#ue4-general

1 messages Β· Page 443 of 1

livid haven
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Why don't you look at what they do?

digital anchor
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Youre talking about games that intentionally released a different version on piracy websites, thats not a anti-piracy solution

livid haven
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And how it utterly fails.

late olive
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Awe nuts really? So they’re completely different versions?

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In that case I guess it would be okay to make a spam version

zinc rivet
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it's pretty much not worth doing. spend the effort on making a better game that people want to buy

livid haven
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Yep

zinc rivet
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larger studios with large budgets can delay pirates because they know that while they're fighting using delaying tactics, they're getting sales that they otherwise wouldn't. It's not really worth it unless you're getting hundreds of thousands of sales though

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like, if companies who's sole purpose is antipiracy have issues keeping games out of the hands of people for more than a month or two, you have no chance

livid haven
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Nope, UI for the most part these days.

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Haven't done much in the way of replication, even, in a while. Well over a year ago.

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I mean, sure, you could potentially run a non-UE4 server with a UE4 client.

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Lot of work.

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Really, it's the serialization you'd have to copy into your server. Do all your own server work and then package up messages to send to the UE4 clients that will be received by them as though they were communicating with a regular old UE4 server.

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Not sure there's much incentive or benefit to doing this.

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Improving upon what's in UE4 and replacing what you can't is going to be easier and more maintainable than writing your game twice - once inside UE4 and once in a totally separate custom server engine.

graceful sky
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Why would you want 1000+ players? Are you sure you can even reach 1000 players online?

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which game, if i may ask?`

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Gotcha, that's ok

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I just know there was a discussion about this earlier,

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and some interesting numbers about concurrent players even on famous games

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being alot less than one would expect from a game which claims a million players

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but if you got the numbers, you got the numbers

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Unrelated to this, anyone know why it's recommended to stay away from custom macro library in ue4?

olive scaffold
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Hey all, I'm auditing collision preset settings.
Any hints on how to procedurally find all my blueprints using a specific preset?

azure shore
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ok so is unreal just unable to handle deleting 35 physics objects at once

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seems to crash every time I do

graceful sky
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Aight thanks anyway scotty :) ill google around and see what shows up

ivory veldt
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hi all

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i wish information

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I recently downloaded unreal engine and unfortunately I have an integrated GPU and hoped to buy a nvidia gpu to work better I have a question to do there is a way to do the poses in real time with unreal engine for example with unity that you selected the biped and did animations?

grim ore
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do you mean rigging characters inside of UE4? if so not easily and not very well, UE4 supports importing animations from your external program.

ivory veldt
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yes rigging characters inside of Ue4

static arch
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Hello ppl :)

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Is it just me or does material refreshing take longer now?

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I think I remember it being faster, might be wrong though

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(circa year ago)

ivory veldt
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?

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does anyone know how?

kindred viper
ivory veldt
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free?

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i'am search pkugin free

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plugin free

kindred viper
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oh man...

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there is a free plugin in the engine called New Plugin. Go.

static arch
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:'D

pale estuary
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Hello everyone, super glad I've found this server ! Finally somewhere where I will find answers to my questions (when I don't find them on obviously)

kindred viper
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Yeah and the answers are cheap here too. Only 2€ for a reading, 10€ for an answer

pale estuary
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Oh

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I better start selling my creations then

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I've made 3 games on UE4 on my main PC, but when I run them on my laptop (a really shitty one) which has no GCU (only the one integrated in CPU) it's really laggy so my question is : Is UE4 really optimized to works with GCU or am I just still really bad at programming with it ?

kindred viper
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if you wanted to, it could run on CPU only, minus a few things that require GPU. But yeah, optimisation might be needed

pale estuary
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Not the answer I wanted to hear, but the one I needed i guess ..

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thanks

kindred viper
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check your drawcalls, frametimes, analyze stat GPU and see where its doing the most work. You can figure it out with the tools provided dont worry. Its kinda fun to see the results

lofty wave
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I have a problem!

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Can anybody please help me?

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I have a map where all lightings are completely red

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even though all lightning sources are white

ivory veldt
lofty wave
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i tried deleting my "intermediate" file

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still didnt work

radiant fable
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anyone know if 'xref'd' assets are on the roadmap for ue4 in the future
f ex i have a constantly developing master material, and mat functions that could be kept uptodate and easy to manage if they were pooled from a single location

ivory veldt
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You Like?

shrewd shuttle
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i want to replicate a wall with some decor meshes on it, how do i select the wall and the decor

grim ore
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ctrl click on the items to select more than one? you can do this is in the viewport or world outliner

shrewd shuttle
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thnx πŸ˜ƒ

analog blaze
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Anyone an avid user of glTF

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how do you like it

warm timber
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does anyone have a working method for makehuman -> UE4?

shell compass
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Anyone able to understand why my xbox360 controller often isn't detected while playing in editor?

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It seems to work fine to navigate in the editor viewport

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But absolutely no response whatsoever while playing. Except some days.

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If I play Standalone, the gamepad moves the selection in the content browser. Seems the game doesn't receive focus for gamepad, but only keyboard and mouse for some reason.

radiant fable
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i've had similar behaviour at times, don't have a solution though

tiny stirrup
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Hi all,

I'm trying to recreate the anim blueprint from the Third Person Character example in UE4 and i'm having some issues with the jump animation appearing "twitchy". I've imported the exact animations from the example into my own project and recreated the state machine but i don't get a smooth transition between the jump loop and jump end animations. I have a feeling it has something to do with the ratio nodes in my transition rules as i couldn't recreate them exactly as they were in the example.

Would someone mind looking at my video which shows both the animation in-game as well as the state machine and help me figure out what could be causing this twitchiness? I'd really appreciate it!

Video: https://youtu.be/sFXROWjIWDQ

abstract relic
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Looks like bad transition. Fiddle with Time Remaining node in your transition rules

tiny stirrup
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@abstract relic How do i fiddle with it?

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It's the exact same animations with the exact same values 😦

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thats the third person anim

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That's mine

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only difference is the ratio node itself, which i couldn't figure out how to recreate...

abstract relic
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There’s two nodes. Don’t use ratio.

worthy flame
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whats the best 3d modeling tool

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blender, maya?

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or the easiest

tiny stirrup
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@abstract relic What would i use then?

abstract relic
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Also check the transition detail. Check the blend type, duration, etc

tiny stirrup
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@abstract relic All settings are the same as the third person example. Any idea how i recreate the third person jump asset node?

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See how they are different?

fringe pivot
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what kind of light could be the water reflecting?

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directional light and skylight are 0

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intensity

tiny stirrup
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@abstract relic Ok i figured it out. I changed the values to 0.9 instead of 0.1 and it fixed it. I have NO idea why when the example's values were set to 0.1 lol

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Thx for your help though

idle garden
restive eagle
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anyone encountered an issue that when adding a nav mesh bound to a persistent level the editor or a standalone game would freeze and would stay frozen?

slender vale
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How many polygons is good for an optimized tree?

grim ore
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16

graceful sky
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WC

hallow sleet
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hey everyone, when i import a model not all the textures get assigned to the model, how do i fix that? they look fine in blender

plush yew
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what do you mean? is everything UV unwrapped?

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and that is for graphics question I suppose

hallow sleet
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yes it is but i got it figured out some what its still missing one texture but i can work with it as is

slender vale
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@grim ore Lol

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Seriously

hallow sleet
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how do i find the component tab?

worn granite
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Doesn't exist anymore

hallow sleet
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ah okay

grim ore
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seriously, 16 poly for an optimized tree. I assume you are doing low poly?

worn granite
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1 poly if you're counting imposters

grim ore
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true, I didn't think of that

worn granite
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Actually you can get sub 1-poly-per with batched imposters too

grim ore
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lol

worn granite
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So... Truncated, 0 poly's for the most optimized tree

slender vale
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xD

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How many polys are for the best looking most optimized tree?

worn granite
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42

grim ore
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you keep asking the question without any info. Is this a realistic looking game? is this single player? is this a hero asset? is this multiplayer and you need 100 of them without instancing? with instancing? what type of tree (fern, palm, pine)?

worn granite
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A WinRAR is u

grim ore
slender vale
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14K polys

hallow sleet
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how do i import one texture that didnt get imported?

coral shoal
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BSP sure is odd. Noticed BSP stuff was causing a lot of draw calls when in the view, like a huge amount. Visualizer shows excessive bsp splitting. even stranger, there is a minimize bsp sections thing in world options it says checking it will reduce draw calls...

but it doubles them and makes it a constant doubling even if you dont look at the bsp

hallow sleet
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fixed

hallow sleet
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every time i try to test my camera position etc it keeps defaulting to under the map rather than to the camera, is there a setting i am missing?

blissful willow
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I installed Visual Studio 2019, but Unreal still doesn't think I have it installed and it won't let me package my project...is there any reason why?

livid haven
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I don't know that we officially support VS2019 yet.

