#ue4-general
1 messages Β· Page 424 of 1
you mentioned sdk
yeah
whats this have to do with reinstalling vs?
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
I tried this
tried this after each restart
I found plenty of google results showing how to fix the issue
also replaced hard drive
just to be sure
ok could you point me to one of these links
I don't use google in my country
thanks
bing then? duck duck go? alta vista?
I tried duckduckgo
i think yahoo has a search still
but maybe you get different result
no one will be able to read that
the moderators will have to approve it before anyone else can read it or reply
looked deeper
this issue goes deep
its not to do with my install
its just a shitty engine
thanks for the help anyway
of course
sure
when you come back it will probably still be an error tho so maybe not coming back?
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.
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.
I tried across 3 different systems
well you feel it is shitty and no one should have to do stuff they feel that way about.
using different components and installs on each change
its definitely something to do with unreal according to the forums
its true
I mean its nothing personal
if the engine dont work for me it dont work
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.
ok thanks bye
back to unity he goes
as long as he is happy is what matters, people shouldn't have to do stuff they dislike if they have a choice π
not if the plugin is source based?
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?
@grim ore i mean i installed it from marketplace, dunno what the problem is
@sacred lotus we making this game already, and it is named 'life' π
took me a while to get it
is this a c++/BP project or BP only?
but seriously
amazing idea, so we can have 20000 different ideas on how to correctly do xyz
no different people work on different parts
@grim ore bp dude
theres too many opinions for everyone here to make a game together
what if we all assign a piece of work which doesnt overlap so no one can complain about things they dont like
@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?
remove them before i try clone?
well you should be able to clone it like you did then remove the plugins directory for substance from the project itself once cloned
if this is a BP only project then it should not be trying to compile. what is in your .uproject?
ok so that says you have a module which means there is some C++ code in there somewhere
plus it says the substance plugin is disabled so lol
i think i did some a while ago for dedicated servers
ill try load it again
this is what comes up when it says rebuild manually https://pastebin.com/05vrRxEE
hey can someone help me with my question in #design-chat
yep that's the error due to the module(c++ code) being out of date when you try and load the project
welp
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?
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
yeah i hit yes, then it goes through the rebuilding (the log i shown) then this
One message removed from a suspended account.
what version are you coming from upgrading to 4.21?
4.20.3
oh weird, the target files should be fine. what does your target files look like in the source dir?
nah 1 folder back, in the actual source should be 1-3 target.cs files
ahh okay
it seems to be complaining there are no valid build targets
what is in one of them, the editor.target.cs for example
I have a feeling you should probably just regenerate the solution file and compile in VS tho
uhm... maybe your VS is broke lol?
try right clicking your .uproject and generate visual studio project files
so they are up to date for 4.21 then open up the .sln file in visual studio
and isnt VS 14 2015?
I must admit you guys, I need some help
I made a thread on reddit explaining my issue, can I link it instead of repeating it here?
Anyone around? Been stuck for over a day on this
really don't understand the problem based on that post
Yeah I thought so, thats why I said if you have more questions, or are willing to do it over screenshare, Id be grateful
I tried my best putting it to words
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?
No that works
I want to
Like
They make a tetris block, right?
I want to rotate the block In place, just like how tetris works
so you make the 4 children meshes in the correct spot around the root?
Its VS 2017 Mathew
I know it's 2017, but that error when you tried to open it says 2015 lol
Yes Mathew, I could do that, but as I said, that requires me to manually assign their position, and I gotta calculate stuff
oh doesi t? lmao
is there no better way?
technically you could create the meshes in a separate program in the correct shape and center the pivot
or you could get the bounds of the meshes and get the center point from that and use that as the rotation point
or just set it up once in the mesh using the parent root and be done?
Can you elaborate on the last point?
oh
I did download a 3d model of a lego block from turbosquid
to try out that
but it still had the same issue, I guess it didnt have a pivot?
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
It is easy enough, but another problem comes up, regarding grid limitations
Grid starts at 0 on the X axis, so the blocks cant go past 0
But if the pivot is at 0
half the block has to be below zero
does that make sense?
it makes sense if you are calculating the movement based on the pivot
but you can always check collisions and stop based on that
yep sounds like a design problem to overcome
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
you can cheat and follow this for some examples π https://www.youtube.com/watch?v=MI4N7lXMJpA
blueprints are just C++ with a pretty face, there has to be C++ code behind the BP node.
