#ue4-general

1 messages ยท Page 452 of 1

regal mulch
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Slate already works on StyleSets

hidden aurora
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Totally agree

regal mulch
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Just give us a tool or an Editor setting where we can import styles

hidden aurora
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True

grim ore
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about the only issue I could see is making documentation and tutorials even harder to follow lol ๐Ÿ˜ฆ ๐Ÿ˜ฟ

hidden aurora
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Na

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Its just style not actual functionallity

regal mulch
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tbh, someone who starts is not gonna change the style

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And if you do, it's your fault

hidden aurora
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Let the user choose the style

ocean hemlock
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what is wrong with my launceher

hidden aurora
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lol

regal mulch
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As far as I know it's basically a webbrowser, so it's not properly loading the page

grim ore
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yeah... you guys think that is not gonna happen but we have people in here who dont read the docs, want hand holding, and try and import uassets directly into the engine on a semi regular basis

hidden aurora
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Lmao

regal mulch
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Yeah but I don't see a simple theme change being a problem

hidden aurora
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who imports uassets?

regal mulch
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Beginners usually don't even know about the option

grim ore
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when they can't tell the difference between a component and a variable and you try and walk them thru what the UI should look like... your gonna have a bad day

regal mulch
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Point is that a beginner that directly changes the UI is not our problem

hidden aurora
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Let the user choose from flat ui or normal ui

grim ore
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lol everyone who comes in here is our problem

regal mulch
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Also flat vs normal is not the world. Everything si still at the right place

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No one here is a "problem". You are free to not help anyone.

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All I see here is knowledge hungry people who want to live their game dev dream and have a few questions.

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And Crusher

hidden aurora
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I feel like we need more people to help people lol cause theres no much people that a ctually help

regal mulch
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That's normal, there is always more beginners than experienced members

grim ore
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everyone in here can help in one way or another, it's just timing and desire that stops it. I think the best way is to just spam all the channels with the question every 8 minutes to get the highest success rate

mint sequoia
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OK I'm really over this. I reported a bug that affects anyone using ACharacter in multiplayer. Its reasonably bad. The repro was extremely simple yet took many emails for them to get there and they claim that many others on the team couldn't repro it either. Thats really appalling. And now that they finally see the bug, they went and filed it under a different bug report that has nothing to do with it whatsoever and isn't even remotely related to it saying that its similar!! This needs to stop.

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Who do I complain to

grim ore
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if we are lucky the mods will end up banning everyone who does that and then only the polite people will be left ๐Ÿ˜›

mint sequoia
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Not interested in having a whine, I need them to fix this procedure in a meaningful way

wary barn
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I dont have game dev dreams! ๐Ÿ–

mint sequoia
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These people do not know the engine

wary barn
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and I know nothing of the engine

regal mulch
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AnwerHUB/Forum/BugReport form. Or you annoy the community managers here.

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But generally you have no way of reaching the inner circle.

mint sequoia
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@gleaming narwhal please read up a tad and tell me who to talk to

grim ore
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If you want the bug fixed, dig out the C++ code and fix it. If you can't, pay someone to do it. Alternately pay for a UDN access and direct support and have them fix it.

regal mulch
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Bah, UDN..

grim ore
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It's a business, your priority is not the same as theirs

mint sequoia
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Did I mention this affects everyone ever?

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That uses ACharacter in multiplayer?

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Why is it my job to fix it?

grim ore
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if it affected everyone, it would affect Epic, and they would fix it if it was that severe.

mint sequoia
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OK you're just wrong

regal mulch
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Cause apparently "everyone" doesn't seem to care about the issue?

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What's the issue anyway

mint sequoia
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Its a new bug introduced in 4.22

grim ore
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Epic has a large game using Multiplayer so anything that causes issues with it would be a high priority to them in daily use.

mint sequoia
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Again, wrong

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I'll give you both the repro steps

regal mulch
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I don't need reprosteps. I just want to know the bug

mint sequoia
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Simulated proxies slide after stopping movement

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With 0ms latency

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Or any latency

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Or changing direction

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Occurs in SimulateMovement

flat idol
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Do they stop sliding when hitting a wall or they will penetrate?

mint sequoia
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No wall required

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And not sure

regal mulch
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If it's in 4.22, you sure should be able to compare the CMC with 4.21

flat idol
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This is a question whether the wall will stop them or not

mint sequoia
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Here you can have some repro steps too then.

1. Make project from third person template, blueprint only is fine
2. Remove the character's animation instance (makes it more apparent, not necessary)
3. Enable Dedicated Server and set player count to 2
4. Play in new window, make sure you can see other player's  screen, move and change direction a lot and stop a lot, its now very obvious
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I never used 4.21 actually, so maybe it was introduced then

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Its very obvious, I don't know how you guys haven't noticed it

regal mulch
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Well what version did it not happen in?

mint sequoia
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4.20

flat idol
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How many is the slide amount btw? In centimeters.

mint sequoia
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Sec I have a vid

gleaming narwhal
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@mint sequoia Do you have a link to the issues tracker?

mint sequoia
icy mulch
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How do you make grass bigger

mint sequoia
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I need you guys to go back to the previous bug reporting method. We find a lot of bugs (most more obscure than this) and report them but its become pure grief. In the future we will simply fix the ones affecting us internally and not report them.

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I guess I should double check that I didn't get it in 4.20, maybe I simply didn't notice it until recently

grim ore
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so the same bug does not affect listen and dedicated server? only dedicated?

mint sequoia
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It has nothing to do with listen or dedicated server

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Nor animations

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You can test it in listen server if you want

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I don't need any help fixing it, I reported it because its widespread enough that I didn't think I should have to

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We don't have all the time in the world, in fact we have very little time

gleaming narwhal
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Could you fill me in what's wrong with the bug report? Their repro steps seems very similar to yours but with slomo added which seems like it's been added to better visualize the issue since it's difficult to catch at full speed

mint sequoia
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Maybe the slomo helps, who knows, haven't tried it. Whats wrong with the bug report is the people on the other end aren't qualified ๐Ÿคท

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Even for the most preposterously simple of issues

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And then it becomes purely on me to deal with them, theres no community involvement

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And other people with the same issue can't search answerhub for workarounds that could stem from it

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Its a massive step backwards

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Oh, sorry

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I get what you mean

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I thought you meant the bug report process

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Lets start with the title

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Client movement and animation are heavy jittered on listen server

  1. It has nothing to do with animation.
  2. Its not jitter
  3. It has nothing to do with listen server
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And the report as a whole doesn't even mention the problem at hand

grim ore
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is it possible it was moved to that one because the cause of the issue is the same and the devs know this and are fixing it?

mint sequoia
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No

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In "Results" Character will be teleporting and updating its animation once in a few seconds. Character does not teleport at all and there is no animation issue (or any relation to animation)

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And I already told them exactly where this is happening

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So fixing it wont be the same

regal mulch
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Between 4.20 and 4.21/4.22, this changed in void ACharacter::PostNetReceiveLocationAndRotation()

    if( Role == ROLE_SimulatedProxy )
    {
        // Don't change transform if using relative position (it should be nearly the same anyway, or base may be slightly out of sync)
        if (!ReplicatedBasedMovement.HasRelativeLocation())
        {
            [...]
            CharacterMovement->bJustTeleported |= (OldLocation != NewLocation);
            [...]
    }
    CharacterMovement->bNetworkUpdateReceived = true;
}
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These two characterMovement lines got added

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The rest [...] around that is the old smoothing code

mint sequoia
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I haven't double checked that it doesn't happen on 4.20, I never noticed it on 4.20

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One sec

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One thing I noticed is that NetworkSkipProxyPredictionOnNetUpdate makes it a lot less apparent

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So I figure it will be something to do with where it processes that flag

quaint hull
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I have an engine crash bug where should I post it? I don't want to break this discussion up

gleaming narwhal
mint sequoia
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( lol )

wary barn
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Is it alright if I post a link to my forum post here?

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its a question

regal mulch
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@mint sequoia In the CMC it changed this in UCharacterMovementComponent::SmoothCorrection:

// if is new, inside was without before
if (NewLocation != OldLocation)
{
    const FScopedPreventAttachedComponentMove PreventMeshMove(CharacterOwner->GetMesh());
    UpdatedComponent->SetWorldLocation(NewLocation, false, nullptr, GetTeleportType());
}
// New
const double MaxOffset = ClientData->MaxClientSmoothingDeltaTime;
const double MinOffset = FMath::Min(double(ClientData->SmoothNetUpdateTime), MaxOffset);
        
// Adjusted
const double MaxDelta = FMath::Clamp(ServerDeltaTime * 1.25, MinOffset, MaxOffset);
gleaming narwhal
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@mint sequoia I will leave a note that you've expressed that the repro steps aren't focusing on the issue at hand (animation vs character movement) and I'll stay as a follower so that I receive updates in regards to it

mint sequoia
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And who do I talk to about the bug report process as a whole

gleaming narwhal
regal mulch
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I never had issues with the process tbh, but well

mint sequoia
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This isn't the first time

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I still have an outstanding bug report that they struggled with as well, also regarding CMC

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I'll fix that one myself in the end I'm sure, no choice

regal mulch
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I'm not really sure, but I think most of the peeps handling the initial bug report contact don't work with the engine.

