#ue4-general
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it was great when it first came out
but then they just kept adding content rather than polish
now it's a bloated corpse, left stranded on a beach somewhere :/
is that a reference to the pirate game they made?
pretty much, hehe
No its the dino game
Tameing building and tribes its an open world sandbox.
I have a combined texture with RGB being 3 seperate masks, is there an efficient way to tile/pan these textures at different sizes and speeds?
Yeah so far lots of new game content that does not work. But I really don't know of anything like it. I would never play the game if I found a game like it but that worked
You're the one to note that the game is broken, but the reason it is broken is also because it's way too big in terms of scope
@thick knoll custom uv's, or seperate textures
Ark's scope is actually quite small
the problem is it's riddled with content piled on a broken foundation
Would this be efficient? -- The samples are a copy and paste of the same thing but i'd just use different channels
Ok well I leave you be now thanks again. No need to hash on about "a bloated corpse, left stranded on a beach somewhere"๐
I'd love to make an Ark-like game myself, but time and effort ๐
I'd love to make a space Sea of Thieves, but I really don't want to be the guy who does the online backend.
I guess we all have our dreams
hehe, indeed
Now if seamless travel was a thing for initial server connections, we might be talking
Hello. Does anyone know how to fix this? I was just placing stuff in my new level and then my computer crashed. When I restarted the entire level wouldnt show up in the content browser. It shows in file explorer but I cant get it to show in unreal engine
@thick knoll unless you want toe custom uv road, yea thats fine. make sure the textures are set to "shared wrap" in the material editor.
and that the textures itself have srgb unticked
what does this error actually mean
PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property WeaponStorage". Blueprint: Enemy_CloseCombat_Fighter Function: Add Weapon Graph: AddWeapon Node: Add Weapon
im struggling to understand whats broken
@sullen wraith could you send a screenshot?
can you click on addweapon and send a screenshot @sullen wraith
don't worry icejaff, it didn't work properly and you've already landed a job with Ubisoft or EA
hehe
a job with EA? sounds about right, they can lay me off just like all their other employees.
haha
I don't think I'm the person to hire to design loot boxes either tbh.
maybe the weapon param needs a target?
EA Employee Requirements:
- Experience with milking people out of money to the point where it hurts
- Can bash head against a keyboard
XD
Please don't bash employees
i'm joking
Please don't joke about employees then, because they're people just like you, most of them with shit pay and long hours
Sorry Stranger, more having a dig at EA then anything.
i'm aware Stranger. trust me, i'm very aware. that's why i'm joking, not flat out shit-talking
But anyone who can help me with my uasset problem?
@spark sonnet Sounds like your asset is corrupted
so there is nothing i can do ? ๐ฆ
Well, I would start with reverting the file in source control
how?
Well, are you using source control on this project ?
If you don't know you probably don't
:/
Use a backup of your project to find the level then I guess
Ill try
But set up source control today, too, so that you don't lose any more work
I will. Thank you for the tip @cloud cobalt
I have never looked into source control, so to offer an alternative -- I have a master file that contains my important BPs / Tools that I migrate over to other projects when I need them. Not exactly the same thing I know but I thought I would just put it out there!
Do look into source control today though
It's seriously indispensible
@thick knoll
Ok. I found an older version but I've lost alot
can i ask how you guys have been learning Unreal engine? just out of curiosity.
i'm admittedly really new to the whole thing and don't know super well what i'm doing, but i'm very keen to get better at it
its better than anything I guess
an official project I am working on is getting it all sorted, so I am sure it is worth the effort! ๐
I wouldn't work more than 2 hours on anything that doesn't have source control
@rapid elk there are a series of tutorials on youtube
Just asking for pain at that point lmao
watch those, then read the documentation
thanks yeah, well that's what i've been doing
I didnt know about source control until now :/
problem is they only go to a certain point, and when you take the tutorials away i go "now what"
not all the time, but it's just so vastly extensive as a program, it can be really hard to get used to all the little things
What if I like the pain!
once you watch the intro and bp playlists you should have a good understanding of the main systems
how long did it take you to feel confident with the engine? just curious
well I have been using unreal since ut2k4
wow ๐ฎ
and am still finding new parts of the engine
same, and ive been using it since unreal 1 hehe
that's crazy
but if you only use a few aspects, yea 1-2 years
Ok. I found the newset autosave. Thank you for your help. Im getting source control now
๐
if you identify the areas where you lack knowledge, make a challenge and look for the videos on the unreal yt channel you will get there
i want to make games independently, but there's sooooooo many areas to balance, it's hard to know where to go next
As far as i'm concerned I did some shitty custom levels on Counter strike, moved on to making shitty custom levels for UT3, and then started doing full games with UDK some years ago
yea same here
Oh no, they were indeed shitty
focus on blueprints because they give you a really good understanding of code, and in all honesty, these days all you need to "do" to make a game is the gameplay programming
there's a bunch of free assets available, and most systems are ready made
you just gotta be a decent LD/Gameplay Programmer
start small, dream big
that's true. i like using my own assets for things though.
