#ue4-general
1 messages Β· Page 430 of 1
what's the problem
@wispy raven bad uvs
so, what do i have to do?
make better lightmap uvs
if I wanted to make a doom clone, how would I even start to go about the logic of detecting what angle they're at and switching to the right sprites
FaceDirection Dot CameraDirection
oh ok, but I wouldn't know how to turn them themselves
this returns a float from -1 to 1.
1 means 90Β°, 0 means looking straight towards each other, -1 would mean same direction
if they turned their back to you whilst you're still in the same place
i took the cubes directly from the explorer on the right, so it was something built in
@azure shore you any good at math? The rotation is -180 to 0 and 0 to 180 . You can use look at rotation node to get the rotation of the monster from its location to the point it is moving to. Then you would use the look at rotation from the camera to the player. With the output of both the monsters look at rotation and the players look at rotation you can set the correct facing of the monster. The whole issue I ran into and had to account for is that when doing the math between the two rotations it can go under -180 or it can go over 180. Say the rotation math came out to -190 the math would add 180 to get it to -10 then you would -10 from 180 to get a rotation of 170. It took me a long time to get that math right.....
Is this correct about Anim Notify States? It states in the doc you are guaranteed to get the tick between the beginning and end notify, and you are guaranteed to get the end notify. So can I rely on that even if the animation is interrupted and not played in full I will still get the end notify event from an Anim Notify State?
@fast finch did you figure this out? I'm having the same issue trying to build unreal 4.21
@swift yarrow I uninstalled both vs 19 and 17, reinstalled 17. Now building again
so dont knoe yet
I'll let you know once the build is done
thanks yeah I assume it wouldnt be too hard to program just takes a while to get your head around it
static objects would be easy
@fast finch yea installing vs2019 was something i did recently too
ok, now I'm struggling to figure out how to set up a crouch run system
I've set it up, so my character can run if I press shift, but I want it to also work when I'm crouched
can someone tell me why i don't have the "collision" module...?
i simply need to kill particles on collide
Does this discord have like a help channel for users that need help within Unreal?
btw double clicking on a blueprint node makes visual studio show up... is there any way to disable this ?
@weary bridge also yes you can ask the questions right there or in specific channels if you feel your question belongs there
but it's ok to ask there... worst case scenario the question gets redirected to a specific channel
@weary bridge this is basically the channel for that
So it says the reason Iβm getting my error is because InitializeModule function was not found.
i asked a question before on where can i learn ue4, and i wend away so couldnt respond and im currently learning something on udemy, so im asking if udemy is the best one out there. since i want to know how to make a game from scratch. i have some knowledge on programming and i just need help with the steps, what do i need to do first in order to have it functional
So I ripped a map from assettio corsa and I have imported it into maya. Everything looks good, texture are all there. I then exported it as fbx (with its textures), then tried to add it to Unreal. When I add it to unreal it shows the object with no textures and the object is no longer smoothed. What do I do? I needed I can send the maya file, so that you may export it yourself or do what ever you want to do to the file
The model that I ripped from Assettio Corsa, was the Akiba Mountain Pass (Initial D map), so that I can Import it to my racing game
I would appreciate any help I can get with the matter
you're probably not going to get help with ripping assets in here....
@weary bridge Yeah we don't really like ripping assets :P
You are free to do whatever you want (as you have to deal with the consequences), but please don't expect much help from here.
@regal mulch ah okay, sorry about that. It was just to make a school project of mine look good. Copyright stuff dont apply right if I dont use it commercially and only use it for education value, ie only my teacher and I have it. And I dont actually think its from the game itself. I pretty sure its just from a mod that someone created for it
I never looked into it that much, but even ripping and using stuff in free games is really a shitty move. Also wouldn't your teacher know it's not from you?
How is that adding any value to your school project?
If I know you added a ripped asset I wouldn't count it into your grade.
Haha I make my own stuff in blender
@regal mulch We are allowed to use already made stuff, like maps and and characters. All he cares about is the code and if it works
Wait we're Llowed though right
Fair enough, well up to you.
@weary bridge
Which is all done. I just wanted to add an extra map to the game. Oh, we have to reference it though
Well okay, people here still might not want to help you with ripped stuff.
@cerulean sorrel I dont think we are in the same class, so Im pretty sure its changes depending on class
Hellooo
Most of us earn money with what we do here and ripping is not so welcomed then :P
@cerulean sorrel lmao why did u ask if we are allowed to do it then? Like I mean u decided on your own if u can do it or not, just dont break copyright ect....
Like I can use the free epic stuff right
@regal mulch yeah sorry about that I didnt know, btw has anyone ever said that u look like voyboy before?
Wut
wrong preson
π¬ π¬ π¬
lmao thats better
Voyboy?
professional league of legends player
Is he newer?
Haha I like to be @weary bridge
I stopped watching when Krepo and Snoopeh were still a thing. :P
However that's offtopic, so let's keep it at that
ah okay
Leaning unreal engine hardest part I find is the scripting logic snice I've never programmed before
in that case it depends
@azure shore
yeah
@fast finch I uninstalled 2019 then did a repair on 2017 and it worked - i had to do a reboot first
...
well, I already had some programming knowledge, and my first game is pretty much an indie shooter thing kinda like doom but Im struggling all the way
if you are struggling, embrace it. Fight against the urge to quit and you will learn more than you ever thought you could
I once had to teach myself calculus. I understand how you feel.
it depends what your expectations of the final result are. I mean, it could go on indefinitely.
or you can settle for a prototype
what is your strongest area of expertise?