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Cause the peeps working with the engine, well work with the engine

hidden aurora
mint sequoia
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Yeah but the thing is they don't escalate

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If they can't figure it out on their end they don't ask someone who can

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They just keep coming back to you

regal mulch
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@hidden aurora Why is it turning and then shooting?

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That timing is totally wrong

mint sequoia
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Asking you to ELI5 it multiple times

hidden aurora
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You move the shotgun with the mouse

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You tilt it

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Its not the recoil

regal mulch
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That's not really clear in the gif :P

hidden aurora
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I was showin the muzzle fx indeed

mint sequoia
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You can't actually do robust turn in place systems with ACharacter due to the other bug

midnight timber
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Adding recoil would make the muzzle flash a lot more impactful overall though, so that's some suggestion :D

mint sequoia
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Coz if you set mesh rotation to absolute and update it via code, it will jitter like crazy on simulated proxies, as a workaround you can change network smoothing to linear but they couldn't reproduce it and just gave up

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I set everything up for them and sent them an example project and they never replied

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Basically threw in the towel

hidden aurora
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Yep thats right but first i want to figure out how to make the Mouse X Y position into a rotator for thegun

mint sequoia
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So if they're the first contact, they're also the only contact

regal mulch
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Well yeah

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As said, you don't get through to the inner workings of Epic easily

mint sequoia
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Thats why they need to go back to the old system

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It worked way better

regal mulch
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Even back with Alex and Chance, that's the wall you will always face. :P

mint sequoia
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And didn't place everything entirely on you

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The whole community focused thing is noticeably going away

gleaming narwhal
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@mint sequoia We read all of the topics on the feedback for epic channel, and your feedback would be easier to digest in a forum post

regal mulch
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Let's not get started with that :P @mint sequoia

mint sequoia
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OK, I'll make a forum post

grim ore
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I go back to what I said earlier, if it's a big deal it will get fixed since Epic uses the engine. If it does not then you can pay someone to fix it for you. It's a business and they have to do what is best for them.

mint sequoia
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Lol

regal mulch
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They most likely have that fixed in the custom Fortnite Character already.

grim ore
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the issue is in .21 and .22 for sure, we saw that. If it's not in .20 then roll back the changed code yourself for the fix and carry on

regal mulch
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Epic does what is best for them, as Mathew said. If they don't need the fix or it's not totally breaking everything, it will wait.
I submitted a bug with Splitscreen and Focus and that exists in 4.20+ and is still unresolved.

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I will most likely fix that myself at some point

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But I'm not mad, it's totally normal.

gleaming narwhal
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It's worth noting that engine fixes for Fortnite goes to UE/Main

grim ore
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the engine is a bajillion lines of code used by a quatillion people, not everyone is going to be happy and get what they want ๐Ÿ˜ฆ

regal mulch
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@gleaming narwhal Yeah, that's what I aimed at with "It's fixed already [..]"

grim ore
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I want to be able to save objects to disc in only blueprints but apparently Epic does not think I am special enough to do that for me

mint sequoia
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@grim ore I think you need to work on your comprehension, this isn't about a bug, its about the bug report process

flat idol
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And we are most unhappy with bugs, Matthew

mint sequoia
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You seem so sure that you know better than me ๐Ÿ˜ƒ

regal mulch
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That's not really about you or him :P

mint sequoia
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Sure sounds like he wants it to be ๐Ÿ˜‰

regal mulch
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You are making a bigger thing out of it though

grim ore
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I know what the issue is about, I just don't see the reason to argue about it because it's not my say in how they run their business

regal mulch
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:P So calm down

grim ore
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my process is deal with the issue at hand, the bug, and move on lol.

midnight timber
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@mint sequoia Epic prioritizing bugs is part of the bug report process though ๐Ÿคทโ€โ™‚๏ธ unfortunately just because you perceive a certain method as better doesn't mean that Epic agrees

grim ore
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"my house is on fire, the tv shorted out" would want a person to address the fire issue itself and not calling the tv people for support while the house burns down. deal with the fire, then you can deal with the other stuff once the immediate issue is dealt with.

midnight timber
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Not sure I've worked out the details enough to know what I'm asking yet, but would this be a good place to seek advice on starting a tutorial series for UE4?

grim ore
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start at the beginning, "how to turn on your PC"

mint sequoia
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Umm

regal mulch
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Don't think we have a channel for "How to do resources.", so I guess this is the closest you can get

mint sequoia
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Well thanks for the advice but no thanks

regal mulch
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@mint sequoia Welp, you'll understand eventually.

mint sequoia
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Oh, no

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What I'm saying is he's wrong

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I don't agree with it

grim ore
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he doesnt have to, my kids don't understand it either

mint sequoia
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See, condescending

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Matthew, you don't really know what you're talking about ๐Ÿคท So get off your high horse

flat idol
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Boom

regal mulch
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And you know what you are talking about why exactly?

mint sequoia
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Why does he?

regal mulch
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Why do you?

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As said, why is that a thing about either of you?

mint sequoia
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Dude.. I'm voicing my concerns with the bug report system and this guy is being condescending and self-righteous

regal mulch
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You are unhappy with the bug report system.
Fair enough, go to the feedback forum thead and that's it.

mint sequoia
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Why does it matter

grim ore
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It's not condescending at all, My middle kid doesn't understand the concept of dealing with the issue first. It's something I learned in customer service.

midnight timber
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Although I have no say over what happens here, I think this conversation would benefit from people stepping away from it for the time being

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It is no longer being constructive

mint sequoia
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Dude, keep your kids to yourself

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Whats your problem

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I'm 31

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Lol

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Do you think having kids who don't understand shit makes you special? Or experienced? I don't get it

grim ore
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I was using a real life example in my experiences to disagree with exi on your having to understand eventually. I was agreeing with you

mint sequoia
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You don't have valid experience, then

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Your parenting experiences have nothing to do with game dev

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C'mon

regal mulch
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Welp, let's just stop here then (:

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Not the right place anyway.

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Will give you your voice back in a few minutes. Use the time to go to the feedback forum or chat with your kids, /whatever

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@midnight timber So to get back to your question: What exactly are you struggling with?

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We don't have a channel for "How to do resources." so just post away here

midnight timber
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I'm not particularly struggling with anything yet, I'm just in the early stages of planning and was hoping at some point to poll for opinions on best practices

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Mostly just wanted to make sure I was posting in the most applicable space beforehand

regal mulch
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Yeah you might run into some traffic here about default ue4 issues. If you find someone that does this content (MathewW for example) then maybe just take it to a DM (:

midnight timber
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And tip off my direct competition? simREE (jokes)

regal mulch
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Exactly!

deep basin
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how can i play an animmontage in any direction? My shooting anmation always snaps back to its forward position, if I aim up or down

regal mulch
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You are probably feeding your whole animation stuff at the end through a Slot or?

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The slot that your Montage uses?

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I'm not doing animations that often, but I would assume you want to rather blend that

grim ore
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More tutorials is good! I love watching tutorials, no competition here ๐Ÿ˜ƒ

true leaf
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This is a dumb question maybe but are there better ways to debug in unreal than just TONS of printStrings littered thruy blueprints ?

deep basin
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blending would've been my guess... mhhhhh

regal mulch
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You can also add Breakpoints @true leaf

true leaf
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It's getting a bit ridiculous I can't see things in console. Oh hmmm

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It would be amazing if there were like debug message types and filters or a third window or something with jsut debug stuff ๐Ÿค”

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Pipedream lol

mint sequoia
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Message Log

regal mulch
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Can you post into that from Blueprints?

grim ore
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look into using UMG widgets as well for debugging? sorta like onscreen stuff

mint sequoia
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I have a plugin that lets you somewhere

regal mulch
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That's handy

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Otherwise it's mostly Breakpoints and PrintStrings.

