#ue4-general

1 messages Β· Page 420 of 1

fresh bay
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@lusty carbon can i pm you?

abstract relic
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I’ll look into it tomorrow Sparks. The best I can guess is that their latest fbx backwards engineering wasn’t as successful

regal mulch
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@maiden sundial I always mix up the names, but can't a SoundCue do a lot more than a SoundWave?

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E.g. hold multiple SoundWaves and mix them etc.

abstract relic
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Sounds cues yes

maiden sundial
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That's why i ask. I never really worked with sounds ^^

lusty carbon
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@fresh bay yes

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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?

modern sinew
grizzled fable
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Hello, I'm facing a big problem. I have my map (ThirdPersonExempleMap.umap) that just disappeared! So I found one in the save folder. But trying to open it, Unreal Crash telling me that she is corrupt .... You could help me? I am at the end of my life ... 😭😭😭

hexed dagger
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Anyone knows when 4.22 is expected to hit ?

fierce tulip
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within 1-2 weeks

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if they are on schedule

hexed dagger
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Alright, thank you.

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Working on Volumetric Clouds in CPP right now

languid shard
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@fierce tulip actually I think its gonna be tomorrow

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p6 is supposed to be the last preview

fierce tulip
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during a gdc stream they said 2 weeks

languid shard
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hmm

coarse wigeon
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I thought they said next week at GDC

dim arch
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anyone know of a runtime transform gizmo implementation ?

icy bone
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@maiden sundial Sound Wave is like Texture, Sound Cue is Material

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if want material analogy

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u use cue to process sound waves, add multiple of them etc

fierce tulip
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and mouth noises is paint, while actual audio creation software is photoshop/substance

dim arch
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guess not

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apparently arrow components dont respond to mouse over events because they have no collision class

wary wave
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just use a mesh component

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the UE4 gizmo meshes are all there and can be used too, if you don't have your own

dim arch
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yea good idea

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I was making a collision box over a gizmo component for some reason, prob a lot easier to use a mesh

plush yew
drowsy ember
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Omg

wary wave
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I've seen far worse tbh

plush yew
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yeah this is so tame compared to others OMEGALUL

drowsy ember
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I have terror to bp 😬

vast pine
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Looks good to me must be your computer

grave nebula
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That is fine. Ship it, patch later.

vast pine
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Good enough for Bethesda!

plush yew
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I'm going to sort these into functions now haha

drowsy ember
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You problem is that one of your cables is not connected to ground

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Just a joke

grave nebula
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Yep. Good blueprint graph must be grounded.

drowsy ember
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πŸ˜„

vast pine
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I do recommend you turn your monitor on when blueprinting though

dapper idol
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guys I have a question to light going through my stuff

vast pine
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Someone make a speech to blueprint mod

dapper idol
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this is the landscape, no matter what I tried like 2 sided shadow it still goes thru

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and this is another object with a torch on top of it, the light goes through this object, not through other which ar farther away, though

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(is this the right place to ask?)

fierce tulip
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if that is a flat plane, its better to use an actual 3d object. in other words a solid wall

dapper idol
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hmm thats gonna be a hard thing, but what about the cube?

fierce tulip
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iunno

dapper idol
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bruh, aight but thanks anyways

dawn vessel
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I tried 4.22 to see if it was fixed. No go 😦

dim arch
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well I got a basic transform system working but it kinda sux

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I tried googling but apparently nobody has made one as a plugin

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oh wow, he put an example project on google drive, what a baller

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this is the only one I can find

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requires his marketplace plugin, which only works in editor tho -__-

leaden dust
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@dim arch

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Try something like this

dim arch
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thanks, I will prob buy this guys plug bc it does almost everything I want (besides grid snapping)

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just suprised there isnt anything else available, since fortnite was all about placing objects to build forts

thorn vector
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hi

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i wanna ask

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how can i make zone

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and how can i make my world separated by zone

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like non combat zone and combat zone etc

mint umbra
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Whats the best method to add rivers into my World Machine workflow, mask them out and add a river spline to them? Is there a way to do this other than adding rivers in manually in layout generators and handplace river splines?

wary wave
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depends on the scale of your world, scale of your rivers etc

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there is no obvious answer to that question

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doing them with layout generators isn't a terrible idea

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you can also 'do the math' directly in WM to work out where they should be

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but this is probably more expensive and time consuming to set up than it's worth

maiden latch
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Does anyone have a confirmed release date for 4.22?

wary wave
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no

left flame
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Does someone know the user BlueBudgie from the unreal forums here on discord?

wary wave
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I recall they were banned?

regal mulch
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On the forums?

wary wave
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yes

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digging into it, it was an account from a person who was banned multiple times

fierce tulip
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sounds familiar XD

wary wave
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haha, yes

regal mulch
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I still have this annoying problem that the In-Project Console Keys aren't saved.

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I have to add my Console Key every freaking time I start the Editor.

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Now the schooled debugger would say "Hey, maybe your Input ini is read only". No it's not. It even lists the Keys I setup, they are just not loaded.

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(β•―Β°β–‘Β°οΌ‰β•―οΈ΅ ┻━┻

paper kernel
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save the key, set file read only

leaden dust
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for what reasons could AI Move To fail if I have given it correct and valid location

dim arch
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navmesh actor?

leaden dust
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@dim arch nah

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I thinks I am doing something wrong

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I 've got a series of nodes linked to each other

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player can move to adjacent nodes

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only spawn node doesnt work where the player spawns

regal mulch
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@paper kernel Funny thing, that doesn't solve it

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Only 50%

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I have to actively go into the Input Settings, then it loads the keys

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But not by default

paper kernel
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what if you use custom file?

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I assume it generates a default file to memory because It "can't access" the existing one

regal mulch
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Idk, all other input works

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Like the Action and Axis Input doesn't have that problem

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Which sits in the same file

icy bone
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Im still figuring out how to add force to ACharacter so that server and client sync

grim ore
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you are gonna have a fun time with that, there are a few suggestions out there and most of them are fun to implement 😦

tawdry storm
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is there a way to render a stereoscopic 360Β° video right out of UE4?

tawdry storm
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oh hey, thanks!

maiden latch
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@wary wave Tell us more please. Some Unreal scammer?

wary wave
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?

regal mulch
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Think that's about the guy banned on the forums?

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(: Why you asking?

grim ore
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One is a longer page with more instructions for the same result

regal mulch
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Oh boy oh boy

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Having issues with your Server setup?

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Well if you would have issues, we could help. The question about "What's different between two different pages?" is kinda pointless.

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DedicatedServers always need the Engine build.

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These are just two different Wiki posts about the same topic.

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One longer with more info, one less.

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They both do the same

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The Standalone page even says that at the very start

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Nothing, there is no difference in these pages despite their information

grim ore
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I could swear I said that lol

tawdry storm
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can confirm that you said that

abstract relic
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Petition for an mvp role to colour your name. You’re white as a ghost and just as transparent 😜

sudden agate
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So many people asking for Dedicated Server stuff lately. As if they were a single person πŸ€”

manic pawn
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why are people even so obsessed with dedicated servers

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it's completely unnecessary for indie games

sudden agate
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BUT MUH DEDICATED SERVER

manic pawn
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just have player hosted servers

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the perfect zero budget solution

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you can just host a listen server from a normal packaged copy of the game

regal mulch
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@sudden agate One would think that

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One would also have their hammer in range

manic pawn
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this one?

regal mulch
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Sorta yeah

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Yeah then just build the Dedicated Server

sudden agate
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basically a lobby

regal mulch
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:P

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Na it's actually pretty fast once you have Source Engine setup

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Doesn't take longer than the normal compile process of your project

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I thought you have no problems?