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I mean, at least not across the board. Pretty sure not all platforms that use its compilers yet support VS 2019.

fringe pivot
zealous glen
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i need help

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how do i use the complex collision intead of the simple collision in foliage editor

zealous glen
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nvm

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i got it

deep basin
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So I am currently building an inventoy using the controller and it is painful.....
Therefore my question, how are the various console exclusive ue4 games are handling this problem? Since Set Keyboard focus always show the cursor by default and if a button is focused I cannot close the inventory again with my open inventory event (yes, I did set consume input to false) and it fells just very hacky....
are there any add ons? Or are bigger projects use their own inventory tool / get one they can integrate?

cloud cobalt
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Don't use the builtin focus system

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It's really not that great, meant for PC more than anything

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Switching from UI to game focus is also really painful

deep basin
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I agree. But how should this problem be solved instead?

wary wave
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last game I worked on: code, lots of code

livid haven
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I'm about to go to sleep, but

wary wave
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we essentially had to rewrite the entire focus system, because it just wasn't adequate

livid haven
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In Fortnite, we have a concept of a "centered widget" that is persistently tracked.

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And we basically have an invisible cursor that is updated to be centered over whatever the current centered widget is.

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When navigation events happen, we set the centered widget to whatever it is we're navigating to.

cloud cobalt
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I've just finished handling gamepad navigation on my UI and basically, I don't use a single Slate class outside of the basic layout stuff. All focus code is 100% in the game, the engine navigation is disabled, and I just process every input to find the next widget

deep basin
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mhhh, sounds like s smart solution

livid haven
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You can probably use the navigation stuff, but power it with all your own things.

cloud cobalt
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I do use the "find next focusable widget in direction" method from Slate

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That's the extent of it

livid haven
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We use more than just that, but yeah, that's useful at least so you don't have to reinvent as much.

deep basin
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yeah I guess I need to play around with those hings

livid haven
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It's an undertaking, for sure.

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It's something we have in an internal plugin that is, vaguely, intended for sharing but... it's not there yet.

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Don't know when it will be. Corners had to be cut to get features working for Fortnite on consoles and now changing some of those fundamental flaws is expensive. Very expensive.

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I had a refactor of our concept of the panel stack, but that was maybe 2 years ago now. That code has most certainly rotted profusely and there hasn't been enough urgency to prioritize picking it back up.

deep basin
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sounds like a pretty big undertaking for a solo dev .... guess I will play around with what is there first....

cloud cobalt
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Basically it goes like this : "button" type widgets can be focused and accept a "virtual click" (pressing A/cross on gamepad). That alone is pretty simple to do. Next step is having your menu intercept arrow inputs and change focus in response to that.

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My code for focus took 50 iterations but the result is a few hundred lines I think

livid haven
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Basically, a panel has inputs registered, and if that panel is active, it's input bindings will be considered when processing input. But there's a stack of these panels.

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Ideally, we'd allow a panel to have a nested panel within it that can be activated or deactivated at will, which would put its input bindings in higher priority but not deactivate the underlying panel.

cloud cobalt
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I have a "panel" class that all my menus inherit from. Panels have a list of focusable buttons, a default focus button, and when I have nav inputs, they go to the current focus panel and pick the appropriate "next" button.

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Granted it's all C++ Slate so not that accessible

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But it's not hard

livid haven
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Very much UMG over here. So any system has to be presentable via UMG.

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So for us, that just means "OnActivate", do a "SetCenteredWidget".

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That idea of being able to nest activated panels was something I was trying to move us towards back when, but again, got halted by other priorities and has since gotten a little crispy on the back burner. 😬

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Other stuff too like being able to have layers within the stack, otherwise all you're saying is "Push" and things can get wonky. None of this stuff is about visual layering, it's about input processing.

kindred viper
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my rule with UMG, after testing several different methods for making menu systems, is to stick to the KISS principle.

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I used to make whole menus in a single UMG. Now everything is isolated widgets combined to the whole

deep basin
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My hacky solution at the moment was to store every button available in an array (since I dynamically add buttons on item pickup). This was okay, besides the fact tat it always sows by default my cursor and if a button is focused I cannot close the menu

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*shows

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maybe making the cursor invisible and simply move it to the position where the next element in my array is could ealy solve it

kindred viper
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I once made a VR menu with UMG (before the Widget Interaction Component) and focus was a real issue there. What I did was manually track the CurrentWidgetFocus. However after some time, the focused widget was exposed so it made that system moot.

deep basin
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*really

livid haven
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So, for instance, an issue we can and have had before is that the UI visually layers things and that can desync from the input layering. You're on a screen and initiate some process that takes time. Now, something else causes a pop-up message. All good thus far. Now, that process from earlier completes and pushes a new screen. That screen is, visually, above the old screen and underneath the pop-up layer. But because it was blindly pushed on the one input stack there is, it's now eating input and the pop-up message isn't what you're interacting with at all.

kindred viper
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sounds like bad logic 'COUGH'

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runs away

livid haven
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Sounds like a fundamental flaw in the system that needs refactoring. πŸ˜ƒ

kindred viper
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honestly I started out hating UMG (came from Scaleform background) but its grown on me. Im sure you have issues with it I don't, but it does the job if you know its quirks

livid haven
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But it doesn't need refactoring more than many other things need implementing or fixing.

cloud cobalt
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Scaleform is why I will always love any UI frameworm that is not Scaleform

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😬

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"Frameworm", nice one there.

kindred viper
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Scaleform was another product that if you knew its quirks, it was great, but most people didn't. It took some time to get used to them. Like it's whole scaling issues

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which was ironic considering the name

livid haven
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In any case, it's 3 AM and I have to deal with an electrician putting ethernet in my walls at 10 AM, so I must bid y'all adieu.

kindred viper
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have fun

livid haven
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o7 'night, folks

deep basin
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thanks, bye πŸ˜ƒ

tropic oracle
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love when the Build Solution starts throwing random errors from whacky places. Then after closing it all down and bringing it all back up and doing Build Solution again it's all fine. Yay for UE4 quirkiness!

cloud cobalt
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@tropic oracle This happens when your includes are messed up but unity build makes it compile anyway because of file merging

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Disable unity build, fix all the errors, re-enable it

proven oxide
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Well I have been having all sorts of nice crashes

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in a commercial game

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how would i send the crash logs to the publisher?

cloud cobalt
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Open a support ticket on their store ?

tropic oracle
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@cloud cobalt is just adding the bUseUnityBuild=false; to the innards of <ProjectName>.target.cs in the Source folder enough?

proven oxide
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yeah as if epic games are interested, i mean the developers of an early access game on epic

cloud cobalt
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@tropic oracle bFasterWithoutUnity=true, if I recall

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@proven oxide Ask the developers then

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Or ask for a refund

proven oxide
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I had wierd crash to desktops with replication graph

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access exceptions

cloud cobalt
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Sounds like terrible QA

proven oxide
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well it seems to be SatisFactory

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<prepare for groans>

cloud cobalt
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More like not the right channel

proven oxide
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they don't have the usual crash files though,

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just a pdb and CrashReportClient.exe

tropic oracle
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okay, I'll look into it. Thanks @cloud cobalt

cloud cobalt
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@proven oxide You're aware this is not a support channel for Satisfactory, or the Epic store right ?

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Ask the devs

proven oxide
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Yes i am asking how would you do that when you don't have the crash logs once you have clicked close on the engine crash

cloud cobalt
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How would we know ?

