#ue4-general
1 messages ยท Page 426 of 1
offset, current speed, direction -> target speed
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?
I think it's logically is impossible to do something like this. Reducing 3 unique values to 1.
I guess you would need projection ๐ค
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?
It will just not work
these are all 0-1 values tho
well, offset can be -1 to 1
so it's not going backwards in time axis
that makes no difference actually, the equation here is complex if not impossible to make
i think
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.
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.
Hey guys ๐ I have a weird issue. Whenever I make a material instance of my landscape material the landscape turns into a mirror :C
Im using layers in my material
Doci sounds like a nice game idea. Mirror scapes.
YEah great ideas sometimes starts out as a bug. Later you call them features.
yeah ^^
hi guys does the Light Propagation Volumes still works on 4.21 ?
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.
Nuh I dont have a RTX card ^^ Just joking with reflections and RTX ๐
The material works if I apply the master material to the landscape
it breaks when I apply an instance of that material to it
I want to do that so I can more easily iterate on my textures
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.
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...
Itยดs driven via roughness maps and non of them is black ๐
I packed them. The roughness is in the blue channel
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?
Its possibe that your layers are not defined, or they are empty, so they will produce zeros, thus resulting in roughness =0.
press "G" @sullen wraith
Uh I gonna check that !!
@flat idol It worked ๐ Thanks a ton man !!
Would have wasted hours
You are awesome, dear sir ๐
Nice
@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
hiding or disabling it would be better, but i don't see a way to do that looking through the docs
viperscape just set its scale to a super tiny value, then set is back to normal
that's the cheap way to hide it
Hey guys im looking to make a top-down mmo using ue4 and I'm clueless when it comes to multiplayer aspect of my game, do u think that this tutorial would be useful to learn to implement multiplayer to my rpg game? https://www.udemy.com/unrealmultiplayer/
When it comes to multiplayer tutorials you can't go wrong with the one from Tom Looman on Udemy
I am suggesting it because you emphasised on the fact that you have no idea how to implement multiplayer.
Unleash the power of C++ and Blueprint to develop Multiplayer Games with AI in this Epic Games-approved course.
Applicable to any kind of game and Tom is a great instructor.
Can you be ore specific? What do you mean by "what was used"
Like I dont think this was made in unreal engine 4
Errrm why not?
It's like a seperate server that hosts players, worlds items and stores them etc
If I was less clueless I could probably explain what I mean.
Where to store your data and serve players comes after you learn how to implement multiplayer in UE4.
But in general UE4 is very versatile when it comes to MP.
What I'm trying to make is , an open-world game with multiple servers so like 200 per server to make it manageable
is it your first game ?
The question now is, which one is better for my purpose: https://www.udemy.com/unrealmultiplayer/ https://www.udemy.com/unrealengine-cpp/
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.
allow me then
Both are good but I would go with an Unreal Engine guy and that is Tom Looman
The one I sent has extra 7 hours of content ๐ค
I would go for the tom looman course just because he's an unreal engine evangelist and it's an epic games approved course.
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.
@still bay Thanks, couldn't remember if he was en evangelist. ๐
Yeah
Was waiting for them to go back to ยฃ10.99 before i buy
Poor people that bought the courses for original prices..
๐
@languid shard I pitty the guy who saved money to buy a course at full price... I'm sure he's out there
I'l go for the Tom course.
you could watch tom's 1hr unreal c++ tutorial on youtube and get a sense of his teaching style
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.
Runescape was one of my first games I actually remember playing, it's also the game(along with a few others) that really sparked my interest in game developm...
The reason why i was leaning towards Ben was because I already bought a course with him as an instructor, covering C++ in ue4
A huge undertaking but, good luck to you anyway.
huge undertaking? but It doesnt look too complicated compared to those bigger projects involving fancy abilities and combat system in third person view
Is there a way to check if I used "Simulate" when starting the game?