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Well you said you have no problems

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Now you say you have problems building for DevServer

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πŸ€”

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@sudden agate sniff

wary wave
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this is all feeling mighty familiar

sudden agate
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I can sniff some SMASHING

regal mulch
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Crushing monday, isn't it

wary wave
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which version of the engine are we even talking about?

sudden agate
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UE4

regal mulch
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Also why would the Engine build even be used for something else then DevEditor?

abstract relic
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Such a suspicious lot you are today

regal mulch
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One would think you build the Engine for DevEditor

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And the Project for DevServer

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But that might just be me

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  1. Build Engine.
  2. Compile Engine for DevEditor.
  3. Change Engine Version on Project to the new Source Engine Build.
  4. Open Project in VS.
  5. Compile Project for DevEditor and DevServer.
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You compile the Engine once

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Yeah and then you don't touch that Engine build anymore

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You close VS

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And open your actual Project in VS

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Engine VS != Project VS

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(VS = Visual Studio)

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It's amazing how even the most detailed guides can give a person so much trouble

grim ore
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The .CS files seem to give a ton of problems because people who can't code try to do it.

wary wave
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even so, it's basically copy-paste in these guides

regal mulch
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Yop

tawdry storm
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I always have to wonder, if your knowledge is this basic, is it really a good idea to think about making a game with dedicated servers? wouldn't something a bit simpler be a better idea?

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make a simpler game that doesn't require you to learn everything at once

misty creek
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May I ask what you made before?

tawdry storm
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did any of these games have multiplayer components in them?

misty creek
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Okay, those are good games to build, but they don't really relate to multiplayer

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Start with a very small multiplayer game over LAN

tawdry storm
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wouldn't it be better to do a game that does multiplayer then? to learn about replication and server to client communication?

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because that would be something you'll need either way

regal mulch
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@plush yew Rightclick the UPROJECT file and Switch the Engine version

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To the Custom one you downloaded

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It should be in that list

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After that it will regenerate project files and you can open the SLN file of your project

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Then you can compile for the DevServer stuff

misty creek
grim ore
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The problem with the .CS files is they aren't up to date on those guides and people keep copy pasting them not just changing the ones for their projects.... It's like they don't know what they are doing....

regal mulch
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The actual problem is a totally different one

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And we all know that

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By following what the error message tells you

misty creek
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It will teach you how to make two simple multiplayer games and the instructor knows what he is talking about.

regal mulch
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I still love Tom's comment in the VR Template

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Where he iterates over points from 0 to n-1 and uses Index+1 in the loop.

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And there is a comment saying "We have to use this magical "n-2" to make it work"

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It should regenerate when switching

abstract relic
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Take the course

regal mulch
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I wrote that it will regenerate the project files

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Not that you need to do that

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Learn to read instructions

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And after 3 days it's at 93%?

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Udemy at its finest

misty creek
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That is exactly the price I bought it for probably a year ago. XD

regal mulch
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These fake sales are really annoying

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I mean they are sales

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But I can't recall seeing a udemy course not on sale

maiden sundial
regal mulch
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Because that's what you build the Server for?

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No for the Unity and Godot project

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🀦

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Building the DedicatedServer should not open the project though

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So make sure you select the right configuration at the top

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The guides you posted should tell you all of that

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Like

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It literally shows you what I told you

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Follow that second, longer guide

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No one said that

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Follow the guide

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You image only lists one

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That's still only one

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Ja, oopsy. Follow the guide (:

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You are always like that

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Β―_(ツ)_/Β―

wary wave
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please, not hours of this again 😐

regal mulch
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We know who you are. I don't get why you always have to pretend not knowing what I mean.

misty creek
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And the room goes silent

regal mulch
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It's also every time the same thing. Big fat tutorial, step by step guide, even by us, and he doesn't get it.

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Yeah that's the DevEditor of your project

supple totem
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hi all, I notice that sometimes when I close the engine it continues running in the background using disk resources for a while, like 5 or more minutes

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thats even if I ask it not to save on close

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I've taken to killing it with ctrl-alt-delete, and haven't noticed any harm from doing this

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but I wonder what is going on. My guess is clearing temp files

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anyone have insight?

plush yew
regal mulch
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The f*ck

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That Team Name

pallid compass
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lmfao love it

regal mulch
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Wasn't Pumpkin hack that game where you were playing a pumpkin in sort of hide and seek?

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@pallid compass Wanna know why I react to that name?

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My company is called Salty Panda Studios

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.>

paper kernel
regal mulch
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That's my default face

manic pawn
plush yew
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@regal mulch Indeed it was

regal mulch
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I def don't have a link, but the game was fun

pallid compass
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oh wow, amazing

wary wave
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I recall that Pumpkin game was pretty solid

elfin jacinth
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Hey all

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Sorry we've been so not around - GDC was hella chaotic.

grim ore
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he lies, it was peaceful and tranquil and everyone was lovely.

elfin jacinth
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Until I got yelled at for riding a scooter, everything was fine.

grim ore
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It was so nice there were bean bag beds all over the place with people taking naps on pillows made from t-shirts

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lol did you rent one of the scooters or was this on the floor?

elfin jacinth
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I rented a scooter multiple times at the show

grim ore
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nice. I tried to get the wife to do it but she said she doesn't know how to ride one....

maiden sundial
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Is there a way to fix this problem within unreal, or do i have to make it different in blender ?

snow crown
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dude those scooters were dope

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i went and checked out the golden gate bridge from a scooter

grim ore
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@maiden sundial what does the collision look like on those stairs? and you should be able to fix it in UE4 by changing the max slope or step height on the character and mesh info

maiden sundial
grim ore
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yeah if you changed the max step height or made it a slope instead and changed your max walking angle you can fix it

maiden sundial
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Uhm, where can i find this settings ? πŸ˜…

pallid compass
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Prob because you have face tight Collison that is happening

maiden sundial
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Ahh, found it

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Thanks πŸ˜ƒ

grim ore
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yeah sorry, was opening up a project to look for the settings. hopefully you got it fixed then.

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make sure you don't have 2 copies of the engine running or the editor or VS

queen arch
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I'm trying to destroy a widget

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I know that I can call "remove from parent"

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on the bp that created the widget

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but i want to destroy it from inside the widget code

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doesn't work

grim ore
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so why does Remove from Parent not work for you?

queen arch
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just figured it works, I was just being stupid πŸ˜…

grim ore
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πŸ˜ƒ

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BP does alot of preventing you from being stupid so just try it all and hope something works lol

queen arch
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i was testing if it was removed with a print string on its tick

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but the print string had a two seconds delay

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so it was destroyed, but the message was still there

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remove from parent works

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my solution when something refuses to build, is just copy paste all my content into a new project

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then all of my building problems go away

grim ore
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Removing widgets is not instant is what it is, it doesnt even clean it up for about 60 seconds if you want the debug flow in the blueprint lol

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maybe disable the WMF Media plugin and try rebuilding solution again?

plush yew
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Intel Core2 Quad Q9650 paired with a rx 570?

grim ore
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will... explode in flames when doused in gas?

plush yew
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is it that bad?

grim ore
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it's not horrible. I devved on that machine for a year or 2 and it was "ok"

plush yew
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Like i am not doing high end games

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Im a starter

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Im making low end not that intensive games

grim ore
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the biggest problem with the core 2 quads is there is no hyperthreading so you will feel it when working with shaders and lighting

plush yew
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I see.

grim ore
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but hey it's far from an intel integrated GPU and a dual core. if you have an SSD and are just trying to run the editor and games at 30fps you are good to go

plush yew
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I mean ill upgrade my pc soon

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ill get a brand new one

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ryzen 5 2400g and the rx 570

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But that would be after 1-2 years because i need to save money

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all i can afford is the gpu rn

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and its gonna be much better than my r7 240 1gb

queen arch
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Q9650 is awseome! (If you're building prototypes, don't do heavy shaders and lights)

plush yew
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@queen arch Im not gonna make high end games im gonna make simple multiplayer games

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They are gonna have some graphics and some little shaders but that would be later on

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I am just starting to use UE4 so i don't need a monster overkill pc πŸ˜„

grim ore
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I used to run it on an intel 4th gen i3 with the integrated GPU so your machine will be fine if you just want to deal with the slowness from time to time.

plush yew
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@grim ore everything would be better than waiting 30 mins to compile and load visual studio...