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In C++ you also have LogCategories to filter a bit better

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But well

worn granite
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It was surprising they didn't expose message log to BP

regal mulch
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They aren't properly using that either

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Here is a useful PR regarding that thing

mint sequoia
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I'll just update it then link the git

deep basin
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I wish debugging c++ code would offer a little bit more straight forward tools....

pseudo swift
worn granite
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Debugger is mostly good in cpp

mint sequoia
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I have something for that too @deep basin gimme a min

worn granite
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Always room for improvement

gleaming creek
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Looks like I missed an argument about the bug tracker

mint sequoia
gleaming creek
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Not sure I want to read all that, but suggesting that they'll fix those issues if you complain on the forums is a joke

mint sequoia
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Allows posting to message log from BP and C++ (much better than doing by hand)

gleaming creek
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They've ignored the feedback for well over a year at this point

mint sequoia
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Theres also a MessageLogEndPlay function that you can use to exit out if something critical isn't set, whereas you'd usually use a fatal, just to avoid crashing the editor

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It just ends PIE and pops up the message log telling you whats wrong

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And @deep basin This can generate a project or plugin specific helper file that has logging macros (theres a precompiled win64 binary there) https://github.com/Vaei/VHelperMaker

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I wrote that one pretty poorly but does it's job, don't have time to redo it

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Then you'd just #include the MyHelper.h in a PCH

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And you get LOG_MYPROJ("this is a log msg with float value %f", myfloat);

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Also has _WARNING _ERROR _FATAL

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And gives you access to those from BP

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The macros are basically stuff I found online that other people came up with, and includes net role and function name, etc

mint sequoia
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@gleaming creek Ah the classic provide a dump for the feedback we don't want trick

gleaming creek
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I'm sure you've seen my ranting in the bug tracker thread

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Spent quite a while pointing out all the flaws and explaining why it was bad and suggesting areas to improve it

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The only response from Epic? Someone said they were going to read the feedback and get back to us.... and never came back

mint sequoia
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I guess they meant metaphorically

gleaming creek
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There's a lot of anti-Epic stuff going on right now because of EGS, most of it completely made-up nonsense

mint sequoia
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Gets in the way of the real issues, huh

gleaming creek
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You don't need to make up fictional reasons to dislike Epic

mint sequoia
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Back in 2015-2016 I fully supported them, but now I somewhat question them

gleaming creek
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Same

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They used to be cool when the engine was new

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You'd ask and the staff would immediately reply and help you

mint sequoia
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So many game jams too

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But when Allar left it meant a lot less

gleaming creek
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Now they've hired an army of people to smother any feedback and make sure it never reaches anyone who can do anything about it

mint sequoia
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Winning Allar's stream was the real victory

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Hmm

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I thought the right way to do that was to filter the feedback not gatekeep it

gleaming creek
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Yes

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A hundred times yes

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The thing is, every other company can manage a bug tracker

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Yet Epic somehow can't

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A bug tracker needs to be public

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So people can post on the bugs, discuss potential solutions, whatever

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You can have a team who look through bugs and classify them, and filters to hide ones that haven't been classified from devs

mint sequoia
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In many cases Epic didn't even have to fix them because the community would PR a fix as a result of said discussion

gleaming creek
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But right now we just have gatekeepers who do their upmost to reject your bugs

mint sequoia
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Its probably not even their fault, they might genuinely be trying to help, but the system wont let them

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Thats another common tactic amongst companies so that the people dealing with them feel sympathy rather than anger

gleaming creek
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They lost that long ago

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I always wrote really good bug reports, because I have a background in IT and know how to write 'em

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I saw lovely things like: my entire detailed analysis thrown out for a three-line description when the bug finally made it to the tracker

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Though I was still foolish enough to raise them when I found more

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But the last straw was when they told me an outright bug was not a bug, working as designed

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Nothing can make me angry faster than someone trying to pretend that something is "won't fix - working as designed" when it definitely isn't working and was probably never designed

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Met that way too much in my day job

mint sequoia
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The thing that really makes me sigh is that when you complain about how they handle bug reports you don't have a link showing the whole communication

gleaming creek
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Thing is, when you're doing bug reports? You're doing their job for them. You know how much good testers are worth?

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So you give your time doing useful work to benefit them, for free, and they throw it back in your face by burying your feedback

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There's no incentive to try to make the engine better when that's their attitude

serene birch
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good testers never catch everything so for the sake that you are never better served than by yourself you'll always end up doing some bug reporting yourself

gleaming creek
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True, but I don't quite get how that's relevant?

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Epic's approach is more like "I will ignore bugs coming in from the testers and instead only look at bugs I've found myself"

versed spear
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or only fix bugs that will effect their next game

gleaming creek
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Well, that's really the summary of everything

versed spear
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With all the issues i ran into with systems that are broken and never improved on, I don't see why anyone should have to pay any royalties.

gleaming creek
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I mostly get the impression that if you're just a small dev, they don't care about you at all, even if you find legitimate bugs. They only care about the bigger devs who pay them lots of money.

serene birch
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I think they just have too many bugs to close quickly

mint sequoia
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@versed spear You should have to pay royalties because otherwise you'd have to make all those systems yourself ๐Ÿค”

serene birch
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like just now I saw a bug reported by an user closed right now

gleaming creek
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There would be some merit in that

serene birch
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the bug was reported in january 2018 ๐Ÿ˜ƒ

gleaming creek
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If they put the bugs in the backlog

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and said "won't fix for a while"

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But they don't

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They mark them as won't fix

mint sequoia
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Yep

gleaming creek
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or reject them outright

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They go out of their way to try to annoy everyone who wants to help them make their engine better

mint sequoia
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Also a bug dated January 2018 is nothing special, you'll be able to find bugs from 2014,15 easily

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That aren't fixed

serene birch
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that bug had been marked as won't fix initially

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but still fixed in the end

gleaming creek
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Yup, often really important ones

serene birch
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well any project of that size tends to have important bugs coming in faster than non important bugs get solved ๐Ÿ˜ƒ

gleaming creek
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True enough

serene birch
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the difficulty is in scaling their operations, aka hiring competent staff mostly

gleaming creek
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Another big part of the problem is that a lot of the knowledgeable devs got reassigned to Fortnite-specific stuff

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so the bugs will pile up even more

serene birch
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I don't think it's malice or the like but that it's literally extremely hard to scale their team up to absorb the demand

#

and the nature of the IT industry is that bug fixes don't actually bring in that much money ๐Ÿ˜ข

gleaming creek
#

I'd go with Hanlon's Razor on that front

#

But putting that extra step to prevent people using their bug tracker was definitely a conscious decision by management to reduce the number of bug reports

versed spear
#

They would rather have people stuck in dev mode rather than release games. Then they will keep getting their market sales.

serene birch
#

a "not curated" bug tracker quickly devolves into a LOT of time spent by devs dealing with fake bugs and duplicates

gleaming creek
#

But they'd be getting engine royalties from finished games sold (and/or a cut from EGS)

serene birch
#

a 'highly curated" bug tracker is annoying but also acts as a kind of "priority voting", aka if the reporter couldn bother doing the work to get the bug filed, then maybe the bug wasn't important ๐Ÿ˜„

versed spear
#

well they are not making it easy on us

serene birch
#

real life isn't fun :/

gleaming creek
#

.... no

#

Priority voting is when you have a public bug tracker where people can vote on the bugs

#

and maybe only let devs see ones with more than X votes

#

Or have them curated before the devs see them

#

A private bug tracker is only good for burying bugs

serene birch
#

why do you say the bug tracker is private btw?

gleaming creek
#

Private isn't really the right word

#

It's read-only

serene birch
#

so it's "guest read only"

gleaming creek
#

Non-dev read-only

#

or non-Epic read-only I suppose?

serene birch
#

by dev you mean "Epic dev" right?

#

yeah

#

hmm I didn't check but can we at least login to vote?

gleaming creek
#

Hmm, yes, we can

#

But the bug has to have been approved first

serene birch
gleaming creek
#

or... not approved

#

Re-entered by first-line support

dark depot
#

you realize its because its no longer a couple 100 devs submitting but 10s of thousands its the only way to do it right otherwise you would be flooded with spam and crap. no bug or feature request with that many submissions with be fully public you wouldn't have the manpower to clean it up

serene birch
#

yeah the problem is that open bug trackers don't really scale well

gleaming creek
#

@serene birch that is the bug submission page

serene birch
#

gitlab has 15440 open issues ๐Ÿ˜ƒ

gleaming creek
#

The problem is that if you post something there, it goes into the void

#

eventually someone from the first-line support may look at it

#

And then they either decide they don't care and reject it

#

or try to reproduce it

#

and raise their own bug with their own wording

#

throwing out your entire bug report

serene birch
#

well I saw a bug posted there Feb 22 and it was filled in the real bug tracker May 1st

gleaming creek
#

In the mean time, no one else can see the bug or discuss or contribute to it

serene birch
#

so it seems there's like a two months of backlog

gleaming creek
#

You also can't post on bugs to give more information

dark depot
#

like it should be half the people submitting dont even know how to fill it out or report things that are not bugs

gleaming creek
#

either as the submitter (which is insane) or as another person who's also seen the bug

#

Yeah, they added that submission form because people were not filling the old form out properly

#

Which would have been fine if they actually submitted the bugs to the tracker and then others could see it / talk about it / add to it

#

But the way it is, it just feels like throwing bugs into the void

serene birch
#

well

#

I'd say

dark depot
#

i do feel comments would be nice

serene birch
#

as a workaround ๐Ÿ˜„

gleaming creek
#

Yeah, if you post bugs there the staff reply telling you to use the bug tracker, IIRC

serene birch
#

We've recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

#

they say to fill the bug with the form AND to continue discussing it on the forum

#

well that was two months ago ๐Ÿ˜›

gleaming creek
#

Two months ago?

