#ue4-general
1 messages Β· Page 420 of 1
Iβll look into it tomorrow Sparks. The best I can guess is that their latest fbx backwards engineering wasnβt as successful
@maiden sundial I always mix up the names, but can't a SoundCue do a lot more than a SoundWave?
E.g. hold multiple SoundWaves and mix them etc.
Sounds cues yes
That's why i ask. I never really worked with sounds ^^
@fresh bay yes
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?
https://docs.google.com/document/d/1ssOORtjkgPL-HStZ7z_8GCAuhEcrzyRq14POIRQWpp0/edit?usp=sharing @regal mulch I think this is the crash log
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 ... πππ
Anyone knows when 4.22 is expected to hit ?
@fierce tulip actually I think its gonna be tomorrow
p6 is supposed to be the last preview
during a gdc stream they said 2 weeks
hmm
I thought they said next week at GDC
anyone know of a runtime transform gizmo implementation ?
@maiden sundial Sound Wave is like Texture, Sound Cue is Material
if want material analogy
u use cue to process sound waves, add multiple of them etc
and mouth noises is paint, while actual audio creation software is photoshop/substance
guess not
apparently arrow components dont respond to mouse over events because they have no collision class
just use a mesh component
the UE4 gizmo meshes are all there and can be used too, if you don't have your own
yea good idea
I was making a collision box over a gizmo component for some reason, prob a lot easier to use a mesh
"Diagnose my problem for free"
Omg
I've seen far worse tbh
yeah this is so tame compared to others 
I have terror to bp π¬
Looks good to me must be your computer
That is fine. Ship it, patch later.
Good enough for Bethesda!
I'm going to sort these into functions now haha
Yep. Good blueprint graph must be grounded.
π
I do recommend you turn your monitor on when blueprinting though
Someone make a speech to blueprint mod
this is the landscape, no matter what I tried like 2 sided shadow it still goes thru
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
(is this the right place to ask?)
if that is a flat plane, its better to use an actual 3d object. in other words a solid wall
hmm thats gonna be a hard thing, but what about the cube?
iunno
bruh, aight but thanks anyways
I'm still waiting for them to fix this bug since UE 4.20
I tried 4.22 to see if it was fixed. No go π¦
well I got a basic transform system working but it kinda sux
I tried googling but apparently nobody has made one as a plugin
oh wow, he put an example project on google drive, what a baller
this is the only one I can find
requires his marketplace plugin, which only works in editor tho -__-
@dim arch
Tasked with assembling a tech demo for some new features, Zak needed to create a slider our team could adjust in-game, allowing them to modify other Blueprin...
Try something like this
thanks, I will prob buy this guys plug bc it does almost everything I want (besides grid snapping)
just suprised there isnt anything else available, since fortnite was all about placing objects to build forts
hi
i wanna ask
how can i make zone
and how can i make my world separated by zone
like non combat zone and combat zone etc
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?
depends on the scale of your world, scale of your rivers etc
there is no obvious answer to that question
doing them with layout generators isn't a terrible idea
you can also 'do the math' directly in WM to work out where they should be
but this is probably more expensive and time consuming to set up than it's worth
Does anyone have a confirmed release date for 4.22?
no
Does someone know the user BlueBudgie from the unreal forums here on discord?
I recall they were banned?
On the forums?
sounds familiar XD
haha, yes
I still have this annoying problem that the In-Project Console Keys aren't saved.
I have to add my Console Key every freaking time I start the Editor.
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.
(β―Β°β‘Β°οΌβ―οΈ΅ β»ββ»
save the key, set file read only
for what reasons could AI Move To fail if I have given it correct and valid location
navmesh actor?
@dim arch nah
I thinks I am doing something wrong
I 've got a series of nodes linked to each other
player can move to adjacent nodes
only spawn node doesnt work where the player spawns
@paper kernel Funny thing, that doesn't solve it
Only 50%
I have to actively go into the Input Settings, then it loads the keys
But not by default
what if you use custom file?
