#ue4-general

1 messages Β· Page 453 of 1

undone sinew
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Which is why I'm trying to do these benchmarks

grim ore
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yep yep but 1fps indicates something is definitely wrong.

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a 6xx series igpu on a newer intel laptop should be able to do 30+fps in the default scenes

undone sinew
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yeah. I was able to run 4 million polygons on a 2005 laptop in Unity in 2013, so I know there is something wrong

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I just don't know what it is

mint sequoia
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Soldering is easy to pickup, if you're in the states buy a hakko fx 888d and one of those little holder things ( https://i.imgur.com/buePms0.png ), watch a YT vid or two and you're good to go

undone sinew
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maybe its the current version of Unreal that is the issue

grim ore
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check your device manager, what does it show for the display adapter?

undone sinew
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I'm using the latest unreal*

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I'm asking my friend, cause he has the newer laptop πŸ˜›

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I tested first on mine, but its too old I think for this to be fair.

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But weirdly, my 9 year old laptop, had better FPS than his 4 year old xD

grim ore
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welp like I mentioned I used to dev on an i3317u machine with an iGPU and it ran atleast usable fps, 20+ in a default template

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maybe its running on low power mode if its a laptop and the gpu is clocked down but even then weird

undone sinew
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I'm gonna try on 4.16

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Cause I just happen to have that installed

plush yew
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Good morning

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where can i start?

undone sinew
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I'm trying to keep my friend from using one of these lightweight engines that have nothing, no editor, no importers, its just a renderer only.

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He already wasted time and money on a custom engine, and the coder ended up not finishing, so, RIP

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If you can use an engine that already has an editor, saves alot of time and money. πŸ˜›

grim ore
plush yew
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after that πŸ˜„

grim ore
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if you need the lightest possible there are lighter than UE4 for sure but machines in the last 4 years are more than capable of running UE4 well enough depending on the project which is important

plush yew
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ty very much ^D^

undone sinew
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I know Unity is doable, but I'd also like to avoid using Unity XD

plush yew
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can I ask a couple of neophyte questions?πŸ‘€

silver relic
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I'm having some problems with menu-widgets. i have to click to release mouse and stuff like that. can anyone point me in the right direction? πŸ˜ƒ

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it's like, start game > click to see curser > click start > click to control first person... etc.

undone sinew
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okay, 4.16 vs 4.22 on my laptop, is 15 fps vs 4 fps

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So, definitely has to do with engine changes, probably dropping legacy support.

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I'm installing 4.0.2 xD

silver relic
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the future is now πŸ˜„

undone sinew
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better to use an older version of Unreal 4, if it performs better, than some other engine that has no editor, ugh.

plush yew
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4.0.2 is more lighter? : )

undone sinew
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So far 4.16 is lighter than 4.22

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So, its a good assumption I think

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3 times faster, and 4.16 is 2017*

plush yew
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i see : D

undone sinew
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4.0.2 is 2014

plush yew
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Are projects already started with highter version compatible with older versions?

undone sinew
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i dont think you can easily go backward

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but i dont see why it isnt possible

scarlet birch
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It's not.

plush yew
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oki

undone sinew
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I guess theres always modifying source code

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xD

scarlet birch
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At least it's not by means that would be worth the effort it would take.

plush yew
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is there much difference between the latest versions and those?

undone sinew
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I'd wager its more down to, newer is more new hardware features, old is legacy shaders

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occasionally, an older build has more advanced stuff that is later removed, like global illumination stuff

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I think alot of the newer features, aren't really worth the cost to be honest though, which is why I'm interested in seeing how much can be adjusted

plush yew
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what are the features that are not present in the most recent versions?

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sorry for the questionsπŸ˜‚

undone sinew
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Yeah im getting better FPS in unreal 4.0.2, despite screen space reflections being in the scene by default

plush yew
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Hello

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Anyone knows how to use Sequencer?

undone sinew
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Okay so, with 50% screen, im getting 15 fps on the laptop in 4.0.2, versus 4 fps on 10% screen in 4.22 (50% on that version is probably like 0.5 FPS)

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15 fps on a 9 year old laptop, is actually good. Can't complain. Question is, whether I can get 4.22 to behave the same. What is it about the newer builds, that is so bloated & costly for older hardware, and can I disable it.

vale silo
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hmm... Issues website is down it seems (SSL certificate issue?) @wary wave not sure if I should poke forum mods about that (no idea who to poke from Epic Staff)

plush yew
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if I start a project in C ++ I will totally exclude the possibility of using the blueprint in the same project right?

undone sinew
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No

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its the other way around

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Always start with C++ πŸ˜›

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I remember hearing something a long time ago about, being able to switch from BP to C++, but "its a headache" or "complicated"

scarlet birch
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You can use either whenever it suits you and the first time you add a c++ class to a project that was created as a BP project it will create the files you need for c++. So for the most part, it doesn't really make a difference which you choose.

undone sinew
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Was it always like that?

plush yew
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@undone sinew @scarlet birch i see πŸ˜ƒ ty ❀ ^^

cursive dirge
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huh

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so it's been 5 years since ue4 released

plush yew
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I ask a question that could be quite stupid, but I'm a beginnerπŸ‘€

cursive dirge
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better just ask

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or better if you first ask google the same question if you feel it's simple

plush yew
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is it possible to call functions written in C ++ from a program written in blue print?

cursive dirge
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you can call c++ functions from bp, yes

bitter iris
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Is there a reason why custom depth doesnt work on landscapes?

plush yew
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ty very much πŸ˜„

cursive dirge
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I think there might be some wiki entry for that, but basically you just make sure your c++ function is compatible with UFUNCTION macro on unreal and then just slap that to your c++ header file for that function

plush yew
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ty very much : D

cursive dirge
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that lets you do generic custom nodes for your project

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otherwise just extend some actor/pawn or component with your own stuff and inherit it to your blueprints

plush yew
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seems easyπŸ€”

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can I modify global variables either by a blueprint function or by a c ++ function in the same project, right?

bitter iris
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Tried to render my map in 8k, think some things broke lol, guess i will stick with 4k

cursive dirge
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no idea what you mean by global variables in this context

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but it sounds like you want something that lives in game instance (look it up if you don't know what it does in unreal)

plush yew
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ok, thank you so much ^w^

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I also wanted to ask about sharing the project with other members

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if I am working in a group, can I export my project and pass it manually to the user or is there some represtory where it is possible to work online?

mellow turret
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// header file
UCLASS()
class DIABLOONE_API UScratchCharacterOne : public UObject
{
    UPROPERTY(VisibleAnywhere, Category = "Scratch", meta = (AllowPrivateAccess = "true"))
    class UCapsuleComponent* capsuleCollision;
}
// cpp file 
    capsuleCollision = CreateDefaultSubobject<UCapsuleComponent>(TEXT("collision"));

Im getting error C2027: use of undefined type 'UCapsuleComponent' for some reason

cursive dirge
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your error tells where the issue is

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you have undefined capsule component

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include the header for it

mellow turret
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oh my

cursive dirge
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I mean, include the header for it in your cpp file, forward declaring itself on header is probably fine (as you only need pointer to it)

mellow turret
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Ty, I know the compiller was telling me that but man the documentation could have said that somewhere

cursive dirge
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UE4 got more strict on these recently, in past it would have worked on some global engine header include automatically

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now you gotta include pretty much everything you use

mellow turret
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I'll keep that in mind : D

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hype, took me 6 hours to add 4 components to an empty class but it finally compiles, thanks to the people that helped xD

grim ore
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that bottom part is SUPER important to pay attention to as it will give you the header you need AND the module you need. Only some modules are included by default so things like UMG and Slate and other stuff is not going to compile out of the box if you use it unless you add the module to your build file to include it

mellow turret
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Well at least for a newbie it doesn't seem very explicit that having a "Reference" section in the component page means "include it into your header file" πŸ˜…

grim ore
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the C++ is not newbie friendly 😦

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but now you know and hopefully it doesn't bite you in the future. the module part is especially important as it will give a weird ass extern errror when compiling and not link directly to the issue lol

mellow turret
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haha I'll make sure to check modules then

grim ore
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in your .build.cs file in your source directory in the module directory (your module name) you will find the modulename.build.cs file with the following line PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay" }); which covers most things you will end up using but you will eventually run into an issue on larger projects where you need to access other modules such as the ones here http://api.unrealengine.com/INT/API/Runtime/index.html