EWorldType doesn't seem to have something for that
is there a way to "replace" a staticmesh actor with a blueprint easy?
so i dont need to manually remove all from the world
and place their blueprint version :3
@high ore that screenshot you posted is from UE4, its from http://www.sabredartstudios.com/Marketing/FreeTrial , and there is a complete series on it
ie. i want to remove the spoon on the right
with the bp version ive made?
easy way to do it? or manually do it for all
right click the item you want to replace in the viewport and choose the replace option?
@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?
@regal mulch - there is, but not exposed to BP
(annoyingly)
it's also somewhat unreliable
I can't recall what it is unfortunately, but there is an enumerator for it
@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
@wary wave EWorldType would be that
But it's not featuring any sort of Simulate entry
@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.
weird, I'd have expected it to be there
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;
}
@grim ore thanks! I was doing it in the folder section to the right
Simulate is EWorldType::PIE :/
โ
Can't wait to crash the editor beyond return with multi-user editing
Has anyone been to Unreal Academy?
aww 4.22 is out?
i work in unity but looking at switching over to unreal. how much of a learning curve is there. i understand theres c++ ?
anyone wants to try out the multi user stuff ?
Will there be a 4.21.3?
like make discord conference and giggle trying to break everything
you probably need to have the same project to start with that right?
ooof...unrealengine.com is broked ๐ฆ
@boreal topaz
@dim plover very unlikely unless there is a critical bug
you srs
We're working on resolving the site problem ๐ฎ
@boreal topaz ๐
@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.
@boreal topaz you could do a full program with just blueprints
^ what these guys said
thanks for all the info
yeah C# is twiddlethumb compared to C++
unreal is hosting a class has anyone been to the academy?
i switched from unity to ue4 with c++
but blueprints is really close to unity's C# in terms of logic
been quite the ride
@boreal topaz do you mean this? https://academy.unrealengine.com/ or something else?
yes
those are all pre made classes and a good place to start
what im wondering is where do I start
@boreal topaz here https://docs.unrealengine.com/en-us/GettingStarted/FromUnity
did someone mention theres an issue with their wesbite:? https://www.unrealengine.com/en-US/page-not-found
https://academy.unrealengine.com/Browse/get-started-with-ue4 and if you scroll right there is some stuff like making the switch from unity to UE4, Editor Basics, and Project and File Structures
and yep they know aboot the website issues
thx for all the help fellas
Confuzzlement abounds
we saw Unreal at the GDC in san francisco last month. they are doing big things while unity seems to be stuck in limbo
I thought Unity was doing some notable things.
They're doing different things.
Everyone is doing big stuff, just different stuff
I want to have a Menu with a 3d character showing in the backgroundf
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
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
i supposed I could have a player start added but then how can i lock the view ?
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
What's New
Unreal Engine 4.22 continues to push the
dang that's a long-ass change log
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
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
stupid overrides
for some reason it had overridden with a non existant player controller class
ok its not showing the camera view not sure what i am missing now
ok, sooo confusing
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
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.
yay 4.22
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.
Heres a question, Is there a way to restrict the camera view to a portion of the screen
@proven oxide so only show the camera view in a corner? what would be in the rest?
asked here and in animation please @ mention if you reply
Its a 3d view from a camera but the subject in the middle of the camera view would be in the top right
so apparently it has to be a 2d scene capture
and then add that to the UI image
correct
but if you are looking at the subject in the camera why not just move the subject to the top right in the scene?
Hello 4.22. Time to grab a coffee and read some release notes! โ
pog guys ๐
Is Chaos available for 4.22?
me outside: aw hell yeah new features
me inside: most likely gonna break something :(
hot
@plush yew No, Chaos is coming in 4.23.
hey guys! im new here
Welcome! ๐
- Live Coding for C++ (Experimental)
THAT sounds sexy af
Yeah. Seems to be a successor to Hot Reload.
hot reload but actually works
I wish i could try the new version out, but my project would be rip :feelsbadman:
Thought you can only work with the UE version in which you created that project
Nope you can upgrade. Just be careful about it.
takes like a day at most to make everything work properly again unless you used a feature that was straight up removed
Backup your project first
Just be careful about it.