I assume it generates a default file to memory because It "can't access" the existing one
Idk, all other input works
Like the Action and Axis Input doesn't have that problem
Which sits in the same file
Im still figuring out how to add force to ACharacter so that server and client sync
you are gonna have a fun time with that, there are a few suggestions out there and most of them are fun to implement π¦
is there a way to render a stereoscopic 360Β° video right out of UE4?
oh hey, thanks!
@wary wave Tell us more please. Some Unreal scammer?
?
One is a longer page with more instructions for the same result
Oh boy oh boy
Having issues with your Server setup?
Well if you would have issues, we could help. The question about "What's different between two different pages?" is kinda pointless.
DedicatedServers always need the Engine build.
These are just two different Wiki posts about the same topic.
One longer with more info, one less.
They both do the same
The Standalone page even says that at the very start
Nothing, there is no difference in these pages despite their information
I could swear I said that lol
can confirm that you said that
Petition for an mvp role to colour your name. Youβre white as a ghost and just as transparent π
So many people asking for Dedicated Server stuff lately. As if they were a single person π€
why are people even so obsessed with dedicated servers
it's completely unnecessary for indie games
BUT MUH DEDICATED SERVER
just have player hosted servers
the perfect zero budget solution
you can just host a listen server from a normal packaged copy of the game
basically a lobby
:P
Na it's actually pretty fast once you have Source Engine setup
Doesn't take longer than the normal compile process of your project
I thought you have no problems?
Well you said you have no problems
Now you say you have problems building for DevServer
π€
@sudden agate sniff
this is all feeling mighty familiar
I can sniff some SMASHING
Crushing monday, isn't it
which version of the engine are we even talking about?
Also why would the Engine build even be used for something else then DevEditor?
Such a suspicious lot you are today
One would think you build the Engine for DevEditor
And the Project for DevServer
But that might just be me
- Build Engine.
- Compile Engine for DevEditor.
- Change Engine Version on Project to the new Source Engine Build.
- Open Project in VS.
- Compile Project for DevEditor and DevServer.
You compile the Engine once
Yeah and then you don't touch that Engine build anymore
You close VS
And open your actual Project in VS
Engine VS != Project VS
(VS = Visual Studio)
It's amazing how even the most detailed guides can give a person so much trouble
The .CS files seem to give a ton of problems because people who can't code try to do it.
even so, it's basically copy-paste in these guides
Yop
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?
make a simpler game that doesn't require you to learn everything at once
May I ask what you made before?
did any of these games have multiplayer components in them?
Okay, those are good games to build, but they don't really relate to multiplayer
Start with a very small multiplayer game over LAN
wouldn't it be better to do a game that does multiplayer then? to learn about replication and server to client communication?
because that would be something you'll need either way
@plush yew Rightclick the UPROJECT file and Switch the Engine version
To the Custom one you downloaded
It should be in that list
After that it will regenerate project files and you can open the SLN file of your project
Then you can compile for the DevServer stuff
@plush yew you could take a look at something like this to get some of the basics: https://www.youtube.com/watch?v=JF3KFWF8hUs&list=PLwmGmCVti_dDl8CMa_91FdwgZ0W010d5v&index=1
UE4 / Unreal Engine 4 Multiplayer Playlist: In this collection of videos, we will cover setting up a project for both local and networked multiplayer project...
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....
The actual problem is a totally different one
And we all know that
By following what the error message tells you
Or it you wouldn't mind spending a little money this is a really good course: https://www.udemy.com/unrealengine-cpp/
It will teach you how to make two simple multiplayer games and the instructor knows what he is talking about.
I still love Tom's comment in the VR Template
Where he iterates over points from 0 to n-1 and uses Index+1 in the loop.
And there is a comment saying "We have to use this magical "n-2" to make it work"
It should regenerate when switching
Take the course
I wrote that it will regenerate the project files
Not that you need to do that
Learn to read instructions
And after 3 days it's at 93%?
Udemy at its finest
That is exactly the price I bought it for probably a year ago. XD
These fake sales are really annoying
I mean they are sales
But I can't recall seeing a udemy course not on sale
#gameplay-ai anyone ? :S
Because that's what you build the Server for?
