#ue4-general

1 messages ยท Page 423 of 1

plush yew
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So sad because the game has such much potential and then its lost to bad management decisions. Well thanks a lot for the rapid responses.

wary wave
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it was great when it first came out

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but then they just kept adding content rather than polish

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now it's a bloated corpse, left stranded on a beach somewhere :/

fierce tulip
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is that a reference to the pirate game they made?

wary wave
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pretty much, hehe

plush yew
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No its the dino game

cloud cobalt
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They cloned it into a pirate game

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Atlas

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And it was as shitty as Ark

plush yew
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Tameing building and tribes its an open world sandbox.

thick knoll
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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?

plush yew
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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

cloud cobalt
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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

fierce tulip
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@thick knoll custom uv's, or seperate textures

wary wave
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Ark's scope is actually quite small

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the problem is it's riddled with content piled on a broken foundation

thick knoll
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Would this be efficient? -- The samples are a copy and paste of the same thing but i'd just use different channels

plush yew
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Ok well I leave you be now thanks again. No need to hash on about "a bloated corpse, left stranded on a beach somewhere"๐Ÿ˜œ

wary wave
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I'd love to make an Ark-like game myself, but time and effort ๐Ÿ˜

cloud cobalt
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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.

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I guess we all have our dreams

wary wave
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hehe, indeed

cloud cobalt
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Now if seamless travel was a thing for initial server connections, we might be talking

spark sonnet
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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

fierce tulip
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@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

sullen wraith
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what does this error actually mean

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PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property WeaponStorage". Blueprint: Enemy_CloseCombat_Fighter Function: Add Weapon Graph: AddWeapon Node: Add Weapon

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im struggling to understand whats broken

spark sonnet
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@sullen wraith could you send a screenshot?

sullen wraith
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everything has been working perfectly

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and now my character is in tpose randomly

spark sonnet
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can you click on addweapon and send a screenshot @sullen wraith

rapid elk
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don't worry icejaff, it didn't work properly and you've already landed a job with Ubisoft or EA

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hehe

sullen wraith
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a job with EA? sounds about right, they can lay me off just like all their other employees.

rapid elk
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haha

sullen wraith
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I don't think I'm the person to hire to design loot boxes either tbh.

spark sonnet
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maybe the weapon param needs a target?

rapid elk
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EA Employee Requirements:

  • Experience with milking people out of money to the point where it hurts
  • Can bash head against a keyboard
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XD

cloud cobalt
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Please don't bash employees

rapid elk
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i'm joking

cloud cobalt
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Please don't joke about employees then, because they're people just like you, most of them with shit pay and long hours

sullen wraith
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Sorry Stranger, more having a dig at EA then anything.

rapid elk
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i'm aware Stranger. trust me, i'm very aware. that's why i'm joking, not flat out shit-talking

spark sonnet
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But anyone who can help me with my uasset problem?

cloud cobalt
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@spark sonnet Sounds like your asset is corrupted

fierce tulip
spark sonnet
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so there is nothing i can do ? ๐Ÿ˜ฆ

cloud cobalt
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Well, I would start with reverting the file in source control

spark sonnet
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how?

cloud cobalt
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Well, are you using source control on this project ?

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If you don't know you probably don't

spark sonnet
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:/

cloud cobalt
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Use a backup of your project to find the level then I guess

spark sonnet
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Ill try

cloud cobalt
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But set up source control today, too, so that you don't lose any more work

rapid elk
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assets corrupting is the worst ._.

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honestly

spark sonnet
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I will. Thank you for the tip @cloud cobalt

thick knoll
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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!

cloud cobalt
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Do look into source control today though

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It's seriously indispensible

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@thick knoll

spark sonnet
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Ok. I found an older version but I've lost alot

rapid elk
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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

spark sonnet
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its better than anything I guess

thick knoll
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an official project I am working on is getting it all sorted, so I am sure it is worth the effort! ๐Ÿ˜„

cloud cobalt
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I wouldn't work more than 2 hours on anything that doesn't have source control

dim arch
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@rapid elk there are a series of tutorials on youtube

cloud cobalt
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Just asking for pain at that point lmao

dim arch
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watch those, then read the documentation

rapid elk
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thanks yeah, well that's what i've been doing

spark sonnet
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I didnt know about source control until now :/

rapid elk
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problem is they only go to a certain point, and when you take the tutorials away i go "now what"

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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

thick knoll
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What if I like the pain!

dim arch
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once you watch the intro and bp playlists you should have a good understanding of the main systems

rapid elk
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how long did it take you to feel confident with the engine? just curious

dim arch
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well I have been using unreal since ut2k4

rapid elk
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wow ๐Ÿ˜ฎ

dim arch
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and am still finding new parts of the engine

fierce tulip
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same, and ive been using it since unreal 1 hehe

rapid elk
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that's crazy

regal mulch
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I would say 1-2 years (gameplay/network programmer)