at least, the idea of it. haha
i'm a student fresh out of high school so a lot of the big boy tools like Zbrush and Substance Painter I quite honestly can't afford. and the game industry is fully 100% dead here so, you don't really get much help irl, i'm afraid
well, the game art pipeline is constantly changing, right now you would want to learn zbrush, maya, substance, houdini etc, all those applications take a long time to master
yeah they do
there are student versions, cant publish stuff with em but helps learning em
learning to make good quality game assets is going to take as much time as learning to use an engine
yea for sure
admittedly, it takes a lot of skill and a lot of dedication
just because there's so many areas you need to cover. same with Unreal Engine as a whole really, it's just so extensive and broad, and even if you know a system after a long time learning it, there might be an update which means you have to relearn it all over again from scratch
i guess it's one of those things that you just never stop learning
Just avoid multiplayer, open-world, and complex mechanics when starting
Else you end up with ARK :p
yeah for sure. you're not gonna create an Elder Scrolls game by yourself overnight, which is what so many new people in the industry think that they're gonna do, and then when they realise how much work it actually requires, they just give up
If you're the art type do a walking simulator, if you're the programming type do something like Tetris or a puzzle game
I recently found Niagra and it looks like a fantastic system to learn but its yet another thing that will take some time!
the lighting/visual effects thing?
hey everyone can anyone help me with troubleshooting 4.22 preview7? crashing on launch saying my drivers aren't up to date but I have latest one installed. using a 2080, latest win10 updates installed and -dx12 launch flag is set
hmmmm
if it's crashing with launch with that version specifically, i'd honestly just say screw it and wait till stable lol
considering the nature of testing versions anyway and the fact they're not necessarily tested properly yet or feature-complete, it's not really advisable to do much with until it's actually out in my honest opinion
is there anything you need the preview version for in particular?
just really hyped for raytracing, nothing too pressing
i am using 1809
waiting for release version might be best I guess. still i'd really like to test out performance and see where the limits are on the 2080 currently
A visualisation of Black Friday in Unreal Engine 4. Song: https://www.youtube.com/watch?v=R9CNaU6Xky0 Made by BuganBoB.
that's nice actually
That guy though
How easy is it, based on a Floor Normal as Up Vector, to compute a new Right and Forward Vector, while ensuring that the Forward Vector is always inside of a given plane?
Easy
Currently, I take the new Up Vector, use two crossproducts to get the new Right and then Forward vector, and that's it
But that doesn't make sure that Forward stays in a given Plane.
The Plan would be defined by the ControlRotation
E.g. this is the base rotation, Camera is what you see
(not the bottom right)
And forward is the red arrow (middle of the pawn)
Now if I rotate it on "Pitch" and "Yaw" (this is not always relative to WorldXYZ!), it might be that the Forward of the Pawn is not in the Plane that the Camera constructs with it's XZ axis
Hard to explain
I get it, I think
The Plane I mean is the one that slices through the camera , vertically in the middle
How about a nice cross product of Up and the plane normal to get the forward vector ?
THis would still be okay
It's now tilted roll and pitch
But the red arrow is still in the plane (+-)
While the current calculation could cause this
(red arrow not in the plane anymore)
That basically causes the Quat that I calculate for this Floor Normal offset to offset the forward vector of the pawn
have an origin point and an up vector, get a plane passing through the origin with the up vector in it, make a vector perpendicular to the plane with origin at the point (right vector), cross right and up to get a forward vector
So if you get on straight floor again you ahve this: https://i.imgur.com/J84dUhY.png
Pawn slightly rotated on yaw
I didn't notice this before cause I based the camera on the pawn rotation, but now they both use an indipendent control rotation so the problem shows
Doesn't up cross plane normal work to get the forward vector ? ?
const FVector OldForward = UpdatedComponent->GetForwardVector();
const FVector OldRight = UpdatedComponent->GetRightVector();
const FVector OldUp = UpdatedComponent->GetUpVector();
const FVector NewRight = (NewUp ^ OldForward).GetSafeNormal();
const FVector NewForward = (NewUp ^ OldRight).GetSafeNormal();
That produces the problem
NewForward seems to end up outside of the plane
const FVector NewRight = (NewUp ^ NewForward ).GetSafeNormal();```
No, that won't work I think
I thought about getting NewForward
And then projecting it onto the plane
To basically keep the "Pitch" value, but remove the "Yaw" value
I hate "spamming" the server with this stuff :D sorry
anyone mind looking at my crash log for 4.22? https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1583659-unreal-engine-4-22-preview?p=1600551#post1600551
PREVIEW!
Preview 1 of the upcoming 4.22 release is available now on the Launcher and GitHub. We are making this Preview available so that our developer community
gl cedric ๐
Also that's the plane I mean
Just image the camera still rock steady behind the pawn
Yeah, the ControlRotation basically
@void blade - there is no crash in that log
FPlane ControlPlane = FPlane(UpdatedComponent->GetComponentLocation(), ControlQuat.GetRightVector());
DrawDebugSolidPlane(GetWorld(), ControlPlane, UpdatedComponent->GetComponentLocation(), FVector2D(150.f, 150.f), FColor::Red, false, DeltaTime + 0.02f, 10.f);
Right
I would hope so. I'm a bit drained atm
In this case, FVector::CrossProduct(Up, Right) should definitely give you a correct forward vector
Or i'm useless
The OldRight is teh Component one
If that is slightly different than the control one -> rip
So, take the control one ?
@wary wave hmm okay my editor crashes on startup when i use -dx12 shortcut flag
So Forward first with old ControlRight one
Will test (it might really be that simple)
@wary wave I don't get a send crash dialogue or anything just a window saying my drivers are out of date
It looks simple at least
there's literally nothing in the log file
@void blade remove driver, install new driver
The whole CalculateQuat function has more comments than code haha
What's your GPU ?
it looks like a manual editor quit from the log
[2019.03.29-11.58.25:676][201]Cmd: QUIT_EDITOR
failsafe of sort?
duct tape fix
IIRC you need to be on Windows 1809?
got win1809
removed my 2nd and 3rd gpu
reinstalled drivers
let me record a vid real quick brb
it's literally an editor quit command :/
alright game dvr won't let me record desktop so here's a screenshot
oh, that's not an Unreal problem
or rather it looks more like a common Unreal / Nvidia mismatch
that it's reproducible though is unusual
but yeah, if your driver is crashing, it explains why UE4 is just quitting
yeah
i can launch the editor without the -dx12 flag just fine
seems to be an issue with that i guess
seems weird they'd ship a preview with a guaranteed crash like that, so I'm guessing the problem must be local somewhere :/
I keep deleting materials in the engine, and they reappear all the time, what is this about?