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so if you get a weird extern error just make sure you add the module that is needed if it's missing from the bottom of the API page πŸ˜ƒ

mellow turret
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im looking for the file but source folder in vscode is not showing any files nor directories, nice lol

grim ore
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well for me for example my project is called tppcpp so it's in the "tppcpp\Source\tppcpp" folder

mellow turret
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yeah i can see it in the windows file explorer but vscode hiding everything inside that folder for no reason : D

grim ore
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ah lol, how rude

undone sinew
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πŸ˜„ I did alot of testing

west pendant
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Hi, not sure where to ask this, but has anyone had any problems capturing UE4 editor with a Game Capture window in OBS Studio? It works at first, but then whenever I hover over a hint or some kind of UE4 window popup thing the Game Capture captures that instead as its own window and won't show the editor again.

grim ore
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try switching to monitor capture instead of window capture

west pendant
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Yeah that works, I was just hoping to capture UE4 only. πŸ˜… But I can live with it! Thanks.

grim ore
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I know I had issues with window capture so swapped to monitor, not worth the trouble to figure it out. just try and hide your taskbar if you can πŸ˜ƒ

mellow turret
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I kind of get when to inherit from AActor but when would I want to inherit from UObjects?

undone sinew
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I was looking into the Quake 3 engine, and its open source, under a GPL license.

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It doesn't say so far that you can't sell something made from it, but it sounds like you'd have to release your product open source to not violate?

grim ore
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if you want something to be handled in UE4 but it doesn't have to go in the world itself then a UObject would make sense

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also if you look at the hierarchy chain as it is now almost everything in the engine you will be using inherits from UObject

mellow turret
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yes I read the docs but my imagination couldn't work with the info, I can't imagine a case to implement a custom uobject

grim ore
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static mesh is inherited from Object

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lets say you wanted a lighter weight static mesh replacement you would inherit from Object and go to town

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for example

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so anything you might want to add to the engine is probably going to inherit from Object. Add being the key here, if you are just working with the tools provided then you probably never need to worry about it. making your own character? inherit from ACharacter. making a door? inherit from Static Mesh, etc.

vale silo
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@undone sinew but why?!

undone sinew
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@vale silo Performance

vale silo
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🀷

undone sinew
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my friend wants to use this

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Sounds like alot of work, so I'm investigating other options πŸ˜›

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But his target audience are people who don't have dedicated graphics cards.

vale silo
real mantle
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Hi guys, does anyone know if it's possible to run an automated test from command line in headless mode? (without opening the window and all the graphical environment)

still moth
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hey

zenith flower
coral shoal
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maps are specifically not ordered

zenith flower
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So how does it determine order then?
If I don't modify the default MAP, everything is fine
If I create a child widget, with some default settings in that MAP, and I change them. It goes nuts

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I didn't have a problem with the order before the child widget

coral shoal
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it's a data structure that is open to being reordered depending on how stuff gets added and removed. usually maps have some hidden background optimizations happening on them

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basically if you need a structure with preserved order, try multiple arrays or an array of custom structs

zenith flower
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I'm not adding or removing

coral shoal
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sure but, the way maps usually work is that the keys get organized in the background for effecient lookup

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using whatever i-dont-need-to-know method

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its just the wrong tool if you need order

zenith flower
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I still believe this is an editor issue, not an engine issue (I get it they are the same)
The order is preserved just fine for default settings, until you have a child that modifies the defaults. (not during runtime, but during editor time)

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From what you are saying, it would appear the engine, takes the parent's map, and THEN modifies it to the childs version by removing and adding as needed. Which is ridiculous, and should just modify the map directly, we are not running the game, we are designing a game, where order matters.

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Anyways, guess I'll have to stick with defaults the best I can

sly lily
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Hey all, i have an issue i hope ya'll can help me with

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So i have 4 Maps lets call them 1,2,3,and 4

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i travel from map 1, to map 2

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but in map 2 there are 3 exits from the map

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say i take the exit that brings me to map 3

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when i go back to map 2

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it brings me to where i come from when i travel from map 1

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any way i can set specific points to spawn on map depending on what way you came in?

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im kinda new to unreal, about 5 months of experience

undone sapphire
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Sure there's lots of different ways to do it a quick and dirty way would be to get the players transform as they click to leave then set it to that when they come back (save it as a variable and apply it once upon coming back into the level)

sly lily
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i see, so if a hitbox where to be the trigger to exit level, i would have to slightly alter it out side fo the box?

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i assume spawning in the exit trigger would freak the game out

grim ore
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There is a Game Instance which is created when the project starts and is destroyed when the project ends, it persists thru level loads. Make a blueprint that you can re use that will handle the level change and also store a value you can set and is set to editable so you can edit it in the world. the value can be a transform. when the player enters this blueprint ( you can use a trigger box for example) it will take the value you set, store it in the game instance in a variable, and then load the level. When the player is loaded in the new level it can get the game instance , get that variable, and set it's transform to that value.

undone sapphire
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You could spawn slightly outside of the trigger by spawning on trigger + vector far enough away from trigger as to not move player into other level again

grim ore
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this would let you use a re usable blueprint that you just drop in the level, set the level name to load and the transform for when you get there, and repeat as needed

undone sapphire
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Yep that works too πŸ‘

sly lily
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thank you guys sooo much, this has been a struggle for a couple days now.

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i usually google things on my own but to no avail i found you guys.

storm burrow
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is there a way to use more than 16 materials (not textures) on one asset?

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don't want to split it up currently

grim ore
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turn on the shared sampler

sly lily
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what do you think would be the best for handling spawning? the level BP or the Game mode BP

storm burrow
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game mode

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then use a blueprint spawnpoint class

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Also, @grim ore meant materials, not textures πŸ˜ƒ

grim ore
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There should be a limit of 64 material ID's on meshes

storm burrow
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Hmmm wonder why I can't get more than 16 then..

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will look into it

plush yew
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when i import my fbx stage from blender to UE4 why does UE4 split up my 1 file into several different independent objects?

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it also hides some of the objects faces at certain angles

sudden agate
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There is a checkbox that combines the meshes

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On import

storm burrow
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it also hides some of the objects faces at certain angles
something with the mesh might be funky. check verts/normals in blender πŸ˜ƒ

plush yew
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thank you @sudden agate that worked and it did mesh them all together but @storm burrow I still have that weird disappearing thing going on, I'll check what you said to

azure shore
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I still don't know if it would be possible for me to sell my game some day, but if I could, I assume I couldn't use any creative commons licensed music in it without direct permission?

plush yew
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i dont know what the problem is still

storm burrow
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show pictures

plush yew
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alright

languid shard
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Open the map with a newer version of the engine

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There's no other solution @plush yew

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Assets are not backward compatible only forward

plush yew
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in blender everything is fine, i exported as fxb with smoothing the faces

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everything is solid but for some reason UE4 just doesnt like it

paper kernel
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since you're using 2.8, why not try exporting as glTF

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(you can enable gltf importer from engine plugins)

cloud cobalt
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Looks like the normals are flipped.

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Just fix that πŸ˜‰

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You can display them in Blender to see which faces are wrong

paper kernel
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for the box yes, but the circular faces aren't smooth

cloud cobalt
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They're not smooth in Blender either

paper kernel
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also where the hell is show normals in 2.8 anyway

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I never found the button for it

cloud cobalt
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Display settings in the top right corner

lusty carbon
cloud cobalt
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How much RAM does your computer got ?

lusty carbon
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64

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32 sorry

paper kernel
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I can't find the normal options

cloud cobalt
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Hit the grid button

paper kernel
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that would be orthographic

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numpad 5

cloud cobalt
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Right, let me look

lusty carbon
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I once deleted some folders in the project files and it helped with the packaging. which was them?

cloud cobalt
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@paper kernel

lusty carbon
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I mean what are the folders ppl usually delete to fix issues? I think its binaries, intermediate and more

cloud cobalt
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Fix the warning first - Google it and see if you can find something

lusty carbon
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what warning?