#

Has only been one post there in the last two months ant it wasn't by Epic

serene birch
#

ok that's getting close to 3 months ago

tired oracle
#

how do you attach to a mesh socket instead of the regular socket? confused what the point of a mesh socket does, I cant seem to tell a difference

gleaming creek
#

Anyway, that's enough ranting about that

#

It's not really very productive

proven forum
#

I wonder if someone can help me I'm having a problem with ue4?
thats the problem

gleaming creek
#

Did you try building through Visual Studio?

proven forum
#

yes

deep basin
#

I solved the animation problem btw. if anyone is curious.... I created two new slots, for both arms, which are both playing the same animation, these are getting blend to the upper body and the lower body

proven forum
#

give error

#

@gleaming creek give error

deep basin
#

oh and thanks @mint sequoia ๐Ÿ˜ƒ

gleaming creek
#

I mostly work with blueprints, don't usually have build errors with those

#

If you're doing C++ stuff, you have to learn how to debug it, check those build logs mentioned and check the error logs in Visual Studio

proven forum
#

working as blueprint

#

@gleaming creek I'm trying to learn but I'm stuck here

deep basin
#

recompile your entire project in VS

#

stuff like that can be caused by plugins

mint sequoia
#

I wish they'd add physics asset retargetting ๐Ÿค”

#

Wonder if anyones made something like that

#

I'm sure I could do it in code

honest rune
#

Does FName have a max char length? I thought I remembered reading somewhere that FName's can only be up to 32 chars

mint sequoia
#

Loop through each bone, look for matching bone name in other skeleton, create identical shapes and constraints, copy settings

pseudo swift
#

when I parent one mesh to another mesh which has physics enabled the entire thing just flies off like crazy, is there a way to attach a new meshes to another mesh that has physics and have the new mesh just follow it as a child?

honest rune
#

disable physics on the child

pseudo swift
#

i did

#

but it still flies off like crazy since its the child is attached to a socket on the parent, and it seems like the parent mesh doesnt like that when it has phys enabled

mint sequoia
#

Oh you can change the skeleton assigned to a physics asset, that works ๐Ÿ˜„

#

No retargetting but yeah

honest rune
#

oh sorry ignore that. That sounds like its a collision issue

#

parent colliding with child type thing

pseudo swift
#

omg i wanna cry i set the collisions to none on the child and it works

fierce tulip
#

#OutOfContextQuotes
"disable physics on the child"

pseudo swift
#

thank you @honest rune

#

get the pun XD

#

i been stuck with this issue trying to find a solution to my rig in blender for hours

honest rune
#

after yelling at vehicle physics issues for so long I should have immediately known that lol

#

wheels are the devil

pseudo swift
#

haha no but seriously i cant describe what a relief this is

#

jesus i been tech grinding this for so long was about to give up

#

@fierce tulip thats a good one hahah

honest rune
#

I was almost positive I had read before that FNames can only be up to 32 chars in length. Anyone know if thats the case or is it just like strings?

#

(aside from invalid characters etc)

pseudo swift
#

hey af regarding the phys on vehicle's did you solve motors and wheels? is there anywhere i can see what you did with it?

honest rune
#

vehicles was just a side project. Really wanted to do something inspired by twisted metal but physics issues were just too much to be worth the little extra time I have lol. May play with it again when chaos system is out of beta maybe

pseudo swift
#

alright so lets say i was planning on making a simple physics car just for a cinnematic would that be possible?

honest rune
#

oh yeah of course

#

physx vehicles integration works "fine" mostly. Its just when networked physics come into play it gets ugly fast

pseudo swift
#

alright, i just started with constraints and physics stuff in ue so idk how it works really with basic 2wheeel drive etc

#

im doing string figure rigs for animating characters quick and dirty

honest rune
#

@vale osprey has a nice plugin he created for mechanically driven vehicles. some really cool stuff in there

pseudo swift
#

so basically no keyframing and controlling them with constraints in real time

#

you know the name or how i can get more info on it?

honest rune
#

just checking now

#

some really cool stuff in it

pseudo swift
#

wow awesome man thanks alot!

#

did you play around with it?

honest rune
#

it was more complex than i needed but fun as hell to play with

placid yarrow
#

Big picture question: For a traditional top-down RPG that has one player and up to five other NPCs in the party, which class is best to own the inventory class and the UI -- player controller, player character, or something else?

mint sequoia
#

@placid yarrow PlayerState for inventory

#

HUD class for UI

#

Controller would work for inventory more or less, but PlayerState is ideal

placid yarrow
#

@mint sequoia ,thank you!

pseudo swift
#

is there things like motor constraints which has parameters for force/speed etc?

proven forum
#

i get this error when i try to launch

grim ore
#

what does your .uproject look like

proven forum
#

I did not understand?

grim ore
#

your .uproject file in the directory where your project is at, it is a text file, what is inside of it?

#

also did you enable/disable any plugins

proven forum
#

I added a few houses and cars

#

a few material packages from the epic store

#

@grim ore

grim ore
#

this normally has to do with something stopping a package. a plugin or other bad settings. if we can see your .uproject file we might be able to guess.

proven forum
#

I also uploaded another version of visual studio

grim ore
#

you can try to package the project and see if any errors show up

proven forum
#

I've tried

#

one minute wait

#

packing failed

#

'D:\UE_4.21\Engine\Plugins\AdvancedSessions\AdvancedSessions\Intermediate\Build\Win64\UE4\Development\AdvancedSessions\AdvancedSessions.precompiled' File not found

grim ore
#

are you using the advanced sessions plugin? if not disable it

fluid nexus
#

anyone know how to make it when shift is pressed the third person character will go into a run animation?

grim ore
#

held or pressed? and are you using any default templates like the 3rd person

fluid nexus
#

held and when released they stop running and go into walk or if they stop moving they go into idle

grim ore
#

if using the default template 3rd person character change its max walk speed in the character to something like 200. set up a key for shift pressed (using input manager or just shift key). on shift pressed set max walk speed to 600 (default) and when released set it back to whatever you set it to in the first place

#

the default 3rd person character has a blendspace set up to handle the idle -> walk -> run when the speed changes

fluid nexus
#

yeah but i want to add an animation with it

#

like when shift is held it will play the running animation

grim ore
#

the animation is handled by the blend space

dark depot
#

^

#

it then blends between the 3

grim ore
#

its set so when you are at 0 speed it plays idle, 200 can be walk, and 600 can be run

fluid nexus
#

sorry i am a bit new to ue4 but i kinda understand

dark depot
#

well you can look at the default 3rd person project to see what we are talking about and use it to learn how to do it on your project

fluid nexus
#

ok i will try

grim ore
#

or just for something to do since it walks you thru a complete anim blueprint setup

quartz grotto
#

In general, what is the most appropriate method of adding a camera to a map that just sits there? Currently, I think the default player controller + camera manager is just creating a new camera and attaching it to the default pawn

#

I have a camera floating in the map, but it still just uses a camera attached to the pawn

dark depot
#

you can use SetViewTarget with blend ryan to have it use the camera you want

bitter plover
#

So you know the cross platform sdk epics going to release is it basically a subsystem/ master server?

grim ore
#

is the camera going to be controlled by the player or just like a static camera like resident evil?

bitter plover
#

Would it be better to hold off implementing steam works and just wait for the sdk

fluid nexus
#

how do i find the third person characters blendspace?

quartz grotto
#

@grim ore just a static camera

#

@dark depot ok I'll look into that thanks

quiet rampart
#

Help ME XD

#

haha!

grim ore
#

add the camera to your world, find the Auto Activate for Player option and set it to player 0

quiet rampart
#

I am trying to make an indoor environment but i see my sun reflected into my glass materials, anyone know how i can fix that ?

quartz grotto
#

@grim ore ooo that works, cool thanks

fluid nexus
#

how do i find the third person characters blendspace?

worn spade
#

That's in animation blueprints I think

#

Or, you make your own and use it in animation blueprints

quiet rampart
fierce rampart
#

One day UE4's rendering pipeline will be more flexible.

#

As much as I like UE4 for PBR stuff it's fairly locked down set in stone rendering leads to a few problems.

manic pawn
#

it would be very nice to have something similar to unity's srp once they finished with the render graph stuff

fluid nexus
#

@grim ore thank you, it worked!

