#ue4-general

1 messages ยท Page 426 of 1

flat idol
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Yeah but what results you are actually expecting here.

paper kernel
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offset, current speed, direction -> target speed

flat idol
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Like, you would have the unique vector curves in your asset, but then feeding in some strange values to them - what would be the outcome of that?

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I think it's logically is impossible to do something like this. Reducing 3 unique values to 1.

paper kernel
#

I guess you would need projection ๐Ÿค”

flat idol
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Take your example. You draw your offset as 1,30,70 speed as 5,90,120, direction as -90, 0, 90, then you feed in the following values: offset=20, speed=120, direction = 90. What float value should come out of this equation?

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It will just not work

paper kernel
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these are all 0-1 values tho

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well, offset can be -1 to 1

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so it's not going backwards in time axis

flat idol
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that makes no difference actually, the equation here is complex if not impossible to make

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i think

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these curve assets are rather simple, you feed in one float and get out a projected value on all axes. it doesnt realyl work the other way around since the curves can be exotic, and thus incomping values would confuse the equation to produce the right output.

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What you can perhaps do is to create a vector curve asset, and use the curves as a weighting mechanism. The output floats will be used to contribute in an equation you do manually, that will multiply the base speed value.

jaunty niche
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Hey guys ๐Ÿ˜ƒ I have a weird issue. Whenever I make a material instance of my landscape material the landscape turns into a mirror :C

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Im using layers in my material

flat idol
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Doci sounds like a nice game idea. Mirror scapes.

jaunty niche
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๐Ÿ˜›

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but only with RTX cards ๐Ÿ˜‰

flat idol
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YEah great ideas sometimes starts out as a bug. Later you call them features.

jaunty niche
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yeah ^^

neat rune
#

hi guys does the Light Propagation Volumes still works on 4.21 ?

flat idol
#

Doci, probably your material instance has a roughness set to 0, so it will be shiny by default. Not sure if its RTX specific bug, or the material is the culprit here.

jaunty niche
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Nuh I dont have a RTX card ^^ Just joking with reflections and RTX ๐Ÿ˜‰

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The material works if I apply the master material to the landscape

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it breaks when I apply an instance of that material to it

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I want to do that so I can more easily iterate on my textures

flat idol
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Your image is super tiny, and doesnt explain a thing. But what i can gather from the colors, i'd say that roughness property is the problem, and your material instance starts out with a 0.0, that makes it shiny.

small basin
#

When I select a camera in-editor, I get the little preview in the corner. Is there a way to rezise this preview? It's quite small...

jaunty niche
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I packed them. The roughness is in the blue channel

sullen wraith
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how can I hide these big circles in editor?

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for all myactors

flat idol
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Doci, when you select that layer blend node and look at the details panel you can set a preview value. If you set it to 1.0 instead of 0, do you get a black overall output maybe?

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Its possibe that your layers are not defined, or they are empty, so they will produce zeros, thus resulting in roughness =0.

whole quarry
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press "G" @sullen wraith

sullen wraith
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legend ๐Ÿ˜ƒ cheers remco

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it was annoying me so much

jaunty niche
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Uh I gonna check that !!

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@flat idol It worked ๐Ÿ‘Œ Thanks a ton man !!

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Would have wasted hours

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You are awesome, dear sir ๐Ÿ˜›

flat idol
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Nice

wintry willow
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@wary wave do you know how i could add the foliage instance back after removing it? basically i have the character walk up, the foliage removes and adds an actor in its place so i can interact with it. but once i'm done, i want to eventually add back the instance again. the foliage is painted

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hiding or disabling it would be better, but i don't see a way to do that looking through the docs

flat idol
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viperscape just set its scale to a super tiny value, then set is back to normal

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that's the cheap way to hide it

wintry willow
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ahh, that's a good idea

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thank you

high ore
keen frigate
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When it comes to multiplayer tutorials you can't go wrong with the one from Tom Looman on Udemy

high ore
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Im looking to make something like this

keen frigate
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I am suggesting it because you emphasised on the fact that you have no idea how to implement multiplayer.

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Applicable to any kind of game and Tom is a great instructor.

high ore
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Any idea what was used to make this system?

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This is exactly what I need for my game

keen frigate
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Can you be ore specific? What do you mean by "what was used"

high ore
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Like I dont think this was made in unreal engine 4

keen frigate
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Errrm why not?

high ore
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It's like a seperate server that hosts players, worlds items and stores them etc

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If I was less clueless I could probably explain what I mean.

keen frigate
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Where to store your data and serve players comes after you learn how to implement multiplayer in UE4.

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But in general UE4 is very versatile when it comes to MP.

high ore
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What I'm trying to make is , an open-world game with multiple servers so like 200 per server to make it manageable

languid shard
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is it your first game ?

high ore
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More or less yeah first game, I know you're gonna say start something simple, but i wanna learn stuff and implement them to my game as I learn.

languid shard
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allow me then

keen frigate
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Both are good but I would go with an Unreal Engine guy and that is Tom Looman

languid shard
high ore
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The one I sent has extra 7 hours of content ๐Ÿค”

still bay
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I would go for the tom looman course just because he's an unreal engine evangelist and it's an epic games approved course.

keen frigate
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What you describing is Quantity vs Quality. Both courses come from excellent tutors. But and it's a big but for me, I would go with Tom's course because he uses UE for years and if I wasn't covered by him I would choose the other course. But that's just me.

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@still bay Thanks, couldn't remember if he was en evangelist. ๐Ÿ˜‰

languid shard
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these udemy courses prices

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always makes me laugh

high ore
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Yeah

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Was waiting for them to go back to ยฃ10.99 before i buy

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Poor people that bought the courses for original prices..

languid shard
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๐Ÿ˜„

keen frigate
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@languid shard I pitty the guy who saved money to buy a course at full price... I'm sure he's out there

high ore
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I'l go for the Tom course.

still bay
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you could watch tom's 1hr unreal c++ tutorial on youtube and get a sense of his teaching style

high ore
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Btw the game i want to make is similar to this. like structure is same but the theme will be different, I reckon it's easier than third person mmo's so i'll give it a go.

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The reason why i was leaning towards Ben was because I already bought a course with him as an instructor, covering C++ in ue4

keen frigate
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A huge undertaking but, good luck to you anyway.

high ore
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huge undertaking? but It doesnt look too complicated compared to those bigger projects involving fancy abilities and combat system in third person view

regal mulch
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Is there a way to check if I used "Simulate" when starting the game?

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EWorldType doesn't seem to have something for that

sullen wraith
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is there a way to "replace" a staticmesh actor with a blueprint easy?

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so i dont need to manually remove all from the world

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and place their blueprint version :3

grim ore
sullen wraith
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ie. i want to remove the spoon on the right

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with the bp version ive made?