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the log is full of stuff

cloud cobalt
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What do you mean what warning ? You have 5000 of the same one

lusty carbon
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enlighten me

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all I see is a mess

azure shore
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(^that looks pretty cool)

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I still don't know if it would be possible for me to sell my game some day, but if I could, I assume I couldn't use any creative commons licensed music in it without direct permission?

paper kernel
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still took me time to find, it was bottom right corner

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in this build

cloud cobalt
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@lusty carbon It looks like you're loading multiple levels with the same landscape or something like that.

lusty carbon
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tha fuck

cloud cobalt
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Are you loading levels dynamically ?

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What are Showcase_mountain_4 and Showcase_mountain_3 ? Sub levels ?

lusty carbon
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idk all I have is one level

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this never happened befor

cloud cobalt
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What's your level called exactly ?

plush yew
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@cloud cobalt what do you mean the normals are flipped

lusty carbon
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the default name for vr template

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MotionControllerMap

cloud cobalt
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@plush yew I mean the normals of faces on your box are inverted and pointing inward

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If you're asking about the visibility issue

plush yew
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but all i did in blender was just scale them

paper kernel
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yes, and if you scale to negative side it will invert the faces

plush yew
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i think i understand what youre saying

cloud cobalt
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Google "Blender inverted face normals"

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It's a common problem

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Made worse by Blender 2.8 now defaulting to a rendering that does shows double-faced faces

plush yew
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alright

paper kernel
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just do the usual, select all and hit shift-n

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genuinely curious why do 3D modelling softwares even allow negative normals in regular workflow

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they aren't that common in real world applications

cloud cobalt
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It's not always possible to define what's negative

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If the mesh isn't closed for example

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Or closed but linked to other geometry

plush yew
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well my issue is fixed. I guess i scaled the wrong way without knowing, like you said. I made extra sure i was scaling outward positively

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thank you guys for the help

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@paper kernel what does that "select all shift-n" do?

paper kernel
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shift-n re-calculates normals

plush yew
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oh okay!

paper kernel
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or, could be. they have been changing around the hotkeys a little with the 2.8

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if not, then it's under the mesh menu on the bottom bar

plush yew
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have you ever imported a character model from blender into UE4 and it was messed up?

lusty carbon
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there's a great blender discord server by the way

plush yew
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oh that would be awesome, can i get the link please?

lusty carbon
plush yew
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thanks

lusty carbon
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@cloud cobalt so what could it be with the packaging issue?

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I remember deleting some project folders and regenerating files that fixed my issues in the past

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can you refresh my memory on which folders are they?

cloud cobalt
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@lusty carbon Can you list what's in Content/Maps ?

lusty carbon
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just a single map

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now, if I launch the project from epic launcher i get some errors, if I compile from VS it's all fine

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could be related

cloud cobalt
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Your problem is entirely unrelated to compilation

lusty carbon
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this happens if I launch from the epic games launcher and not from VS

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and my truck bp disappears

cloud cobalt
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You have many different problems

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The one in the packaging log is caused by something called PhotoR_Backgrounds

lusty carbon
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background mountain models i have around my level

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what's the matter with em?

cloud cobalt
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I asked if you had multiple maps - you do.

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All of these are maps

lusty carbon
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I just noticed this

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might aswell just delete these

cloud cobalt
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What you should do is configure your project properly

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So that it only bakes the maps you actually use

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Packaging section, cook maps

lusty carbon
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apparently I have two maps with the same name

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some mess

wary wave
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yeah, that's one of your problems

lusty carbon
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whats cook maps?

cloud cobalt
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Go to the packaging settings, look for the list of maps to cook, set it

lusty carbon
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done

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ill try to package again

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can I safely delete the levels I don't use from my content?

cloud cobalt
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You can, though it won't be necessary once your project is set up

lusty carbon
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as for the truck problem?

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Why some things don't work when I launch from the Epic Launcher compared to VS?

cloud cobalt
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If you've compiled "Development editor" in VS, it will behave the same.

lusty carbon
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I don't know what you mean there

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I usually delete binary and intermediate folder when that occurs and it helps

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like re-generating files

cloud cobalt
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Neither of these are necessary

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Launching from Epic launcher or launching from Visual Studio (F5 / CTRL F5) after compiling (with the editor closed, of course) in the default "Development Editor" configuration will always work exactly the same

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As to your truck issue, it looks like it's corrupted somehow. Make sure it looks okay when you edit it, to start with.

lusty carbon
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my truck is fine

soft crescent
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Fucking physx

cloud cobalt
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@lusty carbon Specifically the "door" components ?

soft crescent
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We are having the issue of objects colliding and flying to the unknown

lusty carbon
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Everything is fine man.. regular BP setup. child of a cpp Truck class.

soft crescent
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And we’ve tried substepping and ccd

lusty carbon
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It still works perfect when I hit F5 from VS though.

dim plover
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I also occasionally have physics stuff colliding and exploding upwards.

lusty carbon
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I don't quite get what you're saying how is it the same thing if matter of fact launching from unreal launcher does all these log issues

cloud cobalt
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So specifically the components you see warnings on are fine and display properly ?

lusty carbon
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yes

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unless I launch the game from epic games launcher

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then I get those logs

cloud cobalt
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I'm 100% positive you're doing something wrong here. How exactly do you start from VS ?

lusty carbon
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f5

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it builds

cloud cobalt
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What's your build configuration right now ?

lusty carbon
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that is?

cloud cobalt
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VS toolbar, left to a "X64" drop menu probably

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Right to the undo/redo arrows

lusty carbon
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do you see it?

cloud cobalt
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Like I just said, between undo/redo and "win64"

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It's also wrong, of course

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Like I said

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It needs to be development editor

lusty carbon
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what are you looking at?

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oh I found it

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it is in debug mode

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but idk nothing about this stuff

cloud cobalt
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The default is Development Editor (always have been, always will be)

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So you changed that

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The Epic launcher uses Development Editor all the time no matter what you built last

lusty carbon
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well, I just built in Development editor mode

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Im still not getting those errors

cloud cobalt
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And you won't be getting them in launcher anymore either

lusty carbon
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correct

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where can I read more about those modes ?

cloud cobalt
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Probably google "UE4 build configuration"

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The first result will probably be a doc page that explains it all

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Like for most questions πŸ˜‰

lusty carbon
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thanks a lot stranger.

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you should win an award for sticking around the discord server helping people all day long

cloud cobalt
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TBH as long as people learn the stuff and don't ask the same question the next day I'm fine

deep basin
#

when would you choose to use an FVector4 object? I know from engine programming that the w component is responsible to determine if something is a vector or a point in space. but when are you using said struct when programming inside of ue4??

cloud cobalt
#

FVector4 is commonly used as a color

#

RGB + A

#

It's also relevant if you need something that's really a collection of 4 float values.

deep basin
#

ah I see, that makes sense. but there is not really a case where you use it to do position operations then I gues

#

*guess

cloud cobalt
#

Depends what you call "position", since a position in regular 3D space is going to be a FVector

soft crescent
#

Is the person who maintains the custom Gameworks branch on this server

cloud cobalt
#

The NVidia thing ?

#

Probably not

soft crescent
#

I’m wondering since there is a branch with physx4 if it’s worth trying to merge with our blast branch

wary wave
#

I don't think there is

soft crescent
#

Yeah it’s the issac sdk branch

#

@wary wave

wary wave
#

fair enough

soft crescent
#

It’s not a good solution imo but this is meant to be a prototype done In 2 weeks

wary wave
#

you'd spend much of your prototype time just merging the branches

soft crescent
#

Yeah hence why I was going to ask the person who does this also I wonder of blast is causing issues

languid shard
#

wait what

#

chaos is already in engine ?

