#ue4-general

1 messages · Page 419 of 1

weary basalt
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Never?

lofty wave
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and the syntax highlighting?

weary basalt
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Just use the defaults mate

lofty wave
weary basalt
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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
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There is your Error

lofty wave
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so?

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what does it mean?

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can you tell me?

weary basalt
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Are you using a C++ build?

lofty wave
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no

weary basalt
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BP only?

lofty wave
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yes

sudden agate
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delete the intermediate folder and rebuild

lofty wave
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i'll try

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nope

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still doesnt work

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@weary basalt ?

weary basalt
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If its a BP only project it shouldnt be trying to compile during packaging.

lofty wave
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...

weary basalt
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Are you sure you didnt accidentally add any C++ files to it?

lofty wave
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well im new tu ue and i think i found out that its coded

weary basalt
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How do you think that?

lofty wave
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i have the open example.h option

weary basalt
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Where?

lofty wave
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when i right click something in my content browser

weary basalt
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Image?

lofty wave
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?

weary basalt
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Screenshot

lofty wave
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oh

weary basalt
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Thats a bad screenshot, no context whatso ever.

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Take a full screen screenshot

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Also World.h is a core C++ header for Unreal so that doesnt mean much

lofty wave
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ok

weary basalt
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Also make sure to verify the Engine version your using.

lofty wave
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im using 4.21.1

weary basalt
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Yes, verify it in the Launcher

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Right click -> verify

lofty wave
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there is no such option there

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i'll just update it

weary basalt
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Use the drop down arrow sorry.

lofty wave
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i did

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there was nohing like it

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there was the arrow

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but not that option

weary basalt
lofty wave
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yup

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that wasnt there

weary basalt
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Well maybe start with figuring that out

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Because it should be there.

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If its not up to date you need to update it.

lofty wave
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i am updating it right now

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and now it stopped

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at 93%

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finished

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now i have 4.21.2

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now there is "verify"

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@weary basalt

weary basalt
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Please dont keep @ ing me, im still here

lofty wave
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ok

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sorry

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so...

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it verifys now

weary basalt
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Try again then

lofty wave
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k

abstract relic
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Do you charge per character or by the hour for this tech support devil? 😜

lofty wave
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great

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it failed again

weary basalt
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Its free when im in the mood 😛

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How big is the project?

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Can you easily transfer it over to another fresh project?

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The packaging process should not be doing this on a BP only build.

bleak widget
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moody man 😄

abstract relic
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You gotta shower them with praises and false promises of chocolate.

void kraken
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When is 4.22 release coming out?

cloud cobalt
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Probably next week

plush yew
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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.”

cloud cobalt
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The credit text (and engine EULA, etc) are for the engine

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Sample, starter or marketplace content has no strings attached

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Except it needs to be used with UE4

plush yew
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great: )

void kraken
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The work done in preview versions, do it function perfectly with the release?

cloud cobalt
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Previews are meant to detect horrible bugs that break everything and wipe your project

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(so that they get fixed)

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That's why the launcher tells you not to use them for work

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So no

void kraken
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I mean like if I created a project in Preview, will it function without any error in the release version?

cloud cobalt
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Maybe it will work, maybe it won't, maybe it will remove your work suddenly

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It's a preview

sudden agate
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thinnk of a Preview as a Beta

junior solstice
leaden dust
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@junior solstice I dont know but a rough way to do it

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would be to put an ampty widget in the space you do not want the mouse to go

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and when the mouse hovers on it

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you just reset the mouse position to inside the box

radiant fable
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is there a way to make a rect light visibly emissive?

void kraken
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What are these 2 fields for?
What is Organization Slug and Product Slug?

fierce tulip
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"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"

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prolly the latter?

smoky latch
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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?

sudden agate
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Level Streaming allows control over what gets ticked.
I.e. it not just saves memory, it also saves CPU time.

smoky latch
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@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

left flame
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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?

plush yew
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anyone know some reasons some particle effects arent showing up in packaged game but work in standalone/ PIE?

vast oyster
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When i try importing this obj file it doesnt import correctly help...

dim arch
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during the import options,. extend the settings, tick combine meshes

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untick import materials, click and drag the texture onto the mesh in the viewport, then set up your material

left flame
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@plush yew Stack overflow...? Try to lower the number of ocurrency of the particles

vast oyster
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@dim arch i got this .oh and xps is the file name not the file type btw

dim arch
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looks like the mesh is bad

vast oyster
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lets see if this helps : it was an xps file and i used XPS 11.8 to convert it to an obj file

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i have not found a better way to convert it

dusky chasm
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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"

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any idea?

drowsy ember
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Is there any technical reason for the difference between maximum quality content or scalable while you are creating a new project?