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No previous version of UE used

fierce tulip
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but if you only use a few aspects, yea 1-2 years

spark sonnet
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Ok. I found the newset autosave. Thank you for your help. Im getting source control now

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๐Ÿ˜ƒ

dim arch
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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

rapid elk
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i want to make games independently, but there's sooooooo many areas to balance, it's hard to know where to go next

cloud cobalt
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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

rapid elk
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ah wow ๐Ÿ˜ฎ

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though i guess shitty is all relative

dim arch
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yea same here

cloud cobalt
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Oh no, they were indeed shitty

dim arch
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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

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there's a bunch of free assets available, and most systems are ready made

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you just gotta be a decent LD/Gameplay Programmer

fierce tulip
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start small, dream big

rapid elk
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that's true. i like using my own assets for things though.

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at least, the idea of it. haha

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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

dim arch
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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

rapid elk
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yeah they do

fierce tulip
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there are student versions, cant publish stuff with em but helps learning em

dim arch
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learning to make good quality game assets is going to take as much time as learning to use an engine

rapid elk
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yea for sure

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admittedly, it takes a lot of skill and a lot of dedication

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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

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i guess it's one of those things that you just never stop learning

cloud cobalt
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Just avoid multiplayer, open-world, and complex mechanics when starting

fierce tulip
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Else you end up with ARK :p

rapid elk
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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

cloud cobalt
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If you're the art type do a walking simulator, if you're the programming type do something like Tetris or a puzzle game

thick knoll
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I recently found Niagra and it looks like a fantastic system to learn but its yet another thing that will take some time!

rapid elk
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the lighting/visual effects thing?

void blade
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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

rapid elk
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hmmmm

dim arch
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are you using windows 1809

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it needs the latest update

rapid elk
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if it's crashing with launch with that version specifically, i'd honestly just say screw it and wait till stable lol

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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

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is there anything you need the preview version for in particular?

void blade
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just really hyped for raytracing, nothing too pressing

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i am using 1809

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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

merry gazelle
rapid elk
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that's nice actually

regal mulch
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That guy though

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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?

cloud cobalt
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Easy

regal mulch
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Currently, I take the new Up Vector, use two crossproducts to get the new Right and then Forward vector, and that's it

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But that doesn't make sure that Forward stays in a given Plane.

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The Plan would be defined by the ControlRotation

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E.g. this is the base rotation, Camera is what you see

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(not the bottom right)

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And forward is the red arrow (middle of the pawn)

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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

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Hard to explain

cloud cobalt
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I get it, I think

regal mulch
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The Plane I mean is the one that slices through the camera , vertically in the middle

cloud cobalt
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How about a nice cross product of Up and the plane normal to get the forward vector ?

regal mulch
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THis would still be okay

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It's now tilted roll and pitch

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But the red arrow is still in the plane (+-)

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While the current calculation could cause this

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(red arrow not in the plane anymore)

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That basically causes the Quat that I calculate for this Floor Normal offset to offset the forward vector of the pawn

plush yew
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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

regal mulch
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Pawn slightly rotated on yaw

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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

cloud cobalt
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Doesn't up cross plane normal work to get the forward vector ? ?

regal mulch
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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();
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That produces the problem

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NewForward seems to end up outside of the plane

cloud cobalt
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const FVector NewRight = (NewUp ^ NewForward ).GetSafeNormal();```
regal mulch
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So if I simply swap them it would already do that?

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Welp, simple enough to test

cloud cobalt
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No, that won't work I think

regal mulch
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I thought about getting NewForward

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And then projecting it onto the plane

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To basically keep the "Pitch" value, but remove the "Yaw" value

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I hate "spamming" the server with this stuff :D sorry

void blade
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gl cedric ๐Ÿ˜ƒ

regal mulch
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Also that's the plane I mean

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Just image the camera still rock steady behind the pawn

cloud cobalt
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Question

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What defines the plane ?

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Player input ?

regal mulch
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Yeah, the ControlRotation basically

wary wave
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@void blade - there is no crash in that log

cloud cobalt
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Is it always exactly the RightVector of the object ?

