#ue4-general

1 messages Β· Page 424 of 1

bitter iris
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try reinstalling vs

plush yew
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you mentioned sdk

bitter iris
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yeah

plush yew
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whats this have to do with reinstalling vs?

grim ore
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his picture showed he had the required files for VS and UE4 installed, his computer just does not have the correct registry entries set up for it

plush yew
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I tried this

bitter iris
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ah

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reinstall win?

plush yew
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tried this after each restart

grim ore
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I found plenty of google results showing how to fix the issue

plush yew
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also replaced hard drive

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just to be sure

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ok could you point me to one of these links

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I don't use google in my country

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thanks

grim ore
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bing then? duck duck go? alta vista?

plush yew
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I tried duckduckgo

grim ore
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i think yahoo has a search still

plush yew
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but maybe you get different result

bitter iris
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bing p9ndaOMEGALUL

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reinstalled substance for 4.21

plush yew
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ok thanks anyway

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I set it up here

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just for reference

grim ore
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no one will be able to read that

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the moderators will have to approve it before anyone else can read it or reply

plush yew
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looked deeper

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this issue goes deep

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its not to do with my install

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its just a shitty engine

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thanks for the help anyway

delicate turtle
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of course

plush yew
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much appericiated

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I will go back to unity for now

delicate turtle
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sure

grim ore
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when you come back it will probably still be an error tho so maybe not coming back?

plush yew
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what do you mean?

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you dont want me back in this community?

grim ore
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I don't think anyone wants to see you using something you don't like, Unity seems to do what you want and it might be best for your happiness if you continued to use it.

plush yew
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its just more expensive

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πŸ˜‚

delicate turtle
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As an observer, from the outside it looks more like something is fishy with your system. It is not the engines fault if your system has problems.

plush yew
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I tried across 3 different systems

grim ore
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well you feel it is shitty and no one should have to do stuff they feel that way about.

plush yew
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using different components and installs on each change

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its definitely something to do with unreal according to the forums

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its true

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I mean its nothing personal

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if the engine dont work for me it dont work

grim ore
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it's your feelings, we get it, you don't like it and no one here would want to see you doing something you don't like which is why we suggested to go back to what you like.

plush yew
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ok thanks bye

bitter iris
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back to unity he goes

grim ore
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as long as he is happy is what matters, people shouldn't have to do stuff they dislike if they have a choice πŸ˜ƒ

bitter iris
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yeah

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any way to get passed this rebuild from source

grim ore
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not if the plugin is source based?

sacred lotus
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why dont we all create a game together so we can have people from all over the world working on it and much more content to be released?

bitter iris
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@grim ore i mean i installed it from marketplace, dunno what the problem is

spare jungle
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@sacred lotus we making this game already, and it is named 'life' πŸ˜‰

sacred lotus
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took me a while to get it

grim ore
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is this a c++/BP project or BP only?

sacred lotus
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but seriously

manic pawn
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amazing idea, so we can have 20000 different ideas on how to correctly do xyz

sacred lotus
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no different people work on different parts

bitter iris
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@grim ore bp dude

sacred lotus
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and not like 20000 random people

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just some selected devs

bitter iris
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theres too many opinions for everyone here to make a game together

sacred lotus
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what if we all assign a piece of work which doesnt overlap so no one can complain about things they dont like

grim ore
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@radiant loom is it possible you had the plugin installed to the project before and now its installed to the engine? if so remove it from the project?

bitter iris
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remove them before i try clone?

grim ore
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well you should be able to clone it like you did then remove the plugins directory for substance from the project itself once cloned

bitter iris
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after i deleted it

grim ore
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if this is a BP only project then it should not be trying to compile. what is in your .uproject?

grim ore
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ok so that says you have a module which means there is some C++ code in there somewhere

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plus it says the substance plugin is disabled so lol

bitter iris
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i think i did some a while ago for dedicated servers

grim ore
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yeah then you have C++ due to that so that makes sense

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whats the error now?

bitter iris
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ill try load it again

azure shore
grim ore
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yep that's the error due to the module(c++ code) being out of date when you try and load the project

bitter iris
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welp

grim ore
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that screen you had before where it was parsing the headers and then you said it failed, what was the error in the window in there?

bitter iris
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after that the log then the rebuild source manually

grim ore
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when you hit yes it tries to rebuild right? then it errors out in it but I don't see the error when trying to rebuild it

bitter iris
fair onyx
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One message removed from a suspended account.

grim ore
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what version are you coming from upgrading to 4.21?

bitter iris
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4.20.3

grim ore
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oh weird, the target files should be fine. what does your target files look like in the source dir?

bitter iris
grim ore
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nah 1 folder back, in the actual source should be 1-3 target.cs files

bitter iris
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ahh okay

grim ore
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it seems to be complaining there are no valid build targets

bitter iris
grim ore
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what is in one of them, the editor.target.cs for example

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I have a feeling you should probably just regenerate the solution file and compile in VS tho

bitter iris
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weird i cant open editor

grim ore
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uhm... maybe your VS is broke lol?

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try right clicking your .uproject and generate visual studio project files

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so they are up to date for 4.21 then open up the .sln file in visual studio

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and isnt VS 14 2015?

fast finch
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I must admit you guys, I need some help

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I made a thread on reddit explaining my issue, can I link it instead of repeating it here?

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Anyone around? Been stuck for over a day on this

grim ore
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really don't understand the problem based on that post

fast finch
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Yeah I thought so, thats why I said if you have more questions, or are willing to do it over screenshare, Id be grateful

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I tried my best putting it to words

grim ore
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you have 4 meshes all with 1 parent (root) and you want to rotate the 4 meshes around the root and it does not work?

fast finch
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No that works

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I want to

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Like

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They make a tetris block, right?

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I want to rotate the block In place, just like how tetris works

grim ore
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so you make the 4 children meshes in the correct spot around the root?

bitter iris
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Its VS 2017 Mathew

grim ore
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I know it's 2017, but that error when you tried to open it says 2015 lol

fast finch
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Yes Mathew, I could do that, but as I said, that requires me to manually assign their position, and I gotta calculate stuff

bitter iris
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oh doesi t? lmao

fast finch
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is there no better way?

grim ore
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technically you could create the meshes in a separate program in the correct shape and center the pivot

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or you could get the bounds of the meshes and get the center point from that and use that as the rotation point

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or just set it up once in the mesh using the parent root and be done?

fast finch
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Can you elaborate on the last point?