Sounds not nice xD
I recommend making a copy first, testing that copy in the new version before upgrading the original.
Gotta be sure it's going to work and be worth it.
why make a copy, just revert in source control in case of failure
Because Perforce.
that live coding feature seems like something i've been dreaming about for long time
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! ๐
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
4.22 finally arrived!
is there only a preview version for now?
No, the stable version released today!
Hi, just got UE, is it easy to learn? I use Maya for 3d renders and stuff
hmm i dont see it in a launcher, probably have to restart it
Yeah try restarting the launcher.
do i need to add some form of update in ticks for a UI to display the scenecapture2d output?
@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.
real time ray tracing
holy shit finally
ie Update UMG brush image with scene capture 2d
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?
Wait, would a health variable (well, Current Health and Max Health) be in the character blueprint or game mode blueprint?
depends on the game I guess
if there will be more than one health variable I guess you should store them in the character
Making a timer so the health will drain 1% every second
if it's only one, it's fine to store it in the game mode
Not sure if that belongs in the game mode or character bp
ok so is the new ue4 update just for ultra bloody realistic af graphics or what
if so then I'm not interested
hoping for optimisations but thats not really fair to say since no one seems to have as many problems running it as I do
and I chose it for game development
@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.
Including faster build times and a refactored mesh renderer.
didnt crytek show off their own raytracing technology that allows somewhat smooth raytracing on non-rtx hardware?
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
We must to active dx12 on command to use RTX in this release?
@azure shore do it properly and it should be completely fine, although back your project up first for obvious reasons
cus itll be a pretty large thing, and it takes a long time
and I feel Ill find it wont improve performance for me
Are you coding in c++?
Are you far into your project?
ish yeah
Look at the new features in the blog
wtf
your not using version control
?!
its simple to upgrade
if you use version control
yeah I didnt initially see any optimisation stuff where I read
lol we're talking about it rn
if your not backing up your code in some way
or other
ah fair enough
I just hope 4.22 works still
only got the other version working yesterday after 3 days of trying lol
I do actually find it awkward to save copies of my project, you need to duplicate the whole folder right?
my project list is just full of duplicates which all save as one anyway
If you dont have some source control setup
just zip it
You can remove a lot of folders though
binaries, intermediete, saves
dont need them
it wouild not pick up visual studio 2017 enterprise
saved*
Hey everyone, running into an error exporting a game to HTML5. Getting an extremely long error, was wondering if anyone can help diagnose it?
@azure shore just use github
its easy
you dont have to keep making duplicate copies this way
Just be aware of the repository size limit ๐
@valid slate post the error buddy
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'
@azure shore it is extremely easy if you find the right tutorial
Does the game have multiplayer @valid slate
This is the Shooter Game example project
We're trying to create a version of it for HTML5
yeah github isnt for like full projects though is it?
@azure shore its for anything your heart desires
oh...
Not sure what you mean by shooter game example
Do you mean the first person template?
I could literally explain it to you in 2 minutes
And even dumb and dumber would get it
@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
my github is pro anyway
@valid slate if you read the first line of the error, it says unsupported socketcall
so its definitely network releated
the error
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?
again, I might be retarded
No nullptr
Unity coding is equivalent to blueprints
you dont have to compile and wait for blueprints
thats how unity works
The live coding for c++ just compiles your code faster
at least 30% faster
sounds great
๐ค is 4.22 preview 7 the final release?
Final release
it is no longer a preview
I'll try that then thank you
and what is Multi-user editing btw?
ok it worked thank you LittleSpider
Np
Anyone having trouble getting the modular subway thing to load
Did not Nvidia announce DXR running on 1080ti ?