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(plane normal)

regal mulch
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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);
cloud cobalt
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Right

regal mulch
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I would hope so. I'm a bit drained atm

cloud cobalt
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In this case, FVector::CrossProduct(Up, Right) should definitely give you a correct forward vector

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Or i'm useless

regal mulch
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The OldRight is teh Component one

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If that is slightly different than the control one -> rip

cloud cobalt
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So, take the control one ?

void blade
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@wary wave hmm okay my editor crashes on startup when i use -dx12 shortcut flag

regal mulch
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So Forward first with old ControlRight one

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Will test (it might really be that simple)

void blade
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@wary wave I don't get a send crash dialogue or anything just a window saying my drivers are out of date

cloud cobalt
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It looks simple at least

wary wave
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there's literally nothing in the log file

cloud cobalt
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@void blade remove driver, install new driver

regal mulch
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The whole CalculateQuat function has more comments than code haha

cloud cobalt
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What's your GPU ?

wary wave
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it looks like a manual editor quit from the log

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[2019.03.29-11.58.25:676][201]Cmd: QUIT_EDITOR

paper kernel
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failsafe of sort?

wary wave
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there's no error message

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so if it is, it's really badly implemented

paper kernel
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duct tape fix

wary wave
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IIRC you need to be on Windows 1809?

void blade
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got win1809

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removed my 2nd and 3rd gpu

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reinstalled drivers

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let me record a vid real quick brb

wary wave
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it's literally an editor quit command :/

cloud cobalt
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What's the GPU like ?

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Does it work on 4.21 ?

void blade
wary wave
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oh, that's not an Unreal problem

void blade
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it doesn't help much though i guess

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okok

wary wave
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or rather it looks more like a common Unreal / Nvidia mismatch

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that it's reproducible though is unusual

void blade
wary wave
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but yeah, if your driver is crashing, it explains why UE4 is just quitting

void blade
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yeah

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i can launch the editor without the -dx12 flag just fine

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seems to be an issue with that i guess

wary wave
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seems weird they'd ship a preview with a guaranteed crash like that, so I'm guessing the problem must be local somewhere :/

plush yew
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I keep deleting materials in the engine, and they reappear all the time, what is this about?

void blade
cloud cobalt
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What's your GPU ?

void blade
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2080

wary wave
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it's a 2080

plush yew
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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?

wary wave
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it's an obvious hardware config

void blade
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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

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they are still in the mainboard though, i just unplugged the powercables

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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

cloud cobalt
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If the GPU doesn't show up in device manager it' fine

void blade
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yeah they don't i checked

copper flicker
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how do I make an object move from A to B.... ๐Ÿ˜„ without an AI controller.

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add movement only works with player controllers

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oh, and I want to use Character Movement

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and all its settigns

regal mulch
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You could just apply MovementInput manually

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But I doubt that's better than just utilizing ais

copper flicker
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I don't want to use blackboards and stuff

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I'm trying to do all logic in BP

wary wave
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an AI controller doesn't need a blackboard

copper flicker
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and reuse character movement

wary wave
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nor does it need anything outside of BP

copper flicker
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ok... so what is an AI controller anyway

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๐Ÿ˜„

wary wave
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literally what it says on the tin

regal mulch
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Child of a Controller, same as PlayerController

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Just for AI instead of Player :P

copper flicker
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but a player controller takes input from an actual input.. like a gamepad

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the AI contrloller takes input from?...

plush yew
regal mulch
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Tick for example? @copper flicker

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And then your own logic?

copper flicker
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with teleport?

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oh, that's another story

plush yew
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teleport object from a to b

copper flicker
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that's instant?

plush yew
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yes

copper flicker
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I need movement from A to B

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I'll try apply movement input..

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whatever that means

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๐Ÿ˜„

wary wave
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or just 'Move To'

whole quarry
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you could use FInterp

copper flicker
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move to doesn't work

wary wave
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Move To works for any character

copper flicker
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dunno how.. it asks for a Controller

wary wave
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you should have a controller

copper flicker
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I don;t

wary wave
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all pawns should have an associated controller

whole quarry
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get AI controller or smth?

void blade
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@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

wary wave
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AI controller is fine

copper flicker
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well, if I can figure it out

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I don't understand the logic of an AI controller

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since all the actual controlling I'm doing myself....

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in BP

whole quarry
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thats ok, just learn how to use it

wary wave
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....the AI Controller IS a blueprint if you want it to be

copper flicker
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ok, so there is no Apply Movement Input

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there's only Add Movment Input

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and that doesn't work

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with AI

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there's Add Input Vector..... which also doesn't seem to move anything

void blade
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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

cloud cobalt
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Uh yeha remove it

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It shouldn't appear at all

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Or keep it plugged in and powered unless you saw issues

copper flicker
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so.. how do I apply movement input to a pawn that's not controlled by the player?.. O o

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I've done it before so I know it's possible

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I just don't remember how

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: <

void blade
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@cloud cobalt did you get 4.22 to work on your machine?

cloud cobalt
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Yeah

void blade
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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?

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i'll remove my 2nd gpu and try again. brb

cloud cobalt
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Right now you have a broken GPU

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So fix that first

void blade
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mhm removing 2nd gpu didn't fix my crash

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i never ran into any problems so far with my gpus i use them for rendering in octane usually

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i'll switch them out and see if that error persists if its the main gpu

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i think it might just have showed up since it was plugged into pcie but no power was connected

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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

little salmon
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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? ThinkHard This again is purely for small work while travelling.

void blade
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@cloud cobalt what driver version are you using?