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oh

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I did download a 3d model of a lego block from turbosquid

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to try out that

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but it still had the same issue, I guess it didnt have a pivot?

grim ore
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what you are doing seems to be the easiest way. If you have them set to a fixed size for each block then calculating the offsets manually should be easy enough and accurate

fast finch
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It is easy enough, but another problem comes up, regarding grid limitations

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Grid starts at 0 on the X axis, so the blocks cant go past 0

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But if the pivot is at 0

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half the block has to be below zero

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does that make sense?

grim ore
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it makes sense if you are calculating the movement based on the pivot

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but you can always check collisions and stop based on that

fast finch
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Im using get actor location

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Im not using collision

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tetris doesnt need that

grim ore
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yep sounds like a design problem to overcome

storm venture
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hey im having trouble with the multi-user editing plugin.
i've port-forwarded 7777 and provided a friend with my ip:7777, and they place it in the project settings for multi-user editing, specifically within Default server URL, then they try Session Browser and nothing shows

grim ore
fast finch
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I tried looking at these

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but they are all made in blueprints

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Im doing c++

grim ore
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blueprints are just C++ with a pretty face, there has to be C++ code behind the BP node.

fast finch
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The video you sent is 2D though, no?

grim ore
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I dunno I did not watch it, was using it as an example of something you could check out for ideas. Movement code should still be similar and his solution to checking out of bounds movement might work.

fast finch
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Okay, I'll watch it and get back to you πŸ˜„

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thank you

grim ore
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but if you know the bounds of the playfield and you know the bounds of a piece and it's origin when you move an item you can check to see where it is going to end up and if out of bounds you can just stop the move and not do it

fast finch
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Currently Im checking the location of each individual statiac mesh

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and make sure it doesnt go outside the grid

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If the grid is between 0-375, I loop around my static meshes, and make sure they cant move past 370 or under 0

grim ore
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that works as well

fast finch
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Would you recommend making the model in a 3d software, rather than having 4 static meshes?

grim ore
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it would be the more accurate way for sure but it's a simple game in the end I doubt it matters

fast finch
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Accurate how if I may ask?

grim ore
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well it's 1 mesh to your exact specifications with the exact pivot point compared to 1 blueprint with multiple meshes with a pivot point that you set up in the editor in the blueprint. accurately i doubt the original game used individual sprites for each cube and then pieces them together to make shapes but instead used different sprites for each shape.

fast finch
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If I create a block in blender, and set the pivot point in the center of the block

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When I go to add it as a static mesh

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Wouldnt hte pivot point still be in the root scene?

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Or would I make the model the root scene

grim ore
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pivot points in 3d programs are at the origin, not where you set it so that is important to know.

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and in blender would you be creating the "block" or a "shape" ?

fast finch
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Shape

grim ore
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then you can use the mesh itself, the shape you created, as the root and it would have the pivot for that shape based on where it was when you exported it out

fast finch
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What about the fact that when I place something as a root, it doesnt have a location or rotation anymore? Like, On the editor

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and it also seems to shrink

grim ore
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it does have a location and rotation when it has a place to have one, like in the world

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if you are editing the blueprint itself then the root has no place in the world so it has no rotation or location, just a scale

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the location and rotation of the item will be whatever you tell it to be when you put it into the world

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internally it can't have one because it does not exist anywhere that it could have one (it has nothing it is relative to, no parent or world itself to be a location or rotation in)

fast finch
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That makes perfect sense. Ive never really used blender before, but it cant be hard creating an I-Block can it? Its the Tetris block thats just a stick

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straight line

grim ore
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nope it's just a block thats more vertical than horizontal is all

fast finch
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And since in blender the pivot point as you said is origin, a.k.a (0,0,0). I'd have to make sure that the block is made with the origin being its center, correct?

grim ore
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yeppers

fast finch
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Mathew, I dont know you, but you are a hero, thanks for the help, I'll see what I can do

abstract relic
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Yep. Push N when you open blender. You’ll get a property panel that holds the coords

fast finch
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thanks tide!

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Im gonna open up blender right now and try πŸ˜„

grim ore
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I don't use Blender so other people are way better suited for the specifics πŸ˜ƒ #graphics if you get stuck probably

abstract relic
fast finch
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Wait

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this is you?

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Ive watched lots of your videos πŸ˜„

grim ore
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πŸ˜ƒ

abstract relic
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lol

grim ore
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I've made a lot of videos so that makes sense πŸ˜›

fast finch
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Random question, did you get the title idea from total biscuit?

abstract relic
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Everyone knows matt

fast finch
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WTF is

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Totalbiscuits classic series

grim ore
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nah it was more along the lines of "WTF does this do" is what I said over and over lol

fast finch
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ah makes sense

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yeah Im csaying that right now

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:p

grim ore
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yeah it tends to come up alot when using the engine for the first time and I wanted to make it casual πŸ˜ƒ

fast finch
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Well I made my cube

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time to test thsi theory of yours

novel summit
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anyone know how to make an auto realistic landscape material

fierce tulip
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follow along with the official unreal showcase about it, create superb pbr foliage, create superb material, create superb terrain

abstract relic
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Substance designer is a good start

austere badge
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I have a question. I'm going through a tutorial on how to use UE4 and I keep getting this message. Whenever I create a new landscape the whole thing turns black and has no tiles across it like the one in the video I'm watching.

fierce tulip
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under build options you can update the reflection captures

austere badge
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Where do I find build options

fierce tulip
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next to play in editor button at the top of your editor screen

austere badge
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So do I click on "Build lighting only"?

fierce tulip
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no, look further in that menu.

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(dont have ue4 open)

austere badge
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Build reflection captures ?

fierce tulip
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but in that same list it says something like rebuilding/recapturing reflection blabla

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yea

austere badge
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It then gives me an error that says Lighting needs to be rebuilt

abstract relic
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Ask the question. There 5000+ people here 😜

keen frigate
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@austere badge Click on build on the left of the Play button.

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Make sure you have a Lightmass Importance Volume in your level covering your level.

fast finch
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@abstract relic I figured it out dont worry, thank youuuu, and thank you @grim ore It worked making it in blender around the pivot point!

austere badge
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How do I do that @keen frigate

hoary silo
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You click that

fierce tulip
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if only there was a search engine to solve problems

hoary silo
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First drag in the lightmass importance volume , then build your lighting (Click on build)

frosty copper
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^ make sure it covers everything the player can reach and then some. Importance volume will basically nake every light bounce once outside of it.

austere badge
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So is there any reason why my landscape looks like it does and not like the other guys?

hoary silo
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You need to set your light source to moveable, (the sun thing with and arrow on it)

austere badge
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How do I do that? Sorry I literally just started learning today.

hoary silo
grim ore
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left looks like lighting is not built, hence the black tiles you see, you don't want to see those so yours is already better

hoary silo
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yeah, I was just about to say that

frosty copper
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@austere badge if you're only just starting, may i suggest watching epics intro videos first: then jump into experimenting and asking ;p

austere badge
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I was watching Game Dev Academy

frosty copper
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πŸ€” fair 'nuff~

austere badge
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And it just looked different so I thought I'd ask

frosty copper
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Aah... Yeh... Engine changes do that to videos πŸ˜‚

austere badge
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So it's just a different version and that's why?

bitter iris
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@grim ore Managed to get it to open on VS get this now though ```D:\SX\Project\PF\SX\SurvivorX3 4.21\Intermediate\ProjectFiles\UE4.vcxproj : error : The project file could not be loaded. Could not find a part of the path 'D:\SX\Project\PF\SX\SurvivorX3 4.21\Intermediate\ProjectFiles\UE4.vcxproj'. D:\SX\Project\PF\SX\SurvivorX3 4.21\Intermediate\ProjectFiles\UE4.vcxproj

D:\SX\Project\PF\SX\SurvivorX3 4.21\Intermediate\ProjectFiles\SurvivorX3.vcxproj : error : The project file could not be loaded. Could not find a part of the path 'D:\SX\Project\PF\SX\SurvivorX3 4.21\Intermediate\ProjectFiles\SurvivorX3.vcxproj'. D:\SX\Project\PF\SX\SurvivorX3 4.21\Intermediate\ProjectFiles\SurvivorX3.vcxproj

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so need to create the paths then hopefully itll be fine

frosty copper
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Almost always, yeah~ see what version they're using i the top right

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Its not too bad recently. The location and aesthetics slowed down with major changes after 4.10ish i think

austere badge
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I'm using 4.19.2

hoary silo
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dude, you need to get 4.21 BAD!!!