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πŸ˜‚

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... lol

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@grim ore I think i would be ok with that configuration for now.

grim ore
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if you can somehow find an older I7 machine they still work wonders, my work machine here is an i7-2600 with a 1050ti and it works really well for what it cost

plush yew
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The thing is i wanna work with what i have right now

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my 775 lga mobo

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yeah it's good, you only need to worry about rendering and compiling speed

misty creek
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Core i7 with 1060 works like a charm

plush yew
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Will a i7 older machine be better than ryzen 5 2400g with rx 570?

grim ore
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I had my 9650 with a gtx 760 and used UE4 for 2 years so it will definitely work

plush yew
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which i7 though

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It would cost me cheaper to buy a old i7 config and put my rx 570 into it.

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which i7 you getting?

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dont know yet

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the older ones though

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not the new high end ones

queen arch
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a new ryzen 2600, with a mobo and ram, comes around 200 euro

plush yew
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ah, i've got a Ryzen 1800x and a 390x

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Not here. Its alot more

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I live in Bulgaria

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prices are absurd

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import tax sick

queen arch
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Dude, come to greece for a weekend :p

plush yew
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πŸ˜„

queen arch
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or order from greece, we're in the EU, so no import tax ^^

plush yew
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Alright! Nice

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so is there expensive shipping? or no

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if its just a cpu, then no

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maybe for a graphics card because of the weight factor

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aha

queen arch
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I have no idea

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but again, you don't need to buy one right now. I developed most of my first game on a Core2 quad

plush yew
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i see.

queen arch
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but do stop wasting money on your pc and put them aside to buy a new one, it's much more worth it ^^

plush yew
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Alright

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Do you think its worth it getting a gpu so i can atleast do something on this pc

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and when i save up for a new one

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i can get the gpu i bouch

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bought

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and put it in the new one

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because the gpu is gonna be pretty good

queen arch
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what gpu do you have now and which one do you wanna get?

plush yew
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i have a amd readon r7 240 1gb

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i want a rx 570 4gb

dusky chasm
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Hello folks,
I got this error when cooking my project after updating to 4.21.2: Error: Illegal call to StaticFindObject() while serializing object data!
Did someone have this error?

grim ore
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here is a really basic calculator to determine if your cpu/gpu are a good match or one is too powerful for the other and wasting resources. https://pc-builds.com/calculator/

plush yew
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Thanks

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Holy shi

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98% bottleneck

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that is so bad

queen arch
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yeah, well, you're not gonna be playing the newest games with a core2 :p

grim ore
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heh my kid tries with my old hand me down machine. thankfully he doesnt understand the desire to have 30+ fps and steady frames

pallid compass
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That calculator is potato

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Telling me to upgrade my Titan XP

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AMD Ryzen Threadripper 2950X (Clock speed at 100%) with NVIDIA TITAN Xp (Clock speed at 100%) x1 will produce 44.53% of bottleneck.

manic pawn
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I'll have 3 bottleneck please

grim ore
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well it's not telling you to upgrade,, it is telling you that your CPU can feed a higher end GPU and that your GPU isn't fast enough for that CPU is all.

plush yew
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Average bottleneck percentage: 76.74%

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aaaaaa

pallid compass
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Actually its incorrect, if anything my CPU is too slow single core for my titan XP

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Then again, idk how there measuring it

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2 much to consider tbh

plush yew
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@grim ore is this good? FX 4170 Zambezi

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4.3ghz quad core

grim ore
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It's not much more than your current machine in terms of raw power

plush yew
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really?

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4.3 ghz is alot

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my cpu is 2.4ghz

grim ore
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but it's not 4.3ghz of the same type of machine, it's AMD vs Intel and the older AMD's had to clock higher for the same performance

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and your 9650 should be 3.0ghz

plush yew
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is i7 6700 good?

grim ore
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it's way better than what you have

pallid compass
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holy moly a AMD Phenom X4 9650 is slow

plush yew
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Π”ΡŠΠ½Π½Π° ΠΏΠ»Π°Ρ‚ΠΊΠ° - ASRock H110M-DGS

процСсор - Quadcore Intel i7 - 6700 3900Mhz

Π Π°ΠΌ ΠΏΠ°ΠΌΠ΅Ρ‚ - 8 GB DDR4 2133Mhz

Π’ΠΈΠ΄Π΅ΠΎ ΠΊΠ°Ρ€Ρ‚Π° - Nvidia 1060 3GB Palit

SSD - Kingston SUV400S37120G 120GB

HDD - 1 TB Seagate, 7200 RPM

PSU - Segotep ATX-500wh

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this

pallid compass
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cheap af though

plush yew
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for

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500$

pallid compass
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looks decent for 500$ budget id say

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assuming its premade so ur not doing a thing

grim ore
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a 1060 is a beast of a card for what you get

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like it's the ultimate mid range card

pallid compass
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1060 is stupidly good for price

misty creek
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Yeah, I can vouch for it

plush yew
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@pallid compass not for my country

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it costs 500lev

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for example 500$

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would you pay for that?

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because i wouldnt

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thats too much

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just for a gpu

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the 3gb version

pallid compass
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it costs 500$ for a 1060?

plush yew
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It costs 500lev

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and thats alot here

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im telling you like a example

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500lev for me

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and if you had to pay 500$

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would you

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yes

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I am bulgarian

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indeed

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The thing is here it's pretty expensive

pallid compass
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i doubt its 500$ worth

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they cost like 100$

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x5 costs?

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can you link a shop where i can see that>

misty creek
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That 500lev translates to a little under $300

golden condor
#

hey @grim ore

grim ore
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Ahoy hoy

modern sinew
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@regal mulch did you look at the crash log?

golden condor
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we met during GDC @grim ore

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no pork pizza dude lol

grim ore
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πŸ˜ƒ heya, did you make it back home ?

#

you need to connect to the server to get 2 players using a dedicated server. if you want to turn it back into BP only then you need to delete the modules from your .uproject

#

you need a C++ project to compile a server against yes so even a blank C++ file is fine. You asked how to make it to be BP and that is how.

#

was this a BP project you added a C++ file to or was this a C++ only project?

#

then you can't really turn it back into a BP only project

#

atleast I never tried

#

why can't you use the project if you got it to compile?

#

you can just open it up like any other project and start working in it

#

A BP project just means it is BP only and has no C++, a C++ project just means it has some C++ that it needs to compile into modules so the engine can use them. You can mix them without issues and most larger projects do.

golden condor
#

@grim ore yes, i made it back home safely. I hope you did too πŸ˜ƒ

grim ore
#

@golden condor I did eventually lol πŸ˜ƒ

#

welp good to know that you can convert a C++ project to pure BP, it breaks a ton of the classes from the templates as they have C++ parents, but the project does load lol

#

yes you can work with blueprints in your C++ project without any issues and that is normal

#

if you want to know your public facing IP go to whatismyip.com, if you want to know your internal IP you can check the network properties in windows, if you want to connect to your machine if the server is running on it locally you can connect to 127.0.0.1 or localhost

golden condor
#

How do you get the GDC Attendee role?

grim ore
#

I think a mod or nick can give it to you so you can access the gdc channels

#

you dont need to convert anything

golden condor
#

I'll have to DM Nick

#

i would like to meet some people from GDC that are interested in Unreal

grim ore
#

this is kinda cool, if you concert a C++ project to BP only then any exists blueprints are still there but they have a Parent of None lol

#

you can use the console command open or connect to connect to other people in multiplayer

dim plover
#

blueprints are still there but they have a Parent of None
Can you still open them?

grim ore
#

yep they open but it warns you of the impending doom if you do lol

#

they have no structure, no components, just the default graph

#

kinda good to know they don't explode tho

dim plover
#

That's quite surprising. Normally when you rename/delete the native class, the BP won't let you open it because it doesn't have a parent and it won't let you reparent it either.

grim ore
#

yep I can't reparent it properly but it did open (4.22p6)

#

darn would be nice if you could reparent somehow

dim plover
#

I think someone did make a plugin/tool that allows you to reparent a borked BP.

grim ore
#

well that is cool

torpid charm
#

do we know when 4.22 will be released?