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sounds pretty good @little salmon

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not sure if there are laptop versions of the 1660 series yet but that might be worth considering

little salmon
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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.

cloud cobalt
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I'm running a single 970 with a 3-months old driver

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No DX12 either

void blade
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oh okay so you are using 4.22 but no raytracing then

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i can start the editor without the dx12 flag aswell with no errors but as soon as i use that launch flag it crashes

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1660 series is kind of midrange in price, similar performance to 1070s

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but lower power consumption than the 10xx series

dapper idol
void blade
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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

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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?

pearl saffron
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c++ class

sleek spear
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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

finite slate
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Just made an incredibly useful discovery that I think fellow mobile devs can benefit from

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If you have a Samsung phone

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and you are testing your app for Android

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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

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Instead of using Google Drive

grim ore
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you can adb over wifi as well if bored ๐Ÿ˜‰

iron sparrow
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If you can do it wired you can do it wireless with a little modification yourself always :p

sullen wraith
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how can i make the player do a certain animation?

iron sparrow
sullen wraith
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hmm cheers ๐Ÿ˜ƒ

iron sparrow
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O Jeff sorry didnt see pic, use your pawns mesh to play montages. @sullen wraith

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You can always backwards drag a pin over it to find out what kind of node should go into it.

plush yew
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Hello fellows I've already asked this on #animation, but you know better be sorry that not having the info I want ^^ !

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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.

lofty wave
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Hello,
I have big problem with UE4!
I cant cook/package/launch any game i made with ue4
Can someone please help me!?

cloud cobalt
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What's the error

lofty wave
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idk

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im a noob in ue

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@regal mulch kรถnntest du mir helfen?

cloud cobalt
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Put the output log on pastebin, link it here

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Explain your problem

lofty wave
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ok

cloud cobalt
lofty wave
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ok

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sorry

cloud cobalt
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np

copper flicker
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and this is why there are days when I absolutely hate Unreal.....

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without that small hidden obscure check, an AI won't use Character Movement

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they joys.... of using a dense software with a ton of hidden features

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O o

grim ore
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never tried a character without a controller so glad to know that exists ๐Ÿ˜ƒ

supple totem
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@dapper idol in the landscape actors properties, there is a checkbox to bake new collisions based on world position offset

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i dunno if it works for tesselation but give it a try

dapper idol
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if you mean this, nah it doesn't work :/

supple totem
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ahhh

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yeah that

dapper idol
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but thanks anyways :)

supple totem
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yeah, dunno if your material could use WPO for the effect rather than tesselation

dapper idol
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hmm need to look, I'm not that great with mats and this is a auto landscape mat which is very complex

supple totem
#

ahhh i see

dapper idol
finite slate
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I just had a miniature panic attack

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I thought I lost my Google Play developer account

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Out of pure luck I GUESSED the email

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I tried a random email that seemed like it might be something I do

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It was a real email

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I tried some passwords

#

and it freaking worked

azure shore
#

holy crap what even is that material

restive fern
#

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

thorn topaz
livid haven
thorn topaz
#

ah, thanks

livid haven
#

Granted, first name may vary based on stuff like Mike/Michael and such

thorn topaz
#

right

livid haven
#

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.

fluid stag
#

@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

dapper idol
#

Wdym counter?

fluid stag
#

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)

naive junco
#

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

fluid stag
#

@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

abstract relic
#

Also place a light mass important volume in the scene

naive junco
#

I'm new to ue4

#

oh nvm

#

There is no lightmap UV res

#

Where is it?

fluid stag
#

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

naive junco
#

with details you mean the details thing on the right, right?

fluid stag
#

yup

naive junco
#

no?

frosty copper
#

๐Ÿค”

naive junco
fluid stag
#

ahh its a BP

#

so you can do it inside the BP editor

#

or simply open up your static mesh you imported

naive junco
#

How?

fluid stag
#

and find this

naive junco
#

How do I get the BP editor?

fluid stag
#

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

naive junco
#

Nope still not

fluid stag
#

on the left there are a list of items, one is your mesh, click on that then the mesh details will appear

naive junco
fluid stag
#

click on the one called circle

naive junco
#

aha

#

found it

fluid stag
#

ye

#

go 512, or more because that looks like a big object

naive junco
#

okayyyyy thx

fluid stag
#

np

dapper idol
fluid stag
#

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

naive junco
fluid stag
#

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

dapper idol
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

naive junco
#

Hey sorry to be such a bothering noob but could maybe someone then please look at my file?๐Ÿ˜…

chrome summit
#

Guys i need help

#

am making a 2d game and i want my camera to move only z axis

dapper idol
#

@fluid stag won't the the bumps go away as well?