It freezes at 18%
First time use of assets take very long indeed
:feelsbadman:
I do have a pc at home, guess I just have to be patient
yy
Is UE easy to learn? I use maya for 3d renders
im super interested in those photorealistic things
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...
You dont memorize the blueprint. Instead you memorize the idea, and you use the practice to recreate at will.
(exam with no internet access and exam conditions for 4 hours at a time)
I donโt want to use UE for games, just interactive photorealistic scenes
If I'm using 4.20 should I still download 4.21 when upgrading to 4.22 or would it be unnecessary?
@plush yew https://academy.unrealengine.com/Browse/visualization and watch away. we cannot tell you if it is easy or not, that is based on your skill level
Thanks! I was looking for an official tutorial
Wow UE runs horribly on a mac
And it crashed
@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
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
Well, after about an hour and a half of trying to figure it out, it might be a bit hard memorising this...
There is no development without internet.
Some nodes I've never used before like float decrement, set timer by event, etc
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.
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)
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
DanF2000 that's crazy indeed. Not sure what these teachers actually think.
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"
Yeah. Have to get a pass to pass the course as well...
Even the teachers don't agree with it
Yes its very dickish indeed.
Plus sitting down in front of a computer (on hard plastic chairs as well) for 4 hours straight...
The entire IT industry would catch fire if Stack Exchange disappearead lol
Hello?
I have never done cutscenes sorry
how do I check out this live coding stuff?ยฌ
your best bet would be in #animation @icy mulch but if you are looking for easy look into morph targets on the face
@grim ore yesterday I was getting stressed with there april fools joke
Im trying to make my characters eyes open like he was sleeping
I use stack over flow mainly more for LaTeX and academic writing questions than programming stuff though
@plush yew Enable it in settings, and it Just Works
which settings?
Introducing Rebirth, a real-time cinematic produced by Quixel, harnessing the power of Unreal Engine and real-world scans from the Megascans Icelandic collec...
vs studio?
This looks so amazing
I dislike quixel
you just make sure to enable it, and then press control-alt-F11 to trigger recompile
substance is way better
it only hot-reloads functions
Iโve never used quixel
no UFUNCTIONS or UPROPERTY or new classes
I mean substance
but it works incredibly well
i have used megascans and stuff
I've been trialing Megascans and Mixer. Love it so far.
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
its the fact your using assets I dont like thus you are limited
@grim ore Oof, hope you have plenty of free space. lol
9.1G for the dependencies compared to ~4 for just windows ๐ฆ and I checked lol
got it nw
They used megascans for metro exodus
And itโs like, not rendered at all
its all live, you can walk around in that scene
Anyone gotten a chance to try out live coding?
yes
it sucks
its literally just a console
Interactive photorealism is now possible in real-time at 60+ FPS on mainstream hardware with a single 1080Ti, thanks to UE4 and https://quixel.com/megascans ...
but substance is better standard imo
in terms of workflow
e.g. I use maya and mudbox
Iโll try substance sometime
i use maya but I donโt 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

๐
at most Iโll use textures
anyone tried the live c++ yet? just downloading it now. Curious how well it works
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
as am I
how much?
excited to try it out. Usually takes ~5-6 seconds between builds atm
mine is worth around $2500
looking to get a better one soon though
budget around $25000
that's quite the expensive workstation
i have an i9 and sli 2080 ti
I do AI programming
so I use the cloud on top of this as well
its never enough power
(even though 2080 ti sli doesn't actually work all that great...)
did you mistype the $25000
- crying in i5 8gb RAM *
nice for you buddy.
PC perhaps around $17000
Wtf?
?
wtf are you putting inside, multiple quadro rtx cards?
ideally
โฉ โ
Let's create universe game template.