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you don't want to use older versions of unreal

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If your not sure how to do that, Ill show you

frosty copper
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Upgrading mid project is only nessecery when it's... Well... Nessecery :p

austere badge
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I know how to install them yeah. I'm using the older one because my friend (who I'm going to be building a game with) is using that and can't update due to his internet.

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I'll try to convince him to switch .

abstract relic
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How would you collaborate then? It doesn’t sound like he’ll be able to use source control

frosty copper
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I doubt most people would be committing changes more than 100mb often.

austere badge
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He said that we have to use the same version to be able to collaborate.

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And his was 4.19.2

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He said to install that one.

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Does 4.19.2 not use the source control thing you mentioned?

frosty copper
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It's been integrated in ue4 since the start

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Source control can also be used outside of the engine (sometimes easier)

abstract relic
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I’m sayin you need at least decent internet to set it up

bitter iris
frosty copper
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Starting with a blabk project doesnt need a decebt internet

abstract relic
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That is true

hoary silo
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Can someone help me plz. On my custom mesh have capsule shadows, they wont work for me 😦

austere badge
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Thanks for your help guys!

frosty copper
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Plus, judging from tge fact he doesn't know much abouy it leads me to believe he hasnt been using it; and if they're using gdrive or something, the person with better Internet can do the initial commit :p

abstract relic
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Trial by fire. They’ll find out soon enough 😜

frosty copper
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Exactly :p

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@hoary silo screenshot of problem?

hoary silo
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sure

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hld on

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I have light on the right, and indirect capsule shadows checked

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I also set up the shadow physics asset

frosty copper
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πŸ€” dont you want capsule direct shadows?

hoary silo
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no, just indirect, and those dont work either, just FYI

frosty copper
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Huh

hoary silo
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it's strange

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And If I use the default TPP character, it works

frosty copper
hoary silo
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Capsule shadows are checked on both models

frosty copper
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There's usually some checkbox somewhere, or something else mundane being the problem πŸ˜‚πŸ˜‚

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Give the page a quick read over~

hoary silo
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okay

frosty copper
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It looks like something that needs to be set up, so may have missed a step

hoary silo
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I went through the unreal docs, and I'm sure I haven't missed anything

frosty copper
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Can ya throw a screenshot of the mesh editor?

hoary silo
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sure

frosty copper
hoary silo
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yes

frosty copper
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I'd assume that's whats used for the shadows, and what you're missing

hoary silo
frosty copper
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Huh πŸ€”

hoary silo
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It might be a bug

frosty copper
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So it's behaving in the mesh editor but not in the world

abstract relic
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Is dynamic shadows on?

hoary silo
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yes

frosty copper
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Could always restart the editor. Beyond that I'm stumped: would have to just fiddle with it in person at this point

summer turret
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I need help please

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why does my sky look like that?

dry moon
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I think your fog might not be reaching to the end correctly

bitter iris
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maybe overlapping skys

summer turret
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ye thanks it was overlapping

keen frigate
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@bitter iris nice catch πŸ˜ƒ

bitter iris
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done the same a few weeks ago lol

grim ore
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is the .uproject correctly targetting the correct source version of the engine? if you aren't using dedicated server you could always remove the module.

bitter iris
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delete the SurvivorXServer.Target.cs for now?

grim ore
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you would remove the module part of the .uproject so it does not try and load it or any other C++

bitter iris
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ahh i think its just let me build

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WOO

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========== Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========

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wtf is wrong with this, it lets me build but still says rebuild from source

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ugh

austere badge
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Is there any way to to make player start not greyed out?

heady bridge
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Could be a dumb question, but should weapons always be Actors? or can they be pawns if you want to have input in them?

cloud cobalt
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Players can only possess one pawn at a time

heady bridge
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Oh okay, since Characters are pawns, that'd mess everything up, thanks for the reply

cloud cobalt
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Pawns are meant as the physical representation of players

heady bridge
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Okay, that's what I thought, but I just wanted to make sure, I read the description of both and thought maybe it could be possible since Pawns can have input, actors don't say anything about it

cloud cobalt
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Actors can't have input but it's very easy to pass player input to one

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Have the pawn handle input and call a function on the weapon

heady bridge
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Yeah I figured that out the other day, I never used custom function until then and realized how helpful they were, i'm trying to do things in C++ but dang it's hard lol, might do first draft in BP's then see if I can translate to C++ after

austere badge
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Can someone tell me what a heightmap is in basic laymans terms?

heady bridge
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It's a greyscale image that dictates to the engine what the high and lows should be on a mesh based on the color

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like creating landscapes with mountains and valleys for example

austere badge
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So like a 3d outline from top down? If that makes any sense

cloud cobalt
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Imagine a real map color-coded to altitude.

austere badge
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Oh okay I see

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But only in grayscale?

cloud cobalt
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Yeah

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0 = ground level, 1 = arbitrary max altitude

austere badge
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So when the textures are applied it knows where to put them? Or is that entirely different?

cloud cobalt
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Height maps are used for terrain

austere badge
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I mean terrain textures.

cloud cobalt
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Height map dispalce the geometry

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Unrelated to textures

heady bridge
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The textures don't nessicarily match the height map, unless you made a terrain and textured it then baked the height map with others, it'll definitely match that way

cloud cobalt
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(The height map is actually a texture)

heady bridge
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But in all terrain editors, you get a texture painting tool

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...all the ones I've used I should say

cloud cobalt
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Let's just say height maps are representations of terrain

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Texturing the terrain is unrelated

austere badge
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So it's like the first step in building terrain?

cloud cobalt
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It's a storage form for terrain

heady bridge
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Yeah the values of a terrain are stored for use later

austere badge
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So a heightmap changes the geometry of a terrain basically. Do most games built in Unreal use custom Heightmaps or templates?

cloud cobalt
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Everyone has its own way, I guess

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Like, not everyone need terrain

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Some people buy pre-made landscapes, some people sculpt it themselves, some people generate a heightmap outside UE4 and import it

silver relic
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Hey guys (noob alert), i have this material and i have painted my landscape with it.. looks cool.. but i realized i need to turn on and connect the tessellation for it to be awesome. So i tried doing that (with flat). but Unreal crashes when i save the blueprint. is this because unreal freaks out about all the different UV's at ones? or? - through tutorials i made this BP to be 1 material, instead of seperate ones, i don't know how to make brushes from different mats. help plox XD

austere badge
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What are some programs people use to create heightmaps?

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And thanks for your guys' help.

cloud cobalt
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World Machine is an obvious one

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Look it up

heady bridge
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Personlly I'm going to see how Unreals landscape tools are, if i'm not a big fan, then I'll use Zbrush and blender or just blender, because you can have a lot of control with sculpting

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but world machine would be easier for less experienced people in 3D art

cloud cobalt
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^ everyone has a different way

heady bridge
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Yeah exactly πŸ˜ƒ there's always a technical way and an artistic way πŸ˜ƒ

austere badge
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Another question for you guys. I am following a tutorial and am trying to sculp a landscape. I added lighting by pressing build but when I go to sculpt this happens.

cloud cobalt
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Not sure what's wrong here.

austere badge
grim ore
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The black lines are indicators that lighting is incorrect and you are using static lighting. It is possible the person you are watching is using movable lighting

austere badge
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How would I change to movable lighting?

grim ore
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change the lights in your scene to movable

silver relic
#

click your light, and under the position stuff choose movable

austere badge
#

So click on lightsource?

heady bridge
#

Yep

#

on the components panel on the right just under transform there should be moveable in a row of 3 options I believe

silver relic
#

quick question, can i use tessellation/displacement on a landscape paintbrush?

austere badge
#

Seems to have fixed it. If I change it back though, it doesn't seem to have the lines anymore though, Weird.

heady bridge
#

Because if it's static, you need to build it

#

to take affect... I believe

austere badge
#

ah

#

That was it

#

Thank you so much

heady bridge
#

No problem πŸ˜ƒ

mental shale
#

you know how you can press the enter key or spacebar to press a button in HUD?