#

it will be soon, right?

grim ore
#

it was released yesterday, didn't you get the memo?

#

oh wait what day is it? crap ignore that I uh.... forgot what day I was currently at

torpid charm
#

wat

#

I didn't get a memo

#

but they talked about releasing it soon on gdc stage iirc

grim ore
#

yes it is due out soon

#

technically they said this week but that might have been in programmer jargon so soon

torpid charm
#

this week in the sense of last week as gdc was last week, right?

grim ore
#

yeah he said "next week" during the keynote

torpid charm
#

ok so this actual week in the sense of 25th to 29th

grim ore
#

one would hope

torpid charm
#

I hope

grim ore
#

we normally get a non preview week tho and we got a preview last week so who knows

azure shore
#

ok Im so sick of radial force at this point

#

is it known for never working?

torpid charm
#

I am just returning to work on UE and I wonder whether I should update my old project now
or give it some time

grim ore
#

lol the 2nd google result was "Radial Force doesn't Work - Unreal Engine Forums"

#

but it also shows there is a content example example, is that of any help?

azure shore
#

I mean how hard is it, a bunch of physics objects, and a radial force affecting those physic types

grim ore
#

seems like it might be hard 😦

torpid charm
#

i had many problems with radial forces aswell

#

not sure whether i actually used them in thenend

azure shore
#

I always end up using bloody spheres which just change collision quickly

grim ore
#

welp the radial force actor in the content examples works

gleaming thistle
#

Anyone know how to not make the mouse dissapear when you click the baground? It comes back when releasing it but vanishes and is immovable whilst held down

#

input mode is UI and Game, show mouse cursor is on

#

fuck me I fixed it nvm

#

lol that was stupid

#

literary one checkbox

chilly gale
#

Can somebody tell me please does UE4 support 16 bit greyscale mask in the material layer of a landscape material OR do the NEED to be 8 bit, I'm testing a height-map put out by Quadspinners Gaea and it make 16bit greyscale masks

#

I'm talking about the right click import from file on the material layer to be clear

grave nebula
#

Weightmaps are 8b

regal mulch
#

@modern sinew I did, but I didn't have the time to actually do something with it, sorry!

#

Is that an Android Crash log?

modern sinew
#

no

regal mulch
#

Cause usually there should be some sort of error (not the one you linked)

modern sinew
#

Win 10

regal mulch
#

Hm

#

If the game crashes, do you get a window that opens up?

modern sinew
#

yea

regal mulch
#

That asks you to submit a crash report?

#

What does that one show?

#

It should show an error

modern sinew
#

One sec, pulling it up again

#

"You do not have any debugging symbols required to display the callstack for this crash."

#

That's all it says, besides the LoginID and EpicAccountID codes

chilly gale
#

Thank you

modern sinew
#

@regal mulch

regal mulch
#

Oh

#

Please open your Launcher

#

Go to the Engine Version you've installed

#

Check the drop down or options buttons on it

#

And see if you can install the Debugging Symbols for it afterwards

#

That's usually an option when installing it

#

and should always be done

#

Otherwise you can't see why you game crashes

#

@modern sinew

modern sinew
#

why is it 20 GB?

#

@regal mulch

regal mulch
#

Cause it's a lot of data

modern sinew
#

for some symbols?

grim ore
#

because hard drives are expensive and epic wants all that sweet sweet hard drive money

regal mulch
#

@modern sinew Do you know what symbols are? :P

#

Cause you wouldn't say that if you would know

modern sinew
#

liiiiike, pictures? Β―_(ツ)_/Β―

regal mulch
#

Na :D

grim ore
#

man the best part of getting back from GDC is having those sweet sweet $60 leftover pizza slices....... 😒

azure shore
#

surely theres some crazy way to crazy optimise decals

#

I wanna spawn loads

#

and get them working well on moving objects but that seems impossible

fierce tulip
#

there is a plugin/tool on the marketplace that combines decals

#

but generally on moving objects you'd want mesh decals, or add it to the shader

azure shore
#

I saw a really good one, but very expensive

fierce tulip
#

(or both)

azure shore
#

whats the plugin called?

viral herald
#

hey, does anyone have experience with arduino boards and is able to help me for a bit?

azure shore
#

thanks

#

oh but I'm cheap so

#

cheap as in free

fierce tulip
#

Β―_(ツ)_/Β―

analog blaze
#

cant wait for 4.22

mint umbra
#

Does the procedural foliage spawner limit the amount of assets it can place? I find an issue where the spawner should be placing foliage at certain spots, but it chooses to plant foliage somewhere else and omits the spot I have in mind. Feels very odd, and if I use another procedural foliage spawner in the omitted area it spawns foliage just as it should. I do need one procedural foliage spawner to spawn a consistent number of foliage throughout my map though. Any suggestions?

modern sinew
#

Ok, I got my crash report now, anyone want to help me solve it?

cloud cobalt
#

Put in on pastebin @modern sinew

modern sinew
#

how about google docs?

abstract relic
#

Hastebin

modern sinew
grim ore
#

well it looks like it is failing in the DDC so have you tried nuking it and allowing it to rebuild?

modern sinew
#

??

#

you mean reinstall?

#

@grim ore

grim ore
#

you can delete it and have the engine re create it the next time it is ran

#

it's usually somewhere near "C:\Users\<USERNAME>\AppData\Local\UnrealEngine"

modern sinew
#

I have \4.21, \Common, and XmlConfigCache-C+Program Files+Epic Games+UE_4.21.bin

hoary silo
#

I'm having a problem where UE4 wont import all of my animations from blender, does anyone know how to fix this?

grim ore
#

yes the 4.21 is the DDC for 4.21, common is for all versions so you can delete both or the entire directory and let it rebuild

modern sinew
#

It's not letting me delete either even tho I'm admin

#

deleted the DDC tho

#

ok it's not crashing now

plush yew
#

Anyone here good with c++?

grim ore
#

some people in here are, some smarter people hang out in #cpp tho

plush yew
#

Alright i'll go over there thanks!

cloud cobalt
#

Just ask

plush yew
silver crown
#

@plush yew There's no magic solution

#

You could use smthg like the Select module of libnoise

azure shore
#

so basically with my decals thing, I'd really LOVE the decals on the grinder here to actually stick to it whilst it spins, but decals just stay in place

#

I'd like this with any moving objects

#

would be so cool

plush yew
#

@azure shore What do you mean, I'm not quite understanding what you are asking

azure shore
#

look what happens if you spawn a decal in the world then push a physics object over it

plush yew
#

Are you like saying that with the gears you want the decal to rotate along with them?

azure shore
#

yeah

#

and I want that kinda thing for all objects

#

I want like the player to be able to run over existing decals without being affected but also can still get decals spawned directly onto them

#

idek if this is possible without like literal years of work

plush yew
#

Yeah you can do this

#

After you spawn the decal you have to attach it to the gears

#

Use attach to then get a reference to the component that you are trying to attach it to and set to keep world position

azure shore
#

but would it still work for the decals just landing on walls and ground?