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
Exi, url me pl0x
I actually wonder why they didn't just remove the boolean
BP users adding players that don't have a PlayerController still sounds bad
siiiigh
"Bug Fix: Fixed a number of DPI issues in Cascade."
sadly not the one that has been present since 4.17 and up
<_<
oh well, since I am recording anyway, bug report it is
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 :)
so the "raytracing" in ue 4.22 only works with RTX cards? so no dxr fallbacks?
I think simply turn it on on any scene
there's likely a doc, or will be, how to enable it
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
same, generally unfun to adopt first releases of experimental feats anyways ^^
unrelated though, I wonder if you can run an UE4 html5 instance inside the UE4's webbrowser widget
ue4 inception
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.
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
how to make entirely black material
@regal mulch Hah, well, 'grats. Someone noticed and put the time in. :)
Will all "custom added" plugins be unusable or only the ones they warn about when you install it?
:)
@plush yew Return black for all material outputs?
Or even make it emissive and black.
Set it to unlit, and it will be black
@livid haven Yeah probably cause I posted that to Chris Murphy when he was sharing the "20 sec to get splitscreen working" tweet :D
what bug were you getting exi? just curiius
You mean Splitscreen?
Has anyone managed to get the new Collaborative editing plugin "concert" which shipped with 4.22 working?
@hidden heart https://issues.unrealengine.com/issue/UE-70794
hmm thats a not fun bug!
Not at all
Hey guys, does anyone know if the live coding feature work if youโre working with plugins? From seeing it in action, the feature was used only for gameโs source...
why is everyone obsessed with live coding?
Because iteration time
iteration time?
Closing editor, building C++, relaunching takes 2 solid minutes
And hot reload barely works
closing editor?
Yes
have you ever tried using Git with UE4? That's one hell of a nightmare, because everything is binary
2 mins?
Yes
I only close the editor when I edit structs
How large is your project ?
Lol. So did anyone test out live coding with plugins yet :X?
With 200 files and 130 000 lines here it takes more than seconds
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
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.
@abstract flax Git user here - don't use Git for content.
using git in unreal is suicidal. You bloat it to hell
SVN is good, or Perforce
forget about branching btw
exactly, that's why i want live level editing i want to colab my content
No.
but what about git ignore
๐ฌ
@abstract flax I have used it in the preview, does it not work for you?
solves all the problems
unless you reall want the git workflow and are ready to pay the cost of 2 source controls at once
only commity the cppfiles
i tried SVN + git myself, was a huge pain
maybe
@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
I only ever create one version though
you would need the port open yes and allowed thru your firewall and router if needed
@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
@fleet inlet Yup
after that it should say the group and port # 6666
i just forward that and then my firend can connect over the internet?
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
Will try! Thanks!
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
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
Does SVN has branches now ?
is the latest ue4 .22 has less then 2.9 gb dowlnoad ?
not like you use a branchy workflow on binary files anyway
or am doing something wrong
SVN is really good for artists and "trunk" development
where you just have a main branch and push into it
@abstract flax Looking thru this I don't really even know if this will work on a different network ๐ฆ
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
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.
@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?
yeah I am testing it now and its working fine on the same network
editor only has 2.3 gb download ?
hmm gotta try that! Thanks!
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
but on your machine the server also says Initializing bridge on interface 0.0.0.0:0 right?!
even the auto connect server info says name for now
yeah that just means the local interface listening on all addresses
hmm.. really gotta start looking into networking lol.
definitely weird it doesnt mention local or remote at all in the notes
but is there any writeup on what this is about?
like what they want it to do eventually?
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 ๐ I really do hope there is a way to make it work over the internet but I am starting to think its a negative
can someone explain the difference between live++ and previous hot-reload?
old hot reload = ๐ฉ
live++ = โ
Does anyone have a custom spring arm implementation that doesn't allow the camera to get inside of the character mesh?
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 ๐
according to the slides... https://cdn.vox-cdn.com/uploads/chorus_asset/file/15970946/geforce_rtx_gtx_dxr_supported_gpus_march_2019.png
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
Anyone getting The reference assemblies for framework ".NETFramework,Version=v4.6.2" were not found. on 4.22
I was told by an NVIDIA rep at GDC that the GTX support doesn't restrict features, just enables less rays than RTX.