The video you sent is 2D though, no?
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.
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
Currently Im checking the location of each individual statiac mesh
and make sure it doesnt go outside the grid
If the grid is between 0-375, I loop around my static meshes, and make sure they cant move past 370 or under 0
that works as well
Would you recommend making the model in a 3d software, rather than having 4 static meshes?
it would be the more accurate way for sure but it's a simple game in the end I doubt it matters
Accurate how if I may ask?
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.
If I create a block in blender, and set the pivot point in the center of the block
When I go to add it as a static mesh
Wouldnt hte pivot point still be in the root scene?
Or would I make the model the root scene
pivot points in 3d programs are at the origin, not where you set it so that is important to know.
and in blender would you be creating the "block" or a "shape" ?
Shape
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
What about the fact that when I place something as a root, it doesnt have a location or rotation anymore? Like, On the editor
and it also seems to shrink
it does have a location and rotation when it has a place to have one, like in the world
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
the location and rotation of the item will be whatever you tell it to be when you put it into the world
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)
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
straight line
nope it's just a block thats more vertical than horizontal is all
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?
yeppers
Mathew, I dont know you, but you are a hero, thanks for the help, I'll see what I can do
Yep. Push N when you open blender. Youβll get a property panel that holds the coords
I don't use Blender so other people are way better suited for the specifics π #graphics if you get stuck probably
You will know him now. https://m.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ/playlists
π
lol
I've made a lot of videos so that makes sense π
Random question, did you get the title idea from total biscuit?
Everyone knows matt
nah it was more along the lines of "WTF does this do" is what I said over and over lol
yeah it tends to come up alot when using the engine for the first time and I wanted to make it casual π
anyone know how to make an auto realistic landscape material
follow along with the official unreal showcase about it, create superb pbr foliage, create superb material, create superb terrain
Substance designer is a good start
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.
under build options you can update the reflection captures
Where do I find build options
next to play in editor button at the top of your editor screen
So do I click on "Build lighting only"?
Build reflection captures ?
but in that same list it says something like rebuilding/recapturing reflection blabla
yea
It then gives me an error that says Lighting needs to be rebuilt
Ask the question. There 5000+ people here π
@austere badge Click on build on the left of the Play button.
Make sure you have a Lightmass Importance Volume in your level covering your level.
@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!
How do I do that @keen frigate
if only there was a search engine to solve problems
and you drag in this:
First drag in the lightmass importance volume , then build your lighting (Click on build)
^ make sure it covers everything the player can reach and then some. Importance volume will basically nake every light bounce once outside of it.
So is there any reason why my landscape looks like it does and not like the other guys?
You need to set your light source to moveable, (the sun thing with and arrow on it)
How do I do that? Sorry I literally just started learning today.
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
yeah, I was just about to say that
@austere badge if you're only just starting, may i suggest watching epics intro videos first: then jump into experimenting and asking ;p
I was watching Game Dev Academy
π€ fair 'nuff~
And it just looked different so I thought I'd ask
Aah... Yeh... Engine changes do that to videos π
So it's just a different version and that's why?
@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
so need to create the paths then hopefully itll be fine
Almost always, yeah~ see what version they're using i the top right
Its not too bad recently. The location and aesthetics slowed down with major changes after 4.10ish i think
I'm using 4.19.2
dude, you need to get 4.21 BAD!!!
you don't want to use older versions of unreal
If your not sure how to do that, Ill show you
Upgrading mid project is only nessecery when it's... Well... Nessecery :p
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.
I'll try to convince him to switch .
How would you collaborate then? It doesnβt sound like heβll be able to use source control
I doubt most people would be committing changes more than 100mb often.
He said that we have to use the same version to be able to collaborate.
And his was 4.19.2
He said to install that one.
Does 4.19.2 not use the source control thing you mentioned?
It's been integrated in ue4 since the start
Source control can also be used outside of the engine (sometimes easier)
Iβm sayin you need at least decent internet to set it up
can anyone help with this
Starting with a blabk project doesnt need a decebt internet
That is true
Can someone help me plz. On my custom mesh have capsule shadows, they wont work for me π¦
Thanks for your help guys!