chrome summit
#

is there a way to disable it moving other axis?

fluid stag
#

@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

dapper idol
#

aaaaaaah

#

lol thanks

#

alright so how do I do it? (did you explain it already?)

naive junco
#

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

plush yew
#

@chrome summit you can detach the camera from the character and just get it to match his Z axis

#

I think

chrome summit
#

@plush yew detach it with blueprint right?

plush yew
#

Not really detach it in your level, and then make it follow the player Z position with blueprint

#

In your level blueprint

chrome summit
#

which blueprint should i use to make it match z position

plush yew
#

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 ๐Ÿ˜ƒ )

#

Like maybee in your event begin play

#

GEt player camera manager

#

and Set the View Pitch min and Max

chrome summit
#

so i made that

#

when you start playing you see through the camera that i added

#

@plush yew

plush yew
#

What if you just try to activate the camera ?

chrome summit
#

what do you mean?

#

now i want to make it follow z

plush yew
#

Ah sorry my bad

dry moon
#

You can do tessellation through material functions right

plush yew
#

I'm looking at GDC videos xD

#

Not fully focus

chrome summit
#

actually z location

plush yew
#

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

chrome summit
#

i did it

#

now i have to make it take location z from my actor

#

which blueprint should i use to get z location?

plush yew
#

Get actor location

#

of your player

chrome summit
#

i tried

#

but i cant connect those two

grim ore
#

recombine the location on your target node or split the return value location struct from the get actor location node

chrome summit
#

well i want to get only z location

#

not all of them

grim ore
#

then split the get actor location struct

plush yew
#

You can use a break vector node ๐Ÿ˜ƒ

#

Or yeah split it

chrome summit
#

it works THANKS

dry moon
#

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

delicate turtle
#

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".

dry moon
#

it works on static mesh, but not the landscape

wild ginkgo
#

@delicate turtle you can add further shortcuts for the console

#

in project settings

#

"short cuts" keybindings whatever

#

you know what I mean

delicate turtle
#

yes

#

That is true but the tilde key is so convieniently placed. ๐Ÿ˜‰

wild ginkgo
#

german keyboard here

#

you can about imagine

delicate turtle
#

It's just a shame that it is not usable.

wild ginkgo
#

+1

delicate turtle
#

German here as well, that is why I usually use US keyboards.

wild ginkgo
#

I think something like the home key would be more convenient as a standard

#

I assume it even exists on osx

naive junco
#

Hey how do I put a texture on a model in ue4?

wild ginkgo
#

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

naive junco
#

Okay nice thx

wild ginkgo
#

sure

cursive bridge
#

Is there anyone who can speak german

wild ginkgo
#

ja

cursive bridge
#

Wow

wild ginkgo
#

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 ๐Ÿ˜ƒ

wary wave
#

Bisschen

manic pawn
#

๐Ÿ‡ฉ๐Ÿ‡ช

wary wave
#

Ich bin nicht fliessend

wild ginkgo
#

lol

#

that sounds quite lewd tbh @wary wave

dry moon
#

Anyone know why landscape tessellation doesn't work but applied on a static mesh works?

wary wave
#

lewd, how so?

dry shuttle
#

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.

wild ginkgo
#

"I am not wet"

#

+-

#

altho nobody would say it the way you said it

delicate turtle
#

@cursive bridge hier

wild ginkgo
#

@dry shuttle the c++ channel

wary wave
#

how on Earth do you get 'wet' from fliessend?

wild ginkgo
#

it just sounds this way, can't help it

dry shuttle
#

been there

wild ginkgo
#

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

true leaf
#

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

dry shuttle
#

@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.

true leaf
#

In general, you'd set up a 'client patching' server with an API that client launchers talk to

dry shuttle
#

yes

true leaf
#

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

dry shuttle
#

yep thats what im looking to do

true leaf
#

You can do that in Python, c , Java whatever

#

There are premade solutions probably

wild ginkgo
#

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.

dry shuttle
#

yea im just looking for documentation as i do read them not like some people and want the quick way out

true leaf
#

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

wild ginkgo
#

basically like with web pages, you can push new content to a live site, but you do code updates on the server side offline

true leaf
#

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

coral patio
#

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

wild ginkgo
#

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

dry shuttle
#

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

wild ginkgo
#

and for offline updates, well refer to patching/dlc docs

#

good call

true leaf
#

If you are just starting out you don't need an auto patching launcher yet , I host my client files on itch

wild ginkgo
#

this will definitely be the tricky stuff

true leaf
#

Games with launchers as examples are EVE, Apex, I think Minecraft has a launcher now lol but it didn't in the beginning

dry shuttle
#

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.