#

it doesnt do anything when I try to open a Chaos Solver asset 😦

mint sequoia
#

Yeah I tried it on master a while back

#

Same thing

#

Just gotta wait for them to put it in

languid shard
#

aww

mint sequoia
#

IKR

#

Biggest anticlimax of my entire life

#

We were basically building chaos ourselves (networked destruction running on nvidia blast, at least) before they announced it

languid shard
#

ah πŸ˜…

#

happens a lot these days

#

team starts building an awesome feature, gets to prototype > Epic makes it happen in house

mint sequoia
#

Stole our thunder but that's ok saves us time

languid shard
#

😬

mint sequoia
#

Huh I just fetch/merged 4.22 into our 4.22 fork to get the hotfix and its on 4.22.2 but I don't think its released πŸ€”

#

Is that normal

#

Guess its just partially done 🀷

#

On an unrelated note, packaging is failing because of modules we don't use and have no idea how to find out the reason its even trying to compile them

#

I've yet to try in a blank project, trying to give epic the benefit of the doubt πŸ˜„

#

Well w/e I'll try tomorrow, too tired

wary wave
#

lol, my BP has a capsule component

#

if you right click on it in the component view, the editor crashes

#

it's just a capsule component, wtf

mint sequoia
#

Not inherited?

wary wave
#

nope

#

this engine sometimes

#

gonna rename it "DONTRIGHTCLICKME" and have done with it

twilit hill
#

Also β€ždo you wanna restore these filesβ€œ πŸ˜‚

#

Never worked once in 3 years

wary wave
#

goddamnit, there's another component that randomly cannot be right clicked on

twilit hill
#

Are components bugged in general now?

#

Dont scare me i plan on moving some logic

wary wave
#

seems specific to the two actors I'm working on

#

lord only knows why

sudden agate
#

Restoring files never worked. And when the popup comes, I cannot click anything :D

#

need to restart the editor then

river apex
#

hello everyone!
anyonw knows a way to increse grain size in the post process volume?

pseudo swift
leaden dust
#

Can I set default values of variables of primitive data types in .h files?

languid shard
#

you cant really edit a collider's shape

#

only add multiple simple shapes, let UE build one, make your own UCX collider mesh, or use complex as simple (will use the mesh geo as collider, not recommended)

serene birch
#

can UE4 autoinstancing basically draw two different meshes (but same material) in a single draw call?

wary wave
#

no

serene birch
#

are there engines that allow that?

wary wave
#

no

#

if it's two different meshes, it isn't instancing

pseudo swift
#

@languid shard i found the thread, it helps, i was able to build a new one that works! Next question is can I have a mesh with physics without having it falling by gravity? unticking gravity doesnt seem to do anything

#

ah found the lock position!

#

that works!

languid shard
#

πŸ˜ƒ

serene birch
#

I was thinking of having a vertex shader that would fetch the vertex info on a generic buffer holding all the meshes together, and basically creating a virtual mesh at runtime

#

seems NVidia doesn't have good performance doing that kind of custom vertex fetches though :/

fringe pivot
#

do I have to worry about unused stuff under content folder or the engine just ignore that when the game is packaged?

wary wave
#

practically everything gets packaged

#

it's not supposed to, but it does

fringe pivot
#

even stuff that is not referenced anywhere?

wary wave
#

though reasonably, there's no way for this not to be the case

#

well yes

#

what if you want to load things with soft references?

#

like most games do

#

problem is you just don't know what is going to be loaded

fringe pivot
#

damn, that's an issue when you want to use 3rd party stuff but not the whole package

#

I guess ill start manually deleting things

#

and that will break pretty much everything πŸ’©

ember notch
#

Does Unreal Engine 4 work on Microsoft Surface Go 8 GB RAM?

wary wave
#

possibly, not sure I'd want to try it

fringe pivot
#

you will kill yourself as soon as it start compiling shaders in your mobile device

plush yew
#

hi

wary wave
#

if it doesn't melt in the process

vague raptor
#

Hello, im semi-new to the engine. how would i start a driving system? is there a resource online that could assist me with this?

ember notch
fringe pivot
#

@ember notch UE4 requires a lot of computing power

#

Can't tell you if it runs or not in that device but if it does it will be painful

languid shard
#

would it even run on IntelHD stuff ?

#

a dedicated GPU is more than recommended

wary wave
#

if it's supports Dx11, it'll run

languid shard
#

Surface go tablets are not really made for gamedev

wary wave
#

but that processor is a 1.6Ghz mobile piece of crap

fierce tulip
languid shard
#

poor luos always redirecting us to lounge

languid shard
#

#hardware

#

πŸ˜„

fierce tulip
bold wyvern
#

I have a project that is stored on a passport drive; I am worried that working on my project using two different computers might cause data corruption (which might lead to crashes).

fierce tulip
#

@distant socket read the rules please
This goes into #released

distant socket
#

sorry okay!

fierce tulip
#

(sweet work though)

distant socket
#

hehe thanks !

languid shard
cloud cobalt
#

@bold wyvern Source control

pseudo swift
fierce tulip
#

proper unwrapping, or inverting the V of the UV

pseudo swift
#

fixed it by adding another tex coord with negative values

gleaming lotus
#

So I've got my level streaming set up and its working almost correct, I'm having a problem where the parts of the level are not being moved after loaded. What am I doing wrong?

(To explain this system, it basically places down a section of the map from a random selection of sections, then moves it to the next space in the grid)

#

I think its because lanscape cant be moveable? Is that it?

silver relic
#

Hi! i made this walk/sprint thing and using it on the SHIFT key. but i have to tab the SHIFT key before i can start using it. (it starts the game as if SHIFT is pressed down) how do i fix this?

regal mulch
#

What is the default speed you are using on your character?

#

The MaxWalkSpeed default value on the characterMovementComponent

minor pulsar
#

So where do you guys get your free assets? Just the marketplace?

cloud cobalt
#

Free assets aren't much of a thing for me

minor pulsar
#

Yeah I'm wanting to learn with a limited budget

#

I found a few good sites but some more would be quite nice

cloud cobalt
#

If you want stuff that looks remotely good in UE4, there isn't much outside of the UE4 store

#

Free Internet stuff usually looks like shit, isn't compatible with UE4, or usually both

#

Use the UE4 learn tab, starter content, free MP assets

minor pulsar
#

True but its better than doing it by hand.

#

I have no modeling experience

cloud cobalt
#

@minor pulsar If you can't have art made for your project, and don't want to spend a ton of money, the best is to find an art style that is easy to do, and do that. Stuff like low-poly art which is pretty trendy right now.

#

You can spend an afternoon learning Blender and have basically that

minor pulsar
#

Yeah I have around 4 gb of assets im testing different stuff on.

#

Looking for more 'packs'

#

Ill look into blender though thanks for the suggestion

cerulean nova
#

can old hardware be the result of strange artifacts in UE4? ^^

#

I get something like a "Whitenoise" on all textures for example even in games produced in ue4

cloud cobalt
#

Got a screenshot ?

cerulean nova
#

let me see

#

and another thing that looks like all is leaving a transparent of it self for a short time

#

it looks like motionblur but its not

cloud cobalt
#

Hard to get an idea of what you're describing.

#

The noise can be perfectly normal if it's reflections for example

cerulean nova
#

there u can see it

latent moth
#

Has anyone seen the LogCollisionProfile: Warning: Profile (NoCollision) - Custom Channel Name = 'GameTraceChannel4' hasn't been found warning? I've had about 50 crashes in the last 2 hours

cerulean nova
#

above the wall

latent moth
#

I've deleted/recreated them, to no avail

cloud cobalt
#

@cerulean nova And what's the game like for others ?

cerulean nova
#

normal 🀷

#

and im going to make a screenshot about the white noise stuff

cloud cobalt
#

Driver up to date ?

cerulean nova
#

yup

#

but very old hardware...

cloud cobalt
#

Might be a hardware failure too

#

Like literally the memory failing

cerulean nova
#

yeah i even had problems with shader complexity

undone sinew
#

Guys, question regarding smooth/beveled edges (chamfering for you max people)

Is it better to:

  1. Have it in the model, as LOD 0, and have LOD 1 with hard edges.
    OR
  2. Use a shader in the engine to simulate the smooth edges?

Which is more expensive? I'm assuming option 1 looks better, less prone to issues, but greatly increases polygon counts, which even with LOD, still means more SSD and RAM usage right?