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easy way to do it? or manually do it for all

grim ore
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right click the item you want to replace in the viewport and choose the replace option?

high ore
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@grim ore I was gonna use that but when I tried the trail version, all the stuff u manage is based on his website, if i buy the full version will i get all the source files etc and be able to fully modify the software?

wary wave
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@regal mulch - there is, but not exposed to BP

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(annoyingly)

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it's also somewhat unreliable

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I can't recall what it is unfortunately, but there is an enumerator for it

grim ore
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@high ore I have no idea, I don't use that, but I don't beleive so. It is designed to work like you see it with the management being on the website

regal mulch
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@wary wave EWorldType would be that

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But it's not featuring any sort of Simulate entry

high ore
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@grim ore That's exactly why I want to create something like that myself, hence I'm buying that multiplayer course in hopes that I can create something like that for myself, fully customizable.

wary wave
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weird, I'd have expected it to be there

regal mulch
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namespace EWorldType
{
    enum Type
    {
        None,
        Game,
        Editor,
        PIE,
        EditorPreview,
        GamePreview,
        GameRPC,
        Inactive
    };

    DEPRECATED(4.14, "EWorldType::Preview is deprecated. Please use either EWorldType::EditorPreview or EWorldType::GamePreview")
    const EWorldType::Type Preview = EWorldType::EditorPreview;
}
sullen wraith
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@grim ore thanks! I was doing it in the folder section to the right

regal mulch
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Simulate is EWorldType::PIE :/

cloud cobalt
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4.22 is up, boys

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Let's raytrace

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@manic pawn your wishes have been fulfilled

manic pawn
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โœ…

wary wave
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Can't wait to crash the editor beyond return with multi-user editing

boreal topaz
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Has anyone been to Unreal Academy?

grim ore
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aww 4.22 is out?

boreal topaz
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i work in unity but looking at switching over to unreal. how much of a learning curve is there. i understand theres c++ ?

languid shard
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anyone wants to try out the multi user stuff ?

dim plover
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Will there be a 4.21.3?

languid shard
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like make discord conference and giggle trying to break everything

manic pawn
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you probably need to have the same project to start with that right?

languid shard
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there's a host

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kinda like a git I guess ?

grim ore
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ooof...unrealengine.com is broked ๐Ÿ˜ฆ

cedar snow
grim ore
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@dim plover very unlikely unless there is a critical bug

boreal topaz
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you srs

wicked tiger
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We're working on resolving the site problem ๐Ÿ˜ฎ

cedar snow
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@boreal topaz ๐Ÿ˜„

grim ore
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@boreal topaz C++ is a very angry beastie compared to how nice C# is. You can still use Blueprints tho in UE4 and I would recommend it as well if just starting out.

languid shard
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@boreal topaz you could do a full program with just blueprints

cedar snow
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^ what these guys said

boreal topaz
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thanks for all the info

languid shard
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yeah C# is twiddlethumb compared to C++

boreal topaz
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unreal is hosting a class has anyone been to the academy?

cedar snow
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i switched from unity to ue4 with c++

languid shard
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but blueprints is really close to unity's C# in terms of logic

cedar snow
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been quite the ride

grim ore
boreal topaz
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yes

grim ore
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those are all pre made classes and a good place to start

boreal topaz
languid shard
boreal topaz
grim ore
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and yep they know aboot the website issues

boreal topaz
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thx for all the help fellas

proven oxide
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Confuzzlement abounds

boreal topaz
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we saw Unreal at the GDC in san francisco last month. they are doing big things while unity seems to be stuck in limbo

dim plover
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I thought Unity was doing some notable things.

cloud cobalt
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They're doing different things.

grim ore
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Everyone is doing big stuff, just different stuff

proven oxide
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I want to have a Menu with a 3d character showing in the backgroundf

grim ore
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Unity is going more for a SAAS with the engine in the future while UE4 is going more for the engine stuff then moving into SAAS.... it's... convergence lol

proven oxide
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I have a level with a camera actor and the static pawn in the view with a camera but it will not let me play the level as it says it cannot spawn the player

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i supposed I could have a player start added but then how can i lock the view ?

grim ore
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you can make a pawn with just your camera, set it to auto possess player 0, and that is your camera view when it starts

honest vale
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dang that's a long-ass change log

proven oxide
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i added a player start and its still having a problem

grim ore
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don't have a player start, that will spawn in your default pawn. Have a new pawn you created just for this in the scene and have it set to auto posses player 0 in it's settings

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the other option is to not spawn in a player at all, set default pawn to none for this level, and then spawn in your own camera and set the camera view to that camera

proven oxide
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stupid overrides

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for some reason it had overridden with a non existant player controller class

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ok its not showing the camera view not sure what i am missing now

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ok, sooo confusing

grim ore
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hit play, get mouse control (shift-F1), and unpossess/eject and see what is actually being spawned in for your "camera" or where it is

dull wraith
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How would I make a health bar deplete over time? For my platformer it's going to act like a timer. You pick up 10 collectibles throughout the level which fill up a progress bar (fills 10%) whilst the health depletes to add pressure.

supple totem
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yay 4.22

scarlet birch
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Anybody whose good with Maya around? Something broke in my rig and while I am now aware of the lovely incremental save feature, I was not before this. Maya crashed while animating and on reload, even loading a scene from way back I am having an issue with weird translations on the joints. Loading animations that were created on the same rig is resulting in unwanted joint translations. etc... The weird part is animation on the control rig is not distorted. Baking it to the control rig the animation looks correct.

proven oxide
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Heres a question, Is there a way to restrict the camera view to a portion of the screen

scarlet birch
grim ore
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@proven oxide so only show the camera view in a corner? what would be in the rest?

scarlet birch
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asked here and in animation please @ mention if you reply

proven oxide
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Its a 3d view from a camera but the subject in the middle of the camera view would be in the top right

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so apparently it has to be a 2d scene capture

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and then add that to the UI image

grim ore
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correct

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but if you are looking at the subject in the camera why not just move the subject to the top right in the scene?

maiden swift
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Hello 4.22. Time to grab a coffee and read some release notes! โ˜•

frozen slate
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pog guys ๐Ÿ˜„

plush yew
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Is Chaos available for 4.22?

sick estuary
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me outside: aw hell yeah new features
me inside: most likely gonna break something :(

plush yew
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lol

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I only installed unreal last night

fast finch
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faster compile time in 4.22?

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sign me up

plush yew
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hot

maiden swift
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@plush yew No, Chaos is coming in 4.23.

agile wigeon
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hey guys! im new here

maiden swift
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Welcome! ๐Ÿ‘‹

maiden sundial
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- Live Coding for C++ (Experimental)
THAT sounds sexy af

maiden swift
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Yeah. Seems to be a successor to Hot Reload.

manic pawn
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hot reload but actually works

maiden sundial
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I wish i could try the new version out, but my project would be rip :feelsbadman:

manic pawn
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?

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it's easy to upgrade to a new version

fast finch
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Its easier to upgrade to new version than change a name of a c++ class

maiden sundial
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Thought you can only work with the UE version in which you created that project

maiden swift
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Nope you can upgrade. Just be careful about it.

manic pawn
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takes like a day at most to make everything work properly again unless you used a feature that was straight up removed

fast finch
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Backup your project first

maiden sundial
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Just be careful about it.
Sounds not nice xD

maiden swift
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I recommend making a copy first, testing that copy in the new version before upgrading the original.

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Gotta be sure it's going to work and be worth it.

manic pawn
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why make a copy, just revert in source control in case of failure

maiden swift
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Because Perforce.

slate acorn
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that live coding feature seems like something i've been dreaming about for long time

grim ore
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Learn to make projects faster. You have 1 release cycle for your project from start to finish and then start the next project on the next version. Faster Faster FAAAASTER! ๐Ÿ˜

dull wraith
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How would I attach a health (progress) bar to a timer feature? I want to decrease the health 1% every second, and have the timer feature in the level blueprint already

plush yew
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4.22 finally arrived!

slate acorn
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is there only a preview version for now?

maiden swift
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No, the stable version released today!

plush yew
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Hi, just got UE, is it easy to learn? I use Maya for 3d renders and stuff

slate acorn
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hmm i dont see it in a launcher, probably have to restart it

maiden swift
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Yeah try restarting the launcher.

proven oxide
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do i need to add some form of update in ticks for a UI to display the scenecapture2d output?

grim ore
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@plush yew We can't say if it's easy or not because we are not you. There is plenty of new user tutorials and documentation tho for the engine to follow.

tropic marsh
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real time ray tracing

holy shit finally

proven oxide
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ie Update UMG brush image with scene capture 2d

sleek hearth
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hello! from what i've read it seems like ue4 likes to use its own containers and stuff rather than the STL's ones
my question is: are there any problems if I'm gonna use STL for algorithms that are not directly using ue4 classes?