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What is the difference between them?

cloud cobalt
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@dusky chasm Is the error in the output log window ?

dim arch
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@drowsy ember it adjusts the configuration file for the project

dusky chasm
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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

dim arch
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like disabling AA, Auto exposure, possibly building shaders at a different level

dusky chasm
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thanks @cloud cobalt

cloud cobalt
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"Errors" in VS only are errors when in the output log

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The red underlines are irrelevant unless VAX

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Also the first build of a solution will have these files actually missing

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Since they're updated / generated at build

dusky chasm
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Override of UFUNCTION in parent class cannot have a UFUNCTION() declaration above it

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is this something new?

cloud cobalt
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No

vast oyster
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someone??

drowsy ember
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Thanks #AA

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Thanks Toku

fierce tulip
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@vast oyster sorry but we dont allow for (shady) zipfiles here, as we cant guarantee its save

vast oyster
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@fierce tulip alright guess il search somewere else

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thanks

fierce tulip
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good luck!

copper elk
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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

upper heart
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@pulsar fractal Please don't post the same question in multiple channels

pulsar fractal
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Okay

upper heart
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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?

wary wave
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yeah, don't attach the camera or the spring arm to the mesh

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and lerp locations manually

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this will allow you to control smoothing behaviour

upper heart
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Attach to the capsule and lerp the relative location to the ragdoll? Or just leave unattached altogether ?

wary wave
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let the ragdoll do it's thing

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calculate your desired camera position based on whatever the ragdoll is doing

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but don't attach anything to it

upper heart
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okay cool, that's what I was thinking as well. Thank you ambershee

wary wave
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np

stark lynx
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hi

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long time no see 😄

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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

plush yew
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Hello'

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I have a question

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how would one go about making old n64 style terrain?

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in unreal

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like the terrain featured in this game ( ocarina of time )

fierce tulip
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overscaled textures, low poly. done

plush yew
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lmao

long comet
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hi guys, someone knos how to solve this?

manic pawn
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upgrade from ancient 4.14?

long comet
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This is a build from 4.14 that works for all, less for a 2 or 3 persons doesnt work

plush yew
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No

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How do I actually "Make" the terrain like that

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I can't make it flattish without getting weird curves and shit

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the ramp tool is also weird and doesn't work most of the time

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I understand the texture parts

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I was trying to make this game in unity, before moving over to unreal for better terrain tools

abstract relic
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Why would you use terrain tool? Build modules and drop them in your scene.

plush yew
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Nevermind

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I figured it out

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I use the terrain tool because I am new?

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Unless you're implying that I should build the game world out of blocks

shrewd shuttle
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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.

dry moon
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Anyone know what causes the leaves to be dark with speedtree leaves?

fierce tulip
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did you use the two-sided foliage?

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blending mode in the mat editor

dry moon
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Yeah

fierce tulip
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you might want to tweak the sub-surface input

dry moon
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Ahh, input was unhooked

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my bad

fierce tulip
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glad you got it solved

shell kettle
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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?

dry moon
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It depends on how its set up really

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How often do you plan to shoot line traces, how you set up your collision events, etc

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What type of collision enabled type, query or physics separate if possible.

shell kettle
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Hmm interesting. Is there a way to test the performance losses with this? What should I be looking for to measure this?

dry moon
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I would say if you are checking something quickly and not often, line trace

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is the better option performance wise as you are not using another component on your BP

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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

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To test it, I would say spawn 100 actors, and have them all shoot at the same time and see.

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and then have 100 actors checking collision, and slowly bring something into the collision's of them all and see

shell kettle
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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.

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Thank you 👌

dry moon
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If its that, then just go with capsule casts.

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Because then you'll be able to check if its climbable, check above if there is something occupying that space and what not

fossil ore
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Quick question

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Is there a way to save & load layout in Editor?

sage hare
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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 []

plush yew
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um

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im still confused one how to make

worn granite
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@sage hare install debug symbols

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reproduce the crash

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post the new log

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nobody is going to resolve that stack for you

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Don't @ me -- google ue4 editor symbols

plush yew
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can someone help me with like low poly terrain, n64 style?

plush yew
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Hello! Quick question how would I go about spawning an actor that is owned by the server rather then the client?

sage hare
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Fixed my problem thanks. Could not build the light for all the tiles @ once need to do it one by one.

ruby cipher
distant loom
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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?

dim arch
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@plush yew any actor which is spawned by a playercontroller/pawn/characterBP or subclass thereof is owned by the client

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If you want to spawn an actor owned by the server, use GameInstance/PlayerState

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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

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@ruby cipher it's just an AA issue at that resolution, try changing something like r.defaultantialiasing

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@distant loom seamless travel between server maps, I think

distant loom
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ah ok

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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?

dim arch
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emm not sure what you mean

distant loom
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ok here

dim arch
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a python script?

distant loom
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nodes*

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you see these extra nodes down the bottom

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thats in the thirdpersoncharacter

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but i only want it in 1 level

dim arch
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please be clearer with what you mean

distant loom
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i have 2 levels

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both using thirdpersoncharacter

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only 1 level uses the nodes down the bottom in that screenshot

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i dont want the nodes in the other

dim arch
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like your tick event?