Wut
well programming? artwork? animation?
its the best animation system I've worked with so far. its got key concepts down in a solid fashion and its modular nature in terms of code let you do magical things
I don't understand I tried diving into it
@kindred viper yes because you understand it lol
yeah I knew how to do animation before Unreal though and it doesnt change much between apps. But Unreal has a few tools that make it super easy to do magic stuff.
harder than you thought it would be?
It never stops being that way. Its what makes it interesting for the long term. But burnout is common
Burnout?
Im always learning. Thats my true goal in life
@swift yarrow thanks for the info, I uninstall 2017 and reinstalled it, should have the same effect as a repair. Still building though :p
yeah when you work too hard and end up worse for wear
I've taken 6 month breaks before because I was spending my time doing 2 day sessions
have to be careful
dont try to understand everything. Just try to understand what is in front of you
what is the issue? Just remembering things or are you having a specific issue you cant get past?
I need that new 30+ core 5ghz I9 - my 4790K is starting to feel slow with UE4 builds
all that comes with time. But in the case of a shooter game, you can pick a lot of important stuff up from the official projects and perhaps the Generic Shooter project on the marketplace.
Yes I tired I don't even undertand the official template it's so sadπ
I can make the meshes and put the in the level set lights ec
sometimes I dont like to use tutorials because I waste time trying to understand why they did it a certain way. So what I do is break down the project into parts and take on each part seperately. So I know with a shooter I need a first person setup, with an ADS system, and various other staples of FPS games. Just take one at a time and learn that. Write it down if you have to. A giant TODO list somewhere
I tell you now... you have an advantage of being an artist. You can teach an artist to code, you can't teach me to be an artist
If you struggle and your project feels like too much to handle: Make something simpler. Do not try to build your dream game in your first project, this will only crush your hopes. Start with Pong or Tetris or something like that.
Then learn how to program first and forget about Unreal until then. π
You can use Unreal to learn programming
in fact I wish I had it back in the day :p
Huh I thought blueprints was not coding
of course its coding
every node is a C++ function, event, etc
its just a shiny wrapper
there is a plugin called Code View you can enable which shows you the code of each node. And if you have Visual Studio installed and run a C++ project, you can double click a node and goto the code. Its pretty cool
I thought it was....
you can inline edit but I dont do that. sounds dodgy to me :p
Personally I'd say: Learn programming somewhere else, in another language that is not bound to a framework or engine. Just learn how to program in Python on a simple shell.
but then with new live coding it might be worth it
So it's still c++
python would be good. plus it transfers to ue4 now
yeah its stlil experimental but its built in 4.22
C++ is so trickly to lrean for me
What can you do in UE with Python?
its tricky if you take it as a whole. But the individual parts are pretty easy to learn
Ohh
The point is: Throw all the garbage that bogs you down overboard. If you want to learn to program in Unreal, you have to learn how to use Unreal as well.
Oh no I know how to use UE4
@dim plover whatever you like really. Dynamic editor stuff, core engine interfacing at realtime. Create tools on the fly. loads of stuff really
Just the blueprints....
I'm gonna try making something really simple
Realy really basic
That is the best start.
Sometimes I get bogged down in a complicated task. So I take a break and make something random. This weekend its a slot machine π
Loll
I haven't done the RNG code yet, so it just wins every spin :p
im gonna see if I can use the new niagara random generator to make some funky RTP
Do you understand the object heirarchy?
basically everything derives from an Object. And is an object of some kind. An object can have properties. These can be variables or functions or events. That you know. Everything else is just pre-built functionality. So all you need to find your way is the concept of this and some good documentation. Then follow the rabbit hole.
How expensive are complex line traces compared to normal ones?
I did do something once I made rain and made it rain
Success
I was so π π π π
@lament star relatively negligible in most cases
yeah it didn't work the first time I tried. So I tried again. I've been trying for years. But I know more than when I started.
well I've been coding for 20 years. Been doing game dev for 10 on and off. Been using UE4 almost daily since it launched. Taken some time off though post-projects.
not a pro. experienced. I just have the time served
20 years π¬ π¬ π¬
a pro to me is some aspberger's kid who codes an OS before he leaves school :p
No I need too. Make something on a month
Welcome to the beginning of your journey. Get comfortable and enjoy the ride π
I'd say you are jumping WAY ahead of your current knowledge and abilities. Personally I would forget about Unreal for now and learn how to program in general first. At the moment it is like you want to run a marathon but just learned how to walk. One step at a time.
I want to reparent a blueprint to use a class I have, but its not letting me (not showing the class in the seelction)
@delicate turtle sso I should lrean programming consrpts first?
consrpts ?
if you want to learn programming, do that first. If you don't, find a programmer who needs an artist and ask them to do the work in exchange
you can't do everything
I would recommend Python.
sorry you can do everything, but you wont do it all well
Once you know how programming in general works learning a new language is easy. Although C++ in general can be rough, but still.
there are things I learned in C++ that I had never touched as concepts in other languages. That was my wall to climb over.
What is in general?
Does it need to be a specific type of class?
neither did I until I needed to know
class UNREALGHOSTS_API ASectionNineWeapon : public AActor
so the class extends AActor
Step one to becoming a game dev, learn how to do research
its possible. I;ve used every part of the engine in some way
i wouldnt say im a particle expert tho
or even good at it
in fact I would say avoid my particle work
Oh yes I'm great at particle
@frosty bloom very true
I understand that
im gonna get into niagara. thats more my thing now its a full scripted setup and not cascade modules
its restrictive but yeah its useful for purpose
Not the new one so much
Step two is do your research, ask questions later
when the creators of Cascade write an entirely new system to replace it, you don't think "awww I like cascade". You think "yeah screw that crap it's just old hat now. Niagara forever!"
if you think you can make rain in Cascade, wait until you see the rain that will come with Niagara.