dull wraith
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Wait, would a health variable (well, Current Health and Max Health) be in the character blueprint or game mode blueprint?

sleek hearth
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depends on the game I guess

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if there will be more than one health variable I guess you should store them in the character

dull wraith
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Making a timer so the health will drain 1% every second

sleek hearth
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if it's only one, it's fine to store it in the game mode

dull wraith
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Not sure if that belongs in the game mode or character bp

azure shore
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ok so is the new ue4 update just for ultra bloody realistic af graphics or what

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if so then I'm not interested

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hoping for optimisations but thats not really fair to say since no one seems to have as many problems running it as I do

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and I chose it for game development

maiden swift
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@azure shore Certainly not. Ray tracing is in early access and requires high-end hardware. There's tons of features in there for everyone else.

azure shore
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oh

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havent read much yet

maiden swift
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Including faster build times and a refactored mesh renderer.

tropic marsh
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didnt crytek show off their own raytracing technology that allows somewhat smooth raytracing on non-rtx hardware?

azure shore
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havent tried this much at all, but does upgrading a project to a newer version mess things up? I'd assume not, but I know you cant port to lower versions

fluid cipher
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We must to active dx12 on command to use RTX in this release?

fast finch
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@azure shore do it properly and it should be completely fine, although back your project up first for obvious reasons

azure shore
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yeah

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just wondering if its worth it

fast finch
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Yes its worth it

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Especially if you are using c++

azure shore
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cus itll be a pretty large thing, and it takes a long time

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and I feel Ill find it wont improve performance for me

fast finch
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Are you coding in c++?

azure shore
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nah

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bps only

fast finch
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Are you far into your project?

azure shore
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ish yeah

fast finch
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Look at the new features in the blog

plush yew
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wait

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woah

fast finch
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if you dont care about any of them

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no point

plush yew
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wtf

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your not using version control

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?!

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its simple to upgrade

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if you use version control

alpine wigeon
azure shore
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yeah I didnt initially see any optimisation stuff where I read

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lol we're talking about it rn

plush yew
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if your not backing up your code in some way

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or other

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ah fair enough

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I just hope 4.22 works still

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only got the other version working yesterday after 3 days of trying lol

fast finch
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4.21?

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what wasnt working?

azure shore
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I do actually find it awkward to save copies of my project, you need to duplicate the whole folder right?

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my project list is just full of duplicates which all save as one anyway

fast finch
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If you dont have some source control setup

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just zip it

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You can remove a lot of folders though

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binaries, intermediete, saves

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dont need them

plush yew
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it wouild not pick up visual studio 2017 enterprise

fast finch
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saved*

plush yew
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but I fixed it via reg edit

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hopefully that fix carries over

valid slate
#

Hey everyone, running into an error exporting a game to HTML5. Getting an extremely long error, was wondering if anyone can help diagnose it?

plush yew
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@azure shore just use github

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its easy

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you dont have to keep making duplicate copies this way

alpine wigeon
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Just be aware of the repository size limit ๐Ÿ˜ƒ

fast finch
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@valid slate post the error buddy

valid slate
azure shore
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hate to admit but I knoiw like nothing about github

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ik what it is though

valid slate
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It's for the FPS shooter demo. We got into the loading screen just fine, but this is the error that appears when trying to actually launch into the game'

fast finch
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@azure shore it is extremely easy if you find the right tutorial

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Does the game have multiplayer @valid slate

steep thistle
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This is the Shooter Game example project

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We're trying to create a version of it for HTML5

azure shore
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yeah github isnt for like full projects though is it?

fast finch
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@azure shore its for anything your heart desires

azure shore
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oh...

fast finch
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Not sure what you mean by shooter game example

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Do you mean the first person template?

azure shore
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ah I wouldnt be able to understand any of this

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Im very limited ._.

fast finch
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I could literally explain it to you in 2 minutes

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And even dumb and dumber would get it

plush yew
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what repo size limit?

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???

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@alpine wigeon

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you use lfs for that

valid slate
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@fast finch it does have multiplayer yeah. We think we'll need to set up networking somehow, so that it plays nicely with the web

plush yew
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my github is pro anyway

fast finch
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@valid slate if you read the first line of the error, it says unsupported socketcall

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so its definitely network releated

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the error

sleek hearth
#

I might be retarded
but does "- Live Coding for C++ (Experimental)" mean you don't have to wait for a full compilation, just like in unity?

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again, I might be retarded

fast finch
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No nullptr

sleek hearth
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oh

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aight, what is it then?

fast finch
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Unity coding is equivalent to blueprints

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you dont have to compile and wait for blueprints

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thats how unity works

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The live coding for c++ just compiles your code faster

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at least 30% faster

sleek hearth
#

sounds great

fast finch
#

it is great

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the best part of 4.22

plush yew
#

wait dont that just mean

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it makes better use of the compiler?

fast finch
#

I think its more than they optimized their files

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and suchj

plush yew
#

๐Ÿค” is 4.22 preview 7 the final release?

fast finch
#

Final release

plush yew
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that's the only 1 showing up for me

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ok ty

fast finch
alpine wigeon
#

it is no longer a preview

pastel perch
#

Zero : restart the software

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and it will show up

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4.22

plush yew
#

I'll try that then thank you

sleek hearth
#

and what is Multi-user editing btw?

fast finch
#

You can scroll down and read all about it ๐Ÿ˜ƒ

plush yew
#

ok it worked thank you LittleSpider

pastel perch
#

Np

plush yew
#

Anyone having trouble getting the modular subway thing to load

brisk osprey
#

Did not Nvidia announce DXR running on 1080ti ?

plush yew
#

It freezes at 18%

misty creek
#

I loaded it yesterday and it ran fine

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It will depends on how fast your computer is

flat idol
#

First time use of assets take very long indeed

plush yew
#

Itโ€™s a mac

wild ginkgo
#

:feelsbadman:

plush yew
#

I do have a pc at home, guess I just have to be patient

wild ginkgo
#

yy

plush yew
#

Is UE easy to learn? I use maya for 3d renders

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im super interested in those photorealistic things

dull wraith
#

How do people memorise blueprints? Have to memorise a blueprint I made (posted in #blueprint ) for a 20 hour exam this week and next week. And a load of other blueprints as well...

flat idol
#

You dont memorize the blueprint. Instead you memorize the idea, and you use the practice to recreate at will.

dull wraith
#

(exam with no internet access and exam conditions for 4 hours at a time)

plush yew
#

I donโ€™t want to use UE for games, just interactive photorealistic scenes

sick escarp
#

If I'm using 4.20 should I still download 4.21 when upgrading to 4.22 or would it be unnecessary?

grim ore
plush yew
#

Thanks! I was looking for an official tutorial

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Wow UE runs horribly on a mac

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And it crashed

sick escarp
#

@dull wraith Do you mean actually memorize or just remember HOW it works, because if you just remember that instead you don't need to memorize the BP. Because if it's something you need to recreate again later without internet access just try to understand how it works and it will be way easier to remember

icy mulch
#

Hey does anyone now how to make a cutscene but im trying for example i want the character to open his eys and look around for a few seconds as a cutscene

dull wraith
flat idol
#

There is no development without internet.

dull wraith
#

Some nodes I've never used before like float decrement, set timer by event, etc

flat idol
#

You can use the right output pin of a Set CurrentHealth Float, subtract 1 and connect it back to the input pin, that is essentially the float-- does. Nothing fancy but works just the same.

dull wraith
#

It's set by BTEC (in the UK, doing a L3 Games Dev course) and it's supposedly to test my skills and show I've learned things in the past 2 years. Not the best way to do this though... (first of all using pixel art with photoshop and not something like Asesprite)

sick escarp
#

Just remember that you created a custom event that lowers the health, you call it on a timer that you started on begin play and then you add the widget to the viewport. If you really wanted too you could just call the drain health on tick and set the tick interval to 1s and it would be easier

#

It isn't the cleanest way to do it but it's simpler

flat idol
#

DanF2000 that's crazy indeed. Not sure what these teachers actually think.

grim ore
#

no internet is awesome, it's like saying "hey we are going to make you do some work like this and you will never have to do it again like this and we do this because we are dicks"

dull wraith
#

Yeah. Have to get a pass to pass the course as well...