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you dont want your character to tick on the second level?

distant loom
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yes

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uh

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no

dim arch
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you dont want it to fire beginplay events either?

distant loom
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the thing is

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this is in the thirdpersoncharacter script

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i dont know how to make these nodes happen in only 1 of them because it updates both levels

dim arch
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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

distant loom
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what do you mean by bad way of doig things?

dim arch
distant loom
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are you sure there isnt a better way?

dim arch
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call the logic specific to the level, instead of branching away from it

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that depends on your design , but theres probably a better way

distant loom
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kk

upper quartz
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hi guys, have anyway can GiveAbility in BP?

lofty wave
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@weary basalt

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sorry for pinging you

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do you know what i can do with my problem?

dim arch
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does anyone know of a marketplace pack which lets you spawn meshes during runtime

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kind of rts view where you can place/rotate/scale buildings on a grid

safe crown
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Hi guys, I need some help with a strange error I'm getting in UE4 when compiling my C++ project

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the issue is that if I change any functionality of the game, for example I have:

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and the i comment it like

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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

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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

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it's like the game won't allow me to change the code of my game from the original that I have in git

silver crown
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You're not using hot reload are you?

brave lark
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where do I ask about procedural mesh component

safe crown
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I'm trying to use both

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but I normally close the editor and the recompile from VS

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I didn't go to #cpp since this seems more of a UE4 general error or something with the source control?

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but I'll also post it there

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I mean, I just used the editor to create a new class called MyClass, and it failed giving the same error

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I can post the error log if that would help

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this type of errors seems to have started after I started using the GIT source control and the Git Desktop

plush yew
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Hello guys I have a problem
with switching version when I setup my dedicated server

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{
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?

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I work on 4.18.3 version

void kraken
sudden agate
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@void kraken read the error

void kraken
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I did but I don't understand it

sudden agate
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install .Net Framework 4.6.2

void kraken
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I tried installing it again but it says 4.6.2 or newer is already installed

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nvm that fixed it, thanks @sudden agate

turbid wigeon
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That's really interesting, already chaos code refactor in 4.22

plush yew
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chaos as in the physics thing?

sleek spear
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what is the way to have a cloth react to those first person shooter template projectiles?

plush yew
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react as in when you shoot the cloth, the cloth moves?

void kraken
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Anyone knows how to integrate EOS-SDK?

sullen wraith
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holy shit

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i thought if I programmed while high I'd be all over the place...

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I am legit doing better than usual.

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#recommend

frank escarp
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relevant

sleek spear
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@plush yew yes thats right, and collide with the environment

fierce tulip
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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 <_<

blazing topaz
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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 ?

vale silo
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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.

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has anyone had this issue ? How do I fix it ?

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actually it looks like indirect lighting doesn't get baked

turbid wigeon
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anyone tried to add Raytracing/distance fields to procedural meshes?

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@blazing topaz to attach anything, you need to have a scenecomponent

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otherwise it has no world transform to refer to

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what are you trying to do exactly?

scarlet birch
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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.

dire torrent
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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

wary wave
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root motion is when character movement is derived from animation (by animating the root of that mesh)

dry nymph
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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)

willow stratus
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Loving it

rare axle
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Anybody know of any resources for turn-based combat? Final Fantasy / Pokemon style?

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Can't seem to find many/any good tutorials for this at all.

blazing topaz
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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 ?

still orbit
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has unreal team given a reason why deleting classes is such a pain in the ass?

regal mulch
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Deleting classes isn't really a pain?

plush yew
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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?

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crash on launch {I FIXED IT}

still orbit
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so like a 6 step process isn't a pain instead of deleting from within editor?

plush yew
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UE4 is source code is a massive mess

regal mulch
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6 steps? What classes are we talking about?

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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)

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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.

plush yew
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Add in a crash or two

still orbit
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well idk why your life is so easy and mine isnt

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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

plush yew
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errors happen

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just make sure there are no variables lying around

still orbit
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what do you mean errors happen, it breaks the project

plush yew
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Yea

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literally UE4 in a nutshell

regal mulch
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Not really.

plush yew
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the amount of projects that I had game ended by UE4. Like half the time is wrestling with the engine itself

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half the time is a exaggeration

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but unquestionably it gets in the way often enough to be a issue

regal mulch
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I'm working with the Engine 8 hours a day and I never had to stop a project cause of UE4.

plush yew
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what fucking witchcraft is that?

regal mulch
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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

plush yew
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I had a project corrupted because of wheel size

worn granite
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I've never thought deleting C++ classes was a pain.

regal mulch
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Well, rule number one, use Source Control

worn granite
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Nay, creating them is where the friction lies.

plush yew
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How does SC work

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plz

regal mulch
plush yew
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people say it all the time

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ah

worn granite
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cause its good

regal mulch
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You host a Perforce (or whatever server) on DigitalOcean (5$ a month)

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You sync your local project with that

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Every time you submit a file it creates a copy

plush yew
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it costs money?

regal mulch
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Hosting the Server does

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You can host it on your PC but that kinda goes against making sure you don't lose the project

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If your HDD/SDD dies, so does the all of your project

worn granite
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Eh

plush yew
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can I not host it on my PC ?