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Ask the developers

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This is a development channel for UE4, not a helpline for games using UE4, if you have issues with a UE4 game bring it up to the people working on it

wary wave
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I've put 40 hours into Satisfactory and only experienced one or two crashes

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Satisfactory has it's own support channels

regal mulch
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I want to kindly remind everyone that this is not the right channel to discuss this (: Please move to #lounge!

wary wave
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including a Discord, I believe

plush yew
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hey can some one help me with a battle royale game im starting to nake today

wary wave
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define 'help'

plush yew
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um what

wary wave
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you need to be more specific

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'help' can mean a million different things

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what 'help' do you want?

plush yew
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with making a game

cloud cobalt
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Help here usually comes in the form of answers to questions

willow void
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@plush yew With making a game? What part of making a game? The coding side.. Modeling. texturing.. Sound... etc Thats why you should specify with what you need help with.

idle garden
wary wave
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it's been disabled for a very, very long time

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I'm pretty sure nobody is working on the new wiki

manic pawn
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years now

wary wave
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at this point, I wouldn't be surprised if much of the content on the old wiki has simply been lost :/

grave nebula
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I just love that most of UE4's documentation is in the folklore.

sudden agate
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wasnt the wiki just a collection of RAMA articles anyway?

wary wave
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probably

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🌈 πŸ¦„ πŸ’–

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Rama documentation

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huh, looks like if you stream in an instance of a level, Begin Play in that level's blueprint is never called

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this is a problem

languid shard
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haha

sudden agate
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like so often. Initialization order is a mess

wary wave
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it is

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but in this case it's skipping over what I'd consider to be a fairly critical function entirely 😐

dim merlin
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Hi, so for the terrain material should i implement my own slope function, or should this be done by layer blend node?

kindred viper
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@wary wave can you put in an initializing check for validity and fire a pseudo-event for it or bind to another event from the streaming side?

warm timber
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Any good tutorial on how to create a decent underwater effect?

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I've been playing around with filters, blur mainly and can't gen anything that worth it

wary wave
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where would one even put in such a check if basic events aren't firing

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Β―_(ツ)_/Β―

kindred viper
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presumably in an object loaded into the level. Something that has a tick, even just a barebones object to tick over and check, then delete itself once the event is bound and fired.

twilit hill
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Actor with slot tickrate and an overlap event

cosmic coral
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Hey guys, my "GameMode Override" doesnt get saved and resets whenever i reload my project. how can i save the world settings?

sullen wraith
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quick question

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is there an event for on clicked?

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with a button

kindred viper
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yeah. select the button then scroll down the Detail panel on the right. At the bottom are green event shortcuts

sullen wraith
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legend

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cheers

cosmic coral
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Hey guys, my "GameMode Override" doesnt get saved and resets whenever i reload my project. how can i save the world settings?
i set it up, click all possible save buttons, close without error/message, reopen, its back to default

thorn topaz
sullen wraith
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one more quick one, how can i destroy a hud?

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like one that i add to the players hud

kindred viper
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if its a UMG, then Remove From Parent.

sullen wraith
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its a widget blueprint

digital anchor
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probably WPO @thorn topaz

kindred viper
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yeah UMG is the proper name πŸ˜ƒ

thorn topaz
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@digital anchor That's what I thought. Guess I did something wrong

kindred viper
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I make the point of calling blueprint widgets UMG so I can seperate it from slate widgets

sullen wraith
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so would that be correct for adding the widget?

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and for removing

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remove from parent?

kindred viper
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yeah

dawn gull
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Hi, Sorry To Interrupt, But How Can I "Blend" The Texture Together So I Don't Have To Move These Objects, So I Don't Get This Crap?

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(I'm Pretty Lazy, I Know)

kindred viper
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that is overlapping textures z-fighting. You need to align it properly

sullen wraith
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its not creating the widget:\

dawn gull
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k ill try that

kindred viper
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@sullen wraith owning player needs a player controller

sullen wraith
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made no difference

thorn topaz
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@sullen wraith after you create it, you need to add it to the viewport

sullen wraith
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ahh

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im stupid

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πŸ˜‚

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cheers aha

dawn gull
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that didn't really help. it just made it partially better.

pseudo swift
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is there a quick way i can make the green space completely filled

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like a solid color

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i basically don't want the diffuse map to be visible through the green color, i tried changing the blend modes but didnt have any success

kindred viper
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would material layering not work for this? Im not good with mat work, but the new system seems to lend itself to this kind of scenario when you need multiple material base effects to deal with an issue

dawn gull
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Well, it all looked fine and good, had no glitches, unitill i compiled the lighting.

wary wave
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material layers have been abandoned

twilit hill
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The b part, with the one minus node as a lerp alpha

kindred viper
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abandoned why?

wary wave
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Β―_(ツ)_/Β―

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just Epic things

kindred viper
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thats oddly disappointing and I dont even do mat work

digital anchor
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all they do is lerp anyway, just put a lerp on the BC with the mask on alpha, and it will be the same thing

wary wave
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I do a lot of that with material functions instead

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works similarly

pseudo swift
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what lerp should i use? lerp_multiple_float work?

still moth
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hmm

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you guys know that anomaly you get with the animation starter pack on the forward-left direction of a blendspace?.. ive had that issue come up in other animation sets.. how is it fixed?

pseudo swift
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does the lerp go before or after the multiply?

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im doing something wrong with this

digital anchor
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put a lerp on the BASE COLOR with the mask on ALPHA

pseudo swift
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seems to work??:)

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ah but i want the green to be emissive:/

digital anchor
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then keep what you had, didnt tell to delete :p

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put back on the emissive the green + the mask

pseudo swift
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alright alright haha

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think it works now:) thanks alot for the help much appreciated!

full quarry
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when you delete an asset it gives you an option to replace all references to that asset, How do I replace references to another asset without having to delete the other ?

sleek spear
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oh this is driving me nuts, can someone with experience in texture packing help me? i cant get same results with original and packed textures

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but i also cant understand the behavior of unreal with packed textures

cloud cobalt
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Show what you're doing, what the results are, what they should be like

sleek spear
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this for example

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is one issue

cloud cobalt
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The material graph too

sleek spear
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ok give me a sec

paper kernel
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those look like float4's to me

languid shard
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nah

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convert your V4s color nodes to be editable @paper kernel

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instead of static

grave nebula
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@paper kernel Top pin is float3

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bottom is f4 in 4.22

languid shard
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isnt the bottom one the alpha ?

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RGBA, top pin RGB only

grave nebula
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It is.

paper kernel
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it says V4

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and it also gives the same error with 3's

digital anchor
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top pin of the parameter is a float3, not the function

grave nebula
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append output of bottom pin to output of top pin.

languid shard
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yeah that'll work too

sleek spear
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@cloud cobalt its either this textures blue channel or the others any channel

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you have experience with texture packing?

paper kernel
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append what to what?

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oh ye

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no the top pin is float4

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it simultaneously wants and reject float4

cloud cobalt
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@sleek spear Might want to plug the other textures too, but do check the texture compression settings

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Should be "masks" IIRC

digital anchor
#

masks is same compression as default

#

i dont think its avoidable

#

happens when the masks are too different i think

sleek spear
#

@digital anchor what do you mean too different?

cloud cobalt
#

@digital anchor How would it be the same ??

#

Mask would prevent color bleeding between channels

#

I'm very sure it's not the same thing

sleek spear
#

masks doesnt change the result

cloud cobalt
#

Which file format did you use ?

sleek spear
#

i tried with everything, png tga bmp psd and many others, any format i could export to

cloud cobalt
#

Stick to TGA, to start with

sleek spear
#

i also made the packed textures with any software i could use for it

#

ok

cloud cobalt
#

Can you show the texture's blue channel in the texture viewer

abstract relic
#

Turn off sRGB too

sleek spear
#

i ma just trying to understand, is packed textures an option for unreal?

cloud cobalt
#

It's not "an option", you just need to set up your material & texture for it

#

Works perfectly fine

sleek spear
cloud cobalt
#

Show the rest of the screen for the first one please

sleek spear
#

(not packed and original)

cloud cobalt
#

Try compression settings -> masked

#

For the packed one obviously

sleek spear
#

this is the seccond image

#

it works if i use VectorDisplacementmap

digital anchor
#

cuz it doesnt compress

sleek spear
#

ok but then i have to use linear color instead of color

#

and everything is way brighter

worthy flame
#

i changed a project setting and the loading is stuck

#

for 10 minutes

#

didnt move

digital anchor
#

45%?

worthy flame
#

yea

digital anchor
#

compiling shaders

worthy flame
#

so its still loading

#

and not stuck?

digital anchor
#

ye

worthy flame
#

ok its working again

#

86%

#

should have asked sooner

#

lol

fair pike
#

Hey, I'm wondering if there's a solution to a problem of mine? I'm using the foliage tool and it keeps throwing foliage wayy out of the brush. Is there a setting to turn that off or something?

#

As an example, here you can see my tiny brush, and the tiny bush to the side was when I clicked once.

limpid turret
#

This is going to be extremely ambitious but would it be at all possible to make the climbing mechanics from shadow of the colossus or dragons dogma

regal mulch
#

As with most of these questions, what do you think, is it possible? (:

limpid turret
#

well it obviously already exists for those games

#

i just wouldnt know where to start

regal mulch
#

Yes, it is possible. But without actively creating it -> Now idea how.