I dunno.... the nvidia peoples on that slide say "suck it 10x0 users"
I don't mind tho ๐ saves me a couple bucks to preview the feature without having to buy an RTX card
Same. I'm looking forward to playing with it.
@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
Well probably wait until UE4 supports it at least
well VS 2019 should be final now, not in preview, and UE4 supports it in 4.22
I would still wait tho lol ๐
Well holy shit at 4.22, most impressive release in quite a while
General rule of thumb: preview is just that. A preview. Never use it for projects
Not a preview anymore
Either 4.22 or VS2019
Errr
Yeah they released today both of them
Released today.
more like released 10 minutes ago
because I checked 10 minutes ago
and it was only in preview
This is confusing
When I checked the website 10 minutes ago, it said download 2019 preview
now I go to the same site
But yeah they did release today, out of preview
it says full version
Any idea whats new in it for UE4?
I dunno, the 2019 twitters show 3+ hours ago
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?
Itโs needs to know what itโs subtracting from
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
Mixamo if youโre daring
You can always contract an animator
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
You get what you pay for. Iโd suggest making them yourself in that case. Autodesk is free for students for a few years and thereโs always blender
what kind of firing? the animation starter pack has pistol and rifle firing animations and is freeeeee
Doesnโt paragon have a few too?
What does the cast to side scroller character node do?
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
yep your going to need to buy a full pack then or use mixamo stuff and clean it up probably ๐ฆ
Alright ๐๐ฝ
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
Does anyone know how to fix this?
@grim ore I'll have a look at those ๐
even though i build my lighting it still says that it needs to be rebuilt. i don't understand why
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
When ever i use hill tree 02 it build lighting it takes hours
@icy mulch hell tree 02 is cursed... it hitches every time I try to load it into memory
@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
Well im making Forrest level i can just use a 3d tree model
^^
@worn sparrow ray tracing needs RTX cards for now, GTX 10x0 and 16x0 cards will support it later this month.
@grim ore my poor 970 xD
cheers dude
Does anyone know how to make blueprint for example every time i pick up a item a enemy starts to go faster and faster
blueprint communication documentation would be a good start @icy mulch
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 how many RTX lights enabled, out of curiosity?
guess you'll get more performance once its implemented properly for those cards?
oh, i comment that if you try rtx on 10 series gpus is not going to go past 5-10 fps
just extremelly slow
ah yeah xD
the official slides say it will get "ok" performance https://cdn.vox-cdn.com/uploads/chorus_asset/file/15970950/geforce_rtx_gtx_dxr_battlefield_v_performance.png but not as good as an RTX card of course
we just need to wait on Nvidia at this point.... just waiting..... waiting
soontm
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
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.```
Did you set VS2019 as default in your project
I wonder if it's actually broke ๐ฆ
hm
thought its only in project settings that you gotta change to 2019
that worked ty
I would not be surprised if what you are doing is broken ๐ฆ
No reason it would be
well 4.22 isnt preview anymore and neither is vs2019
so I wanted to move everythin and see how it works
I'd wait a month or two to avoid the worst issues but well
worst case I reinstall since I backed up my 2017
@spare sun i like ura vatar
sucks that the guys from Scene Fusion put a lot of effort into their systems, then Epic just frys them ๐ฆ
It's not the same system for now, still plenty of room for a more robust offering from Scene Fusion
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
even if epic wanted to hire them it doesnt mean they wanted to be hired, some people just like to do their own stuff ๐
yeah i get that, hope it works out
scene fusion?
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
Where are the player controls in the C++ FPS preset?
I want to add running and sliding
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?
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:
From VS ?
Yes
@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
kk
Seems to work, thanks ๐
Where do i find the FPS player controls on the C++ version?