#

Even the teachers don't agree with it

flat idol
#

Yes its very dickish indeed.

dull wraith
#

Plus sitting down in front of a computer (on hard plastic chairs as well) for 4 hours straight...

grim ore
#

The entire IT industry would catch fire if Stack Exchange disappearead lol

icy mulch
#

Hello?

sick escarp
#

I have never done cutscenes sorry

plush yew
#

how do I check out this live coding stuff?ยฌ

grim ore
#

your best bet would be in #animation @icy mulch but if you are looking for easy look into morph targets on the face

plush yew
#

@grim ore yesterday I was getting stressed with there april fools joke

icy mulch
#

Im trying to make my characters eyes open like he was sleeping

plush yew
#

I use stack over flow mainly more for LaTeX and academic writing questions than programming stuff though

frank escarp
#

@plush yew Enable it in settings, and it Just Works

plush yew
#

which settings?

#

vs studio?

#

This looks so amazing

frank escarp
#

@plush yew in unreal

#

there are docs about it

plush yew
#

I dislike quixel

frank escarp
#

you just make sure to enable it, and then press control-alt-F11 to trigger recompile

plush yew
#

substance is way better

frank escarp
#

it only hot-reloads functions

plush yew
#

Iโ€™ve never used quixel

frank escarp
#

no UFUNCTIONS or UPROPERTY or new classes

plush yew
#

I mean substance

frank escarp
#

but it works incredibly well

plush yew
#

i have used megascans and stuff

maiden swift
#

I've been trialing Megascans and Mixer. Love it so far.

grim ore
#

crap I think the 4.22 source code setup.bat file is wonky... It's downloading all targets (android, windows, mac, linux) for the dependencies lol

plush yew
#

its the fact your using assets I dont like thus you are limited

maiden swift
#

@grim ore Oof, hope you have plenty of free space. lol

plush yew
#

Mixer is great

#

anyone have more specifics on where to enable live coding?

grim ore
#

9.1G for the dependencies compared to ~4 for just windows ๐Ÿ˜ฆ and I checked lol

plush yew
#

got it nw

#

They used megascans for metro exodus

#

And itโ€™s like, not rendered at all

#

its all live, you can walk around in that scene

fast finch
#

Anyone gotten a chance to try out live coding?

plush yew
#

yes

#

it sucks

#

its literally just a console

#

but substance is better standard imo

#

in terms of workflow

#

e.g. I use maya and mudbox

#

Iโ€™ll try substance sometime

#

i use maya but I donโ€™t use pre made models

#

I like quality in my game and no use of assets or other peoples code

#

I like my games to be pure

#

๐Ÿ˜‚

#

at most Iโ€™ll use textures

manic pawn
#

that's strange

#

why randomly remove the excluded files

plush yew
#

nothing bad about re using assets and quixel

#

I tried quixel before substance

hasty barn
#

anyone tried the live c++ yet? just downloading it now. Curious how well it works

plush yew
#

and I did not like its lack of cusotmisation and how it fitted into my workflow

#

yes I have

#

its just

#

its just a console

#

I am on a very expensive pc anyway

#

so it will work fast the other aspects of it

hasty barn
#

as am I

plush yew
#

how much?

hasty barn
#

excited to try it out. Usually takes ~5-6 seconds between builds atm

plush yew
#

mine is worth around $2500

#

looking to get a better one soon though

#

budget around $25000

manic pawn
#

that's quite the expensive workstation

hasty barn
#

i have an i9 and sli 2080 ti

plush yew
#

I do AI programming

#

so I use the cloud on top of this as well

#

its never enough power

hasty barn
#

(even though 2080 ti sli doesn't actually work all that great...)

plush yew
#

I have 2* rx 480's at the min

#

I kinda regret this

manic pawn
#

did you mistype the $25000

sleek hearth
#
  • crying in i5 8gb RAM *
plush yew
#

no

#

I actually meant that

#

but this might not be just the PC

fierce tulip
#

nice for you buddy.

plush yew
#

PC perhaps around $17000

dim plover
#

Wtf?

plush yew
#

?

manic pawn
#

wtf are you putting inside, multiple quadro rtx cards?

plush yew
#

ideally

manic pawn
#

โฉ โœ…

fierce tulip
#

hardware talk is offtopic, take it to #lounge

plush yew
#

apologies sir

#

I need to go brush my teeth anyway

regal mulch
#

Included Blueprint int64 support.

#

What now

flat idol
#

Let's create universe game template.

regal mulch
#

Added Hide Unconnected Pins button to Class Defaults.

#

Finally not needing to hide them one by one

#

Improvement: Renamed bSpawnPawn to bSpawnPlayerController for UGameplayStatics::CreatePlayer.
@livid haven Remember that "bug"? :D #onlytook22versions

fierce tulip
#

Exi, url me pl0x

regal mulch
fierce tulip
#

oh nm

#

changelog just uidated

#

4.22 wasnt available till refresh hehe

regal mulch
#

I actually wonder why they didn't just remove the boolean

#

BP users adding players that don't have a PlayerController still sounds bad

fierce tulip
#

siiiigh

#

"Bug Fix: Fixed a number of DPI issues in Cascade."

#

sadly not the one that has been present since 4.17 and up

#

<_<

regal mulch
#

I'm also still waiting for a bug fix on splitscreen

#

4.23 it is

fierce tulip
#

oh well, since I am recording anyway, bug report it is

topaz pebble
#

does anyone know of any example scenes that showcase the new real-time raytracing features? I have an RTX but inexperienced with Unreal and I want something to play with. thanks :)

ruby wadi
#

so the "raytracing" in ue 4.22 only works with RTX cards? so no dxr fallbacks?

wild ginkgo
#

I think simply turn it on on any scene

#

there's likely a doc, or will be, how to enable it

ruby wadi
#

as far as I know you can just turn it on by turning on skin cache and raytracing in the project settings but I cant verify because I don't have a card

wild ginkgo
#

same, generally unfun to adopt first releases of experimental feats anyways ^^

meager dove
#

unrelated though, I wonder if you can run an UE4 html5 instance inside the UE4's webbrowser widget

#

ue4 inception

wild ginkgo
#

lol

#

spooky interaction at a distance

scarlet birch
#

That's an ambitious update. No wonder it took so long to get out. There's several things in the release notes I can get excited about.

hidden heart
#

yayyyyy release day

topaz pebble
#

I know you can just turn it on but I'm looking for scenes that would be good to use with it

#

Like a lot of reflections and such. I cant even get a mirror material

plush yew
#

how to make entirely black material

livid haven
#

@regal mulch Hah, well, 'grats. Someone noticed and put the time in. :)

sick escarp
#

Will all "custom added" plugins be unusable or only the ones they warn about when you install it?

hidden heart
#

:)

livid haven
#

@plush yew Return black for all material outputs?

#

Or even make it emissive and black.

plush yew
#

just full black

#

no lights going to it

flat idol
#

Set it to unlit, and it will be black

livid haven
#

Emissive black would be absolutely black.