#

How can I make it so that I can also press any key to do that?

#

like the Z-key

abstract relic
#

Blueprint interface

mental shale
#

what class would use it?

abstract relic
#

Whatever you want

mental shale
#

umm.

#

im not too sure what I would actually do with the interface tho

#

that's for like, communication between different blueprints

abstract relic
#

Scratch that. Can’t you use keypress directly in umg?

mental shale
#

there's OnClicked, but I dont know how you could set it up to use different keys to activate it

dark depot
#

you can also override the on key down event or listen for input action

mental shale
abstract relic
#

yes

dark depot
#

listen for input action does

abstract relic
#

that's what action mapping ia

mental shale
#

ah

#

wait

#

would that work for multiple buttons?

finite slate
#

Can someone help me out in #mobile ?

lavish hedge
#

Okay so

#

I built a game in HTML5 But

#

It didn't include an Index.html

#

what the hell gives?

#

Did i package it wrong?

#

Did unreal fuck up?

#

I need to know how to fix this.

#

please help

finite slate
#

Try packaging it instead of just building it

lavish hedge
#

I did package it though,it wasn't built

#

this is gonna make me mad if i dont figure out what went wrong,search engining the problem didnt help

austere badge
#

I have a question about textures and normal maps etc. Keep in mind I really may not know what I'm talking about because I'm very new so if my question is stupid sounding please forgive me. So my question is, can you go from taking a picture, turning it into a diffused texture and then creating normal maps and roughness maps off of it? I am wanting to understand how the process of creating textures works. In the tutorial I'm following, we're just taking pre-built ones and putting them into the game. I want to understand what the process of creating all of them is.

ocean frigate
#

Does anyone know how to possess a pawn client-side and have it update for everyone?

finite slate
#

Ok, I'm mad

#

After making literally no changes

#

My app doesn't work on my phone

#

All I did was change it to "For distribution"

#

Thought it was strange that it was only 40mb compared to the 68mb it was before

#

None of my UI bindings work

#

wtf?

#

I restarted and it started working

#

nvm

#

That was just a different version

#

I think the issue is that the save game isn't being created

azure shore
#

I hate it when things break without you doing anything

finite slate
#

I uninstalled both versions

#

Oh

#

Yeah

#

It was because I had 2 versions of it

#

Trying to read the same save game

#

Reinstalling to see if that fixed it

azure shore
#

would anyone know how to search for key inputs in the 'find' bar, it's impossible to search for it when it's just a letter

#

(good luck)

austere badge
#

Anyone know about creating textures?

finite slate
#

Dammit

#

That didn't fix it

#

I'm gonna try to manually delete the save game

azure shore
#

I'm currently putting comments on most of my key inputs so I can find them easily but I didn't for older ones

finite slate
#

hm

azure shore
#

@austere badge well what textures

austere badge
#

I'll copy/paste my question for ease of use.

#

I have a question about textures and normal maps etc. Keep in mind I really may not know what I'm talking about because I'm very new so if my question is stupid sounding please forgive me. So my question is, can you go from taking a picture, turning it into a diffused texture and then creating normal maps and roughness maps off of it? I am wanting to understand how the process of creating textures works. In the tutorial I'm following, we're just taking pre-built ones and putting them into the game. I want to understand what the process of creating all of them is.

azure shore
#

-_-

#

wait so do you have the texture and you just wanna make a normal for it

austere badge
#

Well I'm trying to understand how the process works from the very start to where you get a diffuesed texture, normal map and roughness map.

worn granite
#

@austere badge Uhh okay I'm not an artist but I do kinda understand all these maps

azure shore
#

I think there's software to create these

#

dunno if they're free though

worn granite
#

If you're starting with a final texture, eg a picture of tree bark, you can't directly rip maps from that.

#

For example, a normal map is the XYZ direction vector (of length 1) at any given UV coordinate.

azure shore
#

oh I thought a program could do that damn

pallid compass
#

did someone say maps?

austere badge
#

So this first image is digitally created?

#

And then converted into a normal map and then a roughness map?

#

And you use all these three to use in games?

worn granite
#

I'd say the maps (textures) are all created at the same time.

azure shore
#

I'm glad I'm not making a realistic game

pallid compass
#

Depends how your creating them really

#

Photogrammyness is a whole skill in its own

worn granite
#

I'll defer to Rei cause > not an artist

finite slate
#

Well I fixed the savegame issue

#

but

#

reeeee

azure shore
#

same

finite slate
#

My phone is 18.5:9

azure shore
#

ouch

finite slate
#

I want it to be max 16:9

#

I set the max aspect ratio to 1,78

#

1.78*

worn granite
#

muh black bars

finite slate
#

It still goes fullscreen on my phone

azure shore
#

o u c h

finite slate
#

I want black bars tbh

#

It is better than stretched textures

austere badge
#

So when do you use real photos over the photogremetry thing

pallid compass
#

If you lock your game to aspect ratio, you gonna have a bad time

finite slate
#

You can always go fullscreen anyways

#

On Samsung atleast

worn granite
#

Real photos can help you with the base texture and stuff

#

or even the other maps (to some extent)

pallid compass
#

Full screen got nothing to do with aspect ratio

austere badge
#

So what is a diffused texture? Is that like a real photo?

finite slate
#

What would people mind more

#

Black bars or stretched textures

#

I personally don't mind black bars

#

Stretched textures are awful on my game because I use a simple 8 bit artstyle

#

Kinda

worn granite
#

I love that I say I'm defering to Rei and then Rei doesn't answer shit

finite slate
#

Thats how bad the stretching is

pallid compass
#

u dont stretch textures

#

You make your anchors work right

worn granite
#

Anyway the diffuse is the color that would appear under unlit shading

finite slate
pallid compass
#

Your problem is your anchors and UI setup.

worn granite
#

And the normals, rough, AO, etc that's all used for shading it

finite slate
#

I hate UMG

#

reeee

pallid compass
#

learn2umg

worn granite
#

You hate **UI

finite slate
#

No, I hate UMG

pallid compass
#

try slate

finite slate
#

Which includes UI

pallid compass
#

its better than umg

worn granite
#

Kay, go try wxWidgets

finite slate
#

Oh here let me just redo my entire game's UI

austere badge
#

So you take a picture, create a diffuse off of that, then a normal map and a roughness map. Instead of taking a picture you can use photgrmetry?

pallid compass
#

here let me refactor my UI and try and get better each time

worn granite
#

Photogrammetry is a technique that leans heavily on tech

finite slate
#

I would rather just fix this issue in UMG than redo everything in slate

pallid compass
#

where is zero when we need him

finite slate
#

I don't even know what slate is

worn granite
#

basically you take 1000 pics from any angle you can think of and the 3d geo will be reconstructed by an algorithm

pallid compass
#

Slate is the underline framework that umg wraps

worn granite
#

and then your maps and such are generated from that.