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
Trial by fire. Theyβll find out soon enough π
sure
hld on
I have light on the right, and indirect capsule shadows checked
I also set up the shadow physics asset
π€ dont you want capsule direct shadows?
no, just indirect, and those dont work either, just FYI
Huh
http://timhobsonue4.snappages.com/lighting-capsule-shadows
Tried following this?
Unreal Engine 4 tutorials, Tips & Tricks, and other curiosities!
There's usually some checkbox somewhere, or something else mundane being the problem ππ
Give the page a quick read over~
okay
It looks like something that needs to be set up, so may have missed a step
I went through the unreal docs, and I'm sure I haven't missed anything
Can ya throw a screenshot of the mesh editor?
Okay, see how in the pages mesh viewer theres capsules along the limbs? http://cdn.snappages.com/t02va2/assets/2692195_2881013_1461299478.png
yes
I'd assume that's whats used for the shadows, and what you're missing
I know Im not missing them:
Huh π€
It might be a bug
So it's behaving in the mesh editor but not in the world
Is dynamic shadows on?
yes
Could always restart the editor. Beyond that I'm stumped: would have to just fiddle with it in person at this point
I think your fog might not be reaching to the end correctly
maybe overlapping skys
ye thanks it was overlapping
@bitter iris nice catch π
done the same a few weeks ago lol
anyone know a fix to this? its stopping me from going to 4.21
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.
delete the SurvivorXServer.Target.cs for now?
you would remove the module part of the .uproject so it does not try and load it or any other C++
ahh i think its just let me build
WOO
========== Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========
wtf is wrong with this, it lets me build but still says rebuild from source
ugh
Could be a dumb question, but should weapons always be Actors? or can they be pawns if you want to have input in them?
Players can only possess one pawn at a time
Oh okay, since Characters are pawns, that'd mess everything up, thanks for the reply
Pawns are meant as the physical representation of players
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
Actors can't have input but it's very easy to pass player input to one
Have the pawn handle input and call a function on the weapon
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
Can someone tell me what a heightmap is in basic laymans terms?
It's a greyscale image that dictates to the engine what the high and lows should be on a mesh based on the color
like creating landscapes with mountains and valleys for example
So like a 3d outline from top down? If that makes any sense
Imagine a real map color-coded to altitude.
So when the textures are applied it knows where to put them? Or is that entirely different?
Height maps are used for terrain
I mean terrain textures.
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
(The height map is actually a texture)
But in all terrain editors, you get a texture painting tool
...all the ones I've used I should say
Let's just say height maps are representations of terrain
Texturing the terrain is unrelated
So it's like the first step in building terrain?
It's a storage form for terrain
Yeah the values of a terrain are stored for use later
So a heightmap changes the geometry of a terrain basically. Do most games built in Unreal use custom Heightmaps or templates?
Everyone has its own way, I guess
Like, not everyone need terrain
Some people buy pre-made landscapes, some people sculpt it themselves, some people generate a heightmap outside UE4 and import it
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
What are some programs people use to create heightmaps?
And thanks for your guys' help.
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
but world machine would be easier for less experienced people in 3D art
^ everyone has a different way
Yeah exactly π there's always a technical way and an artistic way π
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.
Not sure what's wrong here.
vs what this guy has
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
change the lights in your scene to movable
click your light, and under the position stuff choose movable
So click on lightsource?
Yep
on the components panel on the right just under transform there should be moveable in a row of 3 options I believe
quick question, can i use tessellation/displacement on a landscape paintbrush?
Seems to have fixed it. If I change it back though, it doesn't seem to have the lines anymore though, Weird.
No problem π
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
Blueprint interface
what class would use it?
umm.
im not too sure what I would actually do with the interface tho
that's for like, communication between different blueprints
Scratch that. Canβt you use keypress directly in umg?
there's OnClicked, but I dont know how you could set it up to use different keys to activate it
you can also override the on key down event or listen for input action
would that work with inputs?
yes
listen for input action does
that's what action mapping ia
ah
do I use this with event tick or something?
wait
would that work for multiple buttons?
What is the Listen for Input Action Node in Unreal Engine 4 Source Files: https://github.com/MWadstein/wtf-hdi-files
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
Try packaging it instead of just building it
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
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.
Does anyone know how to possess a pawn client-side and have it update for everyone?
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
I hate it when things break without you doing anything
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
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)
Anyone know about creating textures?
I'm currently putting comments on most of my key inputs so I can find them easily but I didn't for older ones
hm
@austere badge well what textures
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.