#

Your best bet is to analyze how the system works in other games.

limpid turret
#

yeah

regal mulch
#

And then research what you need for that in ue4

limpid turret
#

i guess the main difficulty would be making 'shake off' mechanics along side it

regal mulch
#

It's all just animations

#

If you are hanging on an enemy

#

And they say "I shake now"

#

you would play an animation on the player and do whatever happens then

#

(haven't played the games yet but it's on the todo list)

limpid turret
#

yeah

#

well you could argue its simular in breath of the wild

#

the core of it all would just be a climbing system that either reacts to anything in the world that has a 'ledge' or manually placing grabbable areas

still moth
#

hmm, i was just following a tutorial on an interaction system and noticed some people are using sphere collisions, others use line traces..

limpid turret
#

@still moth what one are you following? i used titanic games' rpg one

still moth
#

that has me thinking.. wouldnt a sphere collision clip through objects that maybe you wouldnt want an item interactable through?

#

like for example, picking up an item that is on the other side of a wall

limpid turret
#

yeah that would happen, but you could argue that it happens in other games anyway

#

the simple solution would be decreasing the radius

#

but that may be annoying for players

still moth
#

im guessing theres no way to make a collision sphere be blocked by other objects?

limpid turret
#

not sure

#

im fairly new to it all too

still moth
#

the other option is to run a line trace between yourself and the object to see if you have a clear path before activating said item

#

if line trace is blocked before reaching the intended pickup, then it doesnt register

regal mulch
#

Well you would indeed combine the two

#

The SphereCollision to first get a reference of items in your range at all

#

And then a lineTrace to check if you are allowed to pick it up

still moth
#

yeah, thats what i was saying

gleaming narwhal
royal temple
#

#cpp
Hey, I ran into a problem using the FFrameGrabber class. What I was doing - Using UE 4.21, I was using Frame Grabber to capture the viewport and send it across the network. I used the Blueprint node - Set Spectator Screen Mode to do a split screen, one for VR player and another for a Scene Capture 2D. The problem is that in UE 4.22, Frame Grabber is only capturing the VR eye view, while UE 4.21 was capturing the correct view So I would like to know if something changed with Frame Grabber and I did not find anything about frame grabber in this link - https://www.unrealengine.com/en-US/blog/unreal-engine-4-22-released
#ue4-general

Unreal Engine

Unreal Engine 4.22 is now available on the Epic Games launcher and GitHub. Push the boundaries of photorealism in real-time environments with ray tracing,Β capture live performances and composite them in real-time, and take advantage of the fastest version of UE4 with up to 3...

mint trail
#

can you like, post a link to a bug report here to make it more known?

#

theres a quite important bug about keyframes

grim ore
#

what would we do about it knowing about it?

mint trail
#

voting it up

grim ore
#

you can try but I think most people would ignore it and some mods might get bummed you posted it but hey, let's find out πŸ˜ƒ

mint trail
#

im not seeing a bug-related channel in here

#

thats why im asking

grim ore
#

maybe if you post it in the related channel for it?

regal mulch
#

If you post it into the realted channel once, it's fine

#

I did the same with a UMG problem

mint trail
#

its basically if you make a key(auto key included) for a X(o YZ)rotation, then keep tweaking that rotation, the two other YZ will exponentially increase

#

so animating is basically useless right now

regal mulch
#

Gave you a vote

mint trail
#

so, content creation >animation?

regal mulch
#

Backlogged gg

wary wave
#

I'm also having problems with sequencer today

#

it seems like keys are totally fucked

regal mulch
wary wave
#

there's a third person in cinematics with the same problem

#

if I add a relative transform track, all my coordinates get doubled for no apparent reason and you can't edit them properly

mint trail
#

yeah it renders 4.22 unusable for us that animates right now

wary wave
#

I'm in 4.20

#

and I'm getting behaviour like the above

#

it's completely unusable

mint trail
#

its been in since 4.20??

wary wave
#

Β―_(ツ)_/Β―

mint trail
#

i went from 4.19 to 4.22

#

im really mindboggled right now

wary wave
#

I'm trying to track down the bug in the source at the moment, but tracking this kind of thing down is a nightmare - haven't even located the sequencer 'add key' function yet

#

ah, got it, right

gleaming narwhal
#

@wary wave @mint trail Let me know when you folks have a bug report that I can take a look at

wary wave
#

I can give you repro steps here if you like, it's 100% reproducible, and easy

gleaming narwhal
#

4.20 or 4.22?

mint trail
#

both

#

apparently

wary wave
#

Found it in 4.20 and duplicated it in 4.21 unmodified, locally

#

don't have 4.22 installed

mint trail
#

i can reproduce it on 4.22

wary wave
#

@regal mulch - I thought so too, but dropped a breakpoint and it wasn't it, hah

regal mulch
#

The closest thing I found

#

One thing you can try is to use the WidgetReflector

#

And track down what that widget is doing

wary wave
#

WidgetReflector was useless, but I did find it

#

FReply OnAddKeyClicked() - inside SKeyNavigationButtons

#

but yeah, will step through

mint trail
#

i dont have enough knowledge to track things down, but the guys I know that found it, for 4.22, does

wary wave
#

@gleaming narwhal - to repro in a blank level:
Add a cube
Create a level sequence
Add cube to level sequence
Add relative transform section for cube
Add a key

Result: transform properties all double and cannot be edited properly for that key

#

it's bizarre

gleaming narwhal
#

Thanks!

wary wave
#

@Hubert - not sure what I'm seeing there, but that looks like a different issue

mint trail
#

i got autokey on

#

and im simply rotating on one axis

#

the other two change values on their own

#

im nto sure why the values doesnt update realtime any longer(since i went from 4.19 to 4.22)

#

replaced gif with a better explaining one

#

this is the same issue we're having, isnt it?

wary wave
#

no, this looks different

mint trail
#

😰

wary wave
#

I can't see a problem stepping through the code though, it gets the right value, and sets the right value, yet when I come back to the editor, it's wrong :/

grim ore
#

switch the keyframe display to curves, I bet it will look cooler lol

mint trail
#

im going to install 4.20 and see if its any different

#

because for you @wary wave it only happens on one axis? the value doubling per added key

wary wave
#

I'm getting it for all values in a transform, including scale

mint trail
#

so the bugs temperament settled down between the engine updates? πŸ˜„

wary wave
#

no, I think it is a different issue

mint trail
#

since i onlyt get it on rotation

#

they're related either way

warm timber
#

So HDD failed, going to reinstall OS in a new drive, the engine and the launcher are in another drive.
Will I be able to run UE from there without need to reinstall everything from scratch?

tardy sapphire
#

Did anybody make a standalone pack of the deer flock system from the Kite Demo? It's sort of a nightmare to get it working

wary wave
#

can you not literally just migrate the actor?

tardy sapphire
#

Along with the flock/movement system, it won't work and I didn't find any documentation online

#

Made a new level with a flat landscape, can't get a flock to work

#

They just idle

wary wave
#

probably missing a function call or something tucked away

tardy sapphire
#

Strange no documentation on this exists honestly

wary wave
#

well, it's not really a feature, so I don't expect it to be documented

#

those deer are an implementation using other systems

#

(which are documented)

#

I suspect their behaviour is controlled from blueprint somewhere

tardy sapphire
#

Yeah I didn't assume they're controlled through magic

#

I'll figure it out then

somber quail
#

It's a demo sure but expecting documentation is like expecting documentation on how the AI for zombies works in Fortnite STW

tardy sapphire
#

They have documentation on the foliage part of it

#

πŸ˜ƒ

mint trail
#

yep, the rotation thing happens in 4.20 as well

somber quail
#

They documented the foliage because that led to a feature implementation

tardy sapphire
#

Cool

#

Oh well

manic pawn
#

my launcher engine just updated to 4.22.1 but there seems to be no announcement yet

plush yew
#

@willow void everything because otherwise it will take me ages

plush yew
#

Why does the "on see pawn" (pawnsensing) only work some times? (Blueprint character)

#

There is no answer on the link

round hemlock
#

There is an option on how often the pawn is sensing, you have to increase its interval to make it work more accurate. default is 1. which is to high. @plush yew

plush yew
#

@round hemlock I have tried with 0.1 and 0.5 and there is no difference if it detects the player or not. On some areas it works without any issues. On others areas, it doesn't work at all. (Using the same materials and surface)

round hemlock
#

try .01 or .001, its also needs to see the player. who has to be on the navmesh. alternatively try the new system. its only needs the stimulus on the the player added. but they are both with workarounds.

grim ore
#

you are comparing a component to a blueprint, that should not work @wolf, try plugging in the other actor instead

plush yew
#

@round hemlock No difference changing "Sensing interval" to any of those values. I am using a Nav mesh bounds volume. What is the new system?

round hemlock
#

wait, if zero is never sensing, try make 2 or 4 instead.

plush yew
#

did that aswell

round hemlock
#

I had the same issue but I fixed it somehow

plush yew
#

only works some places

#

strange

round hemlock
#

the new system is the perception on, where you have to add a stimulus component on the player. you can also try to increase the pawnsensing radius to max. it maybe doesnt see it in the 90 degree angle.

plush yew
#

@round hemlock Changed pawnsensing radius to max aswell, and degrees. Thanks, I will try to dig deeper

round hemlock
#

np IΒ΄m not an expert, but it should work fine somehow.

plush yew
#

@round hemlock I solved the issue, It seems pawnsensing doesn't work with simple overlap zones blocking view...