With option 1, I'm only using 1 face for the bevel, and weighted normals to make it look like 4 segments.

cloud cobalt
#

You forgot the most common option 3

#

Normal maps

#

But 1 is best

#

2 plainly doesn't work

abstract relic
#

Materials are great but they aren’t miracle workers

undone sinew
#

3 is good for props, no doubt, but I'm dealing with larger stuff, environments, tiling

cloud cobalt
#

Poly count is irrelevant on PC today, unless you're already pushing more than 5-10M tris

#

If you're on mobile it's different

undone sinew
#

I think the LODs should handle the onscreen/visible tris/quads part fine, and theres always tessellation too, but figured I'd ask, cause I never used the shader option

cloud cobalt
#

Building a smoothing shader is no small task, it's going to be incredibly difficult

#

In UE4 in particular

grim ore
#

@cerulean nova try tuning off TXAA and see if it helps with the ghosting

cloud cobalt
#

You basically need to fork the engine to plug a new render pass

undone sinew
#

thats why I do the weighted normal method

cloud cobalt
#

I'm on option 1 myself, LOD0 with bevel and LOD1 as hard edge. the memory cost is negligible, and the render cost is even less than that

#

The biggest problem I have is making sure Blender's bevel modifier doesn't fuck with vertex color, which is not a big issue πŸ˜›

undone sinew
#

Its so odd, years ago, I didn't mind the hard edges, but now, if something has a 1/16" bevel IRL, and my model has a hard edge, I can't unsee it lol

#

atleast for the upclose stuff

cloud cobalt
#

Bevels do add an immense amount of visual quality

undone sinew
#

its crazy, how a tiny bevel makes simple building geometry look way better

#

and with a nice normal & bump on top.

grave nebula
kindred viper
#

yeah and their toastie maker construct a fine cheese and ham sarnie.

#

no wait that's Breville

undone sinew
#

Certain surfaces still look good with hard edges, but I'm dealing with smoothed concrete πŸ˜›

cerulean nova
undone sinew
#

Is that ray tracing noise?

cloud cobalt
#

That's normal

#

Texture looks like that.

undone sinew
#

anyone else fill up their desktop with files?

#

They are pouring over into my 2nd monitor now X.X

cerulean nova
#

jup

#

then sometimes i do folders where i put everything in

#

...then it goes into having alot of folders where i then put folders into folders

undone sinew
#

yeah, I had a folder with desktop files in it, from 2014

#

I finally sorted it last year

undone sinew
#

LOL

#

good thing I can search for files

#

or i'd never find anything

cerulean nova
#

@cloud cobalt Sorry for tagging again but the noise is only visible when moving πŸ€”

#

i try to capture it...

cloud cobalt
#

Its normal

cerulean nova
#

hmmm πŸ€”

grim ore
#

did you disable TXAA?

cerulean nova
#

in the game i played there is no option for that

grim ore
#

then ask the devs to allow you to disable it

#

look up TXAA / TAA and ghosting

#

low FPS and TXAA causes the issue due to the way TXAA works

plush yew
#

Coding takes too much time, but blue printing takes way less time and it is better then I expected

kindred viper
#

coding takes less time than blueprints once you get a good workflow. Blueprints can lead to workarounds you don't need in C++

cerulean nova
#

look close on the texture on the ground

#

u can see pixels flicker

#

i zommed in and its poor quality because discord only allows up to 8mb but u can clearly see it in full screen

plush yew
#

Blue prints remind me of texturing in blender a little bit

#

I am already use to seeing this kind of style, but I am still a noob with blueprints

lament star
#

@cerulean nova I've seen that happen before, not sure why or how to fix it

cloud cobalt
#

To be clear, the noise on the default material is 100% normal

#

The texture is just like that

#

The material is, more accurately

#

@cerulean nova Did you set screen percentage, or disable TAA, or use a texture that doesn't have mipmaps ?

#

Check for zfighting too

mellow turret
#

hmm im trying to use a FString as the path for a FObjectFinder call, getting "cannot convert fstring to const tchar* " error, should I be using another type for text variables?

regal mulch
#

Try *FString

#

Or just TEXT("")

mellow turret
#

it works, is the asterisk used for dereferencing in this case?

vale silo
kindred viper
#

Considering I have to download 7-8gb downloads whenever I update Fortnite, I would say thats probably a good question :/

#

imagine how bad that wrecks an ADSL connection with 4 kids in the house πŸ˜„

smoky escarp
#

hey guys I created a c++ ActorComponent with EditDefaultsOnly Variable but each time I restart the editor all the data in those variables is erased. How do I stop unreal from doing that please ?

opaque salmon
#

I have a semi translucent handpainted grass mat/mesh plane I'm using as foliage grass and it looks fine in the mesh viewer but in game on the landscape they're super translucent to almost not visible, I believe it's due to how much light in the scene but I can't easily change that with my setup, is there an easy way to adjust a grass foliage's non-totally transparent pixels?

abstract relic
#

Use masked instead if you want grass

opaque salmon
#

aha, changed mode from trans to masked, alpha to masked

latent moth
opaque salmon
#

yep, just needed a few more minutes of googling

#

thank you

severe ibex
#

Anyone noticed a "heartbeat" in their project? I've got a 4 second beat when a draw call and the GPU spike

manic pawn
#

use the profiler to see what's going on with those frames

latent moth
#

the answer is UNDEFINED

#

or UNKNOWN

severe ibex
#

profiler?

#

Oh lovely, that's great!

onyx berry
#

hey i have a question. i have grass and trees in my scene but when i move the camera the opacity on the leaves have dots moving around and it really dosent look good

elfin jacinth
#

@vale silo - I'll look into it for you

broken stream
#

can some one help me

#

i press O key then widget open

#

this is not working

#

what am i doing that its so hard for this 2 to work togeter ?

grim ore
#

what is the variable door 90 degrees?

broken stream
#

object type refrent to the door BP

grim ore
#

is it pointing to the exact door in the world?

broken stream
#

the Door is in the world

grim ore
#

so there is A door in the world, an instance if your door bp. does your umg widget know about that exact door?

broken stream
#

well i cant pick actor from scean from the widget

grim ore
#

correct, all you have is a variable that can reference a door but right now it is referencing nothing. it does not know about your exact door.

broken stream
#

how will i do that

abstract relic
#

Have the door listen for the player. Not the player listening for a door

spare kernel
#

:/

heavy ether
#

@wary wave So, found a better solution for my streaming level problem.
Persistent level is all black void
LoadStreamLevel with visibility toggle set FALSE
When Load is complete, Unload old level
When Unload is complete, start a fade out from black, and set the incoming level to visible

now, if i can find a notification for when a fade is complete, i could fade out to black before starting the process.

broken stream
#

so i can make a Bool that in the interface ?

#

o let me see

#

no i cant figer this out

#

i do have a interface in theat BP

grim ore
#

so the goal is to have a button on the UI that the player clicks and it talks to one specific door and does something?

broken stream
#

yes

grim ore
#

honestly the easiest way might be to just tag the door, use a find with tag, and go from there. if its only going to be a one time thing

#

unless there is only 1 copy of this door ever

broken stream
#

hmm, well im looking at a video i found now, lets se if i can figer this out

maiden swift
#

@spare kernel Search for "unrealengine" instead.

spare kernel
#

yeah just makes ya laugh

#

some of them accounts 🀦

#

kids these days

maiden swift
#

Yeah, some of those are pretty ridiculous. lol

heavy ether
#

i also wonder if there's a way to only start the fade-in once textures are all streamed and fully visible.

eternal urchin
#

hey ive got a question about databases.
does some one wanna talk about it with me?

#

trying to wrap my head around online savefiles

heavy ether
#

walks to the other side of the room

#

if i knew anything about the topic, i'd be happy to, but i don't πŸ˜ƒ

eternal urchin
#

mΓ€h ^^

#

np there probably some here ^^

#

but he probably just walked to the other side of the room too

#

πŸ˜€

grim ore
#

you can ask generic questions we might be able to generically help you?

#

or specific I guess if you have something in mind already and just need feedback.

wary barn
#

I do have one, if you dont mind helping me?

#

I want to create a circle capable of expanding(and keep on expanding to a certain size) and I would like actors to hit detect the expanding circle, is this possible?