Now I need to learn niagra
Cascade is great if you want to code your own modules but thats hard work and requires recompilation etc.
Yes I can make rain in cascade it's easy actually
niagara is fully dynamic though
if I were to put it any way I would say it like this. The difference in potential between the two is purely based on what you do with either. But given a good artist and a good coder, you can do more with Niagara than Cascade lets you.
Do you need to code for niagara
not to mention all the new GPU stuff that it supports. And raytracing is here now. Games are gonna be sick pretty soon
well, its like blueprints for particles
because logic flow
do you want to do the coding or is it just a necessity?
A wut
cascade > particle editor
niagara > special effects editor
@kindred viper I just want to I don't have to
then you can do it.
?
@fierce tulip so you would be making the base particle system in cascade anyway with niagara? Then just scripting it out instead of relying on modular functionality?
@cerulean sorrel I firmly believe that if anyone wants something enough, they can do it. By that I mean really want, not just desire. 100% commitment
Yes I really want this π¬ π¬ π¬
you can recreate or use the pre-build modules in niagara to recreate cascade stuff.
but you can do a lot more than just generic particle stuff with it
Hmmmmmm going to try it today
it can be used as a cascade replacement, but since it has hooks in almost everything, you can pull data from a gazillion sources
Im gonna see if I can get the editor to throw out some particles when I crash the editor
Lolllll wut
you use the new raytracing by having a GPU addiction
I don't know im only using a 1080ti
I'm using an imac
lighting and art are not my thing tho
Yes I'm sooo good with setting up lighting
Like really good
Is there setting to turn it on or something
.????
im sure there is a documentation page on it
I donβt think you have the hardware to support it
But you need the new gpu. To see it on game right
@abstract relic yes I don't think so
Dunno. All i've seen in the docs is in blueprints
speedtree grass not rendering on landscape
4.22
https://www.reddit.com/r/unrealengine/comments/b9h3uq/bug_speedtree_grass_not_being_rendered_on/
2 votes and 0 comments so far on Reddit
how do I apply an impulse to an actor?
What does he mean speedtree grass
Just the speedtree node in general?
He might have set it up wrong
For some reason, Volumetric Scattering Intensity is greyed out on my spotlights. Is there a way I can turn it on? I can't get the volumetric fog to work. I have an Exponential Height Fog object in my scene with Volumetric Fog checked...it just doesn't seem to be doing anything.
@dry moon Yeah that's the problem... When I remove the material from the mesh (so it's the default world grid mat) it will render, but once I try plug ANY material (speedtree or otherwise) it stops rendering... Can't see any geometry rendering in wireframe either
adding a material with only a v3 for the basecolor doesn't work either
@dry moon nope :/
if I replace the mesh in the grasstype asset with something other than speedtree grass then those will show
Yeah then you might need to edit the wind settings in speedtree or in the material editor
allright, friday night, spring sale time, let the kidney selling begin
if the values are incorrect, it'll just disappear
@dry moon what do you mean by incorrect?
Does landscape grass not support the wind effects?
It does. Try using something larger than grass from speedtree
like a tree
and plug that in and see
ok, so this is supper freekin weird...
When I try add in a speedtree tree it wont render, but if i change any one of those material slots to some random material then the tree will render
@dry moon
exporting with no wind doesnt fix either
Hmmm not sure then, I wouldnt think it would be an issue. I know few people using speedtree bushes in their landscape grass type
ah bummer... thanks a lot for taking the time, I have a bit more info to take with me β€
Hey I was wondering if any of you guys could help me with my parallax textures in unreal
the 4.22 blog mentions a new
Animation Sharing Plugin but I cant find where to get or how to use it
has anyone used it?
Oh, its on by default. does anyone know if it gets utilised automatically or if theres something I'm required to do
oh never mind, found the page for it:
they need a page that shows all recently added docs
there used to be one and then it was killed
Hi all, I have a really silly problem, should I ask it here?
Solved, I had to restart it
@dark depot lmao docs is not Epic's strong point
idk about that
i would say the site isnt
but it have never not covered what i needed
do you code?
and yeah zeb i remember when they removed that bummed me out
bp only i know the code side is lacking
Hi, Iβm completely new to Unreal. Have no prior experience with game dev or any other engines. Can anyone point me to any guides and such? I have a large amount of time on my hands and am willing to put in several hours daily to learn.
@deep kernel Do you model?
nice nickname
No prior experience in that either, no. π
A game engine is just a tool to put everything together
youtube/docs/learntab of the launcher
if you can't model, then UE4 is useless to you
i mean you could use existing assets, but there's no fun in that
that isnt true haha i have seen plenty not know how to model and release a game
Those asset flippers are the worst
hell learn to code then pay someone
some of the top indies just payed for art im not talking asset flip π
Iβm not here to publish a game. I have no financial interest in this.
@dark depot Thanks Iβll take a look.
@deep kernel First learn 3d modeling if you wanna make something 3D
2 hours aint a lot of time but you can try udemy paid ue4 c++ course, heard it's quite good. or academy.unrealengine.com
Then there's always documentation. I see youtube guides in most cases as a last resort
Where could I learn? @analog blaze
Hey, got here a generall question about working together with someone else.
Let's say a level designer wanna join my team, how should we share the same content/ made level from him ?
@spare sun There are better Youtube guides than there are Udemy courses
most of them are crap
same goes for Pluralsight
Does anyone know how to make a ai chase similar to baldi?
well that's your opinion, I only used 1 course from udemy so can't speak for all of them.
@analog blaze Thanks.
had a bad experience with youtube though
I doubt you have watched even 20% of the content on youtube tho
Udemy is not that big
@maiden sundial he wants to join mid-development or you starting out together?