#

overlap zones are invisible and everything

round hemlock
#

awesome, will keep that in mind for the future. thanks

obtuse goblet
#

Hey guys, I have a rather noob question about moving files around in content browser - please point me the right direction if this is the wrong spot -
Can I know what is the recommended procedure for moving content in content browser?
For example, loading up ThirdPersonExample, ThirdPerson folder refuse to be moved, and in file explorer, Geometry and Thirdperson if moved will cause the example to break.
When how should I apply fix redirection?

dreamy pier
#

anyone having trouble installing megascans livelink on 4.22?

proven oxide
#

Here is a question, Is it possible to generate streaming levels from data without creating manually? (ie procedural generation)

surreal tundra
#

can someone explain to me what this means?

#

I set Negative and Pozitive ZBounds Extension from -100 to -1 and problem solved.

pseudo swift
#

is there a way I can have a shaded normal material have a part of it which is set to unlit?

surreal tundra
#

yes i think so!

#

lets see if i remember how

sudden agate
#

use emissive

proven oxide
#

Is it possible to have switching loaded areas? so that if 2 people are apart in the game they have their own instance but when they get close enough they both are in the same instance?

#

ie similar to how star citizen works with its seamless moving

#

I am just trying to determine how the engine fully works

#

and what is or isnt possible

teal tulip
#

the server need to load every area where the players are at

#

but UE4 only allow one map loaded at the time on the server so

#

about the areas idk how well or bad will work

pseudo swift
#

@sudden agate my emissive is still receiving shadows

sudden agate
#

@proven oxide there is a flag somewhere "allow client side streaming"

proven oxide
#

if UE4 only allows one map to load, how does a huge MMO work?

#

so if i am in the starting zone and someone is in the middle zone does that mean one of us can;t be in the game?

sudden agate
#

a huge mmo has multiple servers

teal tulip
#

MMO made on UE4 have custom engine code

sudden agate
#

you basically travel from server to server in an MMO

proven oxide
#

but it says you can use streaming for levels

#

this is what I am asking., it sounds a bit confusing, you can stream levels to make a huge map but all players have to be in the same area....

abstract relic
#

Like everything else. It all depends on how you delegate client side vs server side

mint sequoia
#

@proven oxide ue4 is absolutely incapable of anything remotely resembling an MMO out of the box

#

You're only doing yourself a disservice by even considering an MMO when you're inexperienced

proper comet
livid haven
#

Have you tried... hovering over the warning? Disregard, was scrolled up. Wasn't scrolled up that far. @plush yew

grim ore
#

intermediate should be quite large yes

pseudo swift
#

Im using a diffuse map and a black and white image together with a lerp to mask out a certain part and it works fine, but the same step creates weird visuals when the diffuse map is replaced with a roughness map instead, is there a way i can mask out parts of a roughness map with a lerp in a similar fashion?

tawdry raptor
#

HOW COME IN 4.22 MY MOUSE SCROOl wheel now controls the camera speed

#

its like over riding it

#

even if i put 3 it makes it fast

grim ore
#

@tawdry raptor in your editor preferences try disabling Use Distance-Scaled Camera Speed and see if it helps, it was added in 4.22.

proven oxide
#

@Vael I am not considering an MMO, at least not at the moment, but I am trying to find out how versatile the engine is

pseudo swift
#

trying to achieve an unlit surface

#

how come I still see lines?

#

(changing the material shading is not an option for me)

upper heart
#

Is there anyway to sort the tasks by time taken in session frontend?

plush yew
#

Hey! πŸ‘‹ fairly new here and I'm sorry to bulge in like this, but...
Thank you @grim ore for all the work you put into building your youtube channel πŸ™

tawdry raptor
#

@grim ore thanks, I notice that every time I open my map now it looks like this, even if I build the lighting save close project it always looks like this, this was never like that

grim ore
#

@tawdry raptor no idea on that issue 😦 definitely weird

sterile sinew
#

Hey all!
Does anyone know, please, how to get pixel streaming working on a personal machine without using localhost (as this works ok), Amazon Web Server or MS Azure?

grim ore
#

@plush yew πŸ˜ƒ Hopefully it's been useful to you

plush yew
#

Loads... can say I "grew-up" with them πŸ˜…

static arch
#

Oh it's Mister Wadstein

#

I just realized

#

Big thanks from me as well @grim ore!

#

and..

#

TOMATOES

grim ore
#

πŸ˜ƒ

static arch
#

By the way.. do hotfixes get updated automatically through the launcher?

grim ore
#

they will show up as an Update on your Library part of the launcher and you can choose to update

limpid turret
#

anyone got a link to a ledge climbing tutorial?

abstract relic
#
storm venture
#

anyone know how to get material slot names from a Static Mesh Object Reference?
i can do it to a Static Mesh Component Object Reference, not sure why i can't do it for the first

plush yew
#

where can i ask for people to join the project

midnight mantle
#

what's the term for when there is lack of color in your monitor?

#

not monotone, or grayscale

#

looking for a different word

plush yew
#

lab?

storm venture
#

desaturated?

#

color range?

midnight mantle
#

no...that's not it

#

but similar in meaning to desaturated

storm venture
#

brightness, contrast, temperature, gamma

midnight mantle
#

okay I think I got it
sorry it was washed out lmao

#

probably not the best way to describe how I want color scheme to look, but it was bothering me lol

sage tree
#

Im having a rather annoying issue using BSP edit mode, it will not allow me to select the face of a BSP no matter what I do, I can select the vertices, and the edges, but not the faces. anyone have any idea whats up?

grim ore
#

Hit the T key

#

you disabled Translucency selection.

sage tree
#

Oh thank you! that has been pissing me off for over an hour now.

static arch
#

Thankx @grim ore

#

Not seen it yet, that's why I wondered

grim ore
#

Yeah the launcher is weird sometimes and it doesn't check for the update until you relaunch it and with the launcher hiding instead of closing that might not be until you restart the pc

dim plover
#

Fixed! UE-72605 Component names do not increment correctly when duplicating a component whose name ends with a number
I wonder if this also applies to Actors/Objects.

coral patio
#

Hey guys! I'm pretty much done with my lion and its rig is almost finished as well. However, due to the difficult nature of handling hair cards in Rigging my rigger used a follicle system so the strands move smoothly with the rest of the body. Before they were all combined, parted into three color regions (for the mouth, the front part of the mane and the rest). Now they are all single cards which takes ages to load and is really heavy to handle in the scene. I thought I found a solution (by simly merging the actors) but for some reason they don't get merged at all - all that happens is that I get a copy of the first object I selected if I try that instead of a merged version. Does anybody know, why? This would also help a LOT with applying shaders since I got ~2100 hair cards which is already a damn high number of singular objects to apply shaders to but even worse they're mostly obscured by other cards so it gets ridiculous at some point... Any help is really appreciated!

plush yew
#

ok, guys I have a big problem.

coral patio
#

Regarding the shaders - I already thought of deleting the original materials that come with imported objects and replacing its reference with the shaders I want but for some reason I didn't have that option..

plush yew
#

1 - open project
2 - error at initializing 71%: The game module 'MyProject' could not be succesfuly initailized after it was loaded

#

can anyone tell me whats going on?

#

This started after the new version was released, I did not transfer the project.

#

or mess with the c++

dim plover
#

Anything in the logs?

plush yew
#

lemme see

#

saved - logs, right?

dim plover
#

Yup.

plush yew
#

am looking for warnings?

dim plover
#

Or Errors, should be the things at the very bottom of the text file.

plush yew
#

backups or regular?