No for the Unity and Godot project
π€¦
Building the DedicatedServer should not open the project though
So make sure you select the right configuration at the top
The guides you posted should tell you all of that
Like
It literally shows you what I told you
Follow that second, longer guide
No one said that
Follow the guide
You image only lists one
That's still only one
Ja, oopsy. Follow the guide (:
You are always like that
Β―_(γ)_/Β―
please, not hours of this again π
We know who you are. I don't get why you always have to pretend not knowing what I mean.
And the room goes silent
It's also every time the same thing. Big fat tutorial, step by step guide, even by us, and he doesn't get it.
Yeah that's the DevEditor of your project
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
thats even if I ask it not to save on close
I've taken to killing it with ctrl-alt-delete, and haven't noticed any harm from doing this
but I wonder what is going on. My guess is clearing temp files
anyone have insight?
https://forums.unrealengine.com/showthread.php?124973-Epic-MegaJam-Submission-Thread&p=608870&viewfull=1#post608870 anyone got a download link for Pumpkin Hack?
Trade Shows, Livestreams, Dev Tours, Workshops, and Other Official Unreal Engine Events.
lmfao love it
Wasn't Pumpkin hack that game where you were playing a pumpkin in sort of hide and seek?
@pallid compass Wanna know why I react to that name?
My company is called Salty Panda Studios
.>

That's my default face

@regal mulch Indeed it was
I def don't have a link, but the game was fun
oh wow, amazing
I recall that Pumpkin game was pretty solid
he lies, it was peaceful and tranquil and everyone was lovely.
Until I got yelled at for riding a scooter, everything was fine.
It was so nice there were bean bag beds all over the place with people taking naps on pillows made from t-shirts
lol did you rent one of the scooters or was this on the floor?
I rented a scooter multiple times at the show
nice. I tried to get the wife to do it but she said she doesn't know how to ride one....
Is there a way to fix this problem within unreal, or do i have to make it different in blender ?
dude those scooters were dope
i went and checked out the golden gate bridge from a scooter
@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
It's the complex collision
yeah if you changed the max step height or made it a slope instead and changed your max walking angle you can fix it
Uhm, where can i find this settings ? π
Prob because you have face tight Collison that is happening
yeah sorry, was opening up a project to look for the settings. hopefully you got it fixed then.
make sure you don't have 2 copies of the engine running or the editor or VS
I'm trying to destroy a widget
I know that I can call "remove from parent"
on the bp that created the widget
but i want to destroy it from inside the widget code
doesn't work
so why does Remove from Parent not work for you?
just figured it works, I was just being stupid π
π
BP does alot of preventing you from being stupid so just try it all and hope something works lol
i was testing if it was removed with a print string on its tick
but the print string had a two seconds delay
so it was destroyed, but the message was still there
remove from parent works
my solution when something refuses to build, is just copy paste all my content into a new project
then all of my building problems go away
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
maybe disable the WMF Media plugin and try rebuilding solution again?
Intel Core2 Quad Q9650 paired with a rx 570?
will... explode in flames when doused in gas?
is it that bad?
Like i am not doing high end games
Im a starter
Im making low end not that intensive games
the biggest problem with the core 2 quads is there is no hyperthreading so you will feel it when working with shaders and lighting
I see.
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
I mean ill upgrade my pc soon
ill get a brand new one
ryzen 5 2400g and the rx 570
But that would be after 1-2 years because i need to save money
all i can afford is the gpu rn
and its gonna be much better than my r7 240 1gb
Q9650 is awseome! (If you're building prototypes, don't do heavy shaders and lights)
@queen arch Im not gonna make high end games im gonna make simple multiplayer games
They are gonna have some graphics and some little shaders but that would be later on
I am just starting to use UE4 so i don't need a monster overkill pc π
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.
@grim ore everything would be better than waiting 30 mins to compile and load visual studio...
π
... lol
@grim ore I think i would be ok with that configuration for now.
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
The thing is i wanna work with what i have right now
my 775 lga mobo
yeah it's good, you only need to worry about rendering and compiling speed
Core i7 with 1060 works like a charm
Will a i7 older machine be better than ryzen 5 2400g with rx 570?