#

Or that, yeah.

regal mulch
#

@livid haven Yeah probably cause I posted that to Chris Murphy when he was sharing the "20 sec to get splitscreen working" tweet :D

hidden heart
#

what bug were you getting exi? just curiius

regal mulch
#

You mean Splitscreen?

abstract flax
#

Has anyone managed to get the new Collaborative editing plugin "concert" which shipped with 4.22 working?

regal mulch
hidden heart
#

hmm thats a not fun bug!

regal mulch
#

Not at all

fleet inlet
#

Hey guys, does anyone know if the live coding feature work if youโ€™re working with plugins? From seeing it in action, the feature was used only for gameโ€™s source...

plush yew
#

why is everyone obsessed with live coding?

cloud cobalt
#

Because iteration time

plush yew
#

iteration time?

cloud cobalt
#

Closing editor, building C++, relaunching takes 2 solid minutes

#

And hot reload barely works

plush yew
#

closing editor?

cloud cobalt
#

Yes

abstract flax
#

have you ever tried using Git with UE4? That's one hell of a nightmare, because everything is binary

plush yew
#

2 mins?

cloud cobalt
#

Yes

sick escarp
#

I only close the editor when I edit structs

frank escarp
#

lmao 2 mins

#

more than that

plush yew
#

use .gitignore

#

takes me seconds

cloud cobalt
#

How large is your project ?

fleet inlet
#

Lol. So did anyone test out live coding with plugins yet :X?

cloud cobalt
#

With 200 files and 130 000 lines here it takes more than seconds

frank escarp
#

for ref, PUBG takes straight up 5 minutes to open editor from NVM SSDs

#

tho that one is comically massive

#

DWVR , a more small/medium sized project, still takes 2-3 minutes to open

abstract flax
#

yeah no. Doesnt solve my problem. I mean everything is binary, so you cant merge. You can get around that by 10000 sub levels but thats no fun.

cloud cobalt
#

@abstract flax Git user here - don't use Git for content.

frank escarp
#

using git in unreal is suicidal. You bloat it to hell

#

SVN is good, or Perforce

#

forget about branching btw

cloud cobalt
#

Git code & config, SVN content

#

Happiness

abstract flax
#

exactly, that's why i want live level editing i want to colab my content

frank escarp
#

but now you have 2 problems

#

kinda better to just run SVN for everything

cloud cobalt
#

No.

plush yew
#

but what about git ignore

cloud cobalt
#

๐Ÿ˜ฌ

grim ore
#

@abstract flax I have used it in the preview, does it not work for you?

plush yew
#

solves all the problems

frank escarp
#

unless you reall want the git workflow and are ready to pay the cost of 2 source controls at once

plush yew
#

only commity the cppfiles

frank escarp
#

i tried SVN + git myself, was a huge pain

cloud cobalt
#

@plush yew gitignore just prevents source control

#

You want content versioned

plush yew
#

maybe

cloud cobalt
#

No not maybe

#

You really really want it versioned

#

Like any other work

abstract flax
#

@grim ore I and my friend couldn't connect to eacht other no.. What do i have to do? Same network? Do i need to forward a port

plush yew
#

I only ever create one version though

grim ore
#

you would need the port open yes and allowed thru your firewall and router if needed

fleet inlet
#

@cloud cobalt I think git is usable if you have a way to cut off your code from the main game. F.E keeping you content in Perforce, while having a plugin in git as your FW

abstract flax
#

wich port? If i start the server it doesn't tell me

#

it says 0.0.0.0:0*

cloud cobalt
#

@fleet inlet Yup

grim ore
#

after that it should say the group and port # 6666

abstract flax
#

i just forward that and then my firend can connect over the internet?

grim ore
#

you would have to open that port in your firewall and your router and make sure it's forwarded to your machine but yes it should work then. I am trying to see if it uses other ports

abstract flax
#

Will try! Thanks!

cloud cobalt
#

Git vs SVN vs Perforce gets discussed a lot on #source-control but really there isn't any answer, other than Git for content doesn't really work unless you are alone and have little content.

#

If you want Git for code because of how amazing it is, you have to split up the project

#

And Perforce is still a safe (and boring and painful) default choice

frank escarp
#

im highly impressed how well SVN works at the AAA scale

#

we use it in pubg

#

400 gb of a repo

#

and

#

it works

#

perfectly

#

really did not expect SVN to scale this much

cloud cobalt
#

Does SVN has branches now ?

frank escarp
#

yes but they are HORRIBLE

#

so might as well not exist

plush yew
#

is the latest ue4 .22 has less then 2.9 gb dowlnoad ?

frank escarp
#

not like you use a branchy workflow on binary files anyway

plush yew
#

or am doing something wrong

frank escarp
#

SVN is really good for artists and "trunk" development

#

where you just have a main branch and push into it

grim ore
#

@abstract flax Looking thru this I don't really even know if this will work on a different network ๐Ÿ˜ฆ

frank escarp
#

artists love it becouse with tortoise svn its the simplest source control system of all

#

there is literally nothing simpler

#

tortoise svn, click project folder -> svn update

#

to download changes

#

to commit changes, click folder you changed, and click svn ->commit and select files

#

thats it

merry gazelle
#

anyone got any tips for having an actor screen widget fade / cull out based on player distance? Already tried "set max draw distance" but that doesn't help.

abstract flax
#

@grim ore that is what i was thinking too... Tried over hamachi but didn't see any results. But it does work in the same network?

grim ore
#

yeah I am testing it now and its working fine on the same network

plush yew
abstract flax
#

hmm gotta try that! Thanks!

grim ore
#

yeah sorry about the internet stuff. I am trying other things but there doesnt seem to be a way to enter a specific IP if needed and discovery seems to only discovery locally

abstract flax
#

but on your machine the server also says Initializing bridge on interface 0.0.0.0:0 right?!

grim ore
#

even the auto connect server info says name for now

#

yeah that just means the local interface listening on all addresses

abstract flax
#

hmm.. really gotta start looking into networking lol.

grim ore
#

definitely weird it doesnt mention local or remote at all in the notes

abstract flax
#

but is there any writeup on what this is about?

#

like what they want it to do eventually?

grim ore
#

just the notes in the release notes which is super basic

#

I'll have to play with it later at home, work prevents fun right now lol ๐Ÿ˜ƒ I really do hope there is a way to make it work over the internet but I am starting to think its a negative

spare sun
#

can someone explain the difference between live++ and previous hot-reload?

manic pawn
#

old hot reload = ๐Ÿ’ฉ
live++ = โœ…

hidden heart
#

yeah this is magical stuff

#

love this live++ so mush

upper heart
#

Does anyone have a custom spring arm implementation that doesn't allow the camera to get inside of the character mesh?

grim ore
#

now that we have 4.22 and vs 2019 we just need Nvidia to give us old 10x0 series cards our low quality ray tracing lol ๐Ÿ˜ƒ

manic pawn
#

no low quality

#

it better support everything except slower

manic pawn
#

I'm guessing they're talking about the sacrifices you have to make for real time performance

#

it would be ridiculous to have actually limited dxr

dry moon
#

Anyone getting The reference assemblies for framework ".NETFramework,Version=v4.6.2" were not found. on 4.22

maiden swift
#

I was told by an NVIDIA rep at GDC that the GTX support doesn't restrict features, just enables less rays than RTX.

dry moon
#

I definitely have 4.6.2 net framework

#

Ahh I think its the developer pack

grim ore
#

I dunno.... the nvidia peoples on that slide say "suck it 10x0 users"

#

I don't mind tho ๐Ÿ˜ƒ saves me a couple bucks to preview the feature without having to buy an RTX card

maiden swift
#

Same. I'm looking forward to playing with it.

cloud cobalt
#

@grim ore The language probably means that real RTX support with full effects will just grind your GPU down to a crawl

#

So just basic effects

fast finch
#

Is it worth it getting visual studio 2019 preview?