What's your GPU ?
2080
it's a 2080
I also moved content from one directory to another and deleted the orginal folder. THe original folder also reappears all the time. How to fix this?
it's an obvious hardware config
i have a second 2080 and a titan x aswell but i unplugged them since people on the forum had some issues with multi gpu launches
they are still in the mainboard though, i just unplugged the powercables
you think it's worth trying to remove the whole gpu? it's a bit of a hassle though getting them back in i'd prefer not to do that
If the GPU doesn't show up in device manager it' fine
yeah they don't i checked
how do I make an object move from A to B.... ๐ without an AI controller.
add movement only works with player controllers
oh, and I want to use Character Movement
and all its settigns
You could just apply MovementInput manually
But I doubt that's better than just utilizing ais
an AI controller doesn't need a blackboard
and reuse character movement
nor does it need anything outside of BP
literally what it says on the tin
but a player controller takes input from an actual input.. like a gamepad
the AI contrloller takes input from?...
@copper flicker
teleport object from a to b
that's instant?
yes
I need movement from A to B
I'll try apply movement input..
whatever that means
๐
or just 'Move To'
you could use FInterp
move to doesn't work
Move To works for any character
dunno how.. it asks for a Controller
you should have a controller
I don;t
all pawns should have an associated controller
get AI controller or smth?
@wary wave i'm getting a error43 in the device manager i will try a clean uninstall/reinstall of all my graphics drivers. reporting back soon thx for all the help so far peeps
AI controller is fine
well, if I can figure it out
I don't understand the logic of an AI controller
since all the actual controlling I'm doing myself....
in BP
thats ok, just learn how to use it
....the AI Controller IS a blueprint if you want it to be
ok, so there is no Apply Movement Input
there's only Add Movment Input
and that doesn't work
with AI
there's Add Input Vector..... which also doesn't seem to move anything
hmm still getting this warning sign here
i figure maybe i need to completely remove my 2nd 2080? i unplugged the pins but maybe it's getting some power through the pcie? i only checked in afterburner and only one gpu is showing up there but there are actually two in the device manager
Uh yeha remove it
It shouldn't appear at all
Or keep it plugged in and powered unless you saw issues
so.. how do I apply movement input to a pawn that's not controlled by the player?.. O o
I've done it before so I know it's possible
I just don't remember how
: <
@cloud cobalt did you get 4.22 to work on your machine?
Yeah
i'm sort of confused because i'm not sure what build sjoerd de jong is using in this presentation and whether you still need to set the flag on the shortcut etc or if that was only for the version on github? i figure you still need to set the flag?
As of Unreal Engine 4.22, Unrealโs renderer will support the new DXR API for real-time ray tracing. During this Unreal Engine Learning Theater session at GDC...
i'll remove my 2nd gpu and try again. brb
mhm removing 2nd gpu didn't fix my crash
i never ran into any problems so far with my gpus i use them for rendering in octane usually
i'll switch them out and see if that error persists if its the main gpu
i think it might just have showed up since it was plugged into pcie but no power was connected
don't think its actually broken tbh because in octane it works fine and i never saw that warning before i unplugged power from it
swapped gpus i think it was only because it had no power connected
Hey! Looking to grab a laptop for myself purely for Working while travelling.
How we feeling about a 1060, 16 Gig Ram and a i7-8750h?
This again is purely for small work while travelling.
@cloud cobalt what driver version are you using?
sounds pretty good @little salmon
not sure if there are laptop versions of the 1660 series yet but that might be worth considering
Not that I can see in my retailers here. But I'm not looking for something way up in the price. This is just for using when I'm not at home.
oh okay so you are using 4.22 but no raytracing then
i can start the editor without the dx12 flag aswell with no errors but as soon as i use that launch flag it crashes
1660 series is kind of midrange in price, similar performance to 1070s
but lower power consumption than the 10xx series
is there a way to "tesseallate" the hit box after the material got tessellated?
anyone here that got raytracing to work in 4.22 and can tell me their driver version and whether you still need the dx12 launch flag? I figure it still needs to be set because that video is only 4 days old but yeah you never know what might change i guess
because in the vid he talks about compiling it through github but i got it through the launcher so it might not be necessary anymore maybe?
in 4.22 preview 4 or 5 i think, raytraced global illumination denoising was refining the image every frame, without loosing previous frame information, like a large temporal smoothing. if view didnt change for a while, the image became very clear. this behavior changed in later preview builds. does anyone know how to recreate this behavior? i tried with temporal aa and various temporal console commands but didnt do the trick
Just made an incredibly useful discovery that I think fellow mobile devs can benefit from
If you have a Samsung phone
and you are testing your app for Android
You can send it to your phone over wifi with Samsung Flow if you can't/don't want to hook your phone up to your computer with a wire
Instead of using Google Drive
you can adb over wifi as well if bored ๐
If you can do it wired you can do it wireless with a little modification yourself always :p
Montage @sullen wraith #animation
hmm cheers ๐
O Jeff sorry didnt see pic, use your pawns mesh to play montages. @sullen wraith
You can always backwards drag a pin over it to find out what kind of node should go into it.