I had my 9650 with a gtx 760 and used UE4 for 2 years so it will definitely work
which i7 though
It would cost me cheaper to buy a old i7 config and put my rx 570 into it.
which i7 you getting?
dont know yet
the older ones though
not the new high end ones
a new ryzen 2600, with a mobo and ram, comes around 200 euro
ah, i've got a Ryzen 1800x and a 390x
Not here. Its alot more
I live in Bulgaria
prices are absurd
import tax 
Dude, come to greece for a weekend :p
π
or order from greece, we're in the EU, so no import tax ^^
Alright! Nice
so is there expensive shipping? or no
if its just a cpu, then no
maybe for a graphics card because of the weight factor
aha
I have no idea
but again, you don't need to buy one right now. I developed most of my first game on a Core2 quad
i see.
but do stop wasting money on your pc and put them aside to buy a new one, it's much more worth it ^^
Alright
Do you think its worth it getting a gpu so i can atleast do something on this pc
and when i save up for a new one
i can get the gpu i bouch
bought
and put it in the new one
because the gpu is gonna be pretty good
what gpu do you have now and which one do you wanna get?
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?
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/
yeah, well, you're not gonna be playing the newest games with a core2 :p
heh my kid tries with my old hand me down machine. thankfully he doesnt understand the desire to have 30+ fps and steady frames
That calculator is potato
Telling me to upgrade my Titan XP
AMD Ryzen Threadripper 2950X (Clock speed at 100%) with NVIDIA TITAN Xp (Clock speed at 100%) x1 will produce 44.53% of bottleneck.
I'll have 3 bottleneck please
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.
Actually its incorrect, if anything my CPU is too slow single core for my titan XP
Then again, idk how there measuring it
2 much to consider tbh
It's not much more than your current machine in terms of raw power
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
and your 9650 should be 3.0ghz
is i7 6700 good?
it's way better than what you have
holy moly a AMD Phenom X4 9650 is slow
ΠΡΠ½Π½Π° ΠΏΠ»Π°ΡΠΊΠ° - ASRock H110M-DGS
ΠΏΡΠΎΡΠ΅ΡΠΎΡ - Quadcore Intel i7 - 6700 3900Mhz
Π Π°ΠΌ ΠΏΠ°ΠΌΠ΅Ρ - 8 GB DDR4 2133Mhz
ΠΠΈΠ΄Π΅ΠΎ ΠΊΠ°ΡΡΠ° - Nvidia 1060 3GB Palit
SSD - Kingston SUV400S37120G 120GB
HDD - 1 TB Seagate, 7200 RPM
PSU - Segotep ATX-500wh
this
cheap af though
1060 is stupidly good for price
Yeah, I can vouch for it
@pallid compass not for my country
it costs 500lev
for example 500$
would you pay for that?
because i wouldnt
thats too much
just for a gpu
the 3gb version
it costs 500$ for a 1060?
It costs 500lev
and thats alot here
im telling you like a example
500lev for me
and if you had to pay 500$
would you
yes
I am bulgarian
indeed
The thing is here it's pretty expensive
i doubt its 500$ worth
they cost like 100$
x5 costs?
can you link a shop where i can see that>
That 500lev translates to a little under $300
hey @grim ore
Ahoy hoy
@regal mulch did you look at the crash log?
π 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.
@grim ore yes, i made it back home safely. I hope you did too π
@golden condor I did eventually lol π
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
How do you get the GDC Attendee role?
I think a mod or nick can give it to you so you can access the gdc channels
you dont need to convert anything
I'll have to DM Nick
i would like to meet some people from GDC that are interested in Unreal
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
blueprints are still there but they have a Parent of None
Can you still open them?