#

and I'm pretty sure this looks ugly on skeletal meshes

plush yew
#

I'm not quite sure I haven't used it in a while since my current project I don't need decals :/

mental shale
#

so I was wondering, how would you guys recommend going about an RPG battle system? kinda like pokemon

#

where I can be in my main scene, and when a battle happens, it fades to a different little scene where the battle takes place

#

and once it's over, it goes back to where everything was in the main scene

plush yew
#

You could do this in a few ways

#

I would probably do it by just using blueprints to change to a different scene when entering a battle and just making sure the player is saved in between screens then have an event run when the battle is over that returns back to the main world that you have to save before entering the fight.

mental shale
#

when you say "save"

#

does it save the state of the entire level? physics and all?

plush yew
#

you would have to create a system for it but yes if you set it up right it should save everything. I personally don't know about how to save using blueprints (I use c++ for as much as I can) but I'm sure their are tutorials that you could look up. Also this may not be the most effective way just one of the easier ways

mental shale
#

what's the other way?

plush yew
#

I mean to be honest I would probably recommend that way since despite it not being the best if your game is simple enough it should be fine

mental shale
#

eh, Im not too sure what other features Im going to add in the future, and I dont really want to have to go back and change the saving BP whenever I add something new

plush yew
#

You wouldn't have to change the saving BP whenever you added anything new.

#

At least for most things. I guess I didn't word it right this way of doing it is even used in a lot of bigger games when changing scenes that are singleplayer

left flame
#

@wary wave the person you were talking about that was banned several times from the forums was BlueBudgie, how do you know that? I'm trying to reach out him/her e-mail

grim ore
#

if you click on his name you will see he is a forum mod

orchid rapids
#

Hey everyone, question, has anyone ever had a problem with data asset not serializing/deserialize properly? we have data assets made from a primary data asset, all it contains is a TMap<enum, Material> field. The asset works fine, but when we save and reboot unreal the data asset shows as empty. Looking at the log I found a suspicious warning. Warning: Map Element Type mismatch in VFX of VFX - Previous (ByteProperty to ObjectProperty) Current (ObjectProperty to ObjectProperty) (VFX is the name of the field)

upper heart
#

Does anyone know how to stop a spring arm's from continuing to rotate (pitch) if it is colliding with the floor?

manic pawn
#

isn't the whole point of those things to keep rotating but reduce the length when that happens?

#

doesn't seem like the right tool for that job

upper heart
#

yeah, I want that behavior for yaw, but not pitch

grim ore
#

you can always check to see if the actual value is the actual value and not the adjusted value and if so then just force it to not change on just that one axis

upper heart
#

by overriding the springarm class?

manic pawn
#

that would cause bad behavior where you're unable to aim up after rotating the camera inside something to the right/left

#

you could just use a min angle for pitch

#

πŸ€”

grim ore
#

I was messing around with forcing it to stop on the axis when it was flagged as being modified but yeah you might end up just getting stuck under something and you need special flagging for the floor and blah blah seems like changing the mix and max on the camera manager would be good. Also if you override the camera position on the spring arm as it rotates you can make it go thru stuff almost like its got no collision on anything lol

coarse wigeon
#

GDC videos are going up right now

grim ore
#

ah nice those are the booth ones at the expo

dim arch
#

looks like they updated the yt channel with some more gdc videos

#

missed the new static mesh pipeline presentation hope they upload that one

dry moon
#

"Please don't make a jungle" as he ends the talk

#

uh oh

dim arch
#

smaller scenes will run qicker I guess

#

the rect light texture is just awesome , gonna try that out, right now I am building a large city scene, realtime GI would be nice for that, but most of it can be baked

ebon spade
#

Does the grey UE guy have a name? Something that I can google with

zenith flower
#

Any idea why some of my soft objects dont show up?
So to fix: I have to go into every affected blueprint, clear the variable, and re-set it.
This will work for some random amount of time.
Then suddenly it looks like this:

#

But if I check the blueprints, the default value is still set....

#

One note: Drone swam, seems to have always sticked. Never have an issue with it....
These are all children of a parent BP, So I assume the parent is fine because droneswarm is fine...

brave lark
#

I have a feeling this is a thing already, but is anyone exploring using gpu path tracing for ai path finding/navigation? Seems like kind of a given with the way the tech works already

dim arch
#

@ebon spade unreal mannequin

proven oxide
#

ok heres a doozy

#

I add some lights to an inside scene, they show up, I rebuild lighting and it goes black

#

TL;DR; Added lights but they don't work

glass ingot
#

I optimizer my project for shipping and since I have deleted many contents but still their references are stored in intermediate so whenever I try to package it will show those references and error

#

to delete the intermediate folder is solution but if I do so it takes a day to rebuild my server binaries and comoike my source and package it

#

is their any other way to get rid of references because the build takes lots of times if I delete the intermediate folder

lusty carbon
#

When building the project where is the exe file at??

summer turret
#

hello I need help

#

why does it keep locking the other 2 values if i change one of the socket offset values?

coarse wigeon
#

Spam bots are back on the forums

languid shard
#

did they ever left tho

mint umbra
#

Is the foliage limit that a procedural foliager spawner can spawn in one simulation locked? Spawning across a 4k resolution 1m pixel landscape and it's leaving a lot of my masked out forest areas empty with only a few trees. Cant knock up the seed density too much since the woodlands below my hills are sprawling with foliage.

maiden sundial
#

Is it already worth to only learn/use niagara ?

fierce tulip
#

yup

regal mulch
#

Depends?

#

If it's for your own project in the newest Engine Version, listen to Yoeri. If you want to work for Clients that might sit on a Pre-Niagara Version, no?

restive fern
fierce tulip
#

@regal mulch unless the clients project is fairly new and wants to get a start on houdini, yea.

restive fern
#

it loops text but doesnt loop delay

regal mulch
#

Not saying "Don't learn Niagara." Just saying if you want to freelance, be ready to do both.

#

Delays in Loops don't work

#

That should do the same

#

With more control

restive fern
#

omg thanks bro

#

yeah it worked great

maiden sundial
#

Hmm, alright. I guess i wont work as freelancer within the next months/years.
Guess it's worth then. At somepoint all projects should be ready for niagara. So i gonna go full on it πŸ˜ƒ

distant loom
#

how do i get distance fog , so i cant see more than like 10 metres infront of me pretty much

#

is there some way to get distance fog kind of like in horror games

native cradle
#

Hi guys

#

Can I capture profiler data on development builds?

#

I can't find the command to start collecting stats from console
or might have just missed it

dim merlin
#

Hey guys, anyone knows it would be possible to stream ue to a tv with chromecast? would that work?

iron wadi
#

hey, the live++ integration is supposed to be free, or do I need subscription for it?

native cradle
#

@dim merlin you can cast Desktop. It'll not be ideal tho

sullen wraith
#

whats the name of the thing you use to eject from a pawn and then reenter it?

iron wadi
#

unposses and posses

sullen wraith
#

cheers man πŸ˜ƒ

dim merlin
#

@native cradle yeah it laggs as *** πŸ˜ƒ

sullen wraith
#

ignore that

#

ill take it to blueprint

dim merlin
#

its not procMesh right?

restive fern
#

is there way to optimize engine more (for less cpu and ram usage) apart from reducing resolution etc ?

cloud cobalt
#

The engine ? no

#

Your game probably

#

Have you profiled first ?

grave nebula
#

@dim merlin By rendering to landscape's heightmap.

restive fern
#

no i mean engine

#

no i didnt profile

plush yew
#

Hi everyone, may I know what keeps you making/learning how to create video games ? I mean most people are fucking rough in criticism and so even if your game is free, some even piss on you for free despite you've put a lot of efforts for giving some joy to unknown people. How do you withstand this ?

dim merlin
#

@grave nebula ah, so it cant be done at runtime? hhm :/

cloud cobalt
#

@restive fern What is your actual problem - performance of your game on your client's machines ?