#

(and preferably have it expand at 340m/s)

eternal urchin
#

id like to create online savefiles.
can i do that with blueprint or do i need a extern MySQL database?

wary barn
#

I want to simulate a soundwave, and use the hits to calculate the location of the sound/circle source

grim ore
#

i dont see why you cant do that @wary barn you have a blueprint that has the collider inside of it, you can then just expand it on the tick and using the delta make sure it's a set size per second. actors should be able to collide with it using overlap

#

@eternal urchin there is nothing built in right now to do online saves, they are local only. There might be steam support for that but I don;t know for sure. You would have to connect to a 3rd party server and send it data to save locally in a database or whatever format you want right now. I am pretty sure there are already 3rd parties that provide this stuff as well in plugin/sdk form.

zinc rivet
#

tbh the easier way to do that would be to decide on a max radius for the sound, and add a delay to the sound effect start based on distance.

#

for everything inside that radius

#

most things move slow enough that they won't have significantly different effects

#

unless you're doing something like shockwaves from planes at near sound speed

wary barn
#

The actors will be standing still, and it needs to be at sound speed preferably

#

and the actors need to gather the data, I cant get the info from the environment/simulation

#

I want to use that data for my BSc thesis

eternal urchin
#

well im intending of loading and playing it from a server. i dont want the client to have a local save file (under respect of its needs)

wary barn
#

But thank you for the help & suggestions @grim ore & @zinc rivet

grim ore
#

@eternal urchin then you need to create your own server and database setup to store the data for you or look into a 3rd party that might offer that like playfab or gamespark etc.. if you are using mobile you can use the ios/android services to do it. steam probably does as well if you are using that

#

in the future epic may be offering these services thru the epic game store but it's not public right now

eternal urchin
#

sounds like a lot of work

#

thx for the advice, ill try to wrap my head around it

wary barn
#

if you run linux, its about 30 min to set up a local server + DB

grim ore
#

if just storing/loading data it's not a ton of work. You can use JSON in the engine to store/load variables to strings. Send the strings over HTTP to a serer running something like node.js and mongo, and then save/load the data

wary barn
#

dunno about MS

eternal urchin
#

ok ill look into it thx man πŸ™‚

grim ore
#

I did it for a silly mmo project on a live stream once, the actual implementation is pretty easy once you get it set up as you are just sending / receiving data. knowing how to handle it on the server side is about the only hard part if you don't have much code/scripting knowledge but hey the internet has tutorials πŸ˜ƒ

eternal urchin
#

exactly and there is a nice app called Mimo

#

also learning by doing :D

#

right gotta hit bed. gn8 and thx again

wary barn
#

Goodnight!

restive vine
#

what is addative settings and why am i not allowed to place more then one animation into the blendspace, please help

heavy ether
#

gah i miss the days when i had a project manager that would write all my jira tasks to be assigned out.

wild condor
#

Im new to unreal engine.... Anyone got any tips... For everything?

wary barn
#

Tutorials?

abstract relic
#

Yes

grim ore
#

@restive vine open up the animation (double click on it) and change the Additive Anim Type

#

but chances are if it's set this way it is for a reason, the paragon assets might not use the default setup

restive vine
#

@grim ore Do yo meant he blend space? I have not created a animation blue print for this characture

#

yet

#

That is what I thought

grim ore
#

if you double click the animation, the jog fwd, you will get a details panel that has an additive anim type option

restive vine
#

Paragon assests are wierd

#

AHH ok let me checkl

#

how do i go back to the blend space after double clicking?

#

takes me to the key frame animation

grim ore
#

its in the list on the right with the animations

restive vine
#

Hey Math, thanks for the help dude

grim ore
#

your blendspace is on the top is it not?

restive vine
#

nope

#

i will just exit and reopen

grim ore
#

I see it on the top of that list, its yellow and says blendspace

restive vine
#

AHHH its on the

grim ore
#

the bottom right is your asset browser, it lists all animations montages blendspaces etc.

restive vine
#

animation lsit

#

like you said

#

sorry

#

But DUDE!!!

#

IT worked!!

#

I spent hours looking

#

Mathew, thanks for the help man

grim ore
#

welp hopefully it works well from here, I don't animate so I don't know why it was on the other setting

restive vine
#

ya me too

#

there needs to be a reason why

#

but im not in the mood to figure it out

grim ore
#

it looks like it is for things like aim offsets, used in blending

restive vine
#

sure is, the problem is i have no clue on how the blended the jog with idle,

#

since there is a start jog animation and an and jog animation

grim ore
#

I dont think we ever got the anim blueprints for paragon did we?

restive vine
#

I think they did it in the animation machine

#

but ya I dont know

#

@grim ore I was right. Looking at there already built in state machine, you can see that there in no blendspace anywhere in sight. Its just a idle animation that triggers the job animation that is split into three pieces.

#

that is why you cant blend idle with jog

grim ore
#

ah

restive vine
#

but none the less, thanks for helping me out!

grim ore
#

interesting to see they didnt use a blend space, maybe for keeping the top and bottom easily blendable

hoary silo
#

Im having a problem where whenever I end the simulation of my game, the engine completely crashes

#

does anyone know how to fix this?

#

This is what is says when it crashes: Assertion failed: IsInRenderingThread() [File:d:\build++ue4\sync\engine\source\runtime\rhi\public\RHIResources.h] [Line: 100]

UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_RHI
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_SlateRHIRenderer
UE4Editor_SlateCore
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_MessageLog
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

ancient lotus
#

im not quite sure where this question belongs, but im hoping someone can help me out as it has been roughly 2 days that ive been trying to solve this and other small issues. i was trying to get started on making animations for the weapons and character such as idle/reloading. so far those things seem ironed out, but due to creating
how can i prevent this from happening when i export with blender. everything is zeroed out the mesh and skeleton and their in the correct location, but because im not exporting it in the center of blenders world it shows this. in UE4 it pivots around the origin, but when i attempt to attach it to something, its way off(its where the center of the blender world would be). i have been struggling with this for quite some time
https://gyazo.com/1893ff4e22102f4fae903f234fff1b85
https://gyazo.com/3fbc78fbf70c9e633b99008d09f7c26e

sonic pagoda
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Can anyone explain the pooling enum at the bottom of the spawn emitter node

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Should i be setting it to auto, if that particle is going to appear in game a lot (even tho it is in different actors and each actor uses it once only)?

cyan bough
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On a very tight budget but running into problems with specs on my machine for the ge I want to build.
Currently have an i7 with 4gb ram and a very shity gtx 450 graphics card.

I only have 2 ram slots and 1 graphics card slot.

If I get these parts do you think I would be able to run unreal and 3ds max at the same time and be somewhat ok?

I know I should get 2 of the 8gb ram but I already have the 4gb stick on the way.

ancient lotus
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dont mix and match ram. get a 16 gb ram kit(2 8gb sticks for dual channel) of whatever ram your board takes(ddr3/ddr4)

grim ore
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@cyan bough the biggest issue is we have no idea what game you are building so we can't guess at if that will be enough. 8gb ram and a 1050ti will allow you to run the editor at decent speeds if you have an i7. with that said decent speeds could be 30fps in a sample scene from infinity blade assets but something like boy and his kite or infiltrator will not be usable at full settings.

cyan bough
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Yeah I only did that because I have already ordered the 4gb ram. I then found a bit more in my budget for upgrades. So I thought with the 8gb I would end at 12 rather then the 6 I would have.

Mostly I just want to be able to build my lighting and package. I have not been able to build my lighting in a while because I run out if VRAM. :(

The game is pretty intensive graphics wise. When I run it I get huge blur on camera rotation. Despite all that though I'm still working on it :)

grim ore
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well vram should not cause lighting to fail unless you are using the GPU mapper, your normal ram is the issue.