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ah

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yes

worn granite
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I'd still encourage that over doing zip "versioning"

regal mulch
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Yeah def, but ultimately the 5$ a month should be spend

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Just buy a Döner less

worn granite
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Yup

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$5 a mo for peace of mind?

regal mulch
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And if one of oyur files dies

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You can go back to the previous version that you submitted

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gg, all problems solved

plush yew
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that is hot

regal mulch
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I still rarely if at all encounter the need to do that

plush yew
#

guess I better borrow 5 dollars

regal mulch
#

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

worn granite
#

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?"

abstract relic
#

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 😜

regal mulch
#

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

abstract relic
#

For what it is, there should be way more bugs.

drowsy ember
#

what does template class "cast<>" does ?

#

exactly does.. i mean

worn granite
drowsy ember
#

oh sorry

vale silo
plush yew
#

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

grim ore
#

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 😛

plain gazelle
#

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?

gilded plinth
#

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?

grim ore
#

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?

hexed dagger
#

Hello, does anyone know when 4.22 will release ?

grim ore
#

during the keynote they said next week

distant loom
ruby cipher
abstract relic
#

That is a pretty nonsensical diagram

#

Especially without any context

ruby cipher
#

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?

abstract relic
#

There’s example content under Learn tab

ruby cipher
abstract relic
#

Well. Let’s put it this way. Unreal is designed to be as accessible as possible. Even artists can easily learn this engine.

sudden agate
#

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

proven oxide
#

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?

plush yew
#

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

proven oxide
#

ok looking at shootergame, they have no meshes added to the starts

plush yew
#

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

proven oxide
#

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")

dim plover
#

Probably set in a child BP.

proven oxide
#

Aaaaahhh

#

Every time i have the mesh set

#

it changes it to be visible by owner in contravention to the setting in the BP

fallen urchin
#

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 ?

gloomy helm
#

When you open the project what is it asking to rebuild

#

Your project or a plugin?

fallen urchin
gloomy helm
#

In your Saved/Logs youll have a log file thatll tell you what went wrong

proven oxide
#

WHY!!!!!

#

due to a problem in a BP i cant open the editor - GREAT time to throw away 2 weeks of work

sullen wraith
#

my game crashes if i try to play it in viewport

#

but works fine for standalone?

proven oxide
#

Just trying to clear all and rebuld

regal mulch
#

due to a problem in a BP i cant open the editor - GREAT time to throw away 2 weeks of work
Source Control?

proven oxide
#

Yeah about that

#

Someone else rebased the repo after deleting a lot of stuff

regal mulch
#

Cool

proven oxide
#

but i can't load it up at all

regal mulch
#

Try to grab whatever UE4 gave you as backup file for the broken BP

proven oxide
#

😦

#

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

regal mulch
#

Well, you know what "Access Violation" means, or?

proven oxide
#

so why is a UE_LOG throwing problems

regal mulch
#

Without seeing the UE_LOG line, I can't tell

#

Access Violation means that you are accessing a nullpointer

proven oxide
#

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

regal mulch
#

What does that have to do with the UE_LOG?

proven oxide
#

I had put the UE_LOG in to try and work out why the 3rd person mesh wasnt working properly

regal mulch
#

Well it's worth checking if GetMesh() and Mesh1P are both valid before actually accessing them

proven oxide
#

UE_LOG(LogTemp,Warning,TEXT("DEBUG: %s"),bIsFirstPerson);

regal mulch
#

bIsFirstPerson is a boolean

proven oxide
#

yep

regal mulch
#

%s expects a string

proven oxide
#

Duh!

#

I am so used to Java where booleans are auto cast to strings

regal mulch
#

UE_LOG(LogTemp,Warning,TEXT("DEBUG: %s"), bIsFirstPerson ? *FString("TRUE") : *FString("FALSE"));

#

Not sure why that would cause an accessed none error but well

ancient tangle
#

Does anyone have experience with pixel streaming over the internet?
Can't get the STUN/TURN thing to work properly

proven oxide
#

😦 I need to find some tutorials on Animating in Blender 😦

ancient tangle
#

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?

proven oxide
#

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

regal mulch
#

Blender has a sh*t ton of Tutorials

#

If you really can't find animation tutorials, then you are doing something wrong

lusty carbon
#

Interestingly, ue4 flips normals from blender.

#

ideas why?

hexed dagger
#

When 4.22 will release next week it will be stable ?

silver crown
#

lol

#

It's a .0

#

No way it's stable

lethal pond
#

hey yalls

fierce tulip
#

@lusty carbon you mean they just look like they are not flipped in blender.

hexed dagger
#

@lethal pond hi

lusty carbon
#

@fierce tulip Well, they're not flipped in blender..

fierce tulip
#

ue4 doesnt do anything to the normals to flip em, so its something in blender.

lusty carbon
#

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

fierce tulip
#

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.

lusty carbon
#

I wonder to to fix it indefinitely

fierce tulip
#

also, just in case. generally you want to import tangents and normals

lusty carbon
#

where is this setting?

fierce tulip
#

on import

#

if it doesnt pop up, you need to enable the import settings thingy in the editor settings.

lusty carbon
#

yeah

#

didnt fix the problem

#

this never happened to me before. wtf

#

could be the daily blender 2.8 build? can you try?

fierce tulip
#

dont use blender, and no time either :/

lusty carbon
#

aright

narrow cobalt
#

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?

brave lark
#

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

frozen hatch
#

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?

abstract relic
quasi star
#

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?

left flame
#

hey, that start up action on a build game is really necessary? ''StarterContent''

scarlet birch
#

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

dry moon
#

You got a root?

scarlet birch
#

Yes, root bone or root object? as in grouped?