#

Working in 2017 and its fine

cloud cobalt
#

Well probably wait until UE4 supports it at least

grim ore
#

well VS 2019 should be final now, not in preview, and UE4 supports it in 4.22

cloud cobalt
#

Ah, nice

#

Well you can probably check it out, apparently it has better UE4 perf

grim ore
#

I would still wait tho lol ๐Ÿ˜ƒ

cloud cobalt
#

Well holy shit at 4.22, most impressive release in quite a while

abstract relic
#

General rule of thumb: preview is just that. A preview. Never use it for projects

cloud cobalt
#

Not a preview anymore

#

Either 4.22 or VS2019

#

Errr

#

Yeah they released today both of them

fast finch
#

uh

#

pretty sure 2019 is still a preview

cloud cobalt
#

Released today.

fast finch
#

more like released 10 minutes ago

#

because I checked 10 minutes ago

#

and it was only in preview

cloud cobalt
#

This is confusing

fast finch
#

When I checked the website 10 minutes ago, it said download 2019 preview

#

now I go to the same site

cloud cobalt
#

But yeah they did release today, out of preview

fast finch
#

it says full version

cloud cobalt
#

Not sure when

#

Pretty sure it was hours ago

fast finch
#

Any idea whats new in it for UE4?

cloud cobalt
#

Better performance.

#

3-5% apparently

grim ore
#

I dunno, the 2019 twitters show 3+ hours ago

fast finch
#

maybe it takes time to release it worldwide?

#

Im not from the US

austere badge
#

Could someone explain to me what each of these things are doing? I understand that the E key is pressed and then it is brought into a node that sets the players fuel. It then goes into a print string node that makes it output the value on the screen. But why do I need to have a player fuel node connected to the subtraction node when the subtraction node already connects to the set player fuel node?

abstract relic
#

Itโ€™s needs to know what itโ€™s subtracting from

cloud plover
#

does anyone know about any good animation packs that has shooter animations?

#

I've seen a few on the marketplace, but they all have pretty bad reviews

abstract relic
#

Mixamo if youโ€™re daring

cloud plover
#

Ugh

#

xD

abstract relic
#

You can always contract an animator

cloud plover
#

Yes, but that would probably be way more expensive than an animation pack. And I'm not planning on using it commercially yet, just for university assignments and learning

abstract relic
#

You get what you pay for. Iโ€™d suggest making them yourself in that case. Autodesk is free for students for a few years and thereโ€™s always blender

grim ore
#

what kind of firing? the animation starter pack has pistol and rifle firing animations and is freeeeee

abstract relic
#

Doesnโ€™t paragon have a few too?

austere badge
cloud plover
#

I've looked at the Animation Starter Pack and its missing a lot of tings. Like a "firing" animation for the pistol and turn in place animations

grim ore
#

yep your going to need to buy a full pack then or use mixamo stuff and clean it up probably ๐Ÿ˜ฆ

cloud plover
#

Alright ๐Ÿ‘๐Ÿฝ

grim ore
#

like mentioned before tho the paragon characters do have animations so you might be able to use some of those, they just might need some cleanup for differing skeletons

#

Revenant and Twinblast are both pistol users for example

austere badge
cloud plover
#

@grim ore I'll have a look at those ๐Ÿ˜„

clever flare
#

even though i build my lighting it still says that it needs to be rebuilt. i don't understand why

worn sparrow
#

do you actually need an RTX card to see raytraced lights in action?
Or can you use a non RTX card but with a huuge performance decrease?

I'd like raytracing enabled for screenshots, but don't want to spend money on an RTX card.

I'm running in DX12 with it enabled, but can't see a difference while toggling it in my directional light

icy mulch
#

When ever i use hill tree 02 it build lighting it takes hours

worn sparrow
#

@icy mulch hell tree 02 is cursed... it hitches every time I try to load it into memory

icy mulch
#

So i have to use a nother tree

#

Like hill tree tall 02

worn sparrow
#

@icy mulch you could maybe try export then reimport, or load it up in an older version of the engine where it works then migrate to your current project

#

It never used to do that in older versions

icy mulch
#

Well im making Forrest level i can just use a 3d tree model

worn sparrow
#

^^

grim ore
#

@worn sparrow ray tracing needs RTX cards for now, GTX 10x0 and 16x0 cards will support it later this month.

worn sparrow
#

@grim ore my poor 970 xD
cheers dude

icy mulch
#

Does anyone know how to make blueprint for example every time i pick up a item a enemy starts to go faster and faster

worn sparrow
#

blueprint communication documentation would be a good start @icy mulch

grim ore
#

pick up item -> get all enemies -> loop thru all enemies -> make them go faster would be the easiest. the looping thru enemies wouldn't be the best so replacing that with something that knows about all the enemies in the level would be better but if there is not a ton and you just want it to work the first way is fine

frank escarp
#

btw, trying to RTX on the 10 series gpus

#

will not go past 5 fps

worn sparrow
#

@frank escarp how many RTX lights enabled, out of curiosity?

#

guess you'll get more performance once its implemented properly for those cards?

frank escarp
#

oh, i comment that if you try rtx on 10 series gpus is not going to go past 5-10 fps

#

just extremelly slow

worn sparrow
#

ah yeah xD

grim ore
#

we just need to wait on Nvidia at this point.... just waiting..... waiting

spare sun
#

soontm

maiden sundial
#

Tried to update my project. It says that i have to compile in manuelly again.
But VS can't find a path for UE4.exe

spare sun
#

ok why cant 4.22 build new projects with vs2019 if its the only one installed

#
Discovering modules, targets and source code for project...
WARNING: Visual Studio C++ 2017 installation not found - ignoring preferred project file format.
ERROR: Visual Studio 2017 must be installed in order to build this target.```
cloud cobalt
#

Did you set VS2019 as default in your project

spare sun
#

I cant create the project ;_;

cloud cobalt
#

Open another project, go to setting, set 2019 as default

#

Editor settings / source

grim ore
#

I wonder if it's actually broke ๐Ÿ˜ฆ

cloud cobalt
#

Uninstalling 2017 is a shit idea tbh

#

Keep it for some time

spare sun
#

hm

#

thought its only in project settings that you gotta change to 2019

#

that worked ty

grim ore
#

I would not be surprised if what you are doing is broken ๐Ÿ˜ฆ

cloud cobalt
#

No reason it would be

spare sun
#

well 4.22 isnt preview anymore and neither is vs2019

#

so I wanted to move everythin and see how it works

cloud cobalt
#

I'd wait a month or two to avoid the worst issues but well

spare sun
#

worst case I reinstall since I backed up my 2017

restive fern
#

@spare sun i like ura vatar

bitter iris
#

sucks that the guys from Scene Fusion put a lot of effort into their systems, then Epic just frys them ๐Ÿ˜ฆ

grim ore
#

It's not the same system for now, still plenty of room for a more robust offering from Scene Fusion

bitter iris
#

Yeah, i guess for now, wish epic would of hired the team to do it for them would be an awesome opportunity for them

#

but epic probs worked on it for a long time or something before hand

grim ore
#

even if epic wanted to hire them it doesnt mean they wanted to be hired, some people just like to do their own stuff ๐Ÿ˜ƒ

bitter iris
#

yeah i get that, hope it works out

wary wave
#

scene fusion?

timber bloom
#

So I'm using the basic fps start up in unreal to test and learn some stuff

#

Is importing sounds easy?

#

I want to replace the firing sound with other noises

modern sinew
#

Where are the player controls in the C++ FPS preset?