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.
@austere badge Uhh okay I'm not an artist but I do kinda understand all these maps
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.
oh I thought a program could do that damn
did someone say maps?
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?
I'd say the maps (textures) are all created at the same time.
I'm glad I'm not making a realistic game
Depends how your creating them really
Photogrammyness is a whole skill in its own
I'll defer to Rei cause > not an artist
same
My phone is 18.5:9
ouch
muh black bars
It still goes fullscreen on my phone
o u c h
So when do you use real photos over the photogremetry thing
If you lock your game to aspect ratio, you gonna have a bad time
Real photos can help you with the base texture and stuff
or even the other maps (to some extent)
Full screen got nothing to do with aspect ratio
So what is a diffused texture? Is that like a real photo?
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
I love that I say I'm defering to Rei and then Rei doesn't answer shit
Anyway the diffuse is the color that would appear under unlit shading
How the chickens normally look for context
Your problem is your anchors and UI setup.
And the normals, rough, AO, etc that's all used for shading it
learn2umg
You hate **UI
No, I hate UMG
try slate
Which includes UI
its better than umg
Kay, go try wxWidgets
Oh here let me just redo my entire game's UI
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?
here let me refactor my UI and try and get better each time
Photogrammetry is a technique that leans heavily on tech
I would rather just fix this issue in UMG than redo everything in slate
where is zero when we need him
I don't even know what slate is
basically you take 1000 pics from any angle you can think of and the 3d geo will be reconstructed by an algorithm
Slate is the underline framework that umg wraps
and then your maps and such are generated from that.
(but you normally do a clean pass between)
Yeah delighting pas and such
So most of the maps would be from a thing called baking
Your color maps can be sourced from anything directly -- its your geo/shading maps that you can't easily take from a pciture
You'll have to construct the geo you want to bake into the maps ANYWAY, may as well model the thing.
Because of how your UI is setup
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
Which thing comes first? The picture / photgremtry? And then you create all of the other maps etc from that?
You aren't telling me what I am doing wrong, you are just telling me I am doing something wrong @pallid compass
How am i meant to know?
"your anchors are bad" is the most detailed thing I am getting
I cant see your UMG setup
You clearly know something
Your anchors are bad
gives you at least a hint
to what might be wrong
I cant read your mind or your project.
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.
Found it,had to zip the solo contents together
can't believe nobody here could help
I'm sure some people here could they just didn't want to.
that's pretty mean
Guess not
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.
Well i did say i tried searching for it and couldn't find an answer,so it wasnt out there
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.
that's kind of what i'm here for though,for more instanteous responses
il give you instanteous responses for $$
You've given me responses that you'd have to pay me for already.
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
So the problem is you package to HTML5 project but you don't know how to run it because there's no index file?
Yes
Are there no other HTML files or HTM files in there?
Well more that i'm having trouble uploading it to a site and having it actually work
Can you launch it?
every time it gets stuck on processing so i believe that's just wrong
Try asking me
i can launch it within the engine
What is your issue?
Well the engine isn't HTML or chrome or edge or Internet explorer or Firefox so it's going to work differently
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
What state is it in?
just "processing" forever
I know
Launching pushes a temp engine ver too the target
So what files are made when you package?
yaay my stretchy UIs are gone
unrelated
carry on
Now the problems are different than when you first posted so who knows now
as such
What happens when you launch that HTML file
as such
It shows that in chrome?
Yep and when you connect to localhost:8000 in chrome what happens?
I get the listing
Weird, no issues here. What did you rename?
I renamed the zip file itself to index.html, was hoping that would work
Delete the folder, repackage, run the .exe to load the local web server, load chrome and go to localhost:8000 and does it work?
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
Gonna repackage now
Okay now the file structure is completely different,what the fuck
eh?
it literally built only that folder content i showed you before
That's your regular project dir?
yeah,i packaged as html5
And that was the output?
yes
wow. okay. Yeah, that's weird.
what you see there is your project, not the built HTML 5 package
So which part of that is the build,because that's what it spit out as my package
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
run the html5launchHelper.exe
go to chrome and localhost:8000
click on the MyProject2.html file
and it should load
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
it works,now my only question is how to upload this
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
do i just zip that entire folders contents up again?
Okay,rebuilding to a new subfolder called "build"
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
I'm trying to upload it to a game site to test something is the thing though
gamejolt
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
ah that sucks
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.