#

ungrouped

dry moon
#

Make sure your skeleton's root is named 'root'

scarlet birch
#

it is,

dry moon
#

And make sure you select both your mesh and skeleton and export as that

#

Should work then

scarlet birch
#

yeah, got that

#

select mesh, skeleton hieracy and export selected.

dry moon
#

Then not sure, I would say redo the steps to see if anything is up

scarlet birch
#

Yeah, I'll just keep trying things.

scarlet birch
#

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.

winter onyx
#

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?

wary wave
#

how long is a piece of string?

devout gulch
#

infinite

plush yew
#

Hi, Creator Ready Driver by Nvidia, works on UE4 ?

#

And for Visual Studio 2017 ?

fierce tulip
#

you might want to ask in one ofthe build/coding channels

chrome pecan
#

Uhhhhh so suddenly my project crashed, and now whenever I open it it immediately crashes

wheat fulcrum
#

lots of folk learnin' about making regular backups today

chrome pecan
#

:(

#

fixed it 😎

grim ore
#

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.

plush yew
#

hello , so I fail to figure out wtf mobile rendering is

#

This is my ES 2 ue4 viewport

bitter iris
#

Anyone here good with material optimization ?
I need help

fierce tulip
#

better to just explain the issue hehe

bitter iris
#

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

fierce tulip
#

jesus christ on a scooter

bitter iris
#

lol

#

i tried lowering texture res but that didnt help anything really

fierce tulip
#

obviously

#

its about the instructions

bitter iris
#

793 of them lol

fierce tulip
#

and here I am worried about the old 300-ish my cave had

bitter iris
#

just trying to figure out how to lower it, as i havent got a clue tbh

fierce tulip
#

rebuild it, remove anything you dont need. thats the only thing i can think of hehe

grave nebula
#

it is gg. Make a new one.

bitter iris
#

how many instructions should i am for

fierce tulip
#

isit using noise nodes?

#

if so

bitter iris
#

not that i can see

bitter iris
#

welp ill just figure out how to create one that allows me to paint with

frank escarp
#

@bitter iris the recomended instruction number is "absolute minimum you can use"

bitter iris
#

ahh okay

fierce tulip
#

jesus, I have to try so fricking hard to get past 250 without noise nodes.
700?

lone prism
fierce tulip
#

ill have nightmares

bitter iris
#

LOL

fierce tulip
#

hugs @lone prism

grave nebula
#

@lone prism o/

lone prism
#

#

Hey

bitter iris
#

it saddens me that i bought the pack just for the landscape and cant get a refund

fierce tulip
#

Alex, clean up jordans material :p

rapid ridge
#

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?

bitter iris
#

😂

lone prism
#

Uhhh, less

#

everything

fierce tulip
#

@rapid ridge revert to an older version on version control

bitter iris
#

Its PLE btw the landcape mat

rapid ridge
#

@fierce tulip thanks, I'll try it

#

but do you mean the engine version or like a back up?

fierce tulip
#

back-up files of your project. you are back-ing up right?

rapid ridge
#

Uhhm.. I guess so

#

How do I get to the Version Control?

fierce tulip
rapid ridge
#

Well, I don't do such backups. I only have the standard backup folder

fierce tulip
#

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.

rapid ridge
#

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?

fierce tulip
#

where is your project folder located on your drive?

rapid ridge
#

Data (D:)

fierce tulip
#

if its the same ue4 version you can try copy/pasting uassets into same named folders, but cant promise it works.

rapid ridge
#

Ok

plush yew
#

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"

manic pawn
#

-/+ is remove from/add to array

plush yew
#

ah

#

so

#

why have the - then?

manic pawn
#

it's removing the string sg.EffectsQuality=1 from the array CVars for unknown reasons

hallow niche
#

Hey a quick question
How does the AI Perception works?
With raycasts?

long nexus
#

Is it possible to disable tick by default when creating a new class? Or am I supposed to disable it manually on everything?

grim ore
#

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

long nexus
#

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

fierce tulip
#

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

azure shore
#

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

fierce tulip
#

@azure shore watch nomansky guy's gdc talk hehe

azure shore
#

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

fierce tulip
#

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.

azure shore
#

I feel like I've almost just hit a stage where I can hardly even learn anything new

#

not improving

polar hawk
#

Build your own

spare sun
#

^

azure shore
#

?

polar hawk
#

Make your own radial component

azure shore
#

thats possible?

plush yew
#

too bad it doesnt say "playing unreal engine 4"

#

underneath your discord name

#

or does it

azure shore
#

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

scarlet birch
#

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.