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
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.
yep I can't reparent it properly but it did open (4.22p6)
darn would be nice if you could reparent somehow
I think someone did make a plugin/tool that allows you to reparent a borked BP.
well that is cool
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
wat
I didn't get a memo
but they talked about releasing it soon on gdc stage iirc
yes it is due out soon
technically they said this week but that might have been in programmer jargon so soon
this week in the sense of last week as gdc was last week, right?
yeah he said "next week" during the keynote
ok so this actual week in the sense of 25th to 29th
one would hope
I hope
we normally get a non preview week tho and we got a preview last week so who knows
I am just returning to work on UE and I wonder whether I should update my old project now
or give it some time
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?
I mean how hard is it, a bunch of physics objects, and a radial force affecting those physic types
seems like it might be hard π¦
i had many problems with radial forces aswell
not sure whether i actually used them in thenend
I always end up using bloody spheres which just change collision quickly
welp the radial force actor in the content examples works
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
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
Weightmaps are 8b
@modern sinew I did, but I didn't have the time to actually do something with it, sorry!
Is that an Android Crash log?
no
Cause usually there should be some sort of error (not the one you linked)
Win 10
yea
That asks you to submit a crash report?
What does that one show?
It should show an error
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
Thank you
@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
Cause it's a lot of data
for some symbols?
because hard drives are expensive and epic wants all that sweet sweet hard drive money
@modern sinew Do you know what symbols are? :P
Cause you wouldn't say that if you would know
liiiiike, pictures? Β―_(γ)_/Β―
Na :D
man the best part of getting back from GDC is having those sweet sweet $60 leftover pizza slices....... π’
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
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
I saw a really good one, but very expensive
(or both)
whats the plugin called?
hey, does anyone have experience with arduino boards and is able to help me for a bit?
Β―_(γ)_/Β―
cant wait for 4.22
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?
Ok, I got my crash report now, anyone want to help me solve it?
Put in on pastebin @modern sinew
how about google docs?
Hastebin
well it looks like it is failing in the DDC so have you tried nuking it and allowing it to rebuild?
no, the DerivedDataCache is created when you run the engine , https://docs.unrealengine.com/en-us/Engine/Basics/DerivedDataCache
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"
I have \4.21, \Common, and XmlConfigCache-C+Program Files+Epic Games+UE_4.21.bin
I'm having a problem where UE4 wont import all of my animations from blender, does anyone know how to fix this?
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
It's not letting me delete either even tho I'm admin
deleted the DDC tho
ok it's not crashing now
Anyone here good with c++?
Alright i'll go over there thanks!
Just ask
Hello everybody I am working on voxel terrain generation and have recently implemented biomes but I am unsure how to create a smoot transition between the biomes. I've heard about using interpolation but I am unsure about how to go about doing that. I am using SimplexNoiseLibrary
This is where it is generating the noise https://pastebin.com/70jiYytQ
@plush yew There's no magic solution
You could use smthg like the Select module of libnoise
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
@azure shore What do you mean, I'm not quite understanding what you are asking
look what happens if you spawn a decal in the world then push a physics object over it
Are you like saying that with the gears you want the decal to rotate along with them?
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
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
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
I'm not quite sure I haven't used it in a while since my current project I don't need decals :/
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
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.
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
what's the other way?
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
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
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
@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
if you click on his name you will see he is a forum mod
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)
Does anyone know how to stop a spring arm's from continuing to rotate (pitch) if it is colliding with the floor?
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
yeah, I want that behavior for yaw, but not pitch
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
by overriding the springarm class?
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
π€
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
GDC videos are going up right now
ah nice those are the booth ones at the expo
looks like they updated the yt channel with some more gdc videos
As of Unreal Engine 4.22, Unrealβs renderer will support the new DXR API for real-time ray tracing. During this Unreal Engine Learning Theater session at GDC...
missed the new static mesh pipeline presentation hope they upload that one
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
Does the grey UE guy have a name? Something that I can google with
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...
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
@ebon spade unreal mannequin
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
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
When building the project where is the exe file at??
hello I need help
why does it keep locking the other 2 values if i change one of the socket offset values?
Spam bots are back on the forums
did they ever left tho
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.