Hello fellows I've already asked this on #animation, but you know better be sorry that not having the info I want ^^ !
I'm looking for some good tutorials on procedural/physical animations, I tried to check some (the main ones you find on youtube) they are either too old to be used with 4.20 or 4.21 (the options are not the same) or the end result is like ... unusable, like most of the time it's "hey look, here you go you add physical animation and a custom profile to your character, with a bunch of stuff to tweak" look the character is doing some crazy funny shit with his arms and looks like he want someone to put an end to his suffering. Cool to share the knowledge tho, always, but not really usable in a game.
Hello,
I have big problem with UE4!
I cant cook/package/launch any game i made with ue4
Can someone please help me!?
What's the error
ok
Looks like it should be on #packaging
np
and this is why there are days when I absolutely hate Unreal.....
without that small hidden obscure check, an AI won't use Character Movement
they joys.... of using a dense software with a ton of hidden features
O o
never tried a character without a controller so glad to know that exists ๐
@dapper idol in the landscape actors properties, there is a checkbox to bake new collisions based on world position offset
i dunno if it works for tesselation but give it a try
yeah, dunno if your material could use WPO for the effect rather than tesselation
hmm need to look, I'm not that great with mats and this is a auto landscape mat which is very complex
ahhh i see
I just had a miniature panic attack
I thought I lost my Google Play developer account
Out of pure luck I GUESSED the email
I tried a random email that seemed like it might be something I do
It was a real email
I tried some passwords
and it freaking worked
holy crap what even is that material
lets say u have character and weapon and want to throw it. would u do it from weapon bp and use character variables like "inHand" or do it from character bp and use weapon variables ?
maybe its more optimized if i get input only in character hmm
What is the format for epic emails? i thought it was FirstInitialLastName@epicgames.com but apparently not?
ah, thanks
Granted, first name may vary based on stuff like Mike/Michael and such
right
There's at least one case with two people having identical first and last names where something atypical was done. I don't recall what.
I know there were extremely recent changes to e-mail filtering. May end up in spam if they don't know you already.
@dapper idol you might be able to use world position offset to counter the raising effect of the tess, I do that for POM because it drops the visual surface down
Wdym counter?
so world displacement is raising the surface to produce the bumps, WPO can be used to lower it, so you'd get the vertex normal and position, then multiply by a negative tweak value to bring it down (counter the raising of tess but not losing the bumps and stuff)
Hey I made a lil' thing in Blender and imported it to ue4 and it looks okay with the lights and all but if I build the lighting the whole thing goes blue/black and then when I zoom in on it it goes entirely black
I have placed a light above it
@naive junco go into the details of the model and increase the lightmap UV resolution
its default 64, maybe take it to 512 or something ymmv
Also place a light mass important volume in the scene
you can edit it in the model preview window, or in the scene, if you click on it in the scene, in the list of details there should be "overridden lightmap res" in the lighting section, checkbox and value
or if you open the model preview and scroll down to static mesh settings there should be a lightmap uv value there
with details you mean the details thing on the right, right?
yup
no?
๐ค
Only this
ahh its a BP
so you can do it inside the BP editor
or simply open up your static mesh you imported
How?
How do I get the BP editor?
there should be a blue button when you click on it "edit blueprint" but the better way is to set the resolution in the mesh like I show there
on the left there are a list of items, one is your mesh, click on that then the mesh details will appear
I still don't see it
click on the one called circle
okayyyyy thx
np
@fluid stag or I can lower the tessellation? Or did I missunderstand smth?
you can lower it by putting your heightmaps into a power node before multiplying them, and using a scalar on the power node to tweak it
It still does this even if I set it to something like 2000
I would say your lightmap UVs might be messed up then or something else isn't working properly, make sure the mobility of the mesh is set to "static" in the mesh details
@fluid stag
yeah if you just lower the displacement you will lose the bumpy effect of the tessellation
using world position offset gives you a way to lower it without changing the displacement
Hey sorry to be such a bothering noob but could maybe someone then please look at my file?๐
@fluid stag won't the the bumps go away as well?
is there a way to disable it moving other axis?
@dapper idol think of it this way; world displacement is a pile of rocks you put on a table, world position offset is the table
so you are lowering the table, not flattening the rocks
Wait does a file specifically need textures to be accept as something where light can go on in ue4
Like I made my model thing in blender but haven't put textures on it
@chrome summit you can detach the camera from the character and just get it to match his Z axis
I think
@plush yew detach it with blueprint right?
Not really detach it in your level, and then make it follow the player Z position with blueprint
In your level blueprint
which blueprint should i use to make it match z position
Like you kill the follow camera of the player, add a camera in your level and in the level blueprint make a reference to your camera, a reference to your player then make the camera follow the Z position of the player
I think that would work
(or you could maybee clamp it in your camera manager but I really don't know nothing about camera manager for now ๐ )
Like maybee in your event begin play
GEt player camera manager
and Set the View Pitch min and Max
so i made that
when you start playing you see through the camera that i added
@plush yew
What if you just try to activate the camera ?
Ah sorry my bad
You can do tessellation through material functions right
actually z location
Maybe with a set world location
Setting just the Z axis and keeping the Y and X of the original camera position
Like get world location
set world location
And from the player ref get actor location
and set the Z
By breaking and making the vector
i did it
now i have to make it take location z from my actor
which blueprint should i use to get z location?
recombine the location on your target node or split the return value location struct from the get actor location node
then split the get actor location struct
it works THANKS
Does anyone know why tessellation not working here
Flat Tessellation is set, adaptive is set as well
Oh wait
Yeah setting it to world displacement, ya same issue
Does anyone know if you can switch your keyboard input from US to "US International" and still somehow use the tilde key to open the console? Because it just stops working when you switch to "US INTL".