#

does anyone know a link where i can get footstep sound effects from

glacial shore
#

Could anyone help explain to me how the animation is done here? I'm struggling to understand how the pinata has non-constant motion (i.e they move in "steps"), I guess it could be achieved via scripts but I don't understand how this coincides with the animation. (Apologies for the weird color shift)

weary basalt
#

Its most likely RootMotion.

glacial shore
#

Aha! I had the right idea then, just couldn't find the right wording to get any relent results

#

Thank you very much!

lone swallow
#

hi, i am working with lens flares, specifically my project uses a 2D lens flare as a widget. however! it seems that you cannot apply postprocessing to it. for example, we have nightvision goggles with postprocessing, and the flares are not affected while using the goggles, they just draw over top of them. we've looked at retainer boxes, didn't work. tried making a widget component and then putting the widget onto that component, didn't work. are there any other solutions that are known?

coarse wigeon
#

Epic games purchased TwinMotion

pure owl
#

Is Server returns true on both listen and dedicated servers, for listen servers it will return true for the client.
Is Dedicated Server only returns true on dedicated servers, it will not return true for the client.

#

I only tested a play in editor listen servers so mileage may vary.

zenith flower
#

Fully dynamic, and even hides variables that are useless when certain settings are turned off, like all the volumetric sub variables.

lone swallow
#

@zenith flower ๐Ÿ˜ฎ !

#

i am curious what some of those options do as i've not seen them

#

i remade our games' options menus and i'm always looking for more options to add

zenith flower
#

Good ue4 scalability settings and you'll find about x4 more than this. (I've got a few more days of work to do xD)

#

Google*

lone swallow
#

thanks, how are you applying those settings if you don't mind me asking?

#

i am just using some of the bp nodes

zenith flower
#

These are sub settings that get auto set by the "presets" you are using

#

I'm allowing manual control

#

And I'm executing console commands to set those variables

#

I had to create a special c++ to read some of the variables because the blueprint ones don't work for certain console variables (getconsolevariable)

#

I'm headed to bed, ping me tomorrow and I'll post my code for that fix

wispy comet
#

since UE has now bought twinmotion

#

do you think we'll be able to import twinmotion assets to UE4?

#

without too much hassle, and possibly even use them in games? it seems like a far simpler tool for level design, especially with that huge library of assets

honest vale
#

what's twinmotion?

drifting bough
#

has anyone ran into an issue (potentially when using cull volumes) where an actor (and all its components) dont show up at all. Completely unselectable outside of manually searching the outliner?

#

Its driving me insane. All my "show" types are default. Everything is set to visible. If I place down a new instance of the actor it works as intended, but all existing ones are busted. Tried rebuilding the level too... nothing....

latent moth
#

happens only on moving clouds...

#

talking about the contouring

honest vale
#

could be anything

#

need more info

#

but my first guess would be that your cloud texture has a black background

regal mulch
#

@mint sequoia Thanks for the link! Was already sleeping at that time :P

latent moth
honest vale
#

you might want to ask the author of the asset then :\

latent moth
#

clouds are procedural

#

ok

honest vale
#

looks like some weird shit to me

#

๐Ÿ˜„

latent moth
#

๐Ÿ˜ƒ

fierce tulip
#

O_o

latent moth
#

ok apparently 4.22 ray introduction has had an impact on the asset... i got the fix. thanks ๐Ÿ˜ƒ

opaque ferry
#

How should I start a level?

#

Build a huge ground first?

fierce tulip
#

explosions

opaque ferry
#

how are all the good looking levels made? All the buildings and streets must have some kind of base?

#

Like this huge floor I used?

deep basin
#

@opaque ferry you should maybe look into tutorials for level art and level design

thorn vector
#

HI rn im prototyping siege system like in mmorpg with castle siege guild wars and city siege

#

do u guys know how to make it an event and how to make a working catapult with destructible

#

i cant find a single forum post or yt video for the catapult

wary wave
#

for an MMO?

lusty carbon
#

anyone else crashes upon light baking in 4.22?

wary wave
#

you fake it, completely

thorn vector
#

what?

#

yeah rn just prototyping

#

not for a full release

wary wave
#

you script all the behaviour so that it's 100% deterministic

thorn vector
#

i dont really understand what u mean by that

lusty carbon
#

Is there a way to know if certain material that is sitting in my content browser is being used anywhere around the map?

dark depot
#

Khai ambershee means what they said fake it

#

need a wall to go down you fake it

#

animation and stuff

#

dont use destruction

thorn vector
#

i have the animation n stuff for the catapult

#

can guide me for the process making it?

honest vale
#

nope

#

most likely ๐Ÿ˜„

fierce tulip
#

if you google "ue4 catapult tutorial" you actually get quite a few catapult tutorials

grave nebula
#

@latent moth Shader might be writing not a numbers.

fierce tulip
#

NAN

lusty carbon
#

Is there a way to know if certain material that is sitting in my content browser is being used anywhere around the map?

obsidian nimbus
#

try delete it

languid shard
#

@fierce tulip everytime someone mentions NAN I think of the Indian delicacy

obsidian nimbus
#

it wil ask u to replace with new material if so

lusty carbon
#

@obsidian nimbus okay.. so ill take it as a no

wary wave
#

right click, reference viewer

#

if the level shows up as a reference, it's in there

lusty carbon
#

well it doesn't

#

even trying on materials that do exist in the level. all I see is some node setup

thorn vector
#

@fierce tulip tried that but it not what im looking for unfortunately so thats why im here asking if anyone developed it before

lusty carbon
#

also

#

Ensure: ReflectionCaptureBuffer.IsBound occurs when building texture streaming for the first time

#

epic says they fixed it. I still crash every time I bake light. I hit continue in VS

#

but it's still annoying

wary wave
#

it'll show the level if the level is using that material

lusty carbon
#

gotya

#

thanks it helps

wary wave
#

if there is an asset that uses it as a default material, then it'll show the asset

#

the reference viewer needs work tbh

lusty carbon
#

any idea about the bake crash thingy?

obsidian nimbus
#

i should prolly not tell any1 to hit delete, altho this does work

wary wave
#

no idea about the baked light issue - try changing the quality up or down a step, that's randomly helped crashes in the past

twilit hill
#

Dont try to delete folders with lots of materials inside lol

river apex
#

hole hombres

twilit hill
#

Took 30minutes to recover, on a m2

river apex
#

is it possible theres no paralax when using an orthographic camera?

wary wave
#

not only is it not possible, that's kind of the point of orthographic projection

river apex
#

ughhhh i knew ittt

wary wave
#

there's no depth - ergo it is impossible for there to be parallax

river apex
#

is there a way i can fake an orthographic "flat" look with the perspective mode?

#

or use a cinecamera in the character bp

wary wave
#

you could flatten all your geometry I guess

river apex
#

yeah i thought about it, would rather wait with that solution

wary wave
#

if everything is planar, but otherwise in 3d, you'll get something similar

river apex
#

do you not think using a telescopic lense would be simpler?

wary wave
#

I'm not sure you'd get the desired effect (though I'm not really sure what the desired effect is)

river apex
#

lol ok

#

its an endless slider game (left to right) and i need big titles to show in the background

#

and for the titles to spawn in a specific location of course

midnight timber
#

You can just create your own parallax effect by moving things at different rates to fake the effect. Might take some fussing to get it right, but it shouldn't be too hard I wouldn't think.

river apex
#

hmmm

#

if all else fails i guess

#

I'm trying to flatten my geometry at the moment

fierce tulip
#

@thorn vector you cannot expect a tutorial to be 1:1 what you want, you follow said tutorial, occasionally follow multiple tutorials related to the subject or an aspect of the subject you are dealing with and adapt what you learned to get the result you want.

river apex
#

@wary wave @midnight timber thanks ๐Ÿ˜ƒ flattening the meshes did the trick โ™ฅ

midnight timber
#

I contributed nothing simDad You're welcome :D

warm timber
#

Is there a way to copy a post process volume and paste it in another level?

open merlin
#

ctrl+c, ctrl+v

#

I believe this also works between engine versions (old > new) but not backwards.

warm timber
#

awesome thanks

honest vale
#

most (if not all) things in UE 4 editor can be copy pasted

#

they get copied onto your clipboard in a textual representation of the thing

#

try copying some object in editor and paste it in notepad

warm timber
#

and a final question about post process, this volume I have from an asset does not seem to be a box, it covers the whole scene

#

how do you set that?

wary wave
#

there's a checkbox

#

unbound or something like that

#

(if it's a post process volume)

paper kernel
warm timber
#

got it thanks! "Infinite extent"

#

yes that one

latent moth
#

@grave nebula thanks

plush pike
#

Hey guys does anyone know if there is any sort of asset like unity3d rewired for unreal?

regal mulch
#

Don't think so as UE4's InputSystem is a lot better than Unity's default one iirc.