More like early-development π
@maiden sundial What parts of level design can he do?
There's levels to level desin
design
pun intended
Basically some kind of open world level
Nah that doesn't answer a thing, and what tools does he use
Do you mean by tools something like blender ?
Have you seen his work or is he a newbie who calls himself a level designer?
This person doesn't exist atm xD
That was more a question for the future
Ooo
Well then in the future there's gonna be a collab feature for UE4
So you can all work together, it's in preview phase right now
You mean by future like 4.23 or even higher ?
It's already here
Ow
@maiden sundial There's also Perforce
Never heard of that
It's source control
So basically git ?
Git is shit for games
Except it works with game dev
What's the big difference which makes perforce better than git in game dev ?
Hmm ok
There's also something called Plastic SCM which I would say
is better
in most ways than SVN/Perforce
Haven't heard anything good about it
Thank you! Greatly appreciated.
Hahahah.
Sounds like my kind of travel.
Huh. Damn.
New, as in, new to everything.
Hahaha. Iβve been blown away by some of the stuff people make and I wanted to give it a try myself.
Thatβs pretty neat.
I came across this community when one of my βcoworkersβ for Front introduced me to it. Iβm thirsty to get a taste of it myself.
Sick! I really appreciate you helping me out.
Oooo, sounds enticing.
Hahaha.
Hahahaha.
@plush yew Are you looking for help or offering help?
Never mind..
So in Diablo 1
Error C1083 Cannot open include file: 'foundation/PxPreprocessor.h': No such file or directory
Anyone know why VS won't locate engine files despite it existing?
Hello guys. So I have a weird question. Is it possible to make a map in unreal engine 4 and then use the map in a game thats using unreal engine 3?
Highly doubtful.
does anyone have any metaphorical pills to save me from stressing myself out so much
everywhere I look in my project its just problems problems PROBLEMS AARGH
cant take it
Problems are good, its how you get better.
Guess I'll have to learn how to use unreal engine 3 π¦
does physics and destructibles works on android`?
Well that is where you have growth, continuing to improve your skills and searching for the required information to better your own engineering.
I don't think android has the computational power to do destructibles
But its so advanced and difficult to use. I just want to create a map for a game
as such surely you can do a simpler version on your own
Yo so the wiki page on landscaping seems to just be completely wrong here
how in the world do i create a new target layer so i can paint?
could you send a screenshot of your project @fresh hemlock
here @fresh hemlock https://docs.unrealengine.com/en-us/Engine/Landscape/QuickStart/5
Same problem as the last wiki page i read
If your material does not have a layer blend then you will not have a layer in the landscape level
does your material on your landscape have layers?
is there a way to change the culling distance around the camera. My assets are getting culled on screen. It is top down angled orthographic view.
Why are unreal textures so manly?
How do I spread a line trace? Like, make it wider
For debugging or function
function. Im using it as sensors for a car
Use shape trace then
shape trace?
Thanks but how do I select the object line trace?
How do ppl do spiral particles in ue4 lol
I'm doing one by just appending several different basic radial particles to different sockets on a spiral animation skeleton :s
pretty expensive
theres gotta be an easier way
Here's a weird one: I'm using line trace by channel to try and get the z location of my line. In a
in a sample project it works how I'd expect, by returning the z location of the hit in the world space. But for some reason in my BP the same node returns a relative z location? So in the sample if im 50 units up it reports the trace at 50 units. In my case it reports the location as 0, even though it should be 50
debugging the line trace it's starting, hitting, and ending in the correct spots?
particles completely invis lol.
Yeah in both projects I'm tracing from 50 units above to 50 units below my character. I set the trace to blue and its working and hitting where I'd expect. But in one project It's giving me the world location of the hit and in the other it's giving me a relative location? So normally if I'm standing on a box I'd expect it to return 50 but right now it's giving me a 0 even though it's showing the hit on the box
and on that new one you can confirm its starting from the same spot? it's not starting at the bottom of say the capsule now instead of the middle of the mesh. Technically it would be reversed since the actor location of the capsule would be the middle where as the mesh is probably the bottom for alignment purposes
confirming it with the line trance debug visibility I mean
Anyone else has the problem, that since 4.22 VS doesn't find the classes in the Kismet directory anymore?
and intellisense goes nuts lol
Yeah I'm looking at the traces in both projects and both are starting and stopping in the same relative position. It's all based on the mesh I think. I'm using "GetOwningComponent."
does not appear to be an issue here with a small project and VS 2019 and 4.22. no abnormal intellisense issues and Kismet includes and class files and functions seem to be working
mhhh weird, I am using VS2017 though. But doubt that makes the difference.... weird
I would check with 2017 but I installed 2019 only to see if it works with new projects in UE4 and forgot I did that lol
I see^^ thanks anyways, now I know that it seems to be a problem exclusive to me xD
Haha, let me check out a totally fresh project and see how it's working for me there
Hi. Has anyone encountered a problem that UE 4.22 generates UE4.vcxproj file without filled NMakeSearchPaths, so my VS 17 cannot find any included headers in engine sources?
yep!! I got that one too
haven't found a soplution yet though. I am currently downloading VS2019 lol
Yeah, it's working as expected in this fresh project. https://www.youtube.com/watch?v=_VL6wRjfNqA&feature=youtu.be
There's a 2 minute video showcasing the issue. It's probably a lack of understanding on my part but on the off chance it isn't where can I report bugs?