#

(but you normally do a clean pass between)

pallid compass
#

Yeah delighting pas and such

worn granite
#

So most of the maps would be from a thing called baking

finite slate
#

This is really annoying

#

This isn't how the textures are

worn granite
#

Your color maps can be sourced from anything directly -- its your geo/shading maps that you can't easily take from a pciture

finite slate
#

They aren't upscaled or anything

#

And that is how it is in the UI

worn granite
#

You'll have to construct the geo you want to bake into the maps ANYWAY, may as well model the thing.

pallid compass
#

Because of how your UI is setup

worn granite
#

That being said, sometimes you want a globally tilable texture with bump offset.

#

I've given you enough bs for you to source search terms from, now, so I'll stop pretending I know how this works

flees

austere badge
#

Which thing comes first? The picture / photgremtry? And then you create all of the other maps etc from that?

finite slate
#

You aren't telling me what I am doing wrong, you are just telling me I am doing something wrong @pallid compass

pallid compass
#

How am i meant to know?

finite slate
#

"your anchors are bad" is the most detailed thing I am getting

pallid compass
#

I cant see your UMG setup

finite slate
#

You clearly know something

pallid compass
#

Your anchors are bad

#

gives you at least a hint

#

to what might be wrong

#

I cant read your mind or your project.

finite slate
pallid compass
#

2 lazy

#

Not really in the mood to debug someones project, pretty tired

#

UMG is an art, and it takes awhile to get good at crafting UI's that work properly.

lavish hedge
#

Found it,had to zip the solo contents together
can't believe nobody here could help

grim ore
#

I'm sure some people here could they just didn't want to.

lavish hedge
#

that's pretty mean

pallid compass
#

Not really

#

Your not entitled to help

lavish hedge
#

Guess not

grim ore
#

Helping takes time from what they might be doing and effort away from current things. Some issues are just not worth that effort or time if it's a simple issue that has been solved and the solution is out there.

lavish hedge
#

Well i did say i tried searching for it and couldn't find an answer,so it wasnt out there

grim ore
#

Was this a user error in the end or a system issue or just a lack of knowledge?

#

If it's a system issue maybe post the problem and solution on the forum or Reddit for others in the future, pay it forward.

lavish hedge
#

that's kind of what i'm here for though,for more instanteous responses

pallid compass
#

il give you instanteous responses for $$

lavish hedge
#

You've given me responses that you'd have to pay me for already.

grim ore
#

You had a problem you couldn't find the solution to and hope someone could help. you found the solution to the issue now you should take the time and effort to put that information out there for someone else who may have the problem when they want to find the solution and I looking for an instantaneous response

lavish hedge
#

funny about that,the solution i thought worked didnt

#

so i'm stuck back at zero

grim ore
#

So the problem is you package to HTML5 project but you don't know how to run it because there's no index file?

lavish hedge
#

Yes

grim ore
#

Are there no other HTML files or HTM files in there?

lavish hedge
#

Well more that i'm having trouble uploading it to a site and having it actually work

finite slate
#

Can you launch it?

lavish hedge
#

every time it gets stuck on processing so i believe that's just wrong

pallid compass
#

Try asking me

lavish hedge
#

i can launch it within the engine

pallid compass
#

What is your issue?

finite slate
#

Launch it in chrome

grim ore
#

Well the engine isn't HTML or chrome or edge or Internet explorer or Firefox so it's going to work differently

lavish hedge
#

Yeah,it works when i do that, but i'm saying when i upload it somewhere and wait like a day it's never in a playable state

finite slate
#

What state is it in?

lavish hedge
#

just "processing" forever

pallid compass
#

Launching != packaging

#

Just so you know

finite slate
#

I know

pallid compass
#

Launching pushes a temp engine ver too the target

lavish hedge
#

Maybe i should wait two days

#

but my internet isnt that bad

finite slate
#

So what files are made when you package?

#

yaay my stretchy UIs are gone

#

unrelated

#

carry on

grim ore
#

Now the problems are different than when you first posted so who knows now

lavish hedge
finite slate
#

What happens when you launch that HTML file

lavish hedge
finite slate
#

It shows that in chrome?

grim ore
#

Yep and when you connect to localhost:8000 in chrome what happens?

lavish hedge
#

I get the listing

grim ore
#

Weird, no issues here. What did you rename?

lavish hedge
#

I renamed the zip file itself to index.html, was hoping that would work

grim ore
#

Delete the folder, repackage, run the .exe to load the local web server, load chrome and go to localhost:8000 and does it work?

finite slate
#

I hate how they limit the aspect ratio to 16:9 in Google Play when you are uploading screenshots

#

I am trying to get black boxes for the screenshots

#

and I can't

lavish hedge
#

Gonna repackage now

#

Okay now the file structure is completely different,what the fuck

worn granite
#

eh?

lavish hedge
#

it literally built only that folder content i showed you before

worn granite
#

That's your regular project dir?

lavish hedge
#

yeah,i packaged as html5

worn granite
#

And that was the output?

lavish hedge
#

yes

worn granite
#

wow. okay. Yeah, that's weird.

grim ore
#

what you see there is your project, not the built HTML 5 package

lavish hedge
#

So which part of that is the build,because that's what it spit out as my package

grim ore
#

so you told it to build in the same folder as your project when it popped up after you chose package?

#

if so you should have a HTML5 folder

lavish hedge
#

what now?

grim ore
#

run the html5launchHelper.exe

#

go to chrome and localhost:8000

#

click on the MyProject2.html file

#

and it should load

worn granite
#

Okay so, next step would be to always pick a different directory to host your build

#

And then do what MathewW said because I don't do HTML5

lavish hedge
#

it works,now my only question is how to upload this

grim ore
#

and if your data file is 500mb and your upload speeds suck then it's gonna take a while to push that to a 3rd party

lavish hedge
#

do i just zip that entire folders contents up again?

worn granite
#

Make it build to a different folder, as a start

#

That'll make it much easier

grim ore
#

why would you zip up the contents?

#

lets get past that issue first

lavish hedge
#

Okay,rebuilding to a new subfolder called "build"

grim ore
#

if the project runs on your local machine when you run it on web server (HTML5LaunchHelper) and browse to the .html file then uploading this entire directory to a website and browsing to that .html file will let you run it on a remote web server

lavish hedge
#

I'm trying to upload it to a game site to test something is the thing though

#

gamejolt

grim ore
#

if your browser supports index.html as the default page then yes renaming MyProject2.html to index.html will have it load it by default as well

#

well what does game jolt say to do?

#

You must upload a .zip file with the game's contents. There must be an index.html file in the root, as it will use that when running the game in a brower.```
#

so in that case you would rename the MyProject2.html file to index.html, zip the entire folder, and upload it

#

if i could remember my game jolt info I would test it but nope, locked out lol

lavish hedge
#

ah that sucks

grim ore
#

well I give up on that, I made a new account but it takes forever to even try and upload a test version. The instructions are there and they should work. I have put a HMTL5 app on itch.io and it worked fine.

worn granite
#

If the instructions do not work, maybe reach out to their support

grim ore
#

so yes it does work, the instructions that Epic gives you are fine and work, it's an issue of just not understanding how they work.

finite slate
worn granite
#

why do you need the black bars anyway

grim ore
#

Make it look more cinematic !

ocean frigate
#

Has anyone here ever made a multiplayer online game (Through steam) with the ability to change characters?