If the instructions do not work, maybe reach out to their support
https://matheww.itch.io/html5-ue4?secret=GADESrXa6tqChwq7gFHSTCDXD9U is an example of a HTML5 UE4 project following the instructions given above uploaded to itch.io, it should be the same process when using game jolt
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.
why do you need the black bars anyway
Make it look more cinematic !
Has anyone here ever made a multiplayer online game (Through steam) with the ability to change characters?
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?
Going off memory here: Project Setting >>> Platform >>> Windows >>> game icon
that leads to the situation i have described
Make sure itβs an . ico file and a Power of 2 resolution
Please read my issue again
I have. If you lack the correct file and 5 res size, youβll get that result
I'm using a 32x32 .ico file
ah ok, thanks!
Donβt thank until it works π
IIRC Windows caches this stuff
why is this happening?
Yep. 95% chance itβs a Windows problem
@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
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
ok
I am not calling a method on mesh though
I am just creating default subobject
and assigning it to my pointer
What's the AttachToComponent line like ?
Seriously though, debug symbols & debug, you'll have the answer literally displayed
@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));
whats debug symbols?
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.
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
Call Stack?
Yup
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
Ok
They're big because well, UE4 has millions of symbols
So the conclusion is I should go learn c++ and visual studio first
And then come to UE4
While you download you can check out the call stack window, local variables window, and check in debug
the download is not that big
2.7 gb
2.7 gb
But I am getting 20 KBPS so will take a while
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
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?
Entire engine obviously
don't change the engine content
make copies of things in there and change those if you want to modify default things
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
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
There isn't any
this works for plugin content and classes also?
Blueprint classes are content
Heyhey! Anybody here with experience in creating small animations/videos/turntables in Unreral?
When do you guys use multiple graphs?
Multiple graphs for what ?
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 ?
I mean in blueprints, you can have multiple graphs for organization
When would that be used?
it's a good question imo, there's no intrinsic logic to organization within a single class
if your BP gets big enough to warrant it, you may want to examine whether it's worth breaking it down
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
Same way you can use two cpp files for a class
Atm I've used it once to have one graph for only hud events
Is there a way to do dynamic asset tooltips in editor?
Which tooltips exactly @thorn topaz ?
when you hover over an asset in editor
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)
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
I have spent the past hour reading and trying to make DELEGATES in cpp
and haven't made an inch of progress
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
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>"
I don't think ue4 wants to encourage putting ads in apps
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
I'm not sharing my opinion, just saying why it likely needs some tinkering and is not doced
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
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,?
Hey guys, wondering if I could get help. I can not create a C++ project at all. https://pastebin.com/rLGCWu6G
Please update to version 15.9. - update the C++ compiler in VS
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.
I mean, I can manage, but, you know, maybe there is a neat trick I do not know about. π
run the VS installer, update the main program and update the VC++ compiler here https://i.imgur.com/2htTYHT.png
how do i get that up
run the visual studio installer
oh crap it's april 1st in some parts of the world, time to ignore everyone for 2 days lol
with streaming can a map be as large as you want?
streaming allows you to stream content in and stream it out
you can use it to create the illusion of a larger player space
world composition and origin resetting can allow you to get around the limited size of coordinates
so in theory you can use those two things to make very large maps
but you will still have to respect the limitations of those systems
that virtual texture stuff has an upper bound too?
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?
@plush yew - UE4 doesn't support virtual texturing
Well, there is the experimental one for lightmaps.
you just can't have unlimited textures with streaming?
No.
Could someone explain the difference between a constant and a scalar parameter?
Constant would be a constant state as far as I am aware but why would I want to use a Scalar?
are we talking in a material or where?
Yes a material
I'm just going through a tutorial and thought I'd ask about the difference between the two.
and do you mean the Scalar Parameter?
yeah
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
if you right click a constant and choose convert to parameter it changes it to a scalar parameter
So a constant is not a parameter?
correct
a constant is fixed in the material and can not change by outside forces, it has no input basically
So they both are a single float but with a constant it cannot be changed whereas a scalar can be?
And I know this is going to sound stupid but is a float just like a value or a state?
value
say value where?