@plush yew That's not quite the issue. https://i.imgur.com/F8niLuY.png
Here's an image I drew of two different scenarios. On the left is what currently happens, where the trace reads 0 if I am standing on flat ground. On the right is what should be happening, where it reads 50 because it is impacting at a height of 50 units
If I open a fresh project and use the line trace it outputs the values that I would expect it to, but in my project for whatever reason it's always outputting a 0 if I'm on flat ground. OR if I move my foot off the ledge it traces beneath the foot and gives be the difference between the impact location and my character. But it should always be giving me the world height of the hit location
I have a question about why when I look down it gets brighter as if the sun if reflecting off the ground and shining in the camera?
oh okay my b
That's auto exposure, you can disable it in project settings or in a post processing volume settings.
alright thanks!
That's weird, I don't have to do anything extra in the other projects. I'll keep looking at the thread you linked though maybe I can figure it out. Thanks!
I'll look into that right now
So weird, it works totally fine after being migrated
I haven't dealt with anything like this before, should I just migrate everyhing over to this blank project or could that cause other issues?
Guys! don't know where to ask this, but how does everyone manages loading screens and main menues? i've seen that the common case is to use level streaming, but that has some issues with changing game modes
just wanted to get some feedback to know if that's the common way to do it
(besides for some reason, level streaming takes less to load a level than normal opening levels, i assume because it doesn't unload everything like when closing a level)
sorry if i'm not on the correct channel
Im not sure where to ask for help either, but I would recommend trying to ask questions in rooms related to your question maybe?
I add the loading widget in the level blueprint begin play. When everything is loaded, I remove it.
ok man @plush yew you can't figure out this problem because you aren't isolating the issue.
I watched your video and it looks like that trace node is correct, you are asking for the location of the item you hit in the Z and I see it go from like 20 to 40 to 70 to 120 as you get higher up which indicates that is the Z location of the item you are hitting under you. the whole 0 and -20 is a completely different print string....
you need to only have one print out, you need to debug out what you are hitting to make sure it's hitting the right item (which it looks like it does but you can print the actor to find out), and you need to clearly define what you are trying to do.
Oh come on, I feel so dumb. Glad I threw in that "probably just me misunderstanding something." I initially started typing about how that second string belonged to the AI roaming around but I went to double check and no, it doesn't. That second string is what I was looking for. This is so embarrassing. I wasn't paying attention to it because I thought it was the AI's. My bad everyone
the reason it's a 70 is because the whole map starts 20 units above 0. Thank you so much I can't believe I wasted everyone's time about this
If I ever get to the point where I actually have engaging gameplay I'll be sure to give you a shrine in-game
thinking of buying this
as I can't find a decent tutorial on youtube for maze creaiton using procedural on youtube
ideally in c++
not in blueprints
@plush yew lol, just copy the logic from BP to Cpp, what's the point?
Hey guys! The question is, is Unreal Engine really so freaking freezing? I mean, it freezes ~10 times a day without any particular reason. But, for instance, I 100% can't bake a light. Am I the only problem with such problem?
Windows 8.1, x64
Hm. Wow. But what's now? π Thank you for the response, btw.
Seems to be much better with 4.22
@proper wharf no it's 4.22
You sure it's 4.212
Lastest is 4.22 that is stable update fix
@proper wharf
π¬ π¬ π¬
Don't really see any big UPDATE button, only news, @cerulean sorrel
Ow, I've found it! π Please, don't keep digging! π
I can say that the engine should not freeze that many times a day normally, something must be conflicting with your setup π¦
4.22 is alot more stable anyone notice this
Everything feels faster too
@grim ore
@proper wharf nice
Hey guys I have a question about physics in Paper2D
I want a platform to fall down but it seems stuck in one place
I've done everything exactly like the official tutorial
Also, if I try to do the same thing in the premade/template 2D Side Scroller project the platform falls down
Can someone explain why it works with one project and not the other and how to fix it?
@timber bloom activate windows xd
i am moving to unity
the c++ building is too f**ked up for my liking
The same code will sometimes compile and sometimes throws like 40 errors
Hey guys I want to export several wav files in my project. Is there an easy way to automate this?
Anyone know why it's not firing when the players walks into it?
@patent cobalt yo man
@proven oxide you might have a blueprint / c++ system that's using depreciated code that causes a mesh / char / pawn to be not possessed anymore?
: s
What is the best way to add new parameters to an already defined UFUNCTION which has already been given a definition
Stupid question, but how do I select multiple sprites at once?
so I'm creating a kinda warning material
with a sine going on
and I'd like the sine to be dorment
then the BP of the static mesh would power the sine at like 1 or 2 value
then do its thing
which I've programmed
but I'm seeing that setting a constant or scaler paremeter isn't powering the Sine
there is a more expensive method of setting up this asset, which is setting it to change to an instanced material that has less emmissive
in a matter of ticks
@plush yew just like in another game or engine, but in this engine you'll need to spawn some meshes as "walls" =)
oh dear. So in 4.21 my project is now crashing and not opening. The editor wont even open. Says some class has missing variables, like ArchetypeClass and bAllowInstancing are erroring 'variable is optimized away'
is there an easy fix o.o
why does unreal assume int/int = int... so annoying
this line of code is the breakpoint
if ( !ensureMsgf(!bSuperHasBeenRegenerated, TEXT("The archetype for %s has been regenerated, we cannot properly initialize inherited properties, as the class layout may have changed."), *Obj->GetName()) )
okay i fixed it by recompiling the Development Editor, running Debug, 'continuing' through the erroring breakpoint and then Reparenting the glitched blueprint
fun times !
Not sure where to post this, but does anyone here have much knowledge of Gamespark with UE4?
wtf, I have a reload animation that works fine but when I respawn my player it just refuses to play
what could be preventing animations from playing?
the player actor is destroyed and then spawned again
Are you possibly originating that call from a reference to the character that is not being updated to the new character you spawned?