Is it already worth to only learn/use niagara ?
yup
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?
why this simple loop doesnt work? https://i.imgur.com/X3YApch.png
@regal mulch unless the clients project is fairly new and wants to get a start on houdini, yea.
it loops text but doesnt loop delay
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
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 π
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
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
Hey guys, anyone knows it would be possible to stream ue to a tv with chromecast? would that work?
hey, the live++ integration is supposed to be free, or do I need subscription for it?
@dim merlin you can cast Desktop. It'll not be ideal tho
whats the name of the thing you use to eject from a pawn and then reenter it?
unposses and posses
cheers man π
@native cradle yeah it laggs as *** π
so anyone knows what technique this guy from epic uses :
https://twitter.com/ShaderBits/status/1104055768574251010
Prototype of drawing landmass shapes using a mouse (well, you press spacebar to make a point since this is all blueprint based). Shapes are defined using distance fields. https://t.co/2GjN8bqJfK
136
860
its not procMesh right?
is there way to optimize engine more (for less cpu and ram usage) apart from reducing resolution etc ?
@dim merlin By rendering to landscape's heightmap.
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 ?
@grave nebula ah, so it cant be done at runtime? hhm :/
@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
isee
@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
some expect every game to be AAA
@cloud cobalt can we run profiling from a development build?
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 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.
@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
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.
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?
The project is dead, yes
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...
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
all my experienced bp buddies always go "never use level blueprints"
yeah its the devil
How do I enable HLOD for sublevels ? (4.21+)
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
@dim merlin procedural landscape brush
some form of it is going to be included in 4.23
@cloud cobalt It's not that bad to study from it. There is lots of Gameplay code to learn from.
There is, but ti's getting old
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
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
Hm, drawing lines or boxes etc. is usually a matter of debugging
So it's not very performant
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)
Have you thought about using a scalable material? @still orbit
like a square with a hole and then draw it infinitively?
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
I'll look into that scale UV thing, sounds like a reasonable way of doing it, thanks
sometimes it would be handy if topics could be stored, as we talked about something like this in #graphics a while ago
pinned messages ?
yea, but since the conversation is mixed with regular talk it would be rather.. confusing
true
@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
Is there some kind of move to for a player?
he isnt smashed yet? π€
he definitely has some drive
man kudos to epic for getting 4.22 up to p7
just uh... would like some release notes lol π
release notes: changed p6 to p7
bah
what was the highest p count?
some more DX12 crash fixes are nice to see
It's already time for 4.23 tbh
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
oy, so its been 14 versions since they focused on stability π
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
π i just wanted to use this once what the error your getting?
Ive installed other plugins before and it seems like this one is missing files
This is whats in the plugin file
so what is missing?
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
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
yea
and did you click build?
I wish content browser icons had a small indicator if there is anything referencing it. would save some time cleaning content
you switched version then generated vs files open vs and build? what all did you try
So did you build from Visual Studio
no i dont know what that is im new to ue4
oof
do you have it installed
Do you have Visual Studio installed
yeah... ooof... good luck guys
ty
yea
lol
okay ill just figure it out sorry to bother
Start here
If your plugin has C++ you'll need some of that setup
Sorry, wrong li,nk
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
opens project in 416 trough shortcut > good dpi for 4k
opens project in 416 trough launcher > dpi not scaled for 4k
O_o
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, itβs game over. If you jump on the top of back, you either lose 10% of health or donβt lose health and can jump off.)
- Percentage bar which increases when you collect bike parts + forces the level to end when itβs filled
- Main Menu with Play, Controls, Story and Quit
- Pause Menu with Continue, Controls and Quit.
- Game Over/Win screen
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
20 hours jesus, dont they care about deep vein thrombosis
what if you cant leave the exam hall and you drunk too much red bull
20 hours is enough time to take a nap and make 3 games of D quality! sounds like a day
Yeah. 9am to 1pm Monday, Wednesday and Thursday first week, Wednesday and Thursday second week
Though for general beginners to UE4?
Itβs very simple task at least π
ah 4 hour sessions, you are golden
Yeah π Bringing in a cushion for those plastic chairs π
atleast with UE4 you can start with the 2d side scroller and you are 20% of the way done
but what if you have code written in your cushion
That's my brief
Make sure itβs noisy. Make everyone suffer
That's at least not vague af
Only ever made 4 pieces of pixel art, none of them actual sprites
As most of the other things people post here
man besides the art that is atleast completely doable in that timeframe
Yeah, for a beginner def
Though no internet
And having to memorise it all...