@delicate turtle you can add further shortcuts for the console
in project settings
"short cuts" keybindings whatever
you know what I mean
It's just a shame that it is not usable.
+1
German here as well, that is why I usually use US keyboards.
I think something like the home key would be more convenient as a standard
I assume it even exists on osx
Hey how do I put a texture on a model in ue4?
double click the static mesh asset
you get a static mesh editor
or place it in the world and drag materials on top of it
not a 3d guy but I think that works for static meshes and bsp's
Okay nice thx
sure
Is there anyone who can speak german
ja
Wow
you're lucky that's all
@delicate turtle seems to talk german as well that being said
likely quite a few around here
but I would have missed the question any other moment ๐
Bisschen
๐ฉ๐ช
Ich bin nicht fliessend
Anyone know why landscape tessellation doesn't work but applied on a static mesh works?
lewd, how so?
wheres the best place to go to get info on making a server for a multiplayer game and have the ability to update when the server updates.
@cursive bridge hier
@dry shuttle the c++ channel
how on Earth do you get 'wet' from fliessend?
it just sounds this way, can't help it
been there
if you're about real time updates, not patches
also note, it's, afaik hero engine's strong point, without trying to advert it in any way
Ability to update when the server updates... You mean having a launcher that updates client files. ???
I thought typically you'd just... Build new client and server files, deploy the new server files , and then instruct the launcher to fetch the new client files on each client when they open the launcher
@wild ginkgo what im looking for is when i make updates or change things in the game i can upload them to another pc that will be running the server and then send out the up date or patch to the clients.
In general, you'd set up a 'client patching' server with an API that client launchers talk to
yes
The client launchers always ask the API for the latest version
And if it's different, it download the files from that same client patching server
Boom. Done
yep thats what im looking to do
I think it's not how ue4 deals with it. Instead it would expect to have a server (not the game server) that provides downloadable content and load that in real time in the game for all clients, whereas the game server likely doesn't even care as it doesn't bother 3d content all that much. But the later part here is now what I make up, I don't do multiplayer. In any case you want to download stuff for clients, whereas you'd likely take down the server and patch it in a maintenance update, from all I understand.
yea im just looking for documentation as i do read them not like some people and want the quick way out
Yes you would take the server down and swap out the server files, and you'd also have to either 1) tell all the users to manually download new client files or 2) give the users a launcher to auto check for new versions on an API and auto download the new files for the user client
basically like with web pages, you can push new content to a live site, but you do code updates on the server side offline
For my multiplayer game right now I am just doing #1 ... I will build a launcher and a patching server later to automate that for my users
Not a big deal though
Hey guys! I got a question about animation - how do I snap key frames to seconds of fractions of seconds? I activated snapping which lets me snap the range but not the keys themselves for some reason
really look at the lower portions of asset manager docs, I think that's as advanced in terms of real time update as it gets
im just starting to make my game but i want to get this going so i wont have to worry about it later so i am able to test it out with a friend with the small level i have now then i can just add to it and change things
If you are just starting out you don't need an auto patching launcher yet , I host my client files on itch
this will definitely be the tricky stuff
Games with launchers as examples are EVE, Apex, I think Minecraft has a launcher now lol but it didn't in the beginning
im not sure how itch would work though i would have to read into it and see about going that route for now, but i would still need docs for making the auto patching service for my game.
EVE is interesting because when you download it on steam now, you are really just downloading the tiny launcher and then that fetches all of the actual client files . That way the devs don't need to reupload builds to steam
Hmm I'm not sure you will find many docs , it's kind of a custom thing .. roll your own
Maybe there's something out there , one sec
kk
Does anybody know how to snap keyframes to seconds in the Matinee? Do I have to hold a certain button to do that? The snap option doesn't work for that, just for the overall time range.. :/
well you had the trial ๐
hey guys, my material has the D-Buffer set to "None" but it is still receiving Decals
is there anything else i need to do?
Hey if I rebuild lighting it gives this error: https://docs.unrealengine.com/en-us/Shared/Editor/MapErrors?utm_source=editor&utm_medium=docs&utm_campaign=msg_log, I still don't know what to do....... ๐ฆ
Anyone know what causes this error because this unreal website gives me headaches
when I middle click on a tab in UE to close it, it also moves to my other monitor. It's driving me nuts as I can't unlearn this habit of mine for closing tabs, has anybody dealt with the same issue?
@still orbit mine works fine.
that only makes me more frustrated
is there a kinda doable way to optimise tf outta decals and still have them looking decent
I know some guy did it but it costs like 2 livers or something so
kiiiinda need to do it myself
either that or a way to flatten particles
as in when a particle hits a surface make it go flat against it
thanks @copper fable , that actually helped me locate my issue, I initially assumed its a bug for everyone
display fusion was causing it , a different program
i didn't do much haha, but glad you sorted it! ๐
well had you not replied I'd still have had that assumption, which was fair for me to assume that
soooo yeah
is there a way to optimise lots of physics objects, such as stopping their simulation
ok cool
Best bet is to make it a new BP, have tick set to some large number so it doesn't tick often
and then when the velocity is 0 once its checked, set the tick disabled and simulation to disabled
or that's what I'd do at least
one of the shaders doesnt compile on dx12, how can i launch the editor to find out which ?
run via vs?
the shader is in C:\ue4\UE422\Engine\Shaders\Private\RayTracing\BuildMipTreeCS.usf
its raytracing only, so dx12 only, why cant it find it for dx12 platform then
ill clean my projects
https://gfycat.com/MerryPettyBluejay Hi everyone, so i've made a lot of progress on my tiled wall build script, and i have you and the subreddit to thanks for the tip. I got one more question though. How do i make the other tiles update if i move one?