#

the backups are out of date

dim plover
#

Probably just the latest one.

plush yew
#

ok, thanks

#

[2019.04.26-00.13.27:446][ 0]LogModuleManager: Warning: ModuleManager: Unable to load module 'C:/Users/demat/OneDrive/Documents/Unreal Projects/HorrorGame01/Binaries/Win64/UE4Editor-MyProject.dll' because InitializeModule function was not found.

#

only warning/error I could find yet

#

oh

#

wait

#

[2019.04.26-00.12.42:664][ 0]LogFileManager: Warning: MoveFile was unable to move '../../../../../../Users/demat/OneDrive/Documents/Unreal Projects/HorrorGame01/Intermediate/AssetRegistryCache/5a627529.bin.tmp' to '../../../../../../Users/demat/OneDrive/Documents/Unreal Projects/HorrorGame01/Intermediate/AssetRegistryCache/5a627529.bin', retrying in .5s...
[2019.04.26-00.12.43:165][ 0]LogFileManager: Warning: MoveFile was unable to move '../../../../../../Users/demat/OneDrive/Documents/Unreal Projects/HorrorGame01/Intermediate/AssetRegistryCache/5a627529.bin.tmp' to '../../../../../../Users/demat/OneDrive/Documents/Unreal Projects/HorrorGame01/Intermediate/AssetRegistryCache/5a627529.bin', retrying in .5s...
[2019.04.26-00.12.43:665][ 0]LogFileManager: Warning: MoveFile was unable to move '../../../../../../Users/demat/OneDrive/Documents/Unreal Projects/HorrorGame01/Intermediate/AssetRegistryCache/5a627529.bin.tmp' to '../../../../../../Users/demat/OneDrive/Documents/Unreal Projects/HorrorGame01/Intermediate/AssetRegistryCache/5a627529.bin', retrying in .5s...
[2019.04.26-00.12.44:166][ 0]LogFileManager: Warning: MoveFile was unable to move '../../../../../../Users/demat/OneDrive/Documents/Unreal Projects/HorrorGame01/Intermediate/AssetRegistryCache/5a627529.bin.tmp' to '../../../../../../Users/demat/OneDrive/Documents/Unreal Projects/HorrorGame01/Intermediate/AssetRegistryCache/5a627529.bin', retrying in .5s...
[2019.04.26-00.12.44:666][ 0]LogFileManager: Warning: MoveFile was unable to move '../../../../../../Users/demat/OneDrive/Documents/Unreal Projects/HorrorGame01/Intermediate/AssetRegistryCache/5a627529.bin.tmp' to '../../../../../../Users/demat/OneDrive/Documents/Unreal Projects/HorrorGame01/Intermediate/AssetRegistryCache/5a627529.bin', retrying in .5s...
[2019.04.26-00.12.45:167][ 0]LogFileManager: Warning: MoveFile was unable to move '../../../../../../Users/demat/OneDrive/Documents/Unreal

#

Projects/HorrorGame01/Intermediate/AssetRegistryCache/5a627529.bin.tmp' to '../../../../../../Users/demat/OneDrive/Documents/Unreal Projects/HorrorGame01/Intermediate/AssetRegistryCache/5a627529.bin', retrying in .5s...
[2019.04.26-00.12.45:668][ 0]LogFileManager: Warning: MoveFile was unable to move '../../../../../../Users/demat/OneDrive/Documents/Unreal Projects/HorrorGame01/Intermediate/AssetRegistryCache/5a627529.bin.tmp' to '../../../../../../Users/demat/OneDrive/Documents/Unreal Projects/HorrorGame01/Intermediate/AssetRegistryCache/5a627529.bin',

#

[2019.04.26-00.12.47:670][ 0]LogFileManager: Error: Error moving file '../../../../../../Users/demat/OneDrive/Documents/Unreal Projects/HorrorGame01/Intermediate/AssetRegistryCache/5a627529.bin.tmp' to '../../../../../../Users/demat/OneDrive/Documents/Unreal Projects/HorrorGame01/Intermediate/AssetRegistryCache/5a627529.bin'.

#

LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.
LogInit: Display: Running engine for game: HorrorGame01

dim plover
#

Hmm, maybe that's causing your problem. Perhaps look into what LogFileManager: Warning: MoveFile was unable to move is.

plush yew
#

ok, thank you

#

what about this? LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist

dim plover
#

I'm pretty sure you can ignore those.

plush yew
#

ok, thank you man!

#

I gtg for a secong

pliant tapir
#

Heya.

#

I've got an issue with Unreal Engine 4.22.1, my OS is Manjaro and whenever I switch the Gizmo to Rotation, the Editor crashes

steady owl
#

Would anyone know why the draw thread in PIE is less than 1ms but in a shipping packaged build it rockets up to 8 ms?

broken pawn
#

I have a strange issue I cant quite figure out

#

in the editor it uses 99% GPU and i get over 100fps but in simulate or play mode GPU use drops to 50% and I get ~23fps

#

i chekced CPU use and no single core is being pegged and overall use is 13%

steady owl
#

Type in stat unit to the console

#

If Game or Draw are higher than GPU then those are the bottleneck

broken pawn
#

that doesnt seem to be a valid command

steady owl
#

It is

broken pawn
#

it doesnt do anything or show up as a valid entry

steady owl
#

You can also activate it via the UI for enabling stats

#

Unit is the one you are looking for

broken pawn
#

not seeing it

#

restarting it shows up now lol

steady owl
#

So are Game or Draw higher than GPU?

broken pawn
#

draw is the same as gpu

#

but its 38ms which is quite high

steady owl
#

Ok you are bound by draw

broken pawn
#

out of play mode its 5ms but simulate and play mode its 38ms

#

everything looks visually the same so idk what is causing it

steady owl
#

Honestly I'm running into something similar

#

Though the draw times in 4.22 PIE seem to be crazily low

#

Compared to old builds I'm referencing

broken pawn
#

yeah same

#

ive had this issue for several builds and can never pin it down

steady owl
#

The old builds are hitting about 8ms average, but in PIE 4.22 the draw is only 1-2 MS

#

Not sure if it's not the correct number

#

Because in packaged builds it goes back to 8

broken pawn
#

the fact that GPU use drops to 50% makes me wonder if there is an editor bug for simulate/play mode

#

cuz it happens in empty scenes too

#

funny thing

#

if i rapid click the gray space in the toolbar the FPS rises

#

lol

plush yew
#

oh this is weird

#

check this out

steady owl
#

@broken pawn There's always more stuff happening in the editor, you should always profile packaged builds

#

Then you know there's no editor interference at all

plush yew
#

[2019.04.26-00.12.42:664][ 0]LogFileManager: Warning: MoveFile was unable to move '../../../../../../Users/demat/OneDrive/Documents/Unreal Projects/HorrorGame01/Intermediate/AssetRegistryCache/5a627529.bin.tmp' to '../../../../../../Users/demat/OneDrive/Documents/Unreal Projects/HorrorGame01/Intermediate/AssetRegistryCache/5a627529.bin', retrying in .5s...

#

look closely

steady owl
#

@plush yew you can delete your intermediate folder and it'll regenerate AFAIK

plush yew
#

oh thanks

broken pawn
#

@steady owl click play and mouse over the stop button and watch draw go down to like 0.05ms lol

plush yew
#

I was just confused why movefile was trying to move a file to itself...

broken pawn
#

lol

plush yew
#

WTF

#

?

#

holy cow, you sir, have problems'

broken pawn
#

hold on we goin to the past

tawdry raptor
#

is anyone else having these kind of issues with light building and 4.22??

broken pawn
#

nintendo 64 mode?

tawdry raptor
#

everything gets messed up on HISM like it did on 4.20

broken pawn
#

I havent seen that issue yet, but I mostly use realtime lighting

tawdry raptor
#

yeah my lighting is static

#

i need all the ms i can save

broken pawn
#

i think i need a bigger threadripper

#

im going to be really mad when this build fails

plush yew
#

Im still getting this error, but there are no warnings in the logs: 2 - error at initializing 71%: The game module 'MyProject' could not be succesfuly initailized after it was loaded

broken pawn
#

and it did

dim plover
#

Oh, sorry, I misread your early post. [2019.04.26-00.13.27:446][ 0]LogModuleManager: Warning: ModuleManager: Unable to load module 'C:/Users/demat/OneDrive/Documents/Unreal Projects/HorrorGame01/Binaries/Win64/UE4Editor-MyProject.dll' because InitializeModule function was not found.

#

That's probably what failed.

broken pawn
#

Unknown Cook Failure

#

stack overflow

plush yew
#

well, my project isnt called that for one

#

"myproject"

#

its called HorrorGame01

dim plover
#

Did you change your project name?

plush yew
#

yes.

dim plover
#

In HorrorGame01.cpp, what does IMPLEMENT_PRIMARY_GAME_MODULE look like?

plush yew
#

awhile ago..