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blur on camera rotation could be your motion blur + TAA being on, it wont fix it but it will help for now. low FPS is the cause of that

cyan bough
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Ok I will take your word on that. I am, still super new to all this.

grim ore
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I have a 1050ti and i7-2600 with 8gb ram I use at work and it can run UE4 without too much issue. yes it's slow but I can open most intermediate project and have them run around 30fps if needed

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the 450->1050ti will be a huge difference, and going from 4->whatever memory will help for sure. You should be in a better place for sure. 12gb will be better than 8gb on a machine that old (only dual channel if you only have 2 slots)

cyan bough
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Ok that's good to know. I really appreciate all the help and advice y'all have given over the last few weeks while I try to teach myself how to make games :)

ancient lotus
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and its an older i7 so hes limited to dual channel unless he wants to do a full system overhaul(which might not be a bad idea if you can save up the funds). if you end up having memory compatibility issues make sure you can return it just to be safe, if their the same brand/model you should be safe but theres always that chance unfortunately

grim ore
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@ancient lotus the center of the blender world is the pivot (0,0,0) point on a mesh when you import it in. If you don't want that you would have to re import it with an offset or move it in blender before exporting.

ancient lotus
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noticed, i was hoping to get around setting it to the dead center of blender each time for exporting ://

grim ore
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you should be able to or when you import/reimport use the transform options to give it an offset and move it to where you want it

cyan bough
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Yeah a whole new rig is definitely on the list. Sadly I have 5 kids so they come first. My extra money is non existant lmao. If I can get more of the game built and package a bit of a demo then maybe I can gofund me a new computer to keep going lol
More then likely I will keep buying 1 peice at a time as I can afford it.

After this round of upgrades is a new mother board so I can have more slots then I do now.

ancient lotus
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thats good, atleast you will have a nice bump in performance in general when the parts come in

grim ore
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we just did a piece at a time for my oldest, ended up with a 1060, ryzen 5 1600, and 16gb ram over 2 months

cyan bough
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I really just want to run 3ds and unreal at the same time. Closing one to make a small change to mesh then bringing it back takes me like 15 mins on loading time.

grim ore
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4gb memory is gonna do that 😦

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i cringe at even having 8 now

cyan bough
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Thanks again all. Really appreciate it.

sacred inlet
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anyone famiilar with flex particles?

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just have a few general questions

heavy ether
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hey all. there's probably a stupid simple answer here, but i'm totally missing it.

One machine that is trying to run our game in editor, it comes up with the default PlayerController, despite having it properly configured in the GameMode, the blueprint for the custom PC all seems to be correct, and the correct HUD is also coming up. But the PlayerController is not.

Any ideas?

grim ore
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is it set to override in the map?

heavy ether
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no, but we also tried forcing it to the correct one in the map too, and it didn't

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and it's a direct clone of a git repository that i just checked out here, and it worked fine

grim ore
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did you restart it just to be safe?

heavy ether
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yes

grim ore
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eep. so the same project on 2 machines with the same map open have different results?

heavy ether
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yes!

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i'm about to have her clone another copy of it and diff it

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i'm half suspecting that some file change didn't occur somewhere even though git thinks it did

grim ore
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the only other difference is the engine itself

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but yeah maybe their local copy is not really the same as yours

heavy ether
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the log output looks identical right up until the PlayerController spawns, I have a log in my BeginPlay that does not appear there, and then it branches all over as the default PlayerController starts doing stuff

grim ore
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even if its different tho, opening a new level and hitting play should spawn in the default stuff atleast

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and if it doesnt and the default stuff is the default stuff then overriding it in the world settings should spawn it in and if it still doesnt then..... uh oh lol

ancient lotus
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@grim ore are you still on?

grim ore
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sorta lol

sacred inlet
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Does anyone know how to trigger an emitter with the click of a button?

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like toggling it on and off

ancient lotus
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lol how experienced are you with exporting animations into UE? i made a test animation(reload) for the rifle and im still having issues. ive been struggling for quite some time with getting what i see in blender to be seen in UE. i thought fixing the origin point would fix it(it fixed part of it) but it didnt fix the animation issues. for an example heres what im talking about
https://gyazo.com/ad57b608168c58d2c6b0e9a127460c00

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like a particle emitter?(sorry never used them but may be able to help)

sacred inlet
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yea a particle emitter

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I basically want to press a button andd have an emitter turn on and off

ancient lotus
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when you say press of a button, do you mean like a keyboard press, a gui button press or what

grim ore
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I wish I could help with animations but I can't art 😦 I know how they work but I use Modo and just for static stuff.

sacred inlet
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like click E to press an in game button

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I can make that

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but then how to have it interact with an emitter farther away

ancient lotus
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ah gotcha, this issue has been putting me at a hault for 2 days and im about to have a break down. sooooo many hours have been put into this without 1 working result

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cpp or blueprint?

sacred inlet
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bp

grim ore
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try in #animation is my only idea, blender has some weirdities with UE4 that I have heard

heavy ether
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looks to me like your animation with the magazine is rotated the wrong direction

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but i'm absolutely positively useless with art.

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my boss keeps asking me "how can we make everything we've got look better" and i keep saying "hire an artist" and he keeps saying "how many more programmers do we need"

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πŸ˜’

grim ore
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lol

sacred inlet
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@ancient lotus blueprint sorry

ancient lotus
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its simple, have a programmer take over the artists role, then he will no longer be looking for more programmers lol

heavy ether
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at some point, he's going to come to a realization that no matter how much computing power we throw at rendering quality, we have the best turd polish ever, but it's still just polishing turds.

ancient lotus
heavy ether
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rotate your socket?

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oh, the magazine is part of the animation, not attached to a socket

ancient lotus
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im not familiar with blueprint, but how do you have your emitter setup? i would make an actor with a public function to toggle it on/off, just get a pointer to the actor and call the function from there

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correct, the weapon itself is attached to the socket

sacred inlet
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does the emitter

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have to be within the actor?

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Im pretty new :/

ancient lotus
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let me play around with one real quick and ill let you know. you can add an emitter to an actor

sacred inlet
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I think turning auto activate off has something to do withit

grim ore
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it's weird that if you moved the root of the object in blender and exported the skeletal mesh and the animations from that new spot that the animations dont match up

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otherwise export it back out in the correct position, skeletal mesh and animations, then import them in with an offset

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you can turn on and off the emitter no problem you just need to have a way to talk to it

sacred inlet
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is there any tutorial on something like that?

grim ore
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well it would be simple blueprint -> blueprint communication. Where is the emitter at?

ancient lotus
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sorry tom, power cut out a few minutes ago. looking into it now

sacred inlet
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Ok thanks guys

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and @grim ore I have not placed the emitter yet

grim ore
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ah, well yes you can activate and start/stop emitters without issue using bp.

sacred inlet
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What would be the starting point to do that @grim ore

grim ore
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so what is the emitter for?

sacred inlet
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The emitter just emits an effect

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for a lighting fixture

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so ideally I want to press a button and then have it spark

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but the button is in a different location than where the spark will be

ancient lotus
sacred inlet
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yeah thats perfect

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and so what I would use is "spawn emitter at location"

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instead of what you have?

ancient lotus
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i placed down the emitter in the world in the editor

sacred inlet
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ohh ok

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yes like thatt

ancient lotus
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are you trying to have it spawn in after the game starts? or do you want it to be there from the beginning?

sacred inlet
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I want it to be default off

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and have to click a button from farther away

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to start it

ancient lotus
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i mean the emitter itself, not whether or not its on/off.

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and i just activated/deactivated it. is that what you want or do you want to spawn it in later in the game?

sacred inlet
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I think having is spawn initiaally is fine

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does this make a difference to the player?

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spawn initially and then have it toggle-able would be ideal

ancient lotus
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right now you have to hold it for it to be on, but you can add a variable to the emitter to hold its state(on/off). so when the key is pressed, do an if statement, if the emitter is on, then run the deactivate, if the emitter is off, run the activate

sacred inlet
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ok thank you I will give that a shot

ancient lotus
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goodluck

sacred inlet
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I cant seem to reference my emitter

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as an object reference

ancient lotus
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i know you could do this easily by putting it in the level blueprint but im not sure if thats the right way. hopefully someone else chims in on that

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one way you could get a reference to it is by spawning it and storing the emitter in a variable on your character

grim ore
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try your best to make things work together if you can. this is a emitter on a light? is the light a bp or just an item in the world

ancient lotus
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so far seems to be an item in the world

sacred inlet
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Im trying to get this working will update soon

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hmm ok here is what I have

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the first one is just a button

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and then the second one I am trying to communicate that to the emitter

grim ore
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by button you mean an item in the world, like a BP?

sacred inlet
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yeah its a world object

ancient lotus
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make a function on your emitter and put the blueprint that i sent you(minus the key press) inside of it so the blueprint runs when the function is called. then you just need to get a reference to the emitter and you can simply call the function and thats it

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sowwy 😦

grim ore
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@weary quest put something like a grid or uniform grid in the scroll panel then your buttons in that

sacred inlet
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ok so I made a function similar

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Won't let me call the function I made

ancient lotus
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one sec, mid csgo round

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is the functin public

grim ore
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is the BP you are trying to call that from, where you need the emitter reference, a blueprint somewhere in your world right now?

ancient lotus
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guy above you

sacred inlet
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uhh

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it was in my world

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but now it says "BP BAD"

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and the visual isn't showing up

grim ore
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probably because you have nothing plugged into that emitter

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if you make a new variable in that BP, since it is in the world with your emitter, you can make that BP editable which will let you set it inside the world

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you can then assign your emitter that is in your world to that blueprint so it knows the exact emitter you want to talk to

sacred inlet
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hmm..

grim ore
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you can then use that variable, that is linked to the emitter in the world, to do what you need to do

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I think at some point a few wires got crossed and this is getting harder than it should be

sacred inlet
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right...

