they don't need the file anymore
'Make still no sense
¯_(ツ)_/¯
@plush yew there's a collaboration tool alpha currently in the works
2 sec let me look it up
it's very good
Ok thanks
like there is a difference in node wars and individual pvp
You can split the level into layers but that’s about as close as you can get to working on the same map.
Thanks
scene fusion even allows live blueprint editing with multiple people 😃
@vestal minnow Quick question, since you want to use UE4 for so many players: How good is your C++?
@glacial pecan Sounds awesome but also like a bugfest at the same time
Probably cool for looking at the same level and moving stuff a bit around, but ultimately people work on systems alone.
For C++ projects, branching is alot better than live-syncing stuff
@regal mulch I believe Scene Fusion is very well regarded in Unity with a good track record. I think it will become equally good in Unreal once fully released.
@vestal minnow Well, You def need C++ and a lot of custom code (or third party stuff) to get so many players and isntancing etc working
BPs won't cut it, neither will the default stuff that UE4 has
Fortnite with 100 players was already a tough task and they had to come up with the replication graph stuff
@glacial pecan Fair enough
I'm trying to find a help channel, but I can't seem to find it.
Thank you ! have a good day.
@hexed dagger Also #old-rules before you catch your first infraction right after posting :P
Alright, dodged a bullet.
@vestal minnow I always feel like shit in such discussions because I do understand the love for large multiplayer games. I've spent 5 years working on a game because was so large. I really understand
But it's important to be realistic too. If you're saying you want to build your own Space Shuttle, well, I got bad news too
Thing is, you can barely stop peeps from working on that stuff
i have heard of large games actually implemented in php mysql too
They will always say "Yeah I can handle that. I'm fine with xy years of development."
just not as blazing micro second fast as fortnite or bdo
They don't realizes that it's multiple years, multiple thousand € and basically not doable for a single dev
ok how about if the game was more like eve online
EVE is actually one of the most impressive MP titles ever
As a single dev, nothing that requires more than a few players
Can’t force a horse to drink 🤷♀️
Eve Online is a huge MMOG that took millions of man-hours to build into it's current state
But you know, you can do whatever you want
But you will find out that it's all too much work
We've all been there
Everyone's been there
You need a team for stuff like that
well eve has man yusers but they are not fighting like 1000 vs 1000
It's the project scope
fighting is sporadic users are concurrent
CCP is a studio with 250-300 people
EVE is very very large scale with battles ranging tens of thousands players
and I've seen fighting in Eve that involved tens of thousands of players simultaneously, hehe
I would probably write a custom engine for that xD
probably
Screw UE4 for stuff like that
aand what server would you use as a baackend for that
Your own
Custom backend
100% custom stuff
@vestal minnow how large is your team?
Not counting people who haven't shipped MP titles before
@vestal minnow and how many years do they all have to spare? sounds like you're working without a budget?
Eve backend is RoR based iirc
ok and what host would you use for the 100% custom stuff
You have a lobby full of vets telling you otherwise. You can heed it or do it anyway. At best, we can just point you to a networking tutorial series and doc and hope you don’t lose your sanity. 😜
with some C++ stuff for hot code
Buddy, you can start working on it and try it, maybe you can do it in a few years of you work your arse off.
But you could also focus on something that actually makes sense in scope, finish it sooner and actually earn some bucks from it
I'd be wary of trying to do something as small as Deathmatch multiplayer with 4 people, hehe
even experienced people
@vestal minnow My advice, again, to any indie developer - 5-6 players without dedicated servers. That's your limit as an indie / small team or single dev.
Don't try anything more
A simple 8 player arena Shooter with online play and customizations is in the works for the last 2 years, by 3-4 devs.
You can probably do a basic multiplayer game for ~16 players with 4 people, but expect it to take a couple of years unless the game is super simple
Now think about how much work a freaking 1000+ player mmo is
hehe
ListenServer, a Client is the Host
Allows cheating, but I wouldn't try to do any Matchmaking with Competitive play anyway
Cause that needs DedicatedServers
hosted away from players
which means spending $$$$
That's the beauty of it - it's completely free forever no matter if you're successful or not. You can prevent cheating by, not having competition between players
Or at least non that is ranked
what about using the free hosting ones
DedicatedServers need to be hosted somewhere
The free tiers of these services usually won't cut it if you go live
And if you do go live and you have to pay, you'll pay a lot.
At which point you gotta ask yourself if you will even have enough players to support this.
Cause non of us, including you, will most likely create something Apex Legends, that gains multiple millionen players in 2 weeks
@vestal minnow You don't need hosting, or want to deal with that shit. Building a MP game is seriously really hard to start with. Just go with listen servers
thank you very much
Can someone help me fine why UE4 keeps crashing?
If you show us the error you get when it's crashing, yeah
I think this is it
Failed to initialize OpenVR with code 110
I'll boot it up again
same crash
All of it would be interesting
You should get a crash log
with a call stack and stuff
Blender users: I export model from blender 2.8 to UE4-> normals are flipped in ue4. Gotta actually flip the normals in blender for it to come right in ue4. this is a new problem to me. IDEAS?
Just out of curiosity. Can you enable backface culling in blender Sparks?
@modern sinew Maybe. Put it on hastebin.com or so
would google docs work?
Technically, but hastebin would be easier/faster
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
You need coffee/tea
You’re not my dad!
I exported a model with armature from blender and when i imported it into ue4 the armature changed. where can i ask about this?
ask me
If i wanna play a sound, should i use sound wave or sound cue ?
I guess it's the same system like material and material instance, or ?