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?

abstract relic
#

Going off memory here: Project Setting >>> Platform >>> Windows >>> game icon

lament coyote
#

that leads to the situation i have described

abstract relic
#

Make sure it’s an . ico file and a Power of 2 resolution

lament coyote
#

Please read my issue again

abstract relic
#

I have. If you lack the correct file and 5 res size, you’ll get that result

lament coyote
#

I'm using a 32x32 .ico file

abstract relic
#

It needs to be multi

#

16, 32, 64, 128, 256

lament coyote
#

ah ok, thanks!

abstract relic
#

Don’t thank until it works 😜

lament coyote
#

@abstract relic nope it doesn't

#

still U logo in the taskbar

cloud cobalt
#

IIRC Windows caches this stuff

leaden dust
abstract relic
#

Yep. 95% chance it’s a Windows problem

cloud cobalt
#

@leaden dust Your code has a problem

#

Most likely Mesh isn't created

leaden dust
#

@cloud cobalt I haven't created the mesh

#

I plan to choose it in blueprint

#

I can build it

#

without error

#

if I press continue button

#

but it is annoying

cloud cobalt
#

You're calling a method on Mesh, which is uninitialized and thus a pointer to the address 0 on your machine

#

It's supposed to crash

#

Or Mesh is initialized and the stuff you call on it isn't

#

Get the engine debug symbols, build your game as DebugGameEditor, retry

#

You'll have more information

leaden dust
#

ok

#

I am not calling a method on mesh though

#

I am just creating default subobject

#

and assigning it to my pointer

cloud cobalt
#

What's the AttachToComponent line like ?

#

Seriously though, debug symbols & debug, you'll have the answer literally displayed

leaden dust
#

@cloud cobalt sorry for not replying was testing something

#

I am trying to lean cpp using the sparse resources which are there

#

so I don't know much

#

Mesh->AttachToComponent(Box, FAttachmentTransformRules(EAttachmentRule::KeepRelative, true));

cloud cobalt
#

Learning C++ with UE4 is a terrible idea

#

Anyway, debug symbols πŸ˜ƒ

leaden dust
#

whats debug symbols?

cloud cobalt
#

Launcher -> Engine options -> Debug symbols

#

Should be a 10GB download

#

It's mandatory for C++, you're in the dark here. C++ is very hard to debug.

leaden dust
#

lol

#

I dont think I even got 10gb left on my data plan

#

I'll try tho

cloud cobalt
#

Your checklist for debugging C++ crashes :

  • Engine symbols
  • Unoptimized code (compiler drastically rewrites your code to make it better in everything but Debug)
  • Call stack window in VS
leaden dust
#

Call Stack?

cloud cobalt
#

Yup

leaden dust
#

What do engine symbols for debugging actually do

#

and why is their download so big

cloud cobalt
#

Great question

#

They're a map of addresses in the executable to symbols, aka method names, variable names

#

So that the debugger can be way more accurate

leaden dust
#

Ok

cloud cobalt
#

They're big because well, UE4 has millions of symbols

leaden dust
#

So the conclusion is I should go learn c++ and visual studio first

#

And then come to UE4

cloud cobalt
#

While you download you can check out the call stack window, local variables window, and check in debug

leaden dust
#

the download is not that big

#

2.7 gb

#

2.7 gb

#

But I am getting 20 KBPS so will take a while

cloud cobalt
#

Try again just in DebugGameEditor in the meantime, might have some answers already by using the local vars window

#

You'll probably find something that's null and shouldn't

leaden dust
#

ok

#

I'll see how to use debugging tools

#

IF I go to engine content and change anything in there will it change for only that project or the entire engine?

cloud cobalt
#

Entire engine obviously

manic pawn
#

don't change the engine content

#

make copies of things in there and change those if you want to modify default things

leaden dust
#

This might be too large of a question to fit here

#

but I can't find any other resources for it so I am asking it here

#

If I use plugins for modding in my game

#

according to this

#

How do I get a list of plugins and their content at runtime

#

to implememtn it

#

IN this example

#

the guy loads a map

#

but I just want to load static meshes and behaviour scripts

#

from the plugin

#

is there an way to that

#

I just want to use the original game world

#

and add additional content to it

cloud cobalt
#

There is a way

#

Asset registry basically

#

However, mod support in UE4 comes with heavy restrictions, such as not being allowed to release your editor anywhere but the Epic Games Store

leaden dust
#

@cloud cobalt can you link me to some documentation

#

or resources on that

cloud cobalt
#

There isn't any

leaden dust
cloud cobalt
#

Blueprint classes are content

leaden dust
#

ok

#

good nuff

#

oh

#

nvm

#

got it

coral patio
#

Heyhey! Anybody here with experience in creating small animations/videos/turntables in Unreral?

sick escarp
#

When do you guys use multiple graphs?

cloud cobalt
#

Multiple graphs for what ?

restive fern
#

Does anyone know if i can use ue4 default character mesh ANIMATIONS (like running etc) with my own model IF I name my bones the same ?

sick escarp
#

I mean in blueprints, you can have multiple graphs for organization

#

When would that be used?

sudden agate
#

you answered your own question

#
for organization
wary wave
#

that's the only time I would use it

#

but to be honest, I seldom use it even then

wild ginkgo
#

it's a good question imo, there's no intrinsic logic to organization within a single class

wary wave
#

if your BP gets big enough to warrant it, you may want to examine whether it's worth breaking it down

wild ginkgo
#

I think as a rule of thumb, I would create a 2nd graph if I would like to derive a class simply for organization, following srp

cloud cobalt
#

Same way you can use two cpp files for a class

sick escarp
#

Atm I've used it once to have one graph for only hud events

thorn topaz
#

Is there a way to do dynamic asset tooltips in editor?

silver crown
#

Which tooltips exactly @thorn topaz ?

thorn topaz
#

when you hover over an asset in editor

dim merlin
#

Hi, anyone knows what CriticalSection is, and knows how to fix this:
Cannot open include file: 'CriticalSection.h': No such file or directory (when packaging game)

paper kernel
#

ok I think it's time to warp up for the day

#

I'm seeing several seconds of function execution delay

#

not even sure how that is possible

leaden dust
#

I have spent the past hour reading and trying to make DELEGATES in cpp

#

and haven't made an inch of progress

wild ginkgo
#

UCLASS()
class USomeClass : public UObject
{
    GENERATED_BODY()

    FMyDelegate MyDelegate;

    void func() { MyDelegate.RemoveAll(this); MyDelegate.AddDynamic(this, &USomeClass::func); MyDelegate.Broadcast(); /** infinite recursion */ }
}```
#

ue4 cpp delegates

#

needless to say you can add any other class as well

#

MyDelegate.AddDynamic(obj, &ObjType::FunctionWithMatchingSignature)

#

Likewise you can also remove the binding again MyDelegate.RemoveAll(obj)

#

to expose it to bps you declare the delegate UPROPERTY(BlueprintAssignable)

#

@leaden dust

finite slate
#

Do I have to change my AndroidManifest.xml for ads to work?

#

I was going through the Android Developer documentation

#

and it said I have to have this in it

#

Mine didn't have it

#

so I put it in there

#

Was that the right thing to do?