Yeah sounds tough
But pretty sure you can do it
Try to create it upfront and remember what you did
yeah anyone who makes you do stuff without internet is just being mean and mean
Well, Crusher could have used that treatment
without stack exchange the worlds IT infrastructure would implode
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
boxes.. lots of boxes!
Mercy
No idea on depleting health over time
That's the only part where it's allowed to use Tick
4.22 will be out before 4.23
OnTick -> Health = Health - (DepletionRate * DeltaSeconds)
4.22 will be released sometime in the next couple of weeks.
+- some checks if it's > 0 etc.
@stoic cobalt 4.22p7 came out today so no one knows for sure, not even epic at this point π
i see
Can you pin that p? π
so its the build with raytracing thing?
Here's my game idea
@stoic cobalt Your name makes me feel uncomfortable
4.22 has RTX support sure
Don't get me wrong, your name is fine. But it's basically "Crusher"
yes
That is a cursed name
This server has a history with "Crushers" 
I bet I could make a D quality game in 3 months
if you have a game loop , startup -> gameplay -> back to startup, then you have a D quality game π 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!
so a clicker game where you have to click to get the game to load, genius!
wait, loading screens arent clicker games?
I thought spamming the buttons made it go faster
< always taps furiously on a button when loading
You hold down B silly. Like the gameboy era
How should i get a reference of some object which is placed by default in the world into a class which i spawn dynamically ?
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
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
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
Each NPC would get basically 1 daily road. This would be decided over the target points aslocation_0_NPCx -> location_1_NPCx..
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
I guess if i get all actors of class x i could still sort them with the given name in the world outliner ?
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
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?
Alright, how do i work with tags ?
So far i didn't usem them much with actors in the world
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
Yee, but the spawner would be in my case a blueprint class which i would also spawn dynamically in the world
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
Question. What is unreal capable of? Besides level design?
everything
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
besides cooking eggs in real time
though, with the right controllers, I bet you could cook an egg
Define....''everything''
I'm sure you could hook up an Arduino and have ue4 cook your eggs for you
^
Well, alright :)
Thanks for your help like always.
Btw, are you actually also the guy from youtube ? π
I am actually also the guy from YouTube
@blazing saffron well, depending on how well someone can code, you could basically do anything from any art medium
@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
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
π
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?
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
What essentials should I learn? All tutorials from UE4 homepage?
start with basic howto's and getting started stuff, then slowely increase difficulty
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
hello , if anyone know how to fix this : https://cdn.discordapp.com/attachments/365244031380488193/560124176510222346/unknown.png
this happens when i go far from the mesh and i dont know how to fix. its happening on a few models on my scene
thanks guys
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?
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
Thanks!
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
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
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
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
Man making game takes so long
so long, atleast 2-3 hours of our lives just gone π¦
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?
Virtual Point Lights system I made in UE4 used for textured mesh area lights. This is running at 2 samples per pixel. Twitter - https://twitter.com/RadiusGor...
amazing stuff
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
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++
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..
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
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
@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)
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"
Thanks π
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!
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?
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
Would I have to create the variables in the game mode instead?
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.
yeah the widgetbp looks fine, it's what I would do
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
That's what I've done, also deleted the other progress variables and recreated them in the game mode.
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 π
Oof, yeah π
Baby steps π
Game Development is like a very hard platformer: tough but addicting π Been at this for 2 hours
yupp, i got stuck for 2 days figuring out my spline but i fixed it with 2 simple nodes 
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
world machine?
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
world creator can export out meshes and it looks like world machine can as well
I will check it out
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
I think you can
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)
Oh! I thought the obj, no you can't import .max file into blnder
hmm
yeah, I only need this model so downloading it and installing it is long process, also I got a limited space lol
hmm
can you help me convert it?
sorry, I don't have max
oh okay then
well there as that but it shut down on 31st january