#looking-for-talent read the pinned message
When is UE 4.22 going to be released? now its preview 6 and people keep talking about lots of bugs, but DEV said it was going to be release by the end of march, what do you know?
Do you think DEV team already added Directional Gravity for Charachter BP with movement component, requested since 2015?
it is in preview 7, it will be out when its done and will have bugs. There has no been direct mention of directional gravity.
@mint yacht about all I could think of is when you detect what you are near you tell those items to update themselves as well or you have one master BP that spawns in and manages the layout
Anyone else having issues with right clicking?
Mainly in graphs and scroll menus
This keeps happening when I right click in graphs
No, that isn't cut
It teleports my mouse back to that position
high dpi moitor or using monitor scaling?
Does anybody know a good kinda beginner ue4 course?
The documentation
The best way to learn imo is to just go in and mess around
When you can't figure something out
Google it
Go to the documentation
cOdInG yOuR oWn GaMeS?
, iS eAsIeR tHaN yOu ThInK
you know, you should try this online udemy course
lol same
I just say making
Yeah
Because I don't even code
I am learning C++ at a rate of about 1 course a month
yeah with ue4 realistically you dont even have to write any code to create a lot of games
Coding is used when they have no idea what theyโre talking about ๐
lol
Or when someone who does know what they are talking about is trying to conversate with s i m p l e t o n s
I feel like its bad that I can barely write one line of bloody code
I mean it is bad because Im failing computer science because of it
and the fact that WE gotta learn how to do binary addition when COMPUTERS do it FOR US
@grim ore How would i make the copied tile update it's neighbors?
how does the tile you are using now know it should change? how does it know it has neighbors?
It's using collision boxes to detect it's neighbors. It only updates it's self when it's moved. If i hit compile on the blueprint then they all update at once. That works but i'd like it so i didn't have to keep hitting compile to update all the tiles.
when it moves and calls the code and uses a box to detect the neighbor can you not tell the neighbor to update itself?
I don't know how to do that
What can call to it's neighbor to tell it to update it's self?
well what do you call now to update itself?
Nothing, every time the construction script is executed it goes through the process of checking it's neighbors.
ok so move the construction script to a function in the main event graph and then call that function from the construction script
now you have a function you can call whenever you want on that item so when you check the collision on the item you moved have it talk to whoever it collided with and redo it's construction
alternately if you had one master BP that allowed you to spawn in the children it could keep track of them all then call the script when needed
But don't Event Graphs only execute when the game is running?
they run whenever you call the items inside, construction script is just an event graph with one event in it which is called when it constructs the object
you can call functions from the editor if you set it up, construction script is just one way along with Blutilities and other editor functions
Hi i wanna ask how do in make aoe
Man.. Yoshi's crafted world is a really good looking and fun ue4 title on the switch.
Does anyone know what day 4.22 is set to be released?
Hey guys I'm having trouble with something. It seams like every time I import an fbx model into unreal, there is like some kind of default effect that it puts on all of the materials that were imported by the fbx. The effect I am talking about is that all the material on the fbx appear glossy (kind of shiny) and it kind of ruins how its supposed to look.
4.22 has no release date. When it is done. Soon.
Set the specular on the materials on the material you imported to 0
yeah but is there a way to set all the speculars on each material to 0 all at once?
Because my map I imported has like a billion materials lol
Not really unless you reuse the same material
Import without materials then set them to your custom material
Ahh, I thought I heard something from GDC that someone from epic said about it being released "next week". I think in the state of unreal video?
They did say that. It is not released. So goes software development
If all your meshes have one material slot you can probably select them all then replace the material.
I'm not exactly sure what you mean by set them to your custom material.
im kind of new to materials
and my mesh uses a lot of materials
im importing a large map basicly
and it is 1 object
and has lots of materials on it
Are these materials real materials with textures and maps or just plain colors?
And by custom material I mean you have a material that is set up how you want it then you go thru the meshes or level and replace the materials on the meshes with your custom material. If we are talking unique materials with actual textures then yes you are going to have to do it all by hand and edit the materials to remove the specular and possible set the roughness or metallic if needed.
might be dumb question, tryin to get back into Unreal. Why's my auto generate collision greyed out? trying to import a few simple rock meshes
hey guys after successfully integrating gamelift and testing matchmaking and queues for 2 weeks now I realised that my project was android. in gamelift sdk the macro #IF WINDOWS specific ally tells that it's for Windows. but it is platform independent(gamelift). Does anyone of you have ever done android Multiplayer game. With server hosting from aws gamelift or any other service
@glass ingot Please don't spam your message across multiple channels. I've deleted the others and left the one above. Thanks.
sorry i was looking for quick reply so....
Does anyone know how to attache a cable component to a socket?
Set the Endpoint to the Socket location?
I tried but since it is using world location it sets the end location to crazy values
Is there any way to make it so that using PlayInEditor will use a level other than the level that is currently opened?
Quick question: if I have a plane that consists of 1000 vertices, and cover half of that with a 4-vertice plane, does Unreal render 1004 vertices, or 504?
Has the "My Votes" page on the issue tracker site ever worked?
But what causes this?
build the lighting ^^
yes it takes some time
also if you move stuff after, it will want to build lighting again
that's a very broad question
https://docs.unrealengine.com/en-us/Engine/Rendering/LightingAndShadows
https://forums.unrealengine.com/unreal-engine/events/107078-training-livestream-lighting-techniques-and-guides-jan-24-live-from-epic-hq
https://forums.unrealengine.com/unreal-engine/events/113380-training-livestream-lighting-techniques-and-guides-2-dynamic-light-april-4-live-from-epic-hq
Trade Shows, Livestreams, Dev Tours, Workshops, and Other Official Unreal Engine Events.