Like instead of calling it a float, why can't they just call it a value. Just complaining lol
well what would you call a vector or an int or a boolean?
like an int is a value without a fractional point
correct, it's math for stuff like that
fractions decimals etc.
vector being something that represents more than 1 value, usually directions like X Y and Z but in materials it represents R G B
ANd a float just represents one value?
a float is a float, its a numerical way of representing a number with upper and lower bounds and having a decimal precision
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.
Is there any way i can repoint where epic games looks for an installed engine
you can use the unrealversionselector.exe file to let windows know where engines are installed but.... its moved in newer versions lol
Thanks for your help Mathew!
go to here on your machine \Launcher\Engine\Binaries\Win64 and find the UnrealVersionSelector.exe file and copy it
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
it will ask to associate that directory with the engine
anyone know why actors are just frozen in place when spawned from another actor?
specifically enemies
should the enemies be doing something?
@grim ore real enemy dont wait
well I mean they dont even have gravity when theyre spawned
as in its as if theyre not activated or something
are these AI or just normal actors?
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?
And what is a UV? Sorry new.
texture coordinate
kinda vital information:
https://en.wikipedia.org/wiki/UV_mapping
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.
@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?
spawn actor from class
And in my level BPs I just set the scene components.
oh I just read something about possessing actually
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
ah that did it, thanks
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?
@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?
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?
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
can player controllers not control multiple actors?
@austere badge - you're telling the material which coordinate system to use
in this case, the Landscape texture coordinates
But isn;t that just the normal ladscape?
this isn't about the landscape, it's about the material
@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?
just read that input doesn't work in game mode, what a stupid rule
oh fgs how do I even despawn all the enemies
I cant cast to them, and enabling input on them does nothing
why can't you cast to them?
I never know what to get for object
I tried a get all actors of class but it does it one at a time
if you want to destroy all the enemies then get all actors of class , loop thru the result, and destroy actor
idk how to do the looping part
ah
so I want it to remove all of them at once
eh Ill just use a for loop and set it to a kinda high number
or you get all actors and loop thru them and remove them
idk what you mean really
get all actors of class -> For Each Loop -> Destroy actor
oh I didnt realise I could do a loop for that
thanks
so would you have any idea how to clear all decals? if I dont then you can just make a real mess
if you just keep killing monsters and respawning then itll get way too laggy
@plush yew Input doesn't work in game mode because input is client only and gamemode is server only
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?
@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
ouch
@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.
@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)
When cleaning things up you would usually want to clean only the things related to the current cleaning task
yeah I thought about that
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?
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
Like with just the Normal, Diffuse and Scalar, I am able to put the grass texture on the landscape.
@austere badge Any Texture node by default will use the default CoordUV node internally unless overriden
okay
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?
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
This is the answer I've been looking for thank you. It makes sense now.
Hoozah!
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.
IS this trying to scale a large texture across the entire landscape or is it repeating across it?
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.
just not sure what is introducing it on the generated texture
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?
you may have too many textures on those segments
I can't recall what the limit is per section of terrain, but IIRC it's 11 or 12
How can I increase the limit?
you cannot
avoiding three or four way blends between surface types on a single section is generally adviseable
and reducing the number of textures in each surface type
Yeah, there is a hard 16 texture limit for the vid card and the landscape material already has some other texture info it reserves.
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
Also, combining your grayscale metallic/spec/rough/etc into the RGBA channels of a single texture will help
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)
This tells the video card to treat it as a single sampler
May not be necessary if you haven't changed them previously from the default though
Can't seem to find it. I'm probably just blind.
Have to select a Texture Sample node
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
shared wrap or clamp?
yes, it depends on what you want. chances are wrap
What does clamp do?
prevents the texture from wrapping
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?
you would change each of the textures in that material
So 12 of them
technically the texture sampler nodes as you are not changing the texture itself
Or just the diffuse ones?
Hello.. Is there any tricks to fasten lighting build time? I have used preview quality and it took me 1 hour..
I would assume all texture sampler nodes should be changed
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
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
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 π
@grim ore thanks for the links, I do need that
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?
If I'm not mistaken, light building is using cpu, not gpu isn't it?
lightmass is CPU yes
Regular Lightmass is CPU
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
Yup, GPU Lightmass. Free and available on the forums
Not open source though, and a single guy's work, so it's not like a production tool
@cloud cobalt oh yes, I found something like that, is it evermotion gpu lightmass? Or is there something else?
It's also miles better than Lightmass by any metric
it's neat even tho it's missing some features you might want to have in a production.
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?