#

I want to add running and sliding

plush yew
#

Does anyone know how to make client 2 on a dedicated server also call a function

#

@plush yew are you trying to make server call the function then replicate it to the clients?

maiden sundial
#

Unable to start program C:\Program Files\Epic Games\UE_4.22\Engine\Intediate\Build\Unused\UE4.exe The system can't find the given path
Help :feelsbadman:

cloud cobalt
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From VS ?

maiden sundial
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Yes

cloud cobalt
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Right click your project and hit set as startup

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(in VS)

plush yew
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@plush yew Im trying to have a client in the player controller tell the server his new chunk position i'll dm a screen shot

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kk

maiden sundial
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Seems to work, thanks ๐Ÿ˜ƒ

modern sinew
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Where do i find the FPS player controls on the C++ version?

supple totem
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Either in the character or player controller. Can't remember

maiden sundial
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Got here a question about the new live coding.
What does class layout changes mean in this case ?
Can i as example add a new variable to my class ?

modern sinew
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@supple totem what file tho

grim ore
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@timber bloom adding sounds is very easy, you import the sound file then you can replace it in the play sound node in the blueprint

fast finch
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Anyone having issues with the live coding?

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I understand it doesnt work after you hot reload, it says you have to restart editor for it to work again, Ive restarted many times and it just keeps telling me to restart editor to make it work

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Seems like a bug

timber bloom
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@grim ore alright that's what I thought thanks

icy mulch
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Is building light need to pack the game cause i really want to add hill tree 01

grim ore
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switch all your lights to movable and then you wont need to build lighting at all

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it will just not perform as well

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you should try and fix the issue with the mesh tho if possible

spare sun
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hmmmmm
Live++ seems to have quite some drawbacks and breaks once you hot-reload. Breaks like.. forever? Even restarting the editor doesn't help.

Maybe restarting the pc would

modern sinew
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I still can't find where the key inputs are

grim ore
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the key events or assigning the key -> input ?

modern sinew
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there's like 200 different files here

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@grim ore I want to add to the FPS demo Shift to run and Control to crouch

grim ore
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in the FPS template?

modern sinew
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yea

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for C++

grim ore
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have you set up the input in the project settings?

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and it looks like the binding of events is in the Character.cpp file where it should be

stoic sentinel
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Not sure where to ask about this, When tryin to use the new 4.22 release with my project it asks to rebuild the plugins im using. Something it had no problem doing on 4.19.. "Dungeon_Masters could not be compiled. Try rebuilding from source manually" is what im getting. Any tips on how to fix this??

cloud cobalt
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Open in VS and build

grim ore
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and I only see 4 C++ files in the FPS Template so..... you shoudl not have 200 @modern sinew

cloud cobalt
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New versions usually have breaking changes

stoic sentinel
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Ok ill try that now.

modern sinew
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under "external dependencie"\

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@grim ore

grim ore
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why would you be in there when your source code for your project is in the Source folder in your project?

paper kernel
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I actually managed to print out 2 different values from same variable

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on tick print is changes correctly, log print says always 2

grim ore
fast finch
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@spare sun yeah same for me, once you hotreload which you have to when you make new classes, can't ever use it again on the project apparently, because restarting editor aint fixing shite

modern sinew
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found it

grim ore
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@paper kernel is it a pure node you are getting the value from?

modern sinew
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??

paper kernel
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just pawn reference

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it's the delegate that prints the wrong value

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and tick is the proper one

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I guess it's a loop execution being too slow again

modern sinew
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how do I lower friction? How do I lower the camera and hitbox? I want slide to do that

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I created the classes

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@grim ore

grim ore
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if it's a character you would change the capsule half height more than likely

modern sinew
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how (using code)

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and how to lower friction?

grim ore
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you would get the capsule half height and change it, friction I have no idea it's in the physics section

stoic sentinel
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The build failed inside VS: /

modern sinew
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@grim ore Still don't know how to do that, you just restated it, which is why I clarified "(using code)"

timber bloom
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I heard that in 4.22 you can edit with 2 people in real time is this true?

modern sinew
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does anyone know the code to get the capsule height>

dark depot
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#cpp < someone in there would i imagine

timber bloom
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HOLY FUCK

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YES

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im so happy

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no more needing to file share

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i just realised

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you have to be on the same network

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rip

abstract relic
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Source control been around for decades ๐Ÿ˜œ

stoic sentinel
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I think i figured it out, one of my plugins looks like its not 4.22 compatible.

plush yew
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Sequencer Editor Plugin is also not available in new Unreal Engine 4.22 for anyone having problems with their sequencers animations.

icy mulch
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Does anyone know how to spawn a character at different locations casue i just want it to reappear and disappear and different locations

plush yew
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@icy mulch you can random float in range of X Y Z

grave spruce
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how will work

restive fern
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Hi

grim ore
mint sequoia
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How do I get ue 4.22 to show up in our custom fork that was forked from 4.20, I hit fork again while on 4.22 but just says already forked

grave spruce
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it super useful for company and small teams

plush yew
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I'm 100 % certain that all traces besides line trace aren't currently working in 4.22. No signal is being detected, only line trace works.

icy mulch
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@plush yew okay it works thanks also is there away for example i want my character to be thrown by invisible force like in cutscene how would i do it cause i already did one for the waking up part

unborn fractal
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Hey, I am new to unreal (switched from Unity) and I am finding that Unreal on a brand new project is painfully slow when opening projects. I saw a few forum posts suggesting Visual Assist which helped a bit but it is still incredibly slow. Would picking up an SSD help?

plush yew
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@unborn fractal SSD will help with loading time and compiling significantly.

unborn fractal
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@plush yew Ok thanks ๐Ÿ˜ƒ Do you have any recommendations for SSDs? I saw that they dropped in price significantly since the last time I checked on them.

plush yew
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Yes now is one of the best time to buy one. To be honest I am fond of Kingstons

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Never had problems with it plus they arent that expensive. Currently have two 256 GB (one for the system second for the project) I also have one 1 T HDD for assets only.

unborn fractal
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240GB Kingston for only 29$ wow

dim plover
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Should I delete Binaries/Intermediate before switching engine versions?

icy mulch
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@plush yew hello

unborn fractal
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@plush yew Would upgrading from 8GB of Ram to 16GB be beneficial aswell?

plush yew
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You can but won't have to to be honest but you will have to rebuild new .sln

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@unborn fractal It will of course, you won't see much difference when it comes to overall speed while working but you will while testing a specially. If your project isn't massive (over 20 GB) you won't need more than 8GB to see radical difference in your workflow.

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@icy mulch Hello

icy mulch
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@plush yew do you know how to make a cutscene for example i want my character to be thrown across the paltform

plush yew
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@icy mulch There is a lot of ways to do something like that, you can use timeline with changing player position, you can use physics and custom gravity system, you can just even force player movement. It all depends on how often you will use it and how much control you need with the system.

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For cutscene i advice to use Sequencer.

icy mulch
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Level or master

tropic oracle
icy mulch
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Cause i already have one for the wake up animation

plush yew
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@tropic oracle Oh damn

tropic oracle
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just got the email saying 4.22 is out. Was waiting cause Preview 6 didn't seem fully done. Guess I'll check back later and they'll fix this

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not sure where to post this for devs to see though, lol

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ie Epic official devs

plush yew
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@tropic oracle There are still problems with 4.22 for example every type of Trace (without line trace) is not working.

tropic oracle
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oh damn

icy mulch
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@plush yew im guessing i can only have one animation at a time

plush yew
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@icy mulch You can have unlimited numbers of Sequencers in a level, you can even have many activated at a time. But the best way of handling a cutscene is to put everything you need in to a single sequencer, you can use of course another one after that.

jade plaza
icy mulch
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This is the only sequence i have

thorn topaz
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Is there a way to either disable the console in development builds or enable logging in shipping builds?

dim plover
thorn topaz
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Just read that, haha thanks

dim plover
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Though, for me, my shipping client doesn't have logging when I tested on 4.19.

thorn topaz
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I'm in 4.20, maybe they fixed it haha. I'll find out soon

thorn topaz
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@dim plover yea, doesn't seem to be working

storm venture
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anyone know how to join a multi-user editing session remotely?

spare sun
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well one option could probably be port forwarding. Not sure whether you can enter target ip manually in this plugin, but port would be 6666 (from what I see in the console) and the ip to connect to would be the public ip of the host once forwarding is set. udp btw

Another option would be lan simulator like hamachi and such

storm venture
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ill try 6666, i had 7777 before,

worn spade
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beginner question, I made a variable in my game instance and I've cast to it in my level blueprint and trying to get or set that variable, but I cant find it

proven aurora
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Is multi-user editing available in the new version of UE4?

spare sun
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@proven aurora

grim ore
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@worn spade show the screenshot of your code that is not working? might be something simple

proven aurora
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Oh sweet, thanks!

worn spade
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yeh Im just starting out. I made an integer variable in game instance I made, trying to access it from this cast to gameinstance node

grim ore
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so is your Game Instance that you made called Game Instance? is your Game Instance named Game Instance?