#

It just seems like something that UE should already do automatically

#

I added it directly into the file and if that causes any errors I am also trying it added into the "extra tags for <manifest>"

wild ginkgo
#

I don't think ue4 wants to encourage putting ads in apps

finite slate
#

Its not an annoying ad

#

It is a single banner ad that has plenty of room to be there

#

This game is more of an experiment than an actual project

#

Just to get the ropes of app development down

wild ginkgo
#

I'm not sharing my opinion, just saying why it likely needs some tinkering and is not doced

finite slate
#

I am now realizing that I shouldn't have been able to edit the manifest directly

#

It failed to package immediately

#

swapped out for the backup and it is wroking

#

working*

#

added the tag in project settings

#

successfully packaged

scarlet birch
#

Anyone know if I can compile the live link plugin for Maya 2019? If so can someone point me to where to find info on what I need to change to set it up to do so? or if 4.22 has a precompiled 2019,?

bitter iris
grim ore
#

Please update to version 15.9. - update the C++ compiler in VS

delicate turtle
#

Is there any way to make the output of the DrawDebug functions (for example DrawDebugLine and DrawDebugArrow) a bit more crisp other than disabling motion blur for the camera? It's fine if the game is paused or when there is no motion but in motion it gets a bit blurry, even with disabled motion blur.

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I mean, I can manage, but, you know, maybe there is a neat trick I do not know about. πŸ˜‰

grim ore
bitter iris
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how do i get that up

grim ore
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run the visual studio installer

bitter iris
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owe lol my bad

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sorry

grim ore
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oh crap it's april 1st in some parts of the world, time to ignore everyone for 2 days lol

plush yew
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with streaming can a map be as large as you want?

wary wave
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streaming allows you to stream content in and stream it out

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you can use it to create the illusion of a larger player space

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world composition and origin resetting can allow you to get around the limited size of coordinates

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so in theory you can use those two things to make very large maps

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but you will still have to respect the limitations of those systems

plush yew
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that virtual texture stuff has an upper bound too?

steep garnet
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Is there anyone upgraded UE to UE4.22 Preview7? Just I'm facing some lags in editor and compiling become more slow and I think that its because of updating. Anyone else having such issues?

wary wave
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@plush yew - UE4 doesn't support virtual texturing

tall pendant
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Well, there is the experimental one for lightmaps.

plush yew
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you just can't have unlimited textures with streaming?

tall pendant
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No.

austere badge
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Could someone explain the difference between a constant and a scalar parameter?

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Constant would be a constant state as far as I am aware but why would I want to use a Scalar?

grim ore
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are we talking in a material or where?

austere badge
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Yes a material

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I'm just going through a tutorial and thought I'd ask about the difference between the two.

grim ore
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and do you mean the Scalar Parameter?

austere badge
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yeah

grim ore
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it's the same thing, they hold a single float, but the scalar parameter is a parameter and can be adjusted outside of the material in a material instance. making it a constant parameter would just seem weird since you could change it

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if you right click a constant and choose convert to parameter it changes it to a scalar parameter

austere badge
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So a constant is not a parameter?

grim ore
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correct

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a constant is fixed in the material and can not change by outside forces, it has no input basically

austere badge
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So they both are a single float but with a constant it cannot be changed whereas a scalar can be?

grim ore
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correct

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using a material instance or something like a parameter collection

austere badge
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And I know this is going to sound stupid but is a float just like a value or a state?

grim ore
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value

austere badge
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Why can't they just say value then lol

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Okay thanks for your help'

grim ore
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say value where?

austere badge
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Like instead of calling it a float, why can't they just call it a value. Just complaining lol

grim ore
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well what would you call a vector or an int or a boolean?

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like an int is a value without a fractional point

austere badge
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Oh I see

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So it's a way of separating value types?

grim ore
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correct, it's math for stuff like that

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fractions decimals etc.

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vector being something that represents more than 1 value, usually directions like X Y and Z but in materials it represents R G B

austere badge
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ANd a float just represents one value?

grim ore
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a float is a float, its a numerical way of representing a number with upper and lower bounds and having a decimal precision

broken nimbus
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sigh, perhaps one of you guys can help me with this little issue, My disk letters have recently changed. Engine still on same drive nothin has changed but after adding 2 new drives this ones letter has gone from D to F resulting in epic games launcher not being able to locate the engine.

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Is there any way i can repoint where epic games looks for an installed engine

grim ore
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you can use the unrealversionselector.exe file to let windows know where engines are installed but.... its moved in newer versions lol

austere badge
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Thanks for your help Mathew!

grim ore
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go to here on your machine \Launcher\Engine\Binaries\Win64 and find the UnrealVersionSelector.exe file and copy it

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then paste it in your \UE_4.21\Engine\Binaries\Win64 directory where that is where your engine is at now and run the file

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it will ask to associate that directory with the engine

azure shore
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anyone know why actors are just frozen in place when spawned from another actor?

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specifically enemies

grim ore
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should the enemies be doing something?

restive fern
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@grim ore real enemy dont wait

azure shore
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well I mean they dont even have gravity when theyre spawned

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as in its as if theyre not activated or something

grim ore
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are these AI or just normal actors?

azure shore
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ai

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with character movement components of course

austere badge
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Can someone explain to me what the circled area is doing? I'm watching a tutorial and we're trying to change the size of the grass textures. I understand that we need a multiply node in order to make the grass smaller or larger, and that we need a Scalar to be able to set the values for that but why do we need a LandscapeCoords node?

wary wave
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Landscapes don't use normal UVs

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they have their own UVs

austere badge
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And what is a UV? Sorry new.

cobalt scaffold
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texture coordinate

wary wave
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UV mapping is the 3D modelling process of projecting a 2D image to a 3D model's surface for texture mapping. The letters "U" and "V" denote the axes of the 2D texture because "X", "Y" and "Z" are already used to denote the axes of the 3D object in model space.

plush yew
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Hi people a little confused. I had some platformer logic set up in 2 level blueprints, since this was identical apart from some scene components I decided to move it into my platformer game mode. My pawns are now variables of type character - actor reference. Problem is my pawns no longer receive input. Wondering what the problem is. In the pawn variable in my game mode there is no option to enable input.

grim ore
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@azure shore are you using the spawn AI node or the normal spawn node? Are they set to auto possess when spawned in or just place in the world?

azure shore
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spawn actor from class

plush yew
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And in my level BPs I just set the scene components.

azure shore
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oh I just read something about possessing actually

grim ore
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there is a special node for spawning AI and you should make sure they are using their black boards and such plus yeah by default they wont use the ai controller when spawned into the world

azure shore
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ah that did it, thanks

crude patio
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ok som im very new to this and no almost nothing. i tried to follow a video but ran into issues, anyone know how to import a heightmap properly?

austere badge
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@wary wave Oh okay so why do I need a landscapecoords now when we just applied the texture with the diffuse and normal maps to the landscape before?