#

So there was never really a need for this

sudden agate
#

@plush pike Unreal has native support for pretty much every input controller

wary wave
#

eh, not every control, but several of the mainstream ones

heavy ether
#

good morning all ๐Ÿ˜ƒ couple things i'm having issues with that i'm hoping someone might have an idea for. 1- when i stream in-then-out a level, i get a brief bright flash on the screen. i'm not sure if it's somehow enabling auto exposure, or multiplying postprocess effects or what. there should be no change. 2- .. um.. hmm. i can't remember what 2 was now.

wary wave
#

the flash is probably lightmaps loading in

#

you're probably getting one frame where they're not, and getting horrific colours instead

#

are lightmaps involved?

plush pike
#

Thanks @regal mulch and @sudden agate

heavy ether
#

oh yeah #2 is about the editor loading the wrong map at start, but i think i remember there's a setting for that somewhere

plush pike
#

But I am just wondering is there support for steel series nimbus? Is a MFi controller

heavy ether
#

@wary wave hmm. good question. i suspect there would be. the levels that are streaming around are laid directly on top of each other

plush pike
#

Cause I am building a game for mobile

#

Or maybe I could just input the same as Xbox or PS4? Cause they pretty much has the same buttons except for the middle ones

heavy ether
#

i was hoping to not have to go to black or empty first, but i suppose i might have to

wary wave
#

you may need to fade in or something, yeah

#

we had a similar problem on a game I worked on a while back; we implemented a function for when the sub-levels were loaded and visible, and faded in from black only when they were

heavy ether
#

yeah, i've got notification when the levels are loaded/unloaded, and i'm doing it serially, so that i don't have multiple copies of same purpose actors around (cameras and such) at any given time.

i destroy all transient actors in the level, load the new level, unload the old level, then send out a notification to all interested parties that the new level is loaded, so they can find camera and other references

dim merlin
#

hi, in what units is the character speed? how do i know what 5km/h is (walk speed) ?

wary wave
#

cm/s

#

(by default)

dim merlin
#

okay, thanks!

heavy ether
#

lol. ok, so i implemented a fade, and i had to set it incredibly fast, and it almost cancels out the white flash. still looks a bit wonky. maybe i need to figure out a way to fade out first before even starting the load process, so it doesn't look so wonky.

iron merlin
#

Hey guys, can i ask if theres any limitation for using blueprint instead of c++?

heavy ether
#

everything has limitations. some people write their entire games in blueprint. i think they're insane, but you use the tools you know. ๐Ÿ˜ƒ

regal mulch
#

Some people only use C++ when using UE4. Equally insane.

ember cypress
#

And sometimes, people use both

#

those mad, mad developers.

regal mulch
#

Best usage is to mix them. Blueprints are C++ Child Classes.
C++ Classes can define what is available in the Children, so whatever Epic didn't expose to the BPs is the limition

heavy ether
#

as a lifelong programmer i default to writing code, but i'm sure i'll find some good uses for blueprint programming along this journey

regal mulch
#

Welp, as a lifelong programmer you should know that you should obey the framework

heavy ether
#

outside of binding actions to console commands which is all i use it for right now. i did write a socket server in blueprint, but after realizing that i was going to spend the next 300 days chaining together lines to a switch for string processing, i went and did it in code ๐Ÿ˜ƒ

iron merlin
#

Hmm i still dont get how blueprint works. Can a blueprint be used on multiple different objects?

cloud cobalt
#

Blueprints in UE4 are unavoidable unless you're throwing most of the engine away

tawdry maple
#

hey can somebody tell me where i can find the advanced session 4.22???

regal mulch
#

In the Thread of that Plugin

tawdry maple
#

i downloaded it from this page but in the plugins it shows me 4.21

graceful sky
#

surprised its still kept relatively up to date

cloud cobalt
#

Maybe no one updated it yet

regal mulch
#

It is updated by the person who made it

iron merlin
#

Hmm so if i want to make a function that works for different objects, i will have to do in code?

tawdry maple
cloud cobalt
#

Blueprints are classes, @iron merlin

regal mulch
#

The version could just be wrong

tawdry maple
#

its up to date u can see the edit of the post... damn

ember cypress
#

Yes and No

regal mulch
#

If it works with UE4 4.22 then it's fine

tawdry maple
#

it doesnt thats the problem

heavy ether
#

i need to hook up with some other unreal developers, so that i can learn how other people achieve various things. as is, i'm the only dev experienced with unreal on this team, and so i just do things the way i'm used to doing them

cloud cobalt
#

@iron merlin Writing Blueprints is defining classes of objects, that you can then drag an drop into levels as instances, overriding settings for each instance if you want to.

tawdry maple
#

it works in the standalone play... but I have errors if I package projekt

regal mulch
#

You can drag and drop c++ classes too

#

That's not the point of making BPs

cloud cobalt
#

I am aware

#

I was answering to "Can a blueprint be used on multiple different objects"

#

The answer is yes

regal mulch
#

One should look at what BPs offer to them. A Viewport for example. An ordered Default Value List.
A way of properly orgnanizing UI elements upfront. etc.

cloud cobalt
#

Multiple convos here

sudden agate
#

Well, a Blueprint is literally a blueprint. A Template for objects. Just like classes

regal mulch
#

Yeah it's just a C++ Child Class if you want to keep it simple.

#

It has access to the non-private properties via UPROPERTY and UFUNCTION macros

iron merlin
#

Maybe i still dont get the concept of actor and etc. Im used to unity.

regal mulch
#

Just forget what you do in Unity :P

tawdry maple
#

Where do I have to add the code line?

ERROR: Missing precompiled manifest for 'AdvancedSessions'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in AdvancedSessions.build.cs to override.

using UnrealBuildTool;
using System.IO;

public class AdvancedSessions : ModuleRules
{

public AdvancedSessions(ReadOnlyTargetRules Target) : base(Target)
{
    PrecompileForTargets = PrecompileTargetsType.Any;
    PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
    //bEnforceIWYU = true;

    PublicDefinitions.Add("WITH_ADVANCED_SESSIONS=1");
   
   // PrivateIncludePaths.AddRange(new string[] { "AdvancedSessions/Private"/*, "OnlineSubsystemSteam/Private"*/ });
   // PublicIncludePaths.AddRange(new string[] { "AdvancedSessions/Public" });

    PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "OnlineSubsystem", "CoreUObject", "OnlineSubsystemUtils", "Networking", "Sockets"/*"Voice", "OnlineSubsystemSteam"*/ });
    PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "Sockets", "Networking", "OnlineSubsystemUtils" /*"Voice", "Steamworks","OnlineSubsystemSteam"*/});
}

}

cloud cobalt
#

@iron merlin Actors are 3D objects that exist in the game world, can support network replication, etc. Read up on the actor framework.

#

Docs are quite good

regal mulch
#

Unity works different in a lot of places, E.g. in Unity you put an OBject into the scene and add scripts.

#

An Actor is basically both in one

#

You can add scripts to Actors too, but they are Components.

#

So this whole thing is inheritance oriented instead of component based like Unity

cloud cobalt
#

(though you can use components for logic too)

regal mulch
#

Yeah sure

#

But it's better to just forget about Unity at that point. It makes it hard to understand waht UE4 does

#

You should see this as a new software

iron merlin
#

Yeah i see

regal mulch
#

UE4 has a complete framework that expects you to understand and utilizie the classes

#

E.g. You need to understand what Actors are, UObjects, UActorComponent, USceneComponents etc.

#

So you can properly utilize them

wary wave
#

the whole Unity thing of dragging scripts onto shit in the scene drives me nuts, haha

#

it's so wrong

iron merlin
#

So its like creating a class with full of class variables in it to combine function?

regal mulch
#

It feels wrong, yeah, then again I hate that I can't properly communicate between multiple components on one actor

heavy ether
#

the Unreal for Unity Developers document was quite nice to bring me up to speed when I came back to Unreal after many years away, but had been working in Unity for several months

regal mulch
#

As said, in Unity you have an Empty Object and you place Script A to Z onto it.

#

In UE4 you make an Actor, which is a 3D Object + a base script already on it.

ember cypress
#

There's also a solid Unity to Unreal video course on the academy

regal mulch
#

You then add Components to it to further add Meshes, Audio etc.

ember cypress
#

Breaks a lot of this stuff down.

iron merlin
#

Ahh Thanks guys!

#

I will look into it. ๐Ÿ‘

ember cypress
regal mulch
#

You could imagine it as Unity's GameObjects having a unique Script with it.

#

You are here for ages :P

iron merlin
#

Great infos, thanks guys!

regal mulch
#

Actually your account isn't old wtf

#

Now I'm confused. That profile icon and name are familiar

#

OH

#

That makes a lot more sense haha

#

I was like "How can that Joined Date be correct?!"

#

Awesome!

#

And yeah, technically it's a place to hangout. This channel here is for UE4 though, we have a #loungs for offtopic stuff.