Either in the character or player controller. Can't remember
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 ?
@supple totem what file tho
@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
Anyone having issues with the live coding?
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
Seems like a bug
@grim ore alright that's what I thought thanks
Is building light need to pack the game cause i really want to add hill tree 01
switch all your lights to movable and then you wont need to build lighting at all
it will just not perform as well
you should try and fix the issue with the mesh tho if possible
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
I still can't find where the key inputs are
the key events or assigning the key -> input ?
there's like 200 different files here
@grim ore I want to add to the FPS demo Shift to run and Control to crouch
in the FPS template?
have you set up the input in the project settings?
and it looks like the binding of events is in the Character.cpp file where it should be
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??
Open in VS and build
and I only see 4 C++ files in the FPS Template so..... you shoudl not have 200 @modern sinew
New versions usually have breaking changes
Ok ill try that now.
why would you be in there when your source code for your project is in the Source folder in your project?
I actually managed to print out 2 different values from same variable
on tick print is changes correctly, log print says always 2
https://i.imgur.com/Cv8V2dc.png @modern sinew
@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
found it
@paper kernel is it a pure node you are getting the value from?
??
just pawn reference
it's the delegate that prints the wrong value
and tick is the proper one
I guess it's a loop execution being too slow again
how do I lower friction? How do I lower the camera and hitbox? I want slide to do that
I created the classes
@grim ore
if it's a character you would change the capsule half height more than likely
you would get the capsule half height and change it, friction I have no idea it's in the physics section
The build failed inside VS: /
@grim ore Still don't know how to do that, you just restated it, which is why I clarified "(using code)"
I heard that in 4.22 you can edit with 2 people in real time is this true?
does anyone know the code to get the capsule height>
HOLY FUCK
YES
im so happy
no more needing to file share
i just realised
you have to be on the same network
rip
Source control been around for decades ๐
: / why tho..
I think i figured it out, one of my plugins looks like its not 4.22 compatible.
Sequencer Editor Plugin is also not available in new Unreal Engine 4.22 for anyone having problems with their sequencers animations.
Does anyone know how to spawn a character at different locations casue i just want it to reappear and disappear and different locations
how will work
Hi
https://docs.unrealengine.com/en-US/Editor/MultiUser @grave spruce
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
it super useful for company and small teams
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.
@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
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?
@unborn fractal SSD will help with loading time and compiling significantly.
@plush yew Ok thanks ๐ Do you have any recommendations for SSDs? I saw that they dropped in price significantly since the last time I checked on them.
Yes now is one of the best time to buy one. To be honest I am fond of Kingstons
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.
240GB Kingston for only 29$ wow
Should I delete Binaries/Intermediate before switching engine versions?
@plush yew hello
@plush yew Would upgrading from 8GB of Ram to 16GB be beneficial aswell?
You can but won't have to to be honest but you will have to rebuild new .sln
@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.
@icy mulch Hello
@plush yew do you know how to make a cutscene for example i want my character to be thrown across the paltform
@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.
For cutscene i advice to use Sequencer.
Level or master
6 versions of UE installed and then today I see this..
Cause i already have one for the wake up animation
@tropic oracle Oh damn
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
not sure where to post this for devs to see though, lol
ie Epic official devs
@tropic oracle There are still problems with 4.22 for example every type of Trace (without line trace) is not working.
oh damn
@plush yew im guessing i can only have one animation at a time
@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.
Is there a way to either disable the console in development builds or enable logging in shipping builds?
With 4.18, you can just add "bUseLoggingInShipping = true;" to the TargetRules constructor in your Target.cs file.
https://answers.unrealengine.com/questions/383407/how-to-log-in-shipping-build-win.html
Just read that, haha thanks
Though, for me, my shipping client doesn't have logging when I tested on 4.19.
I'm in 4.20, maybe they fixed it haha. I'll find out soon
@dim plover yea, doesn't seem to be working
anyone know how to join a multi-user editing session remotely?