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Like didn't we apply a UV to the landscape already just by wrapping the texture with the diffuse and normal maps? Why now do we need a Landscapecoords node to tell the landscape what to do?

azure shore
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ok this is weird, when I enable input to other actors and have an enter input, my player bp cant use enter input, or the other actors

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can player controllers not control multiple actors?

wary wave
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@austere badge - you're telling the material which coordinate system to use

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in this case, the Landscape texture coordinates

austere badge
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But isn;t that just the normal ladscape?

wary wave
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this isn't about the landscape, it's about the material

austere badge
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@wary wave So without the landscapecoords node, the multiply and scalar grass scale nodes don't know where to apply the changes to the sizing?

plush yew
azure shore
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oh fgs how do I even despawn all the enemies

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I cant cast to them, and enabling input on them does nothing

grim ore
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why can't you cast to them?

azure shore
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I never know what to get for object

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I tried a get all actors of class but it does it one at a time

grim ore
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if you want to destroy all the enemies then get all actors of class , loop thru the result, and destroy actor

azure shore
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idk how to do the looping part

grim ore
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ah

azure shore
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so I want it to remove all of them at once

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eh Ill just use a for loop and set it to a kinda high number

grim ore
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or you get all actors and loop thru them and remove them

azure shore
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idk what you mean really

grim ore
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get all actors of class -> For Each Loop -> Destroy actor

azure shore
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oh I didnt realise I could do a loop for that

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thanks

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so would you have any idea how to clear all decals? if I dont then you can just make a real mess

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if you just keep killing monsters and respawning then itll get way too laggy

hoary pier
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@plush yew Input doesn't work in game mode because input is client only and gamemode is server only

austere badge
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If a LandscapeLayerCoords node generates UV coordinates that can be used to map Material networks to Landscape terrains why do we not need them to apply a diffuse and normal map texture to a landscape?

hoary pier
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@azure shore Typically you would clean up your decals/characters/etc in the system that spawned them. Caching them as you spawn them and signing up for events to clean them up as they die off/etc

azure shore
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ouch

hoary pier
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@austere badge The LandscapeLayerCoord just gives you a landscape specific UV gradient. It has some extra information in the node to help you get a consistent UV layout for any size/section count/etc landscape you make. A standard UV coord node would just stretch your texture across sections and not be as consistent across different landscapes. You typically do use the landscapeLayerCoord on your diffuse and normal/etc.

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@azure shore It's not hard to clean up decals separately but a system that just destroys all decals will typically begin destroying things you would want to keep (like level placed decals or decals for other effects)

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When cleaning things up you would usually want to clean only the things related to the current cleaning task

azure shore
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yeah I thought about that

austere badge
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Okay so like why before adding the coords node does the normal map and diffuse node not need a coords node to be applied to the landscape?

hoary pier
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If you create your own specific actors for these decals you want to clean it would be easiest. GetAllActorsOfType(YourDecalClass) and the loop and destroy them

austere badge
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Like with just the Normal, Diffuse and Scalar, I am able to put the grass texture on the landscape.

hoary pier
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@austere badge Any Texture node by default will use the default CoordUV node internally unless overriden

austere badge
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okay

hoary pier
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Which may be inconsistent across different landscapes

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But is fine to use otherwise

austere badge
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So by default when I did the first few steps, it used a standard UV and by using a landscapecoords node it will be able to have a better looking landscape?

hoary pier
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It's just changing the logic for how the texture repeats. You can get the same look with a normal UV node or the Landscape UV node but the Landscape UVs are just built to be frtiendlier for giant landscapes

austere badge
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This is the answer I've been looking for thank you. It makes sense now.

hoary pier
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Hoozah!

small silo
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Speaking on some landscapes, hoping someone had some info on this. When I create a LOD on a landscape I'm getting this along the edges and not sure why.

hoary pier
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IS this trying to scale a large texture across the entire landscape or is it repeating across it?

small silo
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This is generating a LOD from a level within my world comp. 1024x1024 texture and just hitting generate on it. I've followed a quick tutorial and theirs work out fine without this edge.

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just not sure what is introducing it on the generated texture

austere badge
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So I'm painting in some textures and am trying to add rock but the shaders won't compile. Doesn't matter how long I wait. Anyway to fix this?

wary wave
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you may have too many textures on those segments

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I can't recall what the limit is per section of terrain, but IIRC it's 11 or 12

austere badge
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How can I increase the limit?

wary wave
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you cannot

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avoiding three or four way blends between surface types on a single section is generally adviseable

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and reducing the number of textures in each surface type

hoary pier
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Yeah, there is a hard 16 texture limit for the vid card and the landscape material already has some other texture info it reserves.

grim ore
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The first thing to check tho is to make sure you are already set to shared for the texture sampler so you have access to the entire amount

hoary pier
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Also, combining your grayscale metallic/spec/rough/etc into the RGBA channels of a single texture will help

austere badge
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How do i do those things?

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Like firstly the set shared textures?

hoary pier
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On your textures in the material editor, there is a Sample Source, change it to Shared:Wrap (or Shared:Clamp if you don't want wrapping)

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This tells the video card to treat it as a single sampler

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May not be necessary if you haven't changed them previously from the default though

austere badge
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Can't seem to find it. I'm probably just blind.

hoary pier
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Have to select a Texture Sample node

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If the Stats windows says you have the same number of textures as you expect then it should be fine. But if you duplicate a texture sampler node and the TextureSamples stat goes up, they aren't shared

austere badge
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Is that the right place to be?

grim ore
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no

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click on a texture

austere badge
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shared wrap or clamp?

grim ore
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yes, it depends on what you want. chances are wrap

austere badge
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What does clamp do?

hoary pier
grim ore
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prevents the texture from wrapping

austere badge
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And do I have to go into each of my individual textures and set it to shared? Or just all of them within my landscape?

hoary pier
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But If i change one of them to something else i get another sampler:

grim ore
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you would change each of the textures in that material

austere badge
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So 12 of them

grim ore
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technically the texture sampler nodes as you are not changing the texture itself

austere badge
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Or just the diffuse ones?

honest dagger
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Hello.. Is there any tricks to fasten lighting build time? I have used preview quality and it took me 1 hour..

grim ore
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I would assume all texture sampler nodes should be changed

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get a faster pc, make sure you have a lightmass importance volume, use less lights and meshes, lower the size of the lightmap resolution on meshes

hoary pier
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MathewW's point on size of resolution on meshes is a really prolific issue when starting out. People tend to up their resolutions to large resolutions to help out poor lightmap UVs and end up with huge lighting times and level sizes

grim ore
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the linky is nice because it has all of that and shows the lighting build info dialog so you can see what should be targeted for optimizations πŸ˜ƒ

honest dagger
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@grim ore thanks for the links, I do need that

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I'm using asus rog G502vs if I'm not mistaken, i7, gtx 1070 6gb, ram 32gb, ssd 256gb. But my engine and my project is in internal hdd not ssd. Is that affecting build time?

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If I'm not mistaken, light building is using cpu, not gpu isn't it?

grim ore
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lightmass is CPU yes

cloud cobalt
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Regular Lightmass is CPU

grim ore
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since that is a laptop you want to make sure it is not thermal throttling during the builds, just open up task manager when building and watch it. it should use all cores and keep at max speed

honest dagger
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@cloud cobalt is there any irregular one?

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@grim ore will check it next time

cloud cobalt
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Yup, GPU Lightmass. Free and available on the forums

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Not open source though, and a single guy's work, so it's not like a production tool

honest dagger
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@cloud cobalt oh yes, I found something like that, is it evermotion gpu lightmass? Or is there something else?

cloud cobalt
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It's also miles better than Lightmass by any metric

tall pendant
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it's neat even tho it's missing some features you might want to have in a production.

honest dagger
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Yea I heard there are some pros and cons, is it the evermotion gpu lightmass? If I use it, can I back and forth using the standard or the gpu according to my needs?