#

and it worked

dim plover
#

Should say IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, HorrorGame01, "HorrorGame01" );

plush yew
#

hold on

#

wait not sln?

#

.sln

dim plover
#

I'm not entirely sure, but you should clean up the MyProject names.

plush yew
#

how could I do that?

broken pawn
#

any idea whats causing my packaging to fail? I am not seeing anything familiar

#

LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Fatal error!
LogWindows: Error:
LogWindows: Error: Unhandled Exception: EXCEPTION_STACK_OVERFLOW
LogWindows: Error:
LogWindows: Error: [Callstack] 0x00007ffdbfc2fa5d UE4Editor-Core.dll!UnknownFunction []

plush yew
#

no HorrorGame01.cpp

#

@dim plover

broken pawn
#

do i really have to open 700 blueprints to find the one that crashes the editor

plush yew
#

hmm

dim plover
#

Sorry, was eating.

#

You might have to rename the MyProject.h, MyProject.cpp and the .uproject. I don't know. *and the .cs files.

#

Also, Tyberious, you can download debug symbols. Maybe that'll help.

plush yew
#

oh

#

thank you man!

#

illl try

broken pawn
#

would be great if there was a blueprint analyzer to find the corrupt one

#

or material, last time it was a mateiral

plush yew
#

there is actually only MyProjectEditor.Target.cs

#

@dim plover

#

I went in MyProjectEditor.Target.cs and:
using UnrealBuildTool;
using System.Collections.Generic;

public class MyProjectEditorTarget : TargetRules
{
public MyProjectEditorTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;

    ExtraModuleNames.AddRange( new string[] { "MyProject" } );
}

}

#

and the error is: The game module 'MyProject' could not be succesfully initialized after it was loaded

#

wait when I build in HorrorGame01.sln I get two errors Severity Code Description Project File Line Suppression State
Error MSB3075 The command ""C:\Program Files\Epic Games\UE_4.21\Engine\Build\BatchFiles\Build.bat" MyProjectEditor Win64 Development "C:\Users\demat\OneDrive\Documents\Unreal Projects\HorrorGame01\HorrorGame01.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command. HorrorGame01 C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets 44
and
Severity Code Description Project File Line Suppression State
Error Could not find definition for module 'MyProject' (referenced via MyProjectEditor.Target.cs) HorrorGame01 C:\Users\demat\OneDrive\Documents\Unreal Projects\HorrorGame01\Intermediate\ProjectFiles\UnrealBuildTool 1

#

@dim plover

#

anyone?

#

ok goodnight.

#

ill be back.

broken pawn
#

hmm

#

I have uassets not showing up in the editor anymore

#

aha

#

got the editor to crash on a folder

broken pawn
#

@steady owl A build has the same issue, just a few more fps

#

very strange

broken pawn
#

is there a difference between play mode and edit mode?

#

to explain why performance is considerably worse in play mode than edit mode when everything is visually the same

#

builds have the same performance as play mode

#

and i have no idea why edit mode gets over 100fps and builds and play mode get ~25

#

edit mode uses 99% GPU but play mode uses ~50%

grim ore
#

by edit mode do you mean working on them in the editor without playing or simulating?

#

if so you can try profiling to see where the delay is but playing turns on things like particles and ticks for example which will generally not be running when working in the editor.

broken pawn
#

yes

#

I have tried that and the distribution is the same but the times are different

#

it just seems to take longer in play mode lol

#

most likely because its only utilizing about 50 of the gpu

#

but out of play mode it uses 99% of it

dim plover
#

@plush yew I think anywhere you see "MyProject", you have to replace with your new project name.

hallow sleet
#

when i import my model and set it as a static mesh on a pawn it is not facing the X axis, is there anyway for me to rotate it?

abstract relic
#

Import menu >>> transform >>> rotation

hallow sleet
#

what about when i click play it does not default to my camera instead i go under the floor?

tame bluff
#

Any ideas on how to sync marketplace assets with perforce?

#

Mark For Add doesn't seem to work if you select the topmost folder

#

My assumption would be to just use P4V to mark the assets manually but something tells me that isn't necessarily the best approach. I feel like this should be possible from within UE4, right?

broken pawn
#

is it a plugin or just an asset

tame bluff
#

Asset

#

The music collection.

#

I'm not even certain I want to include all of it, so I'm going through some of it now.

#

Deleting what I don't want.

dim arch
#

so, I pulled origin/release for 4.22.0 to 4.22.1 and it is doing a full rebuild, is that normal?

#

is there some way to just rebuild the engine modules/binaries which were modified by the new commit

tame bluff
#

You might get a faster reply there.

dim arch
#

alright

hallow sleet
#

how do i make it default to my pawn when i click play?

tame bluff
#

Look up how to setup a gamemode.

#

There are many guides on youtube.

hallow sleet
#

yeah thats done

#

but it wont default to the pawn

#

it defaults to under the map

tame bluff
#

You likely have collision enabled on your skybox.

#

That happened to me before.

#

Sounds like collision to me, at least.

hallow sleet
#

it wont default to the camera i have setup for the pawn

#

basically when i click play i see my player model above me

#

but its not defaulting to where it should

tame bluff
#

You're using a player start and letting the game mode control spawning the pawn?

hallow sleet
tame bluff
#

You aren't manually dragging the pawn into the scene, right?

hallow sleet
#

nope

tame bluff
#

Is the camera set to collide with geometry? Spring arm setup and whatnot

hallow sleet
#

no i am following a tutorial and in the video when the person clicks play it auto defaults to the camera they setup but mine will not do that

#

also is it supposed to put the model i am using into the game world automatically?

#

or i should say pawn

tame bluff
#

Did you add a player start into the level?

hallow sleet
#

it was auto added

tame bluff
#

Then it will automatically place whichever default pawn is derived from the gamemode at the location of the player start.

#

If you have the player start, and the gamemode is setup to spawn the correct pawn, your issue likely lies within the pawn itself.

hallow sleet
#

i dont know what the issue could be

#

all the pawn settings are default

#

okay i got it to work once but it didnt add the pawn to the game world

#

and now it does not work again yay

boreal crow
#

hey guys, I have a data table UDataTable* MainDataTable; and am trying to populate it from an asset (ScrollButtonNamesColors), but I haven't been able to get it working, this is what I'm doing in the constructor:

static ConstructorHelpers::FObjectFinder<UDataTable> TableObject(TEXT("DataTable'/Game/Data/ScrollButtonNamesColors.ScrollButtonNamesColors'"));
if (TableObject.Succeeded())
{
    MainDataTable = TableObject.Object;
    bLoaded = true;
}

is there a problem here, or would it lie elsewhere?

cedar snow
#

have you tried removing the DataTable' and the ' at the end?

#

@boreal crow

sullen wraith
#

i have my bp inside another bp

#

is there a way to get the actor my bp is in?

#

i want to destroy it :3 but the bp is in the lower actor

safe rose
#

@sullen wraith GetOwner

#

But, if you destroy the parent, you will destroy the child

sullen wraith
#

I tried those it didn't work

#

I did a workaround and just got it to save it's overlapped actors on beginplay

#

and then called a function to destroy it instead.

safe rose
#

Ah

#

K, you're right

#

Try this

#

This worked

boreal crow
#

@cedar snow I have tried multiple different versions of the asset path, including what you have suggested trying, same result

cedar snow
#

@boreal crow have you tried the version without the second ScrollButtonNamesColors?
basically ConstructorHelpers::FObjectFinder<UDataTable> TableObject(TEXT("/Game/Data/ScrollButtonNamesColors"));

#

what is your actual result? exception, empty table, etc?

#

also #cpp might be the better channel πŸ˜‰

boreal crow
#

@cedar snow I tried that variation as well with same (non)result, I think the table variable is pointing to nothing, although I don't get errors, warning logs, or crashing. I will move my question over to #cpp like you suggest

brave lark
#

this doesn't print on fail or draw anything on screen

plush sky
#

Im using VS2019, upgrading to source 4.22.1 and im trying to generate project files and i tried -2019 in commandline when running the bat but it didnt work. vs2017 worked for 4.21.2 with -2017

#

is 2019 compatible?

cloud cobalt
#

Yes

#

Though as of .0, source engines didn't build without errors

#

Should be fixed in .1

cedar snow
#

do launcher builds of 4.22 work fine with 2019? @cloud cobalt

cloud cobalt
#

They do.

cedar snow
#

cool thx

cloud cobalt
#

Getting UE4 to pick 2019 when you also have 2017 installed is a bit painful but it works fine

cedar snow
#

oh so there is a gotcha πŸ˜‰

#

will try it this WE

wary wave
#

is there a way to find a specific changelist on Epic's github?

cloud cobalt
#

What's a changelist ? Is that a Perforce term ?