true leaf
#

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

dry shuttle
#

kk

coral patio
#

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.. :/

lofty hollow
#

My visual assist trial is over

#

should I buy?

spare sun
#

well you had the trial ๐Ÿ˜…

lofty hollow
#

yea but its expensive

#

i really dont know

copper fable
#

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?

naive junco
#

Anyone know what causes this error because this unreal website gives me headaches

still orbit
#

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?

copper fable
#

@still orbit mine works fine.

still orbit
#

that only makes me more frustrated

azure shore
#

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

still orbit
#

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

copper fable
#

i didn't do much haha, but glad you sorted it! ๐Ÿ˜ƒ

still orbit
#

well had you not replied I'd still have had that assumption, which was fair for me to assume that

azure shore
#

soooo yeah

azure shore
#

is there a way to optimise lots of physics objects, such as stopping their simulation

#

ok cool

dry moon
#

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

slate imp
#

one of the shaders doesnt compile on dx12, how can i launch the editor to find out which ?

wild ginkgo
#

run via vs?

slate imp
#

and in which config is that it should use dx12?

#

got it

slate imp
#

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

mint yacht
#

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?

plush yew
#

Looking for programmers ASAP

#

For networking.

#

Where do I put an application at?

fierce tulip
proud verge
#

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?

grim ore
#

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

finite slate
#

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

grim ore
#

high dpi moitor or using monitor scaling?

finite slate
#

no

#

I have never had this issue before

fringe iris
#

Does anybody know a good kinda beginner ue4 course?

finite slate
#

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

azure shore
#

cOdInG yOuR oWn GaMeS?

#

, iS eAsIeR tHaN yOu ThInK

#

you know, you should try this online udemy course

finite slate
#

That first sentence hurt

#

I hate when people say it like that

#

idk why

azure shore
#

lol same

finite slate
#

"Coding" something

#

just sounds so old fashioned

azure shore
#

I just say making

finite slate
#

Yeah

#

Because I don't even code

#

I am learning C++ at a rate of about 1 course a month

azure shore
#

yeah with ue4 realistically you dont even have to write any code to create a lot of games

abstract relic
#

Coding is used when they have no idea what theyโ€™re talking about ๐Ÿ˜œ

finite slate
#

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

azure shore
#

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

mint yacht
#

@grim ore How would i make the copied tile update it's neighbors?

grim ore
#

how does the tile you are using now know it should change? how does it know it has neighbors?

mint yacht
#

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.

grim ore
#

when it moves and calls the code and uses a box to detect the neighbor can you not tell the neighbor to update itself?

mint yacht
#

I don't know how to do that

#

What can call to it's neighbor to tell it to update it's self?

grim ore
#

well what do you call now to update itself?

mint yacht
#

Nothing, every time the construction script is executed it goes through the process of checking it's neighbors.

grim ore
#

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

mint yacht
#

But don't Event Graphs only execute when the game is running?

grim ore
#

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

thorn vector
#

Hi i wanna ask how do in make aoe

grim ore
#

Man.. Yoshi's crafted world is a really good looking and fun ue4 title on the switch.

ornate night
#

Does anyone know what day 4.22 is set to be released?

brazen forum
#

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.

grim ore
#

4.22 has no release date. When it is done. Soon.

#

Set the specular on the materials on the material you imported to 0

brazen forum
#

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

grim ore
#

Not really unless you reuse the same material

#

Import without materials then set them to your custom material

ornate night
#

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?

grim ore
#

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.

brazen forum
#

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

grim ore
#

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.

worn spade
#

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

brazen forum
#

idk good question

#

and thx @grim ore

glass ingot
#

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

maiden swift
#

@glass ingot Please don't spam your message across multiple channels. I've deleted the others and left the one above. Thanks.

glass ingot
#

sorry i was looking for quick reply so....

maiden swift
#

People will reply when they are available.

frail iron
#

Does anyone know how to attache a cable component to a socket?

weary basalt
#

Set the Endpoint to the Socket location?

frail iron
#

I tried but since it is using world location it sets the end location to crazy values

naive apex
#

Is there any way to make it so that using PlayInEditor will use a level other than the level that is currently opened?

oblique sorrel
#

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?

summer verge
#

Has the "My Votes" page on the issue tracker site ever worked?

naive junco
wild ginkgo
#

"Maps need lighting rebuilt"

#

this

naive junco
#

yeah

#

Idk

#

Same problem yesterday

#

But idk how to fix it

wild ginkgo
#

build the lighting ^^

naive junco
#

I did

#

And then it all goes black

wild ginkgo
#

yes it takes some time

#

also if you move stuff after, it will want to build lighting again

naive junco
#

yeah I know

#

But how do I get the lights to look good after rebuilding

wild ginkgo
#

that's a very broad question

#
#

some starting points

naive junco
#

okay thx

wild ginkgo
#

there's also some channels on this server that focus visuals

brazen forum
#

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

paper kernel
#

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)

dim merlin
#

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?

chrome summit
#

Guys i need help

#

am trying to launch my game through my phone but i get that errorr

latent moth
restive fern
#

@latent moth looks like real life tbh

latent moth
#

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

restive fern
#

make new specimen : stonetrees

#

i mean graphics looks like rl life

paper kernel
#

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

chrome summit
#

Guys am making a mobile game and i want to make when i rotate my phone right and left to move my character

naive junco
sullen wraith
#

how can I check to see if the animation has finished?