Trade Shows, Livestreams, Dev Tours, Workshops, and Other Official Unreal Engine Events.
some starting points
okay thx
there's also some channels on this server that focus visuals
Hey guys
i am using the already provided character movement component
and i am trying to figure out how to make it so that the character always snapps to the ground
it seams like when i go really fast over a corner my character flies off the ground and isn't able to run on it
so how can i make it snap to the ground
you need a linetrace for that
get normal vector of the floor, project character velocity vector on a plane using that normal
but this essentially eliminates any ability to jump
(you can still fall tho)
Hi, anyone knows why this would happen:
Cannot open include file: 'CriticalSection.h': No such file or directory
Any include im missing? Should be in core right?
Guys i need help
am trying to launch my game through my phone but i get that errorr
can someone tell me which settings to check in foliage to avoid them being overlapping?
@latent moth looks like real life tbh
hum... well not really... plants do not come out of there
i think the issue might be the bounding boxes, by default they were set to 0.5
engine is getting on my nerves again
for what ever reason, calling RemovePlayer on index 3 just doesn't work
....right, because it Auto-sorts them faster than I can delete
Guys am making a mobile game and i want to make when i rotate my phone right and left to move my character
Hey when I try to save it says this:
how can I check to see if the animation has finished?
sofar the next node fires straight away
anim notifies
this would involve the anim graph, not sure if it can be done the way you do above
@naive junco Are you using source control ?
This usually happens when a process locks the file
@cloud cobalt Should I use source control or not?
Yes absotutely
Depends on your project, needs, team size, $$
For $0 if you want online source control, Git + Gitlab is pretty much the only choice ; but be warned that Git isn't really the best for games, and you have a 10GB limit that's very quickly reached
Perforce is free if you're solo but it has no hosting
So it would work just on your machine
so perforce?
Do you have more than 1 project open ?
Gitlab is limited to 10GB?
Delete the file manually in Windows explorer then
@silver crown The free hosting, yeah
oops
Like the file that causes it?
The file that files to save. It's built data, so it's not lost work, you might just need to rebuild lighting.
Don't do this for anything but "builtdata" file
Would you consider it normal to have to build 4k+ shaders to render a blank map with a floor and a skybox? (Android dev)
I've never seen anything like this just running native PC so not sure if this is to be expected. Seems to be mostly on the first run (first build taking about 30 min for a floor)
Added a cube on the second run and took about 1-2 min to compile with 30 shaders or so
when you just set it to mobile preview?
first time it should, but after that it should be relatively faster
Launch - Mobile
All right, That's cool then, wasn't sure if it was something wrong with my setup but if the first run is expected to take longer then i see no issue ๐
speaking from my own limited experience though
@ruby salmon Yeap, first build always takes longer, nothing to worry about.
this is something my brain can't get around
how does function go from working to not working in single restart
then you just add valid check and it works again
im trying make a "jump loop" but my animations 1 frame long... any advice?
Hey guys, sorry to be the clueless newbie here but can anyone give me a good recommendation on specs for a pc or a recommended brand to handle ue4 to a decent degree?
@ancient birch sure this is what i have 8th Gen Intelยฎ Six-Coreโข i5 8600K โข ASUS Z370 Chipset Motherboard
โข All-In-One CPU Watercooling โข NVIDIAยฎ GeForce GTX 1070 8GBz
โข 16GB G.Skill Trident Z RGB 2400MHz โข Asus Internal 300Mbps Wi-Fi Card
โข 250GB Solid State Drive โข 2TB 7200rpm Hard Disk Drive
โข NZXT S340 Case + White LED Lighting โข Microsoft Windows 10 64-Bit
An roughly how much was the setup? And is it specified to mobile or console?
its a general gaming pc about $1500.05
Ahh I see ok that gives me something to work with
what are the factors that cause map changes to take soooo long?
Hi im just curious can you vertex paint landscapes or does it not work?
As far as I know the engine does not store per vertex data when it comes to landscapes.
ah ok. thanks
any answers?
@azure shore Hi. What do you mean by map changes?
Guys
If i try to set some variables that are inside the game instance but i set them FROM a widget
It should work or not?
@woeful thorn If you cast to the game instance it should.
Hi, I have a simple questions. What does the Self in picture below means? The screenshot was taken in the World Outliner
It means the blueprint itself.
@supple dawn In simple words. Some nodes require a target to send the commands. If you need to target the blueprint Gold_Test5 from within Gold_Test5 that contains said commands you are targeting itself ergo (self).
@azure shore Physics, Lighting, tris count among other things.
I noticed that other scene Actors (non-BP) have Instance written instead. How these two; Instance vs self differ?
the question you should asks yourself is how am I looking at those 2 different things?
is one of them an instance, or a copy of the original item in the world, and the other the original self, or the original item not in the world?
why would something like this possibly not work here
what could I have even done wrong
true doesnt activate when the actor is moving
@supple dawn An instance is something that derives/stems from an original actor/object/material etc. Like Materials and Material Instances.
print out the values every frame instead of the branch and see what it says
or I dunno debug the branch node with a breakpoint and see what it says for why it is failing
oh yeah, will do
yeah the velocity is fine
is it just unable to check it or something
nvm I think it was an idiot mistake with something else
๐คฆ
Guys how can i make an input enabled only when i overlap a box?
set a boolean when you enter or exit the overlap, when the input event is fired check the boolean to see if it is true or false and then do what you want based on that
is the C++ compiler installed? and have you restarted since you installed it
@keen frigate @grim ore But isn't a Blueprint on a scene also an instance? (instance of the BP asset). So, if a StaticMesh is an instance of a mesh asset, and the BP is an instance of a BP asset then why is the BP marked asself instead of Instance.