plush yew
#

any info if ue4 dxr will supported for pascal cards.

fierce tulip
#

i kinda had the same with my cat sleeping on my controller @scarlet birch

scarlet birch
#

That was actually my first thought. There's a PS4 controller on a ten foot cable the cat likes to mess with.

azure shore
#

not the first time ue4 has done this

#

wouldn't be so bad if it had a decent fockin auto save

scarlet birch
#

Driver issues?

azure shore
#

wouldn't have a clue

#

is there a way to get the ue4 autosave actually working

scarlet birch
#

It's a driver issue.

azure shore
#

I know

scarlet birch
#

Is it crashing during the same task everytime?

plush yew
#

latest creator driver gives besod.

scarlet birch
#

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.

plush yew
#

i advice you to use WhoCrashed and see the source of bsod

azure shore
#

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

dapper idol
#

does anyone know what poly count should be the maximum for a tree in a game? (is this the right place to ask this?)

grim ore
#

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.

dapper idol
#

alright thx

grim ore
#

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.

dapper idol
#

yes

bitter iris
fierce tulip
#

no need to put a 0 in metal and spec. also, you'll need a roughness map

bitter iris
#

okay ill look into on roughness maps

waxen glacier
#

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

bitter iris
#

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

waxen glacier
#

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

fierce tulip
#

your roughness texture is more important than any other, so dont plug in a scalar please :p

waxen glacier
#

Yeah roughness maps really help

bitter iris
#

ill go into photoshop an make a basic one

#

so make a roughness for all 3 textures?

waxen glacier
#

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.

bitter iris
#

can you put 3 roughness on the 1 node ?

waxen glacier
#

You will have to blend them with a layer blend like the other 2 maps

bitter iris
#

ahhh okay

waxen glacier
#

or other 2 texture sets albedo and normal

#

Yeah same for any additional maps such as AO or metallic

bitter iris
abstract relic
#

That’s bump

bitter iris
abstract relic
#

For roughness? That’s a quick way to generate one

bitter iris
#

i mean it looks like the roughness maps slightly darker but similar to ones i have in other packs

abstract relic
#

You can tweak further in Image >>> Adjustment >>> Levels

plush yew
#

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

pulsar fractal
#

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.

abstract relic
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It needs a nav mesh to move. Since it’s flying and not taking input from the nav, it’ll never move

grim ore
#

@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.

plush yew
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My main issue with them is that I find that they blend together with the keyboard/mouse controls in the blueprints

abstract relic
#

Delete the input in project settings then

plush yew
#

I have tried that

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but there's still consistent errors in the blueprints

grim ore
#

fix the errors?

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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

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and I guess a good question would be is this for single or multi player

plush yew
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Singleplayer

abstract relic
#

The vr template is pretty bare bones regardless. Doesn’t hurt to learn from step 1 I suppose

plush yew
#

I'm still quite new to UE4 so

abstract relic
#

What the

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Academy exist?

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Well this is like Christmas morning now

halcyon flame
#

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

carmine wind
#

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: //////////////////////////////////////

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PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: 'None' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'

grim ore
#

the log file might have more detailed info

distant loom
#

im having trouble with casting to variables.

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getting variables from other bps

halcyon flame
#

what's your warning?

grim ore
#

are you having trouble with casting or having trouble understanding casting correctly?

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in this case you are saying self, or the blueprint this code is in, is a book which I am assuming it is not

halcyon flame
#

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.

dire storm
#

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 😃

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Like if I have a roads material would would be the most efficient way of mapping out large city roads onto the terrain

inner yacht
#

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?

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Its a source build

grim ore
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check to see if that directory exists

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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

inner yacht
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no it doesnt but its talking about non source engine

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im in source

grim ore
#

did you switch the project version to point to your source build?

inner yacht
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It was source coming from 4.20.3

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prolly need non source project files from 4.21.2 right?

grim ore
#

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

inner yacht
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thx matt

grim ore
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dunno if it will work but it's a start

inner yacht
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man I was lost till i typed it lol

finite slate
#

How do I stay encouraged and keep my brain fresh?

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I haven't worked on my game in weeks

grim ore
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personal willpower and drive, why did you work on it in the first place?

inner yacht
#

coffee

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4.20 has that plugin in the directories but 4.21.2 does not

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what should I do I dont think I should Copy and paste If it didnt have it prolly a reason right?

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then it would be a custom engine with problems u think?

grim ore
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you did delete the saved/intermediate right?

inner yacht
#

not yet Ill try and generate visual studio files after right?