#

sofar the next node fires straight away

wild ginkgo
#

anim notifies

#

this would involve the anim graph, not sure if it can be done the way you do above

cloud cobalt
#

@naive junco Are you using source control ?

#

This usually happens when a process locks the file

sullen wraith
#

hmm

#

oh wlel

#

ill just use a delay for now then

naive junco
#

@cloud cobalt Should I use source control or not?

cloud cobalt
#

Yes absotutely

naive junco
#

oh okay

#

What provider should I use

cloud cobalt
#

Depends on your project, needs, team size, $$

naive junco
#

like 0$

#

I'm solo

#

And it should become a simple vr thing

cloud cobalt
#

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

naive junco
#

so perforce?

cloud cobalt
#

I guess

#

But if you're not using source control this isn't why you have issues

naive junco
#

oh

#

What could be the cause?

cloud cobalt
#

Do you have more than 1 project open ?

naive junco
#

nope

#

I just imported it too

silver crown
#

Gitlab is limited to 10GB?

cloud cobalt
#

Delete the file manually in Windows explorer then

#

@silver crown The free hosting, yeah

silver crown
#

oops

naive junco
#

Like the file that causes it?

cloud cobalt
#

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

naive junco
#

k

#

Oh it works I guess

#

Made a new project

#

and now it works

#

woohooo

#

thx

ruby salmon
#

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

fierce tulip
#

when you just set it to mobile preview?

#

first time it should, but after that it should be relatively faster

ruby salmon
#

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 ๐Ÿ˜ƒ

fierce tulip
#

speaking from my own limited experience though

keen frigate
#

@ruby salmon Yeap, first build always takes longer, nothing to worry about.

paper kernel
#

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

merry gazelle
floral fjord
#

im trying make a "jump loop" but my animations 1 frame long... any advice?

ancient birch
#

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?

floral fjord
#

@ancient birch sure this is what i have 8th Gen Intelยฎ Six-Coreโ„ข i5 8600K โ€ข ASUS Z370 Chipset Motherboard
โ€ข All-In-One CPU Watercooling โ€ข NVIDIAยฎ GeForce GTX 1070 8GBz
โ€ข 16GB G.Skill Trident Z RGB 2400MHz โ€ข Asus Internal 300Mbps Wi-Fi Card
โ€ข 250GB Solid State Drive โ€ข 2TB 7200rpm Hard Disk Drive
โ€ข NZXT S340 Case + White LED Lighting โ€ข Microsoft Windows 10 64-Bit

ancient birch
#

An roughly how much was the setup? And is it specified to mobile or console?

floral fjord
#

its a general gaming pc about $1500.05

ancient birch
#

Ahh I see ok that gives me something to work with

azure shore
#

what are the factors that cause map changes to take soooo long?

gentle crypt
#

Hi im just curious can you vertex paint landscapes or does it not work?

teal tulip
#

landscapes don't work like that

#

so you can't

keen frigate
#

As far as I know the engine does not store per vertex data when it comes to landscapes.

gentle crypt
#

ah ok. thanks

azure shore
#

any answers?

keen frigate
#

@azure shore Hi. What do you mean by map changes?

woeful thorn
#

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?

keen frigate
#

@woeful thorn If you cast to the game instance it should.

supple dawn
keen frigate
#

It means the blueprint itself.

azure shore
#

as in loading a map in game

#

going from one level to the next for example

keen frigate
#

@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.

supple dawn
azure shore
#

dammit

#

so I guess theres no workaround

grim ore
#

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?

azure shore
#

what could I have even done wrong

#

true doesnt activate when the actor is moving

keen frigate
#

@supple dawn An instance is something that derives/stems from an original actor/object/material etc. Like Materials and Material Instances.

grim ore
#

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

azure shore
#

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

#

๐Ÿคฆ

woeful thorn
#

Guys how can i make an input enabled only when i overlap a box?

grim ore
#

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

plush yew
#

how do I get this to detect visual studio?