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I am assuming if you made your own Game Instance you called it something else, like AwesomeGameInstance or MyGameInstance or RadicalGameInstance

worn spade
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It's named GameInstance without the space

flat idol
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I'd go with the radical game instance

grim ore
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oof. ok might try renaming it then to something a bit more specific to start with to make this easier, call it like MyGameInstance

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then try casting to MyGameInstance instead to make sure it knows you want your specific game instance you created and not just the base Game Instance class

plush yew
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Hello Unreal Users!... I just red about this discord on the Unreal Forums,. I hate to start with a question, but i do have alot of experience with older build and am learning ue4 now: how do i manage a Landscape Visibility Node to plugin to my Material? any help would be very much appreciated

flat idol
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I think you would connect it to the mask input, then set the material to be masked

grim ore
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I did test it tho, you can name your Game Instance to GameInstance (don't do this....) and it should work soo.... you might have another issue. After casting did you drag off the As Game Instance node on the right and try to get your variable by name?

worn spade
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I guess renaming it worked. I noticed I had the option to cast to mygameinstance, and mygameinstance class, maybe I did class before. anyway it seems to be working now, thanks

grim ore
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๐Ÿ˜ƒ

worn spade
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I keep finding your tutorials too

flat idol
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MathewW there is a blue 'note' at the bottom indicating the cast will not be required since the class is the generic game instance already. So he is using the wrong cast node in this unfortunate case.

grim ore
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yay glad it worked, I never thought of naming it like that either lol so learn something weird every day

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@flat idol that was my thought as well but I couldnt find that actual node when I tested it for casting

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oof nevermind, blueprints was smarter than me. you can't do it wrong if you have context sensitive on lol

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man and there is like no way of knowing which one is which from looking at the nodes or the node finder.... yeah... don't name your stuff the class name is the lesson here ๐Ÿ˜ƒ

flat idol
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There is some pretty print feature enabled by default in the engine you can perhaps turn that off

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It may be affecting the search too as well

grim ore
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well if you just search you get both cast to gameinstance nodes but if you drag off the get game instance and then cast it's the correct one. This is a fantastic lesson to pass on tho

flat idol
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Indeed

plush yew
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@flat idol TY for the advice, going to try it now!

flat idol
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Wyked, there is a page in the documentation for this i believe, that you may find useful

plush yew
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doesn't rally have specifics... would a 50% gretscale texture work for the mask texsample, then plugin it into OpMask, then set mat to masked??

flat idol
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mask usually has a threshold set to be something like .3 or something, so in that case the 50% should hit the limit indeed

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Not tried to do it like this before tho, i just connected up the recommended path and it was working for me

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You maybe have to feed the landscape coordinates into the texture to get the right content being sampled at a given coordinate

plush yew
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Ok Thanks again

worn spade
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alright time to break Choose Player Start again

bitter iris
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is that multi user plugin working or

plush yew
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Landspace Visibility Mask Directly plugs into Opacit Mask of Final Texture Node, Node set to Maskes, The: Hit Apply! LOL i didn't hit apply, and that's what was wrong

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so tired gah

waxen dock
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Are there any help chats here?

worn spade
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think this channel mostly

worldly temple
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Hello people! Just joined! This server seems awesome

worn spade
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welcome

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hang on I might should've googled more I think I found somethin

plush yew
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funny that ray tracing option is not grayed out and can activated.

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but still no raytracing.

dry moon
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Uhhh what the fuck

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4.22 increaes my drawcall count by like 2k

plush yew
flat idol
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hello, you can close any opened tabs and windows, they sometimes contribute to the measurements

plush yew
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Who me?

flat idol
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Who are you?

plush yew
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The one who posted about the server values @flat idol

flat idol
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I can see that yes, but i have no idea what you are showing there.

plush yew
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This updates those values. But the server gets the 1st client's value but neither the second nor the third clients value gets replicated to the server

flat idol
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It is because on the server the playerindex(0) means you are only addressing the first client, not the two others. You may want to access the player controller by pulling a "get controller()-> cast to player controller()" combination instead. That way you will have access to the client 2 and 3 as well as the first client. It's the context you are missing here.

plush yew
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This is on my player controller so whenever I call get controller it doesnt work since this isnt a pawn

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Is there another way to get the players IDs?

flat idol
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If this RPC is already being executed on the player controller, then why are you trying to get access to a player controller. I don't get it.

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You can just call update position and you're done.

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remove the rest of the junk there

plush yew
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Whenever I dont use cast the values all use the 1st clients value

flat idol
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They are accessing the first client because you are specifically looking for playercontroller(0) which is - client 1 by all means.

plush yew
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Both server values are using the first clients value

flat idol
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No they are not. Your tick will execute the update as well, and becuase client 1 was joined earlier it is 1 index forward to client 2.

plush yew
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So how would I get the server to get clients 2 value?

flat idol
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But perhaps other reasons are there that confuse you. Maybe you should print out sensible informations, that helps you track the flow of informations.

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Not sure what do you mean by the question.

plush yew
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So basically what this system is doing is I have a world that generates in chunks. It gets what chunk the player is in then only has collision in that chunk. So what I'm trying to do is have all the clients tell the server what chunk they are in so the server can add those chunks

flat idol
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But are you aware the fact, that there is already a server representation of your characters and controllers? The client doesnt have to tell anything to server, because server can gather this information on its own already.

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is server-> branch -> true -> my location is x,y,z store and spawn

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nothing have to be RPCd here i'd say

plush yew
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Sorry I am very new to networking have never dealt with it before

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This is the first project I'm doing that I need it for

flat idol
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You can try the concept with simple examples perhaps, and build your knowledge that way.

plush yew
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Yeah. I've gotten simple stuff working before just as test and have gone through and read all of the network condenium guide but still having trouble getting basic multiplayer working with this project.

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So how do I get the server to access the clients values? @flat idol

flat idol
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Just imagine the server is a singleplayer game. The tick() will execute on server, thus you can access the getactorlocation() and so you can already know where the player is in the world.

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Clients are slaves in a networked game, they are going to adjust to the location server will dictate. If client wants to go off the position, server will force the location on the client, because server is the authorative. It better be.

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So the best information here is you can use is what the server already has about the location of the player. Nothing has to be accessed from client specifically.

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You can perhaps connect a IsServer->branch(true)->print(get actor location) to the tick, and you will see it will print out the current location of the clients. It should make this clear.

brave beacon
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hey anyone able to help me with a issue?

flat idol
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But perhaps moving your code to the acutal pawn (the character) can be more straightforward after all.

brave beacon
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robert can u give me a hand?

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anyonr?

plush yew
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i'm no expert but maybe i can help

sullen wraith
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downloaded a materials pack

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not sure how to start painting them onto my terrain?

plush yew
analog blaze
#

If you guys are experiencing slow shader compiling on launch

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run the exe in admin mode

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and it'll supercharge it

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the way it works is via priority

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of the processes

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in charge of shader compiling

plush yew
plush yew
worn spade
#

it's 1 sentence JudyOh

sullen wraith
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just purchased a auto landscape plugin thingy