#

Or performance of the editor ?

#

If it's the editor on your machine there isn't much to do

restive fern
#

isee

plush yew
#

@plush yew just don't care? If they are being offensive ignore them. If they offer criticism do what you want with it, it's only the opinion of one person anyway. Not sure what you are getting at

restive fern
#

some expect every game to be AAA

native cradle
#

@cloud cobalt can we run profiling from a development build?

cloud cobalt
#

Yes

#

@restive fern UE4 is an AAA game engine and has AAA requirements, doesn't mean you have to do AAA games with it

#

Get Unity or Godot if you want something more lightweight

plush yew
#

@plush yew I just don't want morrons to have fun with my work. Just the idea of having, I don't know, selfish thug willing to shit on anyone in real life for money, then relaxing or saying freely bad about my/others work...I don't know, the idea that I can do nothing about this...depress me in some way...though you may think I've got a stupid way of seeing life.

cloud cobalt
#

@plush yew Well, if you can't stand people shitting on your work, best not release it at all

#

You need a thick skin to put your work out there

#

If you release your game you'll definitely have people criticizing it (which is fair) - and you'll have to answer in good faith too, if only for PR

#

You'll also have people saying it sucks because that's their way of saying the game you built wasn't for them

sullen wraith
#

after I unposses a pawn, anyone know how I can possess it with an ai controller instead?

#

trying to do a cinematic where it walks off.

distant loom
#

help me please

#

what goes in object

woeful thorn
#

Just a quick question. Is Epic Games still supporting Unreal tournament with updates? or it won't?
As far as i understood they left the project to the community right?

cloud cobalt
#

The project is dead, yes

woeful thorn
#

So basically the game is open source just to study it, and understand how they did it

#

What a bad thing... Basically unreal tournament game it's dead...

cloud cobalt
#

Yes it is dead

#

And you shouldn't really look at it to study it either

#

It uses an engine fork and it's not been updated in a while

sullen wraith
#

is there a quick way to copy level blueprints

#

to another level?

fierce tulip
#

all my experienced bp buddies always go "never use level blueprints"

languid shard
#

yeah its the devil

sullen wraith
#

hmm

#

what's a better way to trigger events then?

#

when in certain areas

vale silo
#

How do I enable HLOD for sublevels ? (4.21+)

regal mulch
#

Well LevelBlueprints for Level related stuff is kinda fine. But only if you use it wisely.
Like creating your own parent level blueprint through c++ and stuff

#

In BP alone I would rather stick to some sort of manage component or bp that you spawn from the GameMode

#

And let event triggers register themselves in it

#

@sullen wraith

devout gulch
#

@dim merlin procedural landscape brush

#

some form of it is going to be included in 4.23

regal mulch
#

@cloud cobalt It's not that bad to study from it. There is lots of Gameplay code to learn from.

cloud cobalt
#

There is, but ti's getting old

regal mulch
#

Gotta be very selective yes

#

If you stick to the stuff that didn't age at all cause well, there is no "newer" version of it, then it's totally fine

#

Like, you shouldn't look at UI code

still orbit
#

I need a grid for my game, is there a function that could just draw lines? They don't have to be fancy or anything

regal mulch
#

Hm, drawing lines or boxes etc. is usually a matter of debugging

#

So it's not very performant

restive fern
#

hey guys why character influences the flying object so much? https://i.imgur.com/E6iGMCA.gifv - for clarification, that wooden plank is 100000kg and character is 0.0001 kg (the wood rotates depending on where character stands and it will result in him falling off)

regal mulch
#

Have you thought about using a scalable material? @still orbit

still orbit
#

like a square with a hole and then draw it infinitively?

regal mulch
#

Yeah, one simple square and then just scale the UV in a material (i think that'S what you would do at least)

#

And then put that on a plane

still orbit
#

I'll look into that scale UV thing, sounds like a reasonable way of doing it, thanks

fierce tulip
#

sometimes it would be handy if topics could be stored, as we talked about something like this in #graphics a while ago

languid shard
#

pinned messages ?

fierce tulip
#

yea, but since the conversation is mixed with regular talk it would be rather.. confusing

languid shard
#

true

woeful thorn
#

@regal mulch & @cloud cobalt Thanks for the answers, basically i wanted to understand how they did the walljump and all the movement settings. Since there is no other way to have examplese except this

sullen wraith
#

Is there some kind of move to for a player?

sudden agate
#

he isnt smashed yet? πŸ€”

fierce tulip
#

he just was

#

but well, multiple accounts, resetting router..

#

he'll be back again.

grim ore
#

he definitely has some drive

fierce tulip
#

yea, if only he had some common decency

#

just spammed lounge

grim ore
#

man kudos to epic for getting 4.22 up to p7

#

just uh... would like some release notes lol πŸ˜€

fierce tulip
#

release notes: changed p6 to p7

grim ore
#

bah

sudden agate
#

what was the highest p count?

grim ore
#

some more DX12 crash fixes are nice to see

sudden agate
#

It's already time for 4.23 tbh

grim ore
#

I like how they kept all the categories for the changes in the change log for p7

#

p7 sounds like the largest they have gone in my memory

cloud cobalt
#

Yes, P7 is the highest ever

#

It's actually not !

#

4.7 had a preview 8

grim ore
#

oy, so its been 14 versions since they focused on stability πŸ˜›

tranquil bone
#

Can anyone help with installing plugins im so confused

#

just getting an error and dont know how to fix it

#

Yea na i looked it up

#

im still confused

proven needle
#

πŸ˜› i just wanted to use this once what the error your getting?

grim ore
#

aww they don't expand into giffies in here

tranquil bone
#

This is whats in the plugin file

grim ore
#

so what is missing?

tranquil bone
#

Idk

#

on GITHUB thats the downlown

#

am i doing something wrong or something else?

grim ore
#

you haven't actually said if you have an issue or not and if you do what the issue is

#

i mean you said you had an error than said you think something is missing

tranquil bone
#

oh the project isnt launching because of thishttps://cdn.discordapp.com/attachments/225448446956404738/560109589937389588/unknown.png

#

dont actually know whats wrong

#

and no clue what this means tbh

grim ore
#

because of what?

#

oh the error about being out of date or missing?

tranquil bone
#

yea

grim ore
#

and did you click build?

tranquil bone
#

yea

fierce tulip
#

I wish content browser icons had a small indicator if there is anything referencing it. would save some time cleaning content

proven needle
#

you switched version then generated vs files open vs and build? what all did you try

cloud cobalt
#

So did you build from Visual Studio

tranquil bone
#

no i dont know what that is im new to ue4

grim ore
#

oof

proven needle
#

do you have it installed

tranquil bone
#

yea

#

i think so

#

its in my plugins

cloud cobalt
#

Do you have Visual Studio installed

grim ore
#

yeah... ooof... good luck guys

proven needle
#

ty

tranquil bone
#

yea

proven needle
#

lol

tranquil bone
#

okay ill just figure it out sorry to bother

languid shard
cloud cobalt
#

Start here

#

If your plugin has C++ you'll need some of that setup

#

Sorry, wrong li,nk

grim ore
#

it's not bothering anyone here it's just your going into dark territory and most people don't make it out alive when they try and use VS or C++ as a new person. The end result is frustrated people trying to help and a broken project most of the time lol

fierce tulip
#

opens project in 416 trough shortcut > good dpi for 4k
opens project in 416 trough launcher > dpi not scaled for 4k

#

O_o

dull wraith
#

Welp, I've got to prepare for an assessment (well, exam) at college next week where we'll have 5 hours to prepare assets and research, and 20 hours without internet access and in exam conditions to create some sort of game. So at the moment I'm trying to memorise all the blueprints I'll need to create the mechanics.