Hello all! Random tech/scripting question: I've been checking forums/vids etc and can't seem to find out how to...
Adjust post process settings via either a level blueprint or a class blueprint. My goal is to use a timeline to fade a transition to the effect. I can only seem to get the effect to appear binarily. It's a blur I've set up as a material instance. I've tried to put it as part of the player camera, the post process volume in the level, nothing works. The effect is either toggles on or off. No fading. Checked a million places and am pretty stuck. Anyone else had a similar problem? Thanks!
how is the material set up to do the blur?
anyone knows how to get this?
is there a way to return min/max value range of a variable in blueprints?
@summer turret I don't think so, especially not in game. It's a editor only value if i am not mistaken
okay thanks coz im trying to set my reload function to set the value of the ammo to max
@upper quartz Not too sure what that is but the problem comes from you needing to get the NewLocalVa0 struct, break that, then get the ModifierMagnitude and break that to get magnitude
Any of which may be inaccesible to blueprint depending on how/where it was implemented
@meager grotto It looks like your LevelExosystem expects a different owner than EnvQueryManager. Maybe where that is being loaded you could provide it with something it expects. No clue about the actual systems though
How I fix
Is there a way to decrease the audio in unreal? I mean the audio of all the programme
No clue, I don't know what systems those are :/ Is this a plugin @meager grotto ?
no
Does anyone knows about a tutorial of spawning actors in grid
no have any plugin
@harsh kiln In the windows Volume Mixer you can lower the volume just for unreal
in the start menu search paste "sndvol" in windows 10
@hoary pier where is it? Settings? Windows?
Oh my, I just realized that you can right click on a Get/Set node in Blueprint to replace a variable with another! How could I miss that?! π
Hello My Name is Nick and i am from Athens Greece i am looking for people to make a team to create a video game with unreal engine . The video game i want to make its like tag with guns, zombies and with a lot of players i am noob on unreal and i still learning who ever want to join me contact me here. Thnx guys have a nice day π
#looking-for-talent read the pinned message there
@plush yew and why would I do that?
guys, i'm having some issues opening levels via "OpenLevel"... there're some weird things happening like the character not initing correctly (the character movement component has a null owner).
Also, some physics constraints send errors due to weird things like saying the ends are static... which they aren't
is that a bug or am i missing something here?
GOTCHA!
if i call
/Path/to/Map/Package/MapName.MapName
it won't work
but calling /Path/to/Map/Package/MapName
works
is that intended guys?
yo, How should I check if my game has a memory leak?
like, which tool do I use?
I wanna leave my game open for like an hour, and come back to see if the memory usage has increased
@mental shale task manager
the engine doesnt have anything built-in?
@harsh kiln I'm talking about Microsoft Windows 10, your operating system
ah, ok
hey i wanted to make an animated button for a menu of my game so i followed a tutorial and when i wanted to create a media texture from my video, it didnt worked and i cant open my video in the ue4 player (im a newbie so this might be stupid)
@worldly axle you nub
ye
Hey, i am using the First Person Shooter Template and i replaced the default weapon with another gun mesh but it is not letting me adjust it around, i want to resize it and move it around so it fits in the hand. Help
what does it do instead of letting you adjust it around?
But please @cerulean sorrel answer my question anyways xd
@worldly axle if your media texture isn't working then 99 times out of 100 it will be the codec of the video at fault
@grim ore it just kinda glitches the gun to the side for a split second and moves the arms slightly, it doesnt go any where else after that
Ok thanks ive been trying others codecs but imma try others again
there is only one codec you will be using per platform I guess
look for the page that gives you the perfect settings for your media texture's video
Ok 
Hey i'm new here and i'll probably be joining the UE4 game making club soon
Is an rtx 2060 and i5 9600k enough for not-very-complex game development?
@shrewd shuttle which mesh did you change on the character?
a 2060 and 9600k will be fine for most game development
How to remove a C++ component? I created my new FloatingActor, but, actually, derived not from Actor, but from ActorComponent class π Now I want to remove it: I removed the .h and .cpp files, but, seems, it's not enough. What else should I do?
Yeah, that's exactly the reason I'm asking how to remove it.
um okay ive beeen following a tuotiral and ive somehow clicked something and i when i click play i dont start with my player that i started with everytime
it starts with everything but i cant control the player, its zoomed out and i have the crosshair and i cant do anything more
How to remove this item
that will fix mine @kindred viper ? ^^
No, @proper wharf 's issue
^^
ok
perhaps you switched the game mode or a property of it?
i was adding ai and added the nav mesh and after that this happened
It didn't help π’ Yes, I can't 'Edit' the source code now (since I removed the files). Yeah, I 'build' the solution and 'compile'd it in the Editor. But, FloatingActor is still in the Content Browser.
did you absolutely regenerate the solution files before you built it?
well since it was a tutorial ill just abandon it and continue watchin since im almost done with it
No, I just clicked on 'Build'. How can I regenerate it?
should be a batch file in your base dir
should be an option in the file menu as well in UE4
yeah right click the uproject file
And build from VS, UE4 closed
is there much to be fixed in upgrading from 21.2 to 22?
mine is just sitting there Building 5 actions with 4 processes...
dont upgrade if you dont absolutely need to yet. Let a few patches settle in
unfortunately we need some of the new stuff, like faster compiles and live++
yeah go for it but be aware there are still things to work out
Right now faster compile isn't a thing because of a UHT bug
It's not going to be like 50% faster either
sure, i think i did see something about UnPossess declared final
function declared as 'final' cannot be overridden
Yes that's the point of final
yep so that means that possess and unposess are declared final in the new engine
they werent before
well the code use to work fine in 21
also : error C2039: 'bTraceAsyncScene': is not a member of 'FCollisionQueryParams'
There's an API migration thread on the forum.
right from the notes // DEPRECATED(4.22, "Posssess is marked virtual final as you should now be overriding OnUnPossess instead")
so its OnUnPossess and OnPossess now
Whatever unpossessed them to change that? :p
it looks like they split it out now into separate C++ and BP Functions as the BP one is now ReceivePossess
I'd rather have more methods split into a final one with all the internals and a nice shiny event
sounds kinkier I must admit
ah! but does the event have furry handcuffs?
no the dispatcher failed
Stranger, have you got a link to the forum for API migration thread
warning C4996: 'APlayerController::ClientPlayForceFeedback': Use version that specifies parameters using a struct instead of a list of parameters Please update your code to the new API before upgrading to the next release,
Dear Community,
Yay for 4.22!