#

You can browse commits on GitHub

#

You can search commits with most Git clients

wary wave
#

anyway to do that without the client

cloud cobalt
#

Don't believe so, Github's pretty limited

wary wave
#

bah

frank escarp
#

@wary wave i think the changelist is stored in some config file

#

so you can track the history of that file to find the commit closest to the CL you want

wary wave
#

that'd still need me to install a Git client just to view a changelist 😦

cloud cobalt
#

Not to view it, to search it

#

Technically you can view it on GH

wary wave
#

same difference - I can't view it if I can't find it

cloud cobalt
#

Yup

worn sparrow
#

Does anyone else's camera wiggle around when moving close to a landscape actor?

wary wave
#

no

#

are you in 4.22?

worn sparrow
#

yeah

wary wave
#

it might be something to do with the daft new camera speed feature they added

worn sparrow
#

hotfix didnt fix nor verifying the engine via the launcher

#

yes, i suspect lol

wary wave
#

camera speed is affected by size of the currently selected item

#

@cloud cobalt - is there a decent, free client I can use

#

preferably one that doesn't additionally require me to install further software

sudden agate
#

i can recommend SourceTree.
I use it for work

wary wave
#

ooh, also one that doesn't require registration, hehe

#

I've used SourceTree before to be fair

sudden agate
#

you dont need a registration for SourceTree

wary wave
sudden agate
#

oy. my bad :(

cloud cobalt
#

@wary wave I moved from Sourcetree to GitKraken this week

#

It's not free for commercial use but it's very cheap

#

Neither depend on third-party software, though both will require accounts (GK works with a GitHub account)

wary wave
#

yeah, I need something that I can just install and use on my work machine without running into legal issues etc

#

if it's commercial, it'll have to go through an approval process etc

cloud cobalt
#

Oh, Git Extensions is also recommended by colleagues here, though I've never even looked at it

wary wave
#

cheers

#

Ergh, I can't see a way to view private repos in Extensions :/

#

it doesn't have a password field of any kind

#

fucksake, this is ridiculous

cloud cobalt
#

@wary wave If you're not familiar with SSH keys, use Sourcetree or Gitkraken that have support for GitHub accounts directly

#

SSH keys used to be the bane of setting up Git, these days it's both way easier, and not needed anymore

wary wave
#

I can't use either because of their licensing

cloud cobalt
#

Isn't ST free even for corporate ?

wary wave
#

free, but with restrictions

#

licenses are tied to individuals and can only be installed on one machine at a time

cloud cobalt
#

πŸ™„

#

GitHub desktop might be another contender, no idea if it has search though

#

Apparently not

wary wave
#

it doesn't work

#

try finding CL 4746556

cloud cobalt
#

Maybe it doesn't because that CL was never introduced on the Git version of UE4 as a single commit

wary wave
#

possibly

#

but then how the heck am I supposed to find it 😐

cloud cobalt
#

He, let me try a thing.

#

Well, can't do it from there, sorry.

wary wave
#

no worries, thanks for trying anyway

#

currently cloning their repo in SourceTree, license be damned (takes a while)

cloud cobalt
#

Hoping Sourcetree does have search

#

Well, one that does find the CL

wary wave
#

yeah, it does

#

and here's hoping 😐

#

I've got three commits I want to take a look at and all I've got are the CL numbers

cloud cobalt
#

I don't even know if people outside Epic have access to the Perforce server these days

wary wave
#

I assume so

#

but we're not pulling from it

frank escarp
#

they do

wary wave
#

we're getting our version of the engine from another source internally

#

(so that all studios are working on the same engine version)

#

but if you don't have access to perforce, how on earth are you supposed to find these changelists?

cloud cobalt
#

If the automated megacommits still include the CL #s in commit messages, should be easy

#

That one does for example

#

"Change 3038116 on 2016/07/05 by James.Golding"

wary wave
#

yeah, some do

#

it seems some don't

#

at the same time, if it's just a megacommit, how am I supposed to find what's relevant to me anyway?

vagrant pagoda
#

how can i get 4.16 engine to show up in the downward arrow in launcher. Only has 4.19/4.21 need to try and get a plugin to work with it. Cheers

cloud cobalt
#

@wary wave You're not, really. If you're looking for a small particular change in UE4 history, that's really not easy over Github because of that whole automated process thing.

wary wave
#

so basically there's nothing I can do :/

surreal tundra
#

Anyone knows why this happens with my UV in unreal? the model is made in maya and everything looks great in maya, but it comes in like this in unreal

cloud cobalt
#

I would search with a Git client, and then search the full repo with grep or a similar full-files search tool

#

You might still find something, if only a changelog file, I dunno

wary wave
#

that wouldn't be very useful to be honest

#

I wanted to look over those changes to see if they looked like fixes for my sequencer issues

#

...but now I'm going to have to e-mail someone else, detailing both the bug, and the issues, and have someone else deal with the whole thing

#

which is absurd

surreal tundra
#

never mind - worked it out. exported it with the triangulate setting!

cloud cobalt
#

Yeah, I don't know how to handle that @wary wave . Maybe asking the person who mentioned the CL which Git commit this would end up into, should these CL already be on the public repo (since Epic has hidden rbanches there)

#

Overall Epic sucks at transparency, same for issues really

plush sky
#

Ue4.22.1 and vs2019. Failed to.build fresh source engine. NDIS MINIPORT MAJOR VERSION error anyone seen this?

warm timber
#

Epic's password reset system works like shit

still moth
#

i followed a tutorial for an interaction system, but i do not think i will be using the end result.. its a lot of convoluted code to calculate the mass of objects, a lot of redundant "is valid" nodes. all to determine which item to highlight for selection.. i think there has to be a simpler way to determine which of two overlapping objects is the one to select

wary wave
#

you can probably just use distance to the player

#

but tbh, I would just trace forwards and grab the first xD

fiery harbor
#

does anyone know what causes ScScene.postBroadPhase in the profiler?

faint cedar
#

Anyone know if there's any way to differentiate between a mobile phone android or a "desktop" android?

#

e.g. a custom board like Arduino running Android

warm timber
#

how can I make the launcher detect existing engine versions after a fresh OS install?

#

@regal mulch maybe?

regal mulch
#

(: Hey, please don't just ping the peeps you see on the right cause you have a general question.
I'm always around and if I have the time I will answer, just not on command.

warm timber
#

ok
** not the friendliest staff **

static arch
#

Lol

#

..

plush yew
regal mulch
#

I'm not "Staff". I'm moderating the Server. That doesn't mean I'm answering everyone's questions. (:

fiery harbor
#

@regal mulch and you're still writing your smileys to wrong way πŸ˜‚

plush yew
#

The default first person character can actually walk on those extremely thin surfaces (extremely close into the wall)

regal mulch
#

@fiery harbor It's not "wrong" if I do it on purpuse (: (: (: (: (: (: (:

fiery harbor
#

I think it is surely possible to do something wrong on purpose πŸ˜„

regal mulch
#

@plush yew You could technically mark the meshes as "CanStepOn = false"

plush yew
#

@regal mulch thanks, will check it out

#

@regal mulch I changed collison "Can character step up on" from Yes to No on the meshes. The character can still walk on them

regal mulch
#

Gnah

#

Not sure atm. Never had to stop them from doing that sorry!

minor rivet
#

hey guys, so I created a thread on reddit and Im an absolute noob here, so any help on this matter will be appreciated!

regal mulch
#

That's "simple"

#

The "CurrentWeaponPickup" variable is of type "BPWeaponPickup (Object Reference)"

#

While the "WeaponToGive" variable exists in a class called "BPPickup (Object Reference)"

#

The "Target" pin of that Variable wants you to specific a "BPPickup (Object Reference)"

#

Now without more information on what exactly should happen in that code part, I can't suggest you a fix.

plush yew
#

@regal mulch It worked when changing collision to "IgnoreOnlyPawn", but seems like a shitty solution

regal mulch
#

@minor rivet

#

Ignoring the pawn would make them walk into it too

#

CanCharacterStepOn should def stop them from standing on them

plush yew
#

It would be great to make the character capsule component slippery or something

regal mulch
#

The Character Collision Capsulse has the same

#

Try to jump a second player and you'll see how you slip off