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
ill try 6666, i had 7777 before,
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
Is multi-user editing available in the new version of UE4?
@worn spade show the screenshot of your code that is not working? might be something simple
Oh sweet, thanks!
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
so is your Game Instance that you made called Game Instance? is your Game Instance named Game Instance?
I am assuming if you made your own Game Instance you called it something else, like AwesomeGameInstance or MyGameInstance or RadicalGameInstance
It's named GameInstance without the space
I'd go with the radical game instance
oof. ok might try renaming it then to something a bit more specific to start with to make this easier, call it like MyGameInstance
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
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
I think you would connect it to the mask input, then set the material to be masked
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?
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
๐
I keep finding your tutorials too
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.
yay glad it worked, I never thought of naming it like that either lol so learn something weird every day
@flat idol that was my thought as well but I couldnt find that actual node when I tested it for casting
oof nevermind, blueprints was smarter than me. you can't do it wrong if you have context sensitive on lol
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 ๐
There is some pretty print feature enabled by default in the engine you can perhaps turn that off
It may be affecting the search too as well
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
Indeed
@flat idol TY for the advice, going to try it now!
Wyked, there is a page in the documentation for this i believe, that you may find useful
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??
mask usually has a threshold set to be something like .3 or something, so in that case the 50% should hit the limit indeed
Not tried to do it like this before tho, i just connected up the recommended path and it was working for me
You maybe have to feed the landscape coordinates into the texture to get the right content being sampled at a given coordinate
Ok Thanks again
alright time to break Choose Player Start again
is that multi user plugin working or
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
so tired gah
Are there any help chats here?
think this channel mostly
Hello people! Just joined! This server seems awesome
funny that ray tracing option is not grayed out and can activated.
but still no raytracing.
Anyone know why the server only gets the 1st clients values?
hello, you can close any opened tabs and windows, they sometimes contribute to the measurements
Who me?
Who are you?
The one who posted about the server values @flat idol
I can see that yes, but i have no idea what you are showing there.
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
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.
This is on my player controller so whenever I call get controller it doesnt work since this isnt a pawn
Is there another way to get the players IDs?
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.
You can just call update position and you're done.
remove the rest of the junk there
Whenever I dont use cast the values all use the 1st clients value
They are accessing the first client because you are specifically looking for playercontroller(0) which is - client 1 by all means.
This is what happens when I remove cast and get player controller
Both server values are using the first clients value
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.
So how would I get the server to get clients 2 value?
But perhaps other reasons are there that confuse you. Maybe you should print out sensible informations, that helps you track the flow of informations.
Not sure what do you mean by the question.
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
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.
is server-> branch -> true -> my location is x,y,z store and spawn
nothing have to be RPCd here i'd say
Sorry I am very new to networking have never dealt with it before
This is the first project I'm doing that I need it for
You can try the concept with simple examples perhaps, and build your knowledge that way.
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.
So how do I get the server to access the clients values? @flat idol
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.
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.
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.
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.
You may also want to enable this checkmark, so the controller will actually be in sync with the panws.
hey anyone able to help me with a issue?
But perhaps moving your code to the acutal pawn (the character) can be more straightforward after all.
i'm no expert but maybe i can help
downloaded a materials pack
not sure how to start painting them onto my terrain?
In this video you'll learn how to use different layers from a landscape material and use them to paint your landscape or terrain inside of Unreal Engine 4. W...
If you guys are experiencing slow shader compiling on launch
run the exe in admin mode
and it'll supercharge it
the way it works is via priority
of the processes
in charge of shader compiling
Maybe someone can convey this to documentation team? *In UE 4.22 Release Notes.
hey since you're learning about painting landscapes, try this documentation, on screating roads on yoour landsccape: https://docs.unrealengine.com/en-us/Resources/ContentExamples/Landscapes/1_2
it's 1 sentence 
just purchased a auto landscape plugin thingy