Here is a thread where you can post any issues you encounter while upgrading to 4.22, with a focus on C++ compile issues.
VS
ta
I wonder how difficult it would be to create safe migration tools for purpose. I mean I know very, but impossible?
It's not like it takes a lot of time to upgrade the C++ API
true if you keep up with it. Miss a couple of versions with an important change between and you get no error messages from the upgrade tho as the deprecated stuff is removed
guys does someone know how can i rebuild a plugin manualy to move it from a older version of ue4 to a newer version
That's true.
@carmine wind If you find out let me know, I need to look at recompiling a module that is on the market for 18/19 only but the github code is for 22
you simply load up the plugin solution and recompile it in VS
so there is no config that needs changing?
there might be a few things pop up but it should tell you what you need to do
going from 4.18 to 4.22 is probably not gonna be nice for some complex stuff tho
the github code should be up to date
i would wager 4.18 to be not worth the time either
UETopia
https://www.unrealengine.com/marketplace/en-US/slug/uetopia-online-subsystem?sessionInvalidated=true
it says could not be compiled. Try rebuilding from source manually
So compile from VS and read the errors
Of course it's not going to build without changes
How can I stop my characters being pushed by flying bits of debris out of the plane constraints I have set them?
untick the "apply impulse on damaged"?
doesnt work right off but I will have a look at those settings
@cloud cobalt how
How... what ?
I am still learning but that sort of thing seems about in the right area
how do i compile it with vs
@carmine wind You must download Visual Studio (there are free version) and open the source code solution and rebuild manually. This process is involved and moderately advanced.
I'm guessing he does have VS or UE4 woudn't offer building at all ?
Odds are good it will not compile and changes to the source must be made. If you do not have the source, there is no way to do what you want.
It will still try to rebuild local plugin modules
without VS.
It will always fail in my experience
But I have gotten the popup. Also he may be on a school/shared computer that has VS installed.
what that means is close UE4 and double click the sln file in the project folder and build from there
@carmine wind Do you have VS installed ?
and on the loaded solution you right click your project name at the top not the UE4 bit and select build
then debug where needed
yes i do
You can also delete the following folders with VS and UE4 closed and they will be regenned when you right clikc on the uproject file and select generate vs files
i dont see the option to build
@carmine wind Have you compiled before? or are you missing the C++ stuff in VS?
i never use visual studio i only have it there
time to dust it off π
I just started using unreal engine today and I tried import a 3d character for my 3rd person and seem like it comes broken even I tried converting it to FBX and still looks damaged
well i did used it to make websites for my class lol but theres no build option here
ill reinstall it
Would anyone know where in the editor where is the default resize for tabs? Each time I open a character or an asset, it only appears as a thin line with a tab sticking out in the middle of my screen before I can grab it and carry it next to the viewport or whatever.
when I call open level from within that level does 'begin play' fire from level blueprint?
any suggestion for a newbie??
whats the matter with it
I imported a 3ds model and it comes as broken
can you see screenshot I showed above?
yes but what do you mean 'broken' because I can't tell it's broken unless I know the original
in blender it shows as the model is intact with textures
show the blender then
Blender gives a lot of issue, make sure your export orientation is 'x forward' and 'z up' also make sure smoothing groups is face or edge
sometimes you need to change the scale to .01
but saying something is 'broken' is useless as this is game design anything goes, how do I know your model isn't of a floating torso
4 meshes
join them
select them all and press ctrl J
or export separately
one possibilty is the normals on your legs are flipped
edit mode where?
at the bottom where it says 'view' 'se;ect' etc to the right it says 'object mode' click on that and go to 'edit mode'
@plush yew To answer your question about OpenLevel: Yes. BeginPlay fires up when a level is opened, either directly as a default level when you start the game or indirectly when you use OpenLevel at any moment.
ok thanks
make sure to press N
if you press N a window will come up you need to scroll down in that window until you see three cubes one has a face selected, that will show face normals
now it's gray again
press A to select all
got it
and deselect
it's possible your leg normals are flipped but not certain, could be export settings
which 3 cubes hmm?
sorry for late reply, forgot my pizza in oven
I selected second cube or the middle one
or third cube
but you should see lots of lines sticking out right
it is
seem legit?
zoom in on the legs
wait
first you see to the right of the cube it says 'size', change that to something bigger like 1
now it is set to 1.00
that makes the lines easier to see thats all
now it looks like cactus lol
they look ok you could try pressing ctrl + N
seem like nothing happened
file > export right?
yes
FBX
yes
well fbx it says in blender
FBX is what you get if you import into blender
idk if the same
blender uses obj and autodesk use fbx I think
now it has legs but at least it doesn't look like ray man anymore lol but how do I import textures to this
ah so the issue was to do with materials
odd that the legs would just appear invisible
well it looks like your model is not UV unwrapped
specifically the legs
either you can UV unwrap the legs, but it will be disconnected from the body. or you can remove all the UV maps and put a UV map on the whole body]
but then you won't have separate materials for the body parts
You should probably reseparate the mesh in blender and then you can assign a different material and UV map to each part
Sorry my Internet just got cut off
strange
I just looked in autosdeask and it appeared as texture is intact and the window 3d model viewer
@plush yew A good mini-blender tutorial π
How do you enable Unreal Engine Beta?