#

I have it installed already

grim ore
#

is the C++ compiler installed? and have you restarted since you installed it

plush yew
#

yes

#

and no

#

I will restart and report back in approx 20 sec

supple dawn
#

@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.

plush yew
#

back

#

still not working

finite slate
#

Damn it the new update is buggy

grim ore
#

Weird. Which compiler is installed and are you using the default directories?

finite slate
#

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

plush yew
#

no idea about default directories

grim ore
#

Is the auto saves folder empty?

plush yew
#

in what you mean

#

I got into preferences in blue print if it helps

#

auto saves folder?

finite slate
#

The autosaves folder has stuff in it

#

The stuff is from today

#

I am restarting my editor

#

Hopefully it sees them this time

grim ore
#

@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?

wild ginkgo
#

@latent compass you want source control, asap

plush yew
#

the one that comes default with visual studio

finite slate
#

It didn't

#

And I'm not getting source control

plush yew
#

uh?

wild ginkgo
#

it wasn't a question

finite slate
#

Too complicated

wild ginkgo
#

I said that too when I was young

grim ore
#

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

wild ginkgo
#

now I'm old and regret it

#

it's likely the most improtant piece of software dev

grim ore
#

@plush yew use the visual studio installer and verify which version of the compiler you have installed

delicate turtle
#

Source control is a must. There is no discussion. ;-)
And compared to other stuff git is actually quite simple and easy to learn.

wild ginkgo
#

git, svn, perforce, it's alll really easy can tell

delicate turtle
#

agreed

wild ginkgo
#

different flavors of the same dish

plush yew
#

if I do that it overrides the current visual studio installer I have

#

doesnt it?

grim ore
#

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

plush yew
#

as of which

grim ore
#

If you open the visual studio installer which is in your start menu it opens the visual studio installer

plush yew
#

I opened thius via start menu

grim ore
#

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

finite slate
#

Thankfully I was able to restore it

#

Phew

plush yew
#

this?

keen frigate
#

@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.

plush yew
#

@grim ore

grim ore
#

Yep that all looks fine. Damn :(

plush yew
#

I think I will go back to unity lol

#

where I can simply open c++ code lol

grim ore
#

Unity doesn't use c++ sooooooo.....

plush yew
#

yeah I have to use c#

supple dawn
#

@keen frigate thanks a lot!

plush yew
#

its a better language anyway ๐Ÿ˜‰

#

I just found this

lament coyote
#

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?

wild ginkgo
#

define "better" @plush yew

#

๐Ÿ˜ƒ

plush yew
#

iut dont matter

#

what matters

#

is unreal wont pick up visual studio lol

delicate turtle
#

did you restart windows?

plush yew
#

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

delicate turtle
#

unreal can use vs 2017 without problems

#

isn't it the default now?

fierce tulip
#

afaik yup

plush yew
#

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

#
C++ Team Blog

็‚น่ฟ™้‡Œ็œ‹ไธญๆ–‡็‰ˆ
The Visual C++ Build tools have been a huge success since we introduced them two years ago. The C++ Build Tools were originally released as a standalone installer that only laid down the tools required to build C++ projects without installing the Visual ...

#

apparantly unreal uses c++ 2015 visual studio

grim ore
#

2017 works fine for almost everyone else so it's not that

#

and you can have 2017 and 2015 side by side

plush yew
#

but if

#

unreal uses c++ 2015 compiler

#

and I only have 2017 compiler

glass rapids
#

How should I start making games?

plush yew
#

then logically it will not work?

grim ore
#

considering the error LITERALLY says 2017 on it....

plush yew
#

oh thats because I changed it ๐Ÿ˜‰

#

it did initally just say visual studio

#

you can change the version in the options

grim ore
#

uh you do know that link is from 2 years ago right?

plush yew
#

does it matter?

#

lets try my way

#

and see if it works

#

one sec

fierce tulip
#

lol

grim ore
#

okdoke... that's a wrap on that one

plush yew
#

it didnt work

grim ore
#

it might be easier to go back to Unity at this point ๐Ÿ˜ฆ

plush yew
#

yeah I am thinking the same lol

delicate turtle
#

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. ๐Ÿ˜‰

plush yew
#

yep

#

visual studio does that

#

I sussed it guys

#

I am a genius

#

oh no wait

#

wrong tab

#

still broke

#

๐Ÿ˜ข

plush yew
#

I give up on unreal

#

unreal engine fix your engine pls

fierce tulip
#

lol

plush yew
#

its not funny

grim ore
#

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.

bitter iris
#

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?

grim ore
#

is your substance plugin updated?

bitter iris
#

erm lemme check

plush yew
#

ok whats the issue with visual studio though?

#

because I have followed all the instructions

bitter iris
#

have you got the sdk?

#

@plush yew

plush yew
#

sdk?

bitter iris
#

yup

plush yew
#

can you elaborate pls?

grim ore
#

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.