Damn it the new update is buggy
Weird. Which compiler is installed and are you using the default directories?
I just worked for like an hour
watched a couple auto saves
Editor crashes
ALL OF IT IS GONE
What happened to the auto saves!?
It crashed because I hit the quit button
no idea about default directories
Is the auto saves folder empty?
in what you mean
I got into preferences in blue print if it helps
auto saves folder?
The autosaves folder has stuff in it
The stuff is from today
I am restarting my editor
Hopefully it sees them this time
@plush yew I was asking when you installed visual studio in the c plus plus compiler if you use the default directories or not. Which cplusplus compiler did you install?
@latent compass you want source control, asap
the one that comes default with visual studio
uh?
it wasn't a question
Too complicated
I said that too when I was young
you will probably have to move the files out of the autosave directory into wherever they are supposed to be in order to get it to read them if it doesn't detect the crash it won't ask you to prompt and restore auto-saves
@plush yew use the visual studio installer and verify which version of the compiler you have installed
Source control is a must. There is no discussion. ;-)
And compared to other stuff git is actually quite simple and easy to learn.
git, svn, perforce, it's alll really easy can tell
agreed
different flavors of the same dish
this is one definite advantage that unity has with built-in collaboration where it's one click to add source control to the project and unity host it for you
as of which
If you open the visual studio installer which is in your start menu it opens the visual studio installer
Click modify and scroll to the c++ section
There's also an individual section that shows all the individual parts that are installed
If you are in the main modify menu make sure you have the c plus plus section check or the section down below for game development with c plus plus
@supple dawn Self is always in use by blueprints, because blueprints execute code.
Picture this. If I am a blueprint (any kind of blueprint) lets call me BP_Sutorcen and I have a code that says "slap Player" and the target is "Self" ok? That means that whenever this code runs it will slap me, BP_Sutorcen. Then you put me inside a level 50 times. All 50 copies would be an instance of BP_Sutorcen and every time the command "slap Player" runs it will run only from within a BP_Sutorcen. So, there is BP_Sutorcen_1, BP_Sutorcen_2, BP_Sutorcen_3 etc in the level. If BP_Sutorcen_34 runs "slap Player" then for that blueprint instance "self" means BP_Sutorcen_34 so on and so forth. That's why a blueprint is always "self" even if it is an instance.
A static mesh does not execute code, that's why it is always an "instance" when copied.
Hope this clarifies it a bit.
@grim ore
Yep that all looks fine. Damn :(
Unity doesn't use c++ sooooooo.....
yeah I have to use c#
@keen frigate thanks a lot!
Anyone know how to solve the windows-icon problem? The exe file has my custom icon when viewed in explorer, but when you run the game, it shows the unreal logo in the taskbar and in the window.
What could be done?
did you restart windows?
yep
ok so the issue is
unreal uses visual studio 2015 c++ compiler
currently I have 2017 only
to install visual studio 2015
I would have to uninstall 2017
first
this creates many new issues for me lol
afaik yup
what do you mean by default
if you mean latest
2019 is out in 3 days
I am gonna try and install vc++ 15 compiler
see if it fixes my issue
apparantly unreal uses c++ 2015 visual studio
2017 works fine for almost everyone else so it's not that
and you can have 2017 and 2015 side by side
How should I start making games?
then logically it will not work?
considering the error LITERALLY says 2017 on it....
oh thats because I changed it ๐
it did initally just say visual studio
you can change the version in the options
uh you do know that link is from 2 years ago right?
lol
okdoke... that's a wrap on that one
it didnt work
it might be easier to go back to Unity at this point ๐ฆ
yeah I am thinking the same lol
At this point I wonder if format c: and reinstalling Windows might not be the best solution. Some people's system are just a mess. ๐
yep
visual studio does that
I sussed it guys
I am a genius
oh no wait
wrong tab
still broke
๐ข
lol
its not funny
it is fixed, it works for them. it works for me. I think it works for atleast 1 other person here.
your issue is with visual studio, not unreal engine.
talking about fixes erm, could i get some help on upgrading to 4.21? lol
Running E:/UE_4.21/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="D:/SX/Project/PF/SX/SurvivorX3 4.21/SurvivorX3.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
While compiling D:\SX\Project\PF\SX\SurvivorX3 4.21\Intermediate\Build\BuildRules\SurvivorX3ModuleRules.dll:
d:\SX\Project\PF\SX\SurvivorX3 4.21\Plugins\Runtime\Substance\Source\SubstanceCore\SubstanceCore.Build.cs(143,20) : error CS0234: The type or namespace name 'Log' does not exist in the namespace 'UnrealBuildTool' (are you missing an assembly reference?)
d:\SX\Project\PF\SX\SurvivorX3 4.21\Plugins\Runtime\Substance\Source\SubstanceCore\SubstanceCore.Build.cs(143,34) : error CS0103: The name 'LogEventType' does not exist in the current context
ERROR: UnrealBuildTool Exception: Unable to compile source files.
Does that mean i just need to install it for 4.21?
is your substance plugin updated?
erm lemme check
ok whats the issue with visual studio though?
because I have followed all the instructions
sdk?
yup
can you elaborate pls?
something on your PC is broke, it happens. I had an issue where I couldn't even run the VS Installer due to some debug commands running for Node.js on my machine. shit happens.