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and open to rebuild

grim ore
#

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

inner yacht
#

what a relief no stating over for me

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lol

grim ore
waxen abyss
#

not quite as accurate as these, that seems like it would be used for a television rather a camera

inner yacht
#

I know where a Highlight Item material is if you want the link

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just to look at

waxen abyss
#

that would be great, need all the help i can get

inner yacht
#

check show more under the video

oblique sorrel
#

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?

thorn vector
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Hi

distant loom
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help

plush yew
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Hey i wounder if 2 people can code a game at same tine, (Edit map) and program UI and more at the same!

vestal minnow
#

what would be a reliable free/cheap backend for developing a multiplayer game with combat and interactions with over a 1000 users?

cloud cobalt
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"Free" isn't a thing for "completely new networking stack for the client AND complete server stack"

vestal minnow
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then cheap will do

cloud cobalt
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Would $299 a month do ?

vestal minnow
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i just don't want to be nickel and dimed to death with hidden costss

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wow

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iti ss a free agme

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game so much so that even a php my /node.js/mysql would doo

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for 299 i could get aws itself

cloud cobalt
#

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

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So there's Gamesparks which apparently does that

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But ofc it's not cheap

abstract relic
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Where are you getting 299/month? That’s dirt cheap

cloud cobalt
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Their pricing page

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It's limited to 10K users so any large dev is gouing to need to pony up for more

vestal minnow
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well gamesparks was free once but then i could get gamelift too for the price

cloud cobalt
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@vestal minnow You should probably just state what you want to do

vestal minnow
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make a multiplayer combat/interactive rpg

cloud cobalt
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Real time or not ?

vestal minnow
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well yess

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ofc

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but it will be free for a long time

dire salmon
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Anyone using Quixel for Unreal engine?

cloud cobalt
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You do realize than 1,000 realtime players is incredibly fucking huge ?

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You need some very careful and serious thought to that for it to work

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Very few games actually do that

abstract relic
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Is there a game out there running on unreal or unity that hosted that number?

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There isn’t 1000 players running around in a single session

dire salmon
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Then there isn't I guess

vestal minnow
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i am not talking pubg

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lol

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something like a roblox kind of gme

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with like a 1000 users playing or so

dire salmon
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Like Minecraft 🤔

vestal minnow
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it is combat

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as well as some roleplay too

abstract relic
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Not even Minecraft or roblox has that number

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That’s absolute insanity

vestal minnow
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i had originally planned to test it on a free php server with php/mysql/javascript

dire salmon
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@abstract relic Yes Minecraft is possible

cloud cobalt
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That doesn't work in real time

dire salmon
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But probably not single instance

sudden agate
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@waxen abyss Have you tried contacting the creator of September 1999? I would be interested aswell

cloud cobalt
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@vestal minnow Gotta be honest with you - multiplayer is very very hard with 2-30 players already, it only gets worse from there

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PHP isn't going to cut it

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And it's not going to be free

vestal minnow
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i just need free for testing phase

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also i dont want it so expensive it kils the game like it can happen with aws

abstract relic
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That scope already killed your game mate.

cloud cobalt
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@vestal minnow Any server that can host 1000 players won't be cheap

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Does your game concept absolutely require 1000 players ?

vestal minnow
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300 -starting

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grows up

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was'nt gamesparks free

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i am sorry i am very new to the back end thing

cloud cobalt
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It's okay to be new

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But this is very much not newbie stuff

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Or indie stuff

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Here's my advice - if you want free, do 5-6 cooperative players fighting AI enemies

glacial pecan
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@abstract relic Black Desert Online is Unreal based and is an MMO with thousands of players logged in at the same time...

cloud cobalt
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You can actually do that for free

vestal minnow
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something like bdo

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not as advanced or fast

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bdo is blazing fast

cloud cobalt
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"Black Desert Costs $1 Million to Develop"

regal mulch
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Gamesparks recently changed their pricing

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It's kinda free

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But def shit once you go over to paying

vestal minnow
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i know that is why many got screwed because amazon bought GS and screwedit

regal mulch
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300$ base rate iirc

cloud cobalt
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Also you can't test 100+ players without paying

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Yup, 300 a month.

regal mulch
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But yeah, step back from way too big projects

plush yew
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Girls, Can 2 people develope same game at same time like modify the map at same time and more?

abstract relic
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I gotta see this if that is true. 1000+ players in one room sounds glorious

regal mulch
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Don't know if that's possible by now, but even if, I wouldn#t do that @plush yew

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Use regular Source Control and take turns

plush yew
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Well so only 1 guy and develope at 1 game

vestal minnow
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i think you are getting this like a 500 vs 500 battle

plush yew
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That sound like a bad system

vestal minnow
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it is not like that

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lets say 800 on

regal mulch
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@plush yew No, one person per file until they don't need the file anymore

vestal minnow
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a few fight individually

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a few dont

plush yew
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'Make still no sense

regal mulch
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¯_(ツ)_/¯

glacial pecan
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@plush yew there's a collaboration tool alpha currently in the works

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2 sec let me look it up

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it's very good

plush yew
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Ok thanks

vestal minnow
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like there is a difference in node wars and individual pvp

abstract relic
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You can split the level into layers but that’s about as close as you can get to working on the same map.

glacial pecan
plush yew
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Thanks

glacial pecan
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scene fusion even allows live blueprint editing with multiple people 😃

regal mulch
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@vestal minnow Quick question, since you want to use UE4 for so many players: How good is your C++?