#

You are missing out the newest 4.22 features with that though

#

Also is your project even 4.21? Cause the Server and the Client should be done on the same

#

THen 4.21 is correct anyway

languid shard
#

up to 50% more performance depending on how your scenes are organized

#

give a month or two and it should be alright

mellow obsidian
#

alright, so, i'm currently having a little issue

#

well, to say little is an understatement

#

i tried to package my project for windows 64 bit, but got an error, i looked up that error, and someone said to get it to work they deleted their intermediate and saved folders

#

so i did, and started up the project again, only to find the entire level i had created vanished and reset to the default little platform with two chairs and a table

#

is there a way i can recover said level?

cyan bough
#

Is there a way to merge prims in unreal. Exporting my shapes to merge them 3ds is time consuming with a old rig.

cloud cobalt
graceful sky
#

Possibly recover it from your recycle bin ?

#

Not sure if its works tho.. I've had the same thing happen to me once, and i had to start over, sadly.

cloud cobalt
#

Problem was fixed as of another channel

lusty carbon
#

On the GPU Profiler- ResolveSceneDepthTexture takes up a lot of performance. what is that?

#

Also I Post Processing although there's no post process volume in my scene

cloud cobalt
#

PP volume controls post processing, it doesn't add it

#

PP is integral to the engine, you can use a PPV to disable parts of it

lusty carbon
#

and as for the ResoleSceneDepthTexture?

wary wave
#

scene depth is one of the render passes

lusty carbon
#

so can't do nothing I guess?

cloud cobalt
#

Probably not

lusty carbon
#

if I add a PPV everything is disabled anyway.

cloud cobalt
#

PPV defaults are far from everything disabled

#

Pretty sure you have motion blur as a default and that's not the cheapest part

lusty carbon
#

I dont have motion blur

cloud cobalt
#

You mean you've explicitly set it to zero in PPV ?

lusty carbon
#

it's not ticked in project settings

sudden agate
#

if you have nothing in the PPV enabled, it will have the default ones

cloud cobalt
#

If you add a default PPV without changing any setting, its defaults should override project settings

#

Meaning you're re-enabling stuff

#

Add a PPV, go over every setting with a fine comb

#

That way you're pretty sure what you really have enabled

lusty carbon
#

gotya

#

any specific pp settings that drain performance I should look into?

sudden agate
#

Convolution Bloom

#

the new DoF Algo

cloud cobalt
#

Short of insane stuff like >100 screen percentage, you should look at motion blur, SSR quality, AA, bloom.

#

Convo bloom isn't going to be the default

#

Lighter stuff like lens flare, vignette or chroma aberration can be disabled too

lusty carbon
#

i should say this is a forward shading VR project

#

I didn't know need to add a PPV and disable stuff tho. that's good to know

#

thought if u dont have any ppv you simply dont have post processing done

cloud cobalt
#

Nah

#

And obviously make sure to profile in packaged game with the editor closed

lusty carbon
#

hmm

#

What's a quick way to add a roaming fps controller to a VR project and setting it to the default character instead of VRPawn ?

light thunder
#

download a template that has that fps controller, migrate the BP of the controller over to your project, then change the input on your VRPawn's BP? @lusty carbon

gleaming lotus
#

I'm not too sure how I should create the functionality of a system, essentially, this is what I'm trying to create:
Every level in the RTS game I'm making will have a map made up of different sections, these sections will be swapped out while the level is being generated - So, for instance, section D has three pre-made sections that could be loaded into the space. This results in every level of the game being slightly different from the last (Every section will have different building layouts / terrain differences)

What I need to figure out is how I'm going to store each section of the map. Do I use level streaming or something, and hold every section in its own level and then load that level and offset it by its location in the grid? I'm pretty confused as to what would be the best way of doing this, any suggestions would be very much appreciated! ๐Ÿ˜ƒ

wary wave
#

look up instanced level streaming

gleaming lotus
#

Thank you!

wary barn
#

Hi all, is it possible to get the time difference between hits down to the ms?

covert flame
#

I donโ€™t know if this is the right place to ask this but Iโ€™m looking for a good place to learn c++ Iโ€™m new to the programming world and eager to join

light thunder
#

@covert flame Check Udemy, there are loads of C++ courses you can take. Youtube also has some good ones. There is also an Unreal course that uses C++ a good majority of the programming. Pick something and finish the course, set aside time of your day to at least get through one lecture (most are less than 20 minutes long)

heavy ether
#

i am absolutely 100% the worst at visuals in this engine. ๐Ÿ˜

abstract relic
#

That being said. Donโ€™t learn cpp and unrealโ€™s api on top of that.

lament star
#

Don't?

paper kernel
#

how engine, explain

lament star
#

last index -1

#

maybe?

paper kernel
#

no, the error would say -1

#

and by logic, -1 is impossible

lament star
#

is that an array?

paper kernel
#

array of actor references

lament star
#

interesting

#

what I meant btw was last index minus one, not last index is -1

#

although it's not len

paper kernel
#

no that would be array Length

lament star
#

so idk

#

I always use len -1, have you tried switch to that?

sudden agate
#

is the array filled?

paper kernel
#

it is filled as the loop goes

#

it just checks is there something blocking the space where it's suppose to spawn

pseudo swift
#

hello all, hope you are doing good, im trying to fix my cloth collisons, any tips much appreciated! (the white parts are the legs clipping through)

paper kernel
#

if yes -> add the existing actor to that array, otherwise spawn a new one

#

then it get's the last index of the array and gets actor location for the next location trace

#

that location get is throwing the error

dim plover
#

Are you destroying actors referenced by that array?

paper kernel
#

nope, spawning more

#

I guess it's one of those weird bp data-race quirks

#

much like if you get integer value using delegate while simultaneously count the integer up using loop@tick, you always get the same value

sudden agate
#

you cannot change an array while iterating over it

paper kernel
#

I'm not iterating from the reference array, only adding to it

#

welp, that's fixed now

lament star
#

how?

heavy ether
#

that's interesting. i'm just sitting here reading up on some things in the documentation, and all of a sudden the engine goes "950 shaders left to compile" ...

plush yew
#

How much is this in SEK (Swedish vaulve) Cus i donโ€™t trust a site as the show diffrent every time same date

plush yew
#

Ok thanks

pseudo swift
#

no one has ideas about my cloth clipping issues posted earlier?

drowsy elk
#

Does UE4, have something similar to unity such as Colliders that prevent verticies from entering? You could look into that.

icy mulch
#

Hello I need help

paper kernel
#

@drowsy elk Primitives, I guess

drowsy elk
paper kernel
#

oh

drowsy elk
#

this should help, I think.

pseudo swift
#

it does but idk it works with cloth the colliders are mostly for rigid body stuff

paper kernel
#

yea, most collisions are limited to primitive shapes such as box, sphere and capsule

#

cloths has vert based simulation but it can only check against primitive shapes

#

afaik

drowsy elk
#

well, those primitives are still regions you can keep bones/joints/rigid bodies out of. I don't know what cloth engine you're using carl, but most would use one of those, I'd think.

#

If it's not then it's something specialized that would need it's own components to be with it.

icy mulch
#

When I import my height map it's not smooth

heavy ether
#

next winter i'm going to heat my house with a Unreal Swarm farm

kindred viper
#

run Path of Exile in 4K with everything on and play a summoner. Free heating. Only ยฃ0.99p an hour :p

heavy ether
#

i should probably setup an AWS network for doing swarm building actually

pseudo swift
#

@drowsy elk im just using the default one in unreal, i believe its physX?

drowsy elk
#

It looks like it does support collisions.

#

But as mentioned, you probably need to set up primitive colliders in places on your mesh. They should act as 'do not enter' zones.

pseudo swift
#

yeah i did but then my flag acts like a static rigid body cube and doesnt fold etc.