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so I have 2 boolean variables

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1 for the switch. 1 for the actual emitter

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the switch bp is the one that is messed up it seems

grim ore
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@weary quest you can make the grid panel fit to the entire scroll box now, then when you put in items they should fit in the grid pattern when you set them up

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@sacred inlet starting from the top you have a blueprint somewhere that does what? your button or whatever. what is it set up like

sacred inlet
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This is the button portion

grim ore
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and does the button take input correctly? normally you don't just have items in the world taking input like that

sacred inlet
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the part starting with keyboard E

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is not complete

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so I dont think it works atm

grim ore
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it looks like tho when you enter this blueprint area you are enabling player input?

sacred inlet
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yeah so then that allows me to click E

grim ore
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yeah blueprints generally don't just take input, you can do that, but normally it would go thru the player. It looks like there are a few problems here =/

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that would allow your player controller to accept input, but not this blueprint

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so you want it when the player gets to this location and hit E it activates an emitter somewhere else?

sacred inlet
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yeah

grim ore
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and do you have that "hit e to do something" working anywhere at all already?

sacred inlet
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yes

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to turn on a light

grim ore
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is it set up the same way?

sacred inlet
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similar one second

grim ore
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make a particle emitter variable in this blueprint, your button one, and click the eye so it can be editable

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then go into your world where it is and click on it so you get the details then assign the variable you created that is now in the details panel to your emitter in your world

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this will atleast link them together for now

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then you can drag in your emitter variable inside where you have your E to do whatever and tell the emitter to activate/deactivate

ancient lotus
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to keep it simple, for the function on your emitter do this(minus the player input). anytime you call that function it will toggle itself and keep its state. as for getting a reference to it, you can easily do it in the level blueprint(probably not a good way but if its just 1 emitter it should be ok)
https://gyazo.com/1c21e734d18c189132581ca78c0d781e

sacred inlet
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Im getting a little lost here

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I have 2 variables

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1 for the emitter actor

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and 1 for the button

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IsActive is linked to the button

ancient lotus
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only need 1 variable. game is almost over

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you only need the emitters state(which is the bEmitterOn variable shown above). you get a reference to the emitter, call the function. the function checks if the emitter is on from the variable, if it is then it deactivates the emitter and sets the variable to false, if the emitter is off then it activates the emitter and sets the variable to true

sacred inlet
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@ancient lotus so

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I have this

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which is practically identical

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this is a function

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and then I go to my switch right?

ancient lotus
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ooo i see what you meant. yes that is correct, in begin play, try to set Emitter 1 to the emitter in the world, or is that where your stuck now?

plush yew
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Hi all

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I'm new

grim ore
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@weary quest it might already be set to fill, in the Uniform grid panel for the alignment. If it is have you tried adding buttons into the grid panel?

plush yew
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I have a question

sacred inlet
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@ancient lotus can i share screen

ancient lotus
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still mid comp match 😦

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keep tabbing out

plush yew
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How can you mute licensed music using a toggle?

sacred inlet
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@ancient lotus I feel like these two are setup correctly, these go to the Emitter that is actually placed in the world

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Then in a separate BP

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I have the button

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Which is now fucked up

ancient lotus
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i dont see where your actually getting and storing the emitter though?

sacred inlet
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thats where im stuck

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I guess

ancient lotus
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once you get your emitter stored it should work just fine. google how to get a reference to map actors

sacred inlet
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it is an emitter

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within an actor

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fuck man this is so irritating

grim ore
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@weary quest yes now if you add items to that grid panel and change the column and row they are in they will fit in your panel like your picture. You still need to set them correctly

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@sacred inlet what is the blueprint name for that blueprint with the emitter in it?

sacred inlet
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It is called Emitter @grim ore

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The BP for the button is called ValveButton

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There are 2 blueprints, I think the emitter one is correct

grim ore
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ok in your valvebutton make a new variable, make it of type Emitter (your blueprint type)

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click the eyeball next to it to make it editable (shown in the world when you are working on an instance of that blueprint)

sacred inlet
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ok

grim ore
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go back to your world, click on ytoure Valve Button instance you have in the world, in the details panel should now be a variable called whatever you named it when you made it that you can then set to the Emitter you have in your world (I would guess only 1 option since only 1 should be there)

sacred inlet
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as soon as I did that

grim ore
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once it is set your Valve Button now knows exactly who to talk to so you can then drag off the variable you made in your Valve Button blueprint, and call your emitter time function you created

sacred inlet
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it made the graphic in game disappear

plush yew
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@grim ore how would I mute music using a button as a blueprint?

sacred inlet
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and now it says blueprint bad

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It is set to emitter

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though

grim ore
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ignore the blueprint bad and finish setting it up

plush yew
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Nevermind I guess

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I have no patience

grim ore
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your E should pretty much just be on pressed -> emitter time with the variable you created for your emitter as the one hooked up to it

plush yew
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Ok @weary quest

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Sorry

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I just think of it as people ignoring people

grim ore
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@weary quest I don't really know where you are getting confused at. The uniform grid panel is a panel that sets up the children in columns and rows equally. you are trying to create a grid that has button in it that are the same size right?

sacred inlet
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@grim ore and @ancient lotus Thank you guys a bunch

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I believe it works now

grim ore
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add 15 buttons to the scroll box and change the row and column on each botton to the row and column you want it in

ancient lotus
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lets hope it does

grim ore
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are you expecting it to automatically add in the buttons in the correct spots when you drop them into the UMG system? if so then no, you have to code that yourself.

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you will have to code that then, you would keep something like an array of objects that is in your inventory then put them in your widget in the correct spots

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you can see here https://i.imgur.com/rmQbEL7.png I have 15 buttons in my grid, each assigned to the correct row and column I want them in, and the panel is in scroll box

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It's only this simple because I have been doing this for years and I know how it works

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@plush yew how are you playing the sound in the first place?

plush yew
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@grim ore idk it's from a popular game made in ue

grim ore
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@weary quest the parent, the grid controls the size of the children in the min desired slot size settings

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alternately you set them up with a size box around them

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@plush yew how is the sound being played in the game? you are asking how to mute it so how did you start it playing

plush yew
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Cutscene

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I thought you meant what source

grim ore
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so it's an audio track in a sequence? and you want to be able to push a button and it mutes?

plush yew
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yes

grim ore
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yes your items are not sized to the container, they are smaller than the space available. If your container is 500 wide and you have 3 items that are 25 wide you are going to have empty space. you need to make the buttons the correct size to fit your parent

regal orchid
#

Heyo

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I'm new here

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I wonder what's the perfect channel to ask a question, I'm only seeing this channel and nothing else? If I'm wrong, correct me

zenith flower
#

Is there a way to manually clear the log in code or blueprint?
I am manually setting some graphics variables via console, however, if I try to reset everything to defaults using the scalability, I get warning that "whatever variable" was manually set in console, so we will not reset this one" kinda deal

What I learned, was clearing the log would allow this to work again... Weird.... that you would track what variables I set.... in a log.... but okay.

plush yew
#

Does UE use scenes?

grave spruce
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Level streaming

regal orchid
#

Anyone here knows why my materials keep disappearing

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every time I try to edit

grave spruce
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missing texture