@low zenith On the left, the green slots left over. You have one used but three unused.
oh dam I was looking all over blender
Unreal Engine beta is usually on your Launcher, marked "Preview" when a beta comes out. We're now at 4.22 release. There's no more beta for the time being.
Unless you want the bleeding edge with the source code ... π
@plush yew ^^
Oh okay xD
@plush yew sorry they were busy helping me <(^-^)>
Its fine xD
I did ask something in #visual-fx a while ago but didnt get an answer so Im asking again
Not sure if its even possible tho
Do I have to move texture into my project folder?
Also oh snap I was on Unreal 4.21
Yes, if those textures are identical to your blender / 3ds . You will then need to transform them into a material to put into those slots.
ok because seem like I can't browse outside this folder
No. But there is a shortcut to open Explorer and import your textures inside the Content browser.
Right-Click: Import asset ...
wait they don't accept png images
Of course π
why it's not showing a png file?
Will projects become corrupted if you update them to a newer version?
@plush yew shouldn't be
No. If itβs simple
I will back it up, I was installing a newer version of UE4 right now while working on my project lol
@lament plaza where do I press to import a png file?
@low zenith Right click on your destination folder, Menu item: Import asset: Import to ...
open asset?
I tried right click in that area and nothing happens
Thereβs also a giant green import button or you can just drag and drop onto the grey area of the content browser
ah I need to go to another window
@abstract relic True for the second option, but are you taking about the Add New green button? It is only to import packages or templates from inside the engine.
why do physics assets seem to have such huge size limits for shapes
like Ive just got this shotgun and the capsule shape size limit is like 3 times the size of the barrel
wont let me go any smaller
@azure shore try shrink capsule maybe?
do you think players will notice if the main character has no head until he has died at least once
if any of you know any tutorials on how to start a game from scratch ping me with a answer thank you
@low zenith Looking good.
what's next?
Let's do this the simple way: For each of the texture needed on your character, create a material.
Right click on it, Create Material.
Materials are shaders, they can be very powerful and complicated, but a simple diffuse shader will suffice for now.
Open up the Material and show me a screen shot when done.
@lament plaza sorry for late reply
Open it
it's opened
yes
So, you should see nodes and stuff that completes your material and a sphere on the left that shows, yeah, a weird mapping.
wow impressive
@half acorn are you new to 3ds modeling?
Well photons travel at a constant speed. /insert further naked gun jokes
+1 Naked Gun.
Ok, @low zenith. So whatever that weird ball is a part of, simply drag and drop that material in one of your character's material socket.
@mossy pike Dude, that's hot. Can't wait to shoot in there. π
finally it works!
Seem like it took like a min to load
Normal.
Shaders take a long time to compile.
Wait until you have a full room of shaders to compile. π
3.5 ? I've a got a custom i7 4.0. So yeah, π€ Trust me, it can take some time.
But the results ... π Unreal ...
Image plz
Congrats!!!
It's a start. π
this is amazing!
My turn for dinner. Good luck. Welcome to the family.
you are better off looking at how to rig and/or animate in blender, then how to correctly import animations
you can change software if you like but I see you are using blender at the moment.
yeh a basic skeletal rig aint too hard in blender.
@plush yew which is better Austodesk 3ds max or blender?
π
which is better? one is free. one is expensive. take a guess :p
@low zenith i'm using mac so got no chice
have to use blender lol
@kindred viper i tired learning AI it's so hard
wtf
whole page of blueprints for one basic task
wtffffff
3ds took me a good 6 months before I got my head around it for sure. But then Blender messes with me too. Not taking anything away from blender but 3ds always does the job so switching is moot unless its for the money
id use blender more if I could
I only use blender and I'm not even good at that. I think blender is quite bad for beginners actually
i use blender @plush yew
its probably worse for those who have used other software and have their setup down
Of youβre a student, you have free access to autodesk stuff for three or so year
It's extremely confusing at the start with the bad layout and is quite unintuitive, now I have used it a bit I don't find it so bad but still have issues with animation a lot
using student version free for 2 or 3 years doesn't sound too bad
I have both tho
but it does crash few times with me
I haven't experienced more deeply with blender because it was too complex for me
It crashed every 30 mins for me. Itβs about as unstable of an industry standard software as you can get
its never the complexity that bothers me with blender. Its the time I need to invest to learn it all when I can use what I already know in another app
@cerulean sorrel what does the update have?
so massive update to make it less complex?
Blender is simplistic it just has an ui design intended to be tweak by the user.
I am sure to the intermediate user it's just as easy as other software but as a beginner I was very stressed by it
@plush yew yes it was very stressful as for beginning
I donβt know about that. Autodesk user usually raise more of a stink when they try blender for the first time.
my first try was with autosdesk but I might consider blender
@low zenith
yes?
the update @low zenith
wait it's already out?
also ratchet is not last lombax
oh a BETA
I know
As long I stay focused and I still need a job
I need new Power supply unit before buying a graphic card
@low zenith the rtx card
π
ratchet and clank remaster with ray tracing support

If I could do it I would remaster and make it exact same only better graphic
same music and everything no storyline changes or bullcrap
dang! the graphic card cost $1200
can it run on like 10 televisions??
is there any way to mass edit scenes? If I build a scene of 100 meshes and import it do I have to check 'use complex as simple' 100 times really?