#

i also cant seem to group actors randomly, the option just dissappears

fading oasis
#

Is there a Tab for helping people...Im new to unreal anddd im trying to make a cube player model andddd i dont know how to animate it... Help?

pseudo swift
#

what exactly is your issue?

fading oasis
#

well i made a basic minecraft player but thats all i have done its just a bunch of blocks, i would like to animate it but i dont know how.

pseudo swift
#

does it have an armature? is it rigged?

fading oasis
#

no

pseudo swift
#

okey so in order to animate your character, you need a skeleton which binds the mesh together so each part know how to bend and move

#

what software are you using?`

fading oasis
#

unreal..

mellow turret
#

how do I know the path when using ConstructorHelpers::FObjectFinder<UTexture2D>? what's the name of the root folder from which to start searching the asset? "/Content "? "/Game"?

dim plover
#

You can right click on the asset and click Copy Path or something.

mellow turret
#

oh yeah it was under the name of "copy reference" instead of path thanks

pseudo swift
#

@fading oasis Unreal is a game engine, its not primarily used to create assets, i recommend building your character in blender/maya/cinema whatever you choose and then after creating the character, create a skeleton for it, exporting it into unreal for setting up a scene/game whatever

fading oasis
#

I can create a skeleton in blender?

pseudo swift
#

yes:)

#

youtube is your friend

fading oasis
#

Alright, I'll try that. Thanks for the help. I might be back later if i run into anymore problems

pseudo swift
#

Start with the basics in blender, and if you dont know how to do it, search for it on youtube

heavy ether
#

@mellow turret FPaths::ProjectContentDir()

mellow turret
#

thanks

#

im about to create a blueprint from a custom class, is there any debugging/compiling tools I should have to avoid/get feedback from editor crashes I think i read something about that happening and something about symbols to help with it

grim ore
#

debug symbols are used for when the launcher editor crashes to give you a full debug stack

mellow turret
#

do I need to download/set it up or is it the window that appears on crash already?

grim ore
#

but if you are using the source version in debug mode then you have the debug files already

#

and its in the window that pops up, the crash reporter. If you dont have symbols it will just show generic info rather than specific

pseudo swift
#

is there a way to lock actors, for example smoke that covers my viewport, makes me unable to select other actors

grim ore
#

you can turn off translucency select (T) to see if that helps, otherwise you can click the eyeball in the world outliner next to the item to hide it. Other than that out of the box I don't think we have locking support yet

pseudo swift
#

ah thanks alot:) that helps!

#

its mostly the translucency which is messing things up for me

grim ore
#

yep

pseudo swift
#

(im aware of the right click offset to selection etc)

#

looking for something more efficient

restive vine
#

can some one explain to me how I can control a new thirdperson charature? I made a copy of my third_person_character and then added a new mesh to it. The problem is when I drag and drop the new thirdpersoncharter to the game and press start. I always play as the defult mannequin

grim ore
#

@pseudo swift changing it permanently?

hexed quartz
#

@pseudo swift If it's in a blueprint, you can use a Scene component at the root then put your static mesh under that to reposition the origin. Other than that, I'm not aware of any way of changing the origin without re-importing it.

pseudo swift
#

yea permanently

#

its not in a blueprint

grim ore
#

then you will have to reimport it or do the method above to give it a fake offset

pseudo swift
#

the thing is, the pivot is like that on import

grim ore
#

if you have the original you can change it, there are options to offset the pivot on import

#

or fix the original item

pseudo swift
#

alright, you know exactly which setting i should look for when importing?

grim ore
#

if the item is already imported double click to open it and scroll down in the details panel to the asset import data, then adjust the transform and import it again

pseudo swift
#

hmm okey, think the offset method might be quicker for me to use, im just missing custom hotkeys like blender allows you to rightclick any setting and bind it to whatever you want

#

any tips on the light issue?

grim ore
#

there are hotkeys (keyboard shortcuts) you can assign in the editor preferences. there are ones for setting pivot as well.

fierce tulip
#

google is so handy

pseudo swift
#

i actually already looked through the thread and i got the subsurface thing working its just building that messes with it

fierce tulip
#

I used that bottom one a while ago, does work well

pseudo swift
#

@grim ore thanks i was able to keybind it! speeds it up alot!

#

alright i guess ill have to follow it, thanks for the link luos!

grim ore
#

try and fix the pivot when you can and no more problems in the future ๐Ÿ˜›

pseudo swift
#

๐Ÿ˜› yeah im doing it the lazy wayy

#

@grim ore is there anywhere i can see your work?

fierce tulip
#

he'd have to kill you, its that classified

#

:p

pseudo swift
#

oh btw i switched the lights to movable and now they build correctly

grim ore
#

my YT page is in my notes on my profile, besides that I have no "real work" that I show off lol

pseudo swift
#

nice i watched a few even before joining this discord!

#

thanks for the content!

grim ore
#

๐Ÿ˜ƒ

mellow turret
#

So... I'm creating an empty class, making it a UCLASS() but I can't compile because I need a generated.h file, and it wasn't there at the beginning like other classes get at start, how do I get that file?

#

oh I wasn't adding it as the last include : D

worn sparrow
wary wave
#

LODs?

#

vertex normals / density may change between LODs?

grim ore
#

that was my thought as well but it's got the weird blue stuff when it first starts as well even on the mesh to the left so shrug

gleaming lotus
#

I've got a slight problem with my editor. I'm trying to do the thing in top view where you hold middle mouse button and drag to find out the distance between two points

#

However, my middle mouse button is broken and I'm trying to rebind it but cannot find the name of the shortcut, any idea what its called?

#

Also Mathew, currently watching your video on instanced level streaming, its been SO useful, thanks!!

mellow turret
#

it seems that I can't assign to char[] is FString type good for string variables or should I use string type by importing std library...?

mint sequoia
#

You should be using FString for strings

#

Don't use std::anything

#

UE4 types exist for everything and will be compatible with the engine

cloud cobalt
#

@mellow turret FString for stuff like paths, FText for user-displayed text

grim ore
#

@gleaming lotus it looks like it is called the measuring tool and it cannot be rebound, just the units changed ๐Ÿ˜ฆ

gleaming lotus
#

nooooo

#

I'll have to go out and buy a new mouse then ๐Ÿ˜›

#

Thanks!

grim ore
#

I had to buy a 10 key for the AI debug stuff so I know how that is lol

gleaming lotus
#

Yeah I might move to a 10 key next, this corsair has lasted me many years but I think its time to let it rest.

grim ore
#

I can't fit a full size on my desk keyboard tray and nothing has really ever needed it before butthead UE4

gleaming lotus
grim ore
#

it works but super annoying as it scales as you zoom in/out

gleaming lotus
#

I'm using instanced level streaming to have a map that changes every time you play by changing the map in a grid system

#

yeah lol

#

I figured each grid is 2x2 of landscape, which is 125 meters

#

So I'll loop through how many rows there are and offset by 12500 every time on the X, and then add 12500 onto the Y variable when I need to go down a row

#

In theory should work just fine ๐Ÿ˜„

#

I've got your demo project from the YT video to help me

grim ore
#

lol

vast fossil
#

@grim ore your work is amazing!

#

will you do more tutorials ?

fair fable
#

hey guys live edit is new right? but how to use it I mean I can start the server and that stuff, BUT if my friends are in the same Lan(Hamachi or OpenVPN) it wont work.... they cant connect to it, cant even see the server.... does anyone use that allready and would be able to help me=

mellow turret
#

anything wrong with this lines

    capsuleCollision = CreateDefaultSubobject<UCapsuleComponent>(TEXT("capsuleCollision"));
    characterMovement = CreateDefaultSubobject<UCharacterMovementComponent>(TEXT("characterMovement"));

I'm getting "use of undefined type" error for each---

grim ore
#

I am always doing more stuff, it just takes longer now ๐Ÿ˜ƒ

undone sinew
#

I'm doing benchmarking with Unreal on lower end hardware. I set the graphics to mobile, and the default map is blank, and even with that, the FPS is like 1.

grim ore
#

@fair fable I don't know if anyone actually tested it with "fake networking" software but have you opened the correct ports on your router and firewall to let them connect to the server?

undone sinew
#

I've also had to add target commands -d3d12, because it gives a DX11 error otherwise and won't open.

#

Any idea what could be running in the background in a blank scene, that is so costly?

grim ore
undone sinew
#

I'm just using the default FPS template, btw.

grim ore
#

what is the GPU hardware you are testing on?

undone sinew
#

It is integrated graphics

grim ore
#

and that is weird, you should not have to force d3d12

undone sinew
#

If I were getting 15 FPS, I wouldn't be surprised, but 1 or less, something seems wrong.

grim ore
#

there are hundreds of variants of iGPU but it should atleast give usable FPS with the rendering resolution set to 50% and low for the scalability

#

assuming your iGPU is from the last 7 years

#

final fantasy XI, one list and I don't have to sort by size lol

undone sinew
#

What are some extreme options I can take to disable expensive features?

grim ore
#

set scalability to 50% and resolution to the far left. if its still 1fps at that point something else is wrong or you are using a dual core pentium from 1999

mint sequoia
#

Beats having a clunky mouse

undone sinew
#

Yeah even at 10%, the performance is bad

#

and thats on an i3

grim ore
#

yeah I was looking at one of those streamdecks as well for keybinds

mint sequoia
#

Theres instructions to make these yourselves if you have some soldering and 3d printing skills too

grim ore
#

I ran UE4 on an i3 3317u portable PC and on those settings I got atleast 20fps in the default TPS map. if you are getting 1fps something is wrong ๐Ÿ˜ฆ

undone sinew
#

Yeah, thats what I figured

grim ore
#

I would start with trying to figure out why you have to run in d3d12. perhaps you have no drivers installed and its using the basic display driver

#

heh I have 3d printing ability but my soldering skills are ๐Ÿ˜ฆ

undone sinew
#

The target hardware for my friend's game is laptops, but nothing older than 4 years.