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@glacial pecan Sounds awesome but also like a bugfest at the same time

vestal minnow
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maybe ue4 or maybe just godot

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for ue i have a puzzle project in mind

regal mulch
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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

glacial pecan
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@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.

regal mulch
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@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

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BPs won't cut it, neither will the default stuff that UE4 has

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Fortnite with 100 players was already a tough task and they had to come up with the replication graph stuff

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@glacial pecan Fair enough

hexed dagger
#

I'm trying to find a help channel, but I can't seem to find it.

abstract relic
regal mulch
hexed dagger
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Thank you ! have a good day.

regal mulch
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@hexed dagger Also #old-rules before you catch your first infraction right after posting :P

hexed dagger
#

Alright, dodged a bullet.

cloud cobalt
#

@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

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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

regal mulch
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Thing is, you can barely stop peeps from working on that stuff

vestal minnow
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i have heard of large games actually implemented in php mysql too

regal mulch
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They will always say "Yeah I can handle that. I'm fine with xy years of development."

vestal minnow
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just not as blazing micro second fast as fortnite or bdo

regal mulch
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They don't realizes that it's multiple years, multiple thousand € and basically not doable for a single dev

vestal minnow
#

ok how about if the game was more like eve online

cloud cobalt
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EVE is actually one of the most impressive MP titles ever

regal mulch
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As a single dev, nothing that requires more than a few players

abstract relic
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Can’t force a horse to drink 🤷‍♀️

wary wave
#

Eve Online is a huge MMOG that took millions of man-hours to build into it's current state

regal mulch
#

But you know, you can do whatever you want

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But you will find out that it's all too much work

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We've all been there

#

Everyone's been there

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You need a team for stuff like that

vestal minnow
#

well eve has man yusers but they are not fighting like 1000 vs 1000

cloud cobalt
#

They are

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More than that

regal mulch
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It's the project scope

vestal minnow
#

fighting is sporadic users are concurrent

wary wave
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CCP is a studio with 250-300 people

cloud cobalt
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EVE is very very large scale with battles ranging tens of thousands players

wary wave
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and I've seen fighting in Eve that involved tens of thousands of players simultaneously, hehe

regal mulch
#

I would probably write a custom engine for that xD

wary wave
#

probably

regal mulch
#

Screw UE4 for stuff like that

vestal minnow
#

aand what server would you use as a baackend for that

cloud cobalt
#

Your own

regal mulch
#

Custom backend

cloud cobalt
#

100% custom stuff

glacial pecan
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@vestal minnow how large is your team?

vestal minnow
#

4

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:/

cloud cobalt
#

Not counting people who haven't shipped MP titles before

glacial pecan
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@vestal minnow and how many years do they all have to spare? sounds like you're working without a budget?

honest vale
#

Eve backend is RoR based iirc

vestal minnow
#

ok and what host would you use for the 100% custom stuff

abstract relic
#

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. 😜

honest vale
#

with some C++ stuff for hot code

regal mulch
#

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

wary wave
#

I'd be wary of trying to do something as small as Deathmatch multiplayer with 4 people, hehe

#

even experienced people

vestal minnow
#

you guys are the best advice i ever got

#

no doubt of that

cloud cobalt
#

@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.

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Don't try anything more

regal mulch
#

A simple 8 player arena Shooter with online play and customizations is in the works for the last 2 years, by 3-4 devs.

wary wave
#

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

regal mulch
#

Now think about how much work a freaking 1000+ player mmo is

wary wave
#

hehe

vestal minnow
#

ok @cloud cobalt and what server would you recommend for hat

#

that

cloud cobalt
#

None

#

UE4 peer to peer

#

Well, listen server

regal mulch
#

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

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hosted away from players

#

which means spending $$$$

cloud cobalt
#

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

regal mulch
#

Or at least non that is ranked

vestal minnow
#

what about using the free hosting ones

regal mulch
#

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

cloud cobalt
#

@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

vestal minnow
#

thank you very much

modern sinew
#

Can someone help me fine why UE4 keeps crashing?

regal mulch
#

If you show us the error you get when it's crashing, yeah

modern sinew
#

I think this is it

#

Failed to initialize OpenVR with code 110

#

I'll boot it up again

#

same crash

regal mulch
#

All of it would be interesting

#

You should get a crash log

#

with a call stack and stuff

modern sinew
#

I have the whole thing, but it is long

#

what are the important bits?

lusty carbon
#

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?

abstract relic
#

Just out of curiosity. Can you enable backface culling in blender Sparks?

lusty carbon
#

yes

#

They're not flipped. trust me

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this is killing me

abstract relic
#

Always gotta check 😜

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And the fbx version?

lusty carbon
#

not sure about that

#

default export fbx option

regal mulch
modern sinew
#

would google docs work?

regal mulch
#

Technically, but hastebin would be easier/faster

abstract relic
#

You need coffee/tea

regal mulch
#

You need Jesus!

#

Or some other thing you believe into!

abstract relic
#

You’re not my dad!

fresh bay
#

I exported a model with armature from blender and when i imported it into ue4 the armature changed. where can i ask about this?

lusty carbon
#

ask me

maiden sundial
#

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 ?