#

Doing a 2D Pixel Art Platformer in UE4, somehow got to know how to:

  • Creating a News Reporter asset in pixel art
  • Looking for and downloading the sourced assets
  • Creating a health bar which slowly depletes
  • Making collectibles (probably for now a thin cylinder which spins until I make a pixel-art wheel) and making these restore health
  • Creating obstacles which you will platform/jump over (the car asset) as well as making two hit boxes (if you run into the front of a car, it’s game over. If you jump on the top of back, you either lose 10% of health or don’t lose health and can jump off.)
  • Percentage bar which increases when you collect bike parts + forces the level to end when it’s filled
  • Main Menu with Play, Controls, Story and Quit
  • Pause Menu with Continue, Controls and Quit.
  • Game Over/Win screen
grim ore
#

download all the documentation!

#

the funny part is I look over that list and the hardest part that I can see is the Controls if you plan on letting them change controls or use a gamepad/keyboard lol

plush yew
#

20 hours jesus, dont they care about deep vein thrombosis

sudden agate
#

20 hours sounds good

#

for the AAA experience

#

game not done in 20 hourse? FIRED.

plush yew
#

what if you cant leave the exam hall and you drunk too much red bull

grim ore
#

20 hours is enough time to take a nap and make 3 games of D quality! sounds like a day

dull wraith
#

Yeah. 9am to 1pm Monday, Wednesday and Thursday first week, Wednesday and Thursday second week

#

Though for general beginners to UE4?

abstract relic
#

It’s very simple task at least 😜

grim ore
#

ah 4 hour sessions, you are golden

dull wraith
#

Yeah πŸ˜‚ Bringing in a cushion for those plastic chairs πŸ˜…

grim ore
#

atleast with UE4 you can start with the 2d side scroller and you are 20% of the way done

plush yew
#

but what if you have code written in your cushion

dull wraith
abstract relic
#

Make sure it’s noisy. Make everyone suffer

regal mulch
#

That's at least not vague af

dull wraith
#

Only ever made 4 pieces of pixel art, none of them actual sprites

regal mulch
#

As most of the other things people post here

grim ore
#

man besides the art that is atleast completely doable in that timeframe

regal mulch
#

Yeah, for a beginner def

dull wraith
#

Though no internet

regal mulch
#

For us that's probably 3 hours of work (minus art)

#

Maybe 4

dull wraith
#

And having to memorise it all...

regal mulch
#

Yeah sounds tough

#

But pretty sure you can do it

#

Try to create it upfront and remember what you did

grim ore
#

yeah anyone who makes you do stuff without internet is just being mean and mean

regal mulch
#

Well, Crusher could have used that treatment

grim ore
#

without stack exchange the worlds IT infrastructure would implode

dull wraith
#

I know how to add a health and progress bar. Kinda how to deplete the health. No idea on depleting health over time, filling up a bar when you collect items, or the level ending when you collect those items

#

Also considering level design

grim ore
#

boxes.. lots of boxes!

stoic cobalt
#

could anyone tell me release date for 4.22?

#

i thought its out today

abstract relic
#

Mercy

regal mulch
#

No idea on depleting health over time

That's the only part where it's allowed to use Tick

grim ore
#

4.22 will be out before 4.23

regal mulch
#

OnTick -> Health = Health - (DepletionRate * DeltaSeconds)

maiden swift
#

4.22 will be released sometime in the next couple of weeks.

regal mulch
#

+- some checks if it's > 0 etc.

grim ore
#

@stoic cobalt 4.22p7 came out today so no one knows for sure, not even epic at this point πŸ˜ƒ

stoic cobalt
#

i see

abstract relic
#

Can you pin that p? 😜

stoic cobalt
#

so its the build with raytracing thing?

dull wraith
regal mulch
#

@stoic cobalt Your name makes me feel uncomfortable

grim ore
#

4.22 has RTX support sure

stoic cobalt
#

so does yours @regal mulch

#

😁

regal mulch
#

Don't get me wrong, your name is fine. But it's basically "Crusher"

stoic cobalt
#

yes

abstract relic
#

That is a cursed name

frosty bloom
#

This server has a history with "Crushers" kappa

plush yew
#

I bet I could make a D quality game in 3 months

grim ore
#

if you have a game loop , startup -> gameplay -> back to startup, then you have a D quality game πŸ˜ƒ shouldn't take ya 3 months

#

think ssuuuuuuuppper small. moving a ball around to collect stuff and when you collect it all you win. done, ship it!

abstract relic
#

Or

#

Infinite loading screen

#

Call it a simulator

grim ore
#

so a clicker game where you have to click to get the game to load, genius!

plush yew
#

oh i already did that in unity lol

#

not a clicker

fierce tulip
#

wait, loading screens arent clicker games?
I thought spamming the buttons made it go faster

#

< always taps furiously on a button when loading

abstract relic
#

You hold down B silly. Like the gameboy era

maiden sundial
#

How should i get a reference of some object which is placed by default in the world into a class which i spawn dynamically ?

grim ore
#

what are you getting this object for?

#

and if there is only one of that object you can always do a GetAllActorsOfClass one time to get that one object

maiden sundial
#

In this case are this actors target points. There are more than 1 and i would like to set this possition in the world into one of my NPC class

grim ore
#

how would the actor know which points he should get if he thought about it?

#

if you have a bunch how do we know which is the correct one he should know about

maiden sundial
#

Each NPC would get basically 1 daily road. This would be decided over the target points aslocation_0_NPCx -> location_1_NPCx..

grim ore
#

your spawner can do the get all actors of class to get all spawn points and then it can determine which order they are given to the items you spawn when it spawns them?

#

if the spawner is in the world already you can just assign them in the details panel of the spawner as well if they need to be in a specific order.

#

alternately you can use tags on the target points and then look thru all of the target points and get the correct tag that you need

maiden sundial
#

I guess if i get all actors of class x i could still sort them with the given name in the world outliner ?

grim ore
#

You should never rely on the name if possible. use something like a tag that might have the correct information you need or put them into your array in the correct order manually

blazing saffron
#

Hello you magnifficent people Im a total newb in unreal and have a few questions...Is there a veteran or someone knowledgable here I can talk to?

maiden sundial
#

Alright, how do i work with tags ?
So far i didn't usem them much with actors in the world

grim ore
#

If you have a spawner object that is in the world and your location points are in the world you can always expose an array in your spawner and just manually assign the Target location points in the correct order

#

Tags are just a section in the actor that are words that you can match up. you can think of them just like the names except they won't change and they're not going to have different things and different orders and different suffixes depending on when the engine spawned them

maiden sundial
#

Yee, but the spawner would be in my case a blueprint class which i would also spawn dynamically in the world

grim ore
#

Yeah if everything is going to be random your unfortunate going to have to do stuff like get all actors or has tag or other methods of getting items at runtime that already exist in the level

blazing saffron
#

Question. What is unreal capable of? Besides level design?

fierce tulip
#

everything

grim ore
#

This might be a decision to make regarding spawning in that spawn blueprint or if you actually want it in the level so you can use it to customize

fierce tulip
#

besides cooking eggs in real time

#

though, with the right controllers, I bet you could cook an egg

blazing saffron
#

Define....''everything''

grim ore
#

I'm sure you could hook up an Arduino and have ue4 cook your eggs for you

fierce tulip
#

^

maiden sundial
#

Well, alright :)
Thanks for your help like always.
Btw, are you actually also the guy from youtube ? πŸ˜„

grim ore
#

I am actually also the guy from YouTube

fierce tulip
#

@blazing saffron well, depending on how well someone can code, you could basically do anything from any art medium

grim ore
#

@blazing saffron it would probably be easier for the question to be what do you want the engine to do and we can tell you if you can or cannot

maiden sundial
#

Yikes, saw some videos of you before which also helped me out.
Just saw like yesterday that i saw this pic before in this server xD

grim ore
#

πŸ˜€

blazing saffron
#

Well my dream is to make a cartoon looking game for android in 3D space similar to AQ worlds

#

is it complicated/hard/long asf?

grim ore
#

Maybe check out the recent sizzle real from GDC for some examples of what it can do

#

What you were asking for yes can be done in unreal engine 4. how long and hard it will be is based on your experience and skill level

blazing saffron
#

What essentials should I learn? All tutorials from UE4 homepage?

fierce tulip
#

start with basic howto's and getting started stuff, then slowely increase difficulty

dull wraith
#

I'm no expert myself but follow some tutorials from CodeViper or VirtusLearningHub. Or if you're willing, buy one of the Udemy courses when they're on sale for Β£10

plush yew
blazing saffron
#

thanks guys

dull wraith
#

If I wanted to increase a progress bar percentage when I run into a collectible (just have the basic actor with a box collision and OnComponentBeginOverlap > Destroy Actor) what would I do?

#

Also would it go in the game mode or character blueprint?

grim ore
#

you would first figure out yes where you should hold this info and a good question on that is "if I was to destroy the character would I care about losing this info"

#

if the points/score/percent/whatever is tied to the player then destroying them or restarting the level would reset it and if that is what you want then the player might be a good place to store that data

dull wraith
#

Thanks!

grim ore
#

something like "time played" or "time remaining" would be a good fit for the game mode because if you destroy the player you still want that to count down

dull wraith
#

I'm planning on making it increase 10%, and when the player has collected 10 of these and filled the progress bar, the level will end

grim ore
#

as far as the progress bar it is just math, the bar is 0-1 for empty-full or 0% to 100%

#

so if you know how many you have total and how many collected you do the math and change the percent value of the bar

dull wraith
#

Have variables for Current Progress and Max Progress in the char blueprint

#

Ah, ok

grim ore
#

yep or you can determine the max on start by grabbing all your collectibles and using that so you don't have to hard code it

restive fern
#

Man making game takes so long

grim ore
#

so long, atleast 2-3 hours of our lives just gone 😦

dull wraith
#

Yeah, for testing it out I'd drop in 2 collectibles. Now just thinking how I'd start the feature... (connecting the collectibles actor to the progress bar via the character blueprint)

#

I guess it would be like a health pickup?

plush yew
#

amazing stuff

grim ore
#

pretty much like a health pickup. it sounds like the collectibles might be best tied to the game mode, similar to like score, unless they should reset if he dies. You can just keep a current collected variabled and a max number variable and every time you pick one up it talks to the game mode/player and says hey I got one, make your collected bigger, do any UI stuff to show it was collected, and then see if we are matching or greater than our max number and then do more stuff if so

maiden sundial
#

This is maybe a weird question, but is it possible to completely override this function that i can enter directly the name instead of making first a literal ?
I think this should be somehow possible with c++

grim ore
#

heck what happens when he dies is important to figure out lol. reset the entire level and start over? move the player back to the start but everything is still collected? etc..

maiden sundial
grim ore
#

some nodes are just not set up to allow direct input so you need to pass in a variable

#

either a variable variable or the make literal variable

#

you can change it in C++ and make your own sure

maiden sundial
#

Well, it seems like that this function takes a reference to something, but i mean, it should be possible to make this function accept a pass by value

dull wraith
#

@grim ore When the character dies you'd get a Game Over screen and there would be 1 button to go back to the main menu. The whole point of the game is the health acts like a timer, slowly draining over time (based on a news reporter who's car was stolen and they need to get to work and their only options are walk or pick up bike parts along the way to get to work on time. Walking would be more tiring and take longer than riding a bike, so the player takes damage. The collectibles are bike parts, such as wheels, and when they collect 10, the game ends.)

#

It's going to be a platformer by the way

#

It's got to be short since it's based on one level in a brief, and I'll need to memorise it all for my exam (with 20 hours no internet access to make the game)

grim ore
#

ah yeah then keeping the collectibles in the game mode would be fine since you will reset it every time and it makes the most "sense"

dull wraith
#

Thanks πŸ˜„

grim ore
#

should be easy enough, you can have a function/event in the game mode like "CollectedItem" and when you call it after collecting it does all the stuff like adding to the current total, checking to see if you win or not, etc.

#

functions and events!

dull wraith
#

I've got two variables in the character blueprint called CurrentProgress (set at 0 for now) and Max Progress (set at 100), and these are attached to the progress bar in a widget blueprint. What would I have to do to create this function in the game mode instead?

grim ore
#

what you have there looks fine, if this is in the game mode you would just get the game mode and cast to it instead of the player

#

now... with that said.... binding.... is evil

dull wraith
#

Would I have to create the variables in the game mode instead?

grim ore
#

yes and change them in the game mode as well

#

if this works for you, use it

#

there is no real "right" way in the engine. There are ways that work and people use to try and keep things familiar, but what you want to do will be perfectly fine in the character or game mode

#

if you read thru the docs they recommend where to do and store things but your project is your project and should work the way you want it to work.

plush yew
#

yeah the widgetbp looks fine, it's what I would do

grim ore
#

there are certain things that are really odd, like using the level blueprint, but hey it works if you have to and want baby jesus to cry

#

well using bindings for variables in the widget is just a waste of resources if you can avoid it

#

bindings will check every frame to changes and update and if it's something like a coin counter that should only update when you pick one up it's a waste of your machine to do it that way

dull wraith
grim ore
#

with that said doing it a few times will be no biggie, doing 1000 variables like this might be an issue

#

well you would want to get the game mode and not the player character πŸ˜›

dull wraith
#

Oof, yeah πŸ˜…

#

Baby steps πŸ˜‚

#

Game Development is like a very hard platformer: tough but addicting πŸ˜‚ Been at this for 2 hours

plush yew
#

yupp, i got stuck for 2 days figuring out my spline but i fixed it with 2 simple nodes PepeAngry

dapper idol
#

wow

#

does anyone know a program I can use to create my landscape? since the ue4 landscape is leaking light (if you know what I mean) so someone told me to use a object instead of the landscape creator

grim ore
#

world machine?

dapper idol
#

well doesn't this only give me heightmaps? and I used wm once but I got bluescreens so idk if I want to use it again

grim ore
#

world creator can export out meshes and it looks like world machine can as well

dapper idol
#

I will check it out

plucky reef
#

can someone help me convert this .max 3dmodel to .obj? I dont have 3d max

#

this is a simple model only 8mb, I just badly need it

dapper idol
#

can you import 3dsmax into blender?

#

to*

plucky reef
#

I think you can

dapper idol
#

import in blender and export as obj. or fbx

#

or get 3dsmax trial and export as obj

#

(would no recommend since it is hella big)

plucky reef
#

Oh! I thought the obj, no you can't import .max file into blnder

dapper idol
#

hmm

plucky reef
#

yeah, I only need this model so downloading it and installing it is long process, also I got a limited space lol

dapper idol
#

hmm sorry, idk what to do then

#

maybe look for a converter online?

plucky reef
#

I just need someone with 3dsmax

#

I did and can find nothing

dapper idol
#

hmm

plucky reef
#

can you help me convert it?

dapper idol
#

sorry, I don't have max

plucky reef
#

oh okay then

dapper idol