#ue4-general

1 messages · Page 454 of 1

grim ore
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@plush yew I can't seem to find a way to override the audio easily in a sequencer, it does not seem to follow the normal mix/cue setup 😦

regal orchid
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It's in the user document, it's weird tho

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I put it inside the project's folder

zenith flower
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They disappear because the thumbnail gets updated when you hover/open them

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You have an issue with a parent

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What you are seeing is the thumbnail from the last successful compile

grim ore
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no wait I take that back lol, @plush yew the sound asset or cue file follows the same normal rules for master mix and sound classes so if you set a master mix in the project settings and adjust it using the Set Sound Mix Class Override in a blueprint you can override the sound as it is playing in a sequencer and adjust the volume

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@weary quest that looks fine? in the uniform grid panel you have the min desired slot width and min desired slot height which I changed to make the buttons the size I wanted.

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is the button inside the grid set to fill for alignment?

regal orchid
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Is there a way for you to parent these missing materials back actually

grim ore
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UMG is a weird system if you have not worked with other stuff like XAML. The key is the parent is in charge of the child for size and layout, the child only does what the parent says it can do

plush yew
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@grim ore is it true that blueprints can work in between levels?

grim ore
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blueprints themselves are items you can re use? you can have a blueprint in one level and the same blueprint in another with different/same settings. Blueprints in general cannot persist between normal level changes if that is the question (open level -> all blueprints are destroyed, new level is loaded -> all the blueprints in that level are created)

regal orchid
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The way I imported these assets is going into the Unreal Engine folder inside User Documents, the project's folder and Content

I tried to import the whole thing using UE itself, but apparently they can't seem to detect these files, nor importing a folder was an option

plush yew
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ok thanks Matt

grim ore
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@regal orchid you put the files directly into the content folder on your disk? if so that will not work UE4 needs to import them preferably from outside the project folder.

plush yew
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also my dad's name is Matt lel

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what a world

grim ore
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unless these are .uasset files then they "might" work if you drop them into the content folder but it's far from guaranteed and should not be done as well lol

regal orchid
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Yeah I put everything inside this directory

grim ore
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what files were in that folder before you moved it in?

regal orchid
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and these are uasset

grim ore
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so you have .uasset files from somewhere else and you want to use them in your project without importing/migrating them in?

regal orchid
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I'm actually new to UE so I'm not sure how to import assets

grim ore
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well .uassets don't get imported is the first problem, those are the files that UE4 creates from the source assets (FBX/png/ETC)

plush yew
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Guys can messing around with blueprints yourself teach you or do you have to watch tutorials?

grim ore
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.uassets are versioned to a specific version of the engine and can cause problems/not work if simply dropped into the folder. You need the original project these came from and use the migrate option to move them to another project.

regal orchid
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Ooohh I see

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Yeah I'll recheck these

grim ore
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if it's a marketplace asset it would have a create project or import into project option. If it's the create project one you can right click -> asset actions -> migrate anything that you want to move then select the content folder in the 2nd project to move them over correctlyt

plush yew
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Is there a way to maximize the viewport after you hit play?

grim ore
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it looks like if you are doing PIE (play in editor) and are in the viewport F11 maximizes

regal orchid
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I managed to fix it by just cutting off the unnecessary folders

minor pulsar
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Is 'texture streaming pool over xxx MiB budget' a bad thing? Or should i just raise the budget

grim ore
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ah maybe it was just the file depth too long in this case

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you can make the pool larger, it's a warning and you can adjust it based on your target

minor pulsar
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Alright thanks again mathew 😄

grim ore
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most people just seem to set it to a large number and ignore it lol

plush yew
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Ok I have an issue i need help with

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The third person project i changed the projectile blueprint for it to destroy the actor if it doesnt simulate physics and on hit it deletes the actor and the whole floor

minor pulsar
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Oh you followed that tutorial also 😄

plush yew
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ye

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I like your name @minor pulsar

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funny

minor pulsar
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Thanks 😄

plush yew
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Ok do you guys know about fortnite?

minor pulsar
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nah never heard of it

quartz grotto
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im having a hard time getting into UE4. im not sure how to approach learning it.

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ive messed around with basics of C++ and learning about characters, controllers, game modes, etc.

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im not sure how to go from these basics to learning about making gameplay elements, or a complete game, i guess

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do most folks just learn by making small projects that focus on one or two techniques? i see a lot of people post videos on twitter of small scenes theyve made

minor pulsar
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Personally at that point you should just jump in with a idea and just learn as you go

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That's what I'm doing. If your ever confused on how to do something google it.

kindred viper
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Prototype. Prototype. Prototype.

minor pulsar
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Dont forget. Prototype

kindred viper
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when im not doing something specific for someone, I like to just make new things. Tools for the editor. Basic games. Keeps me learning new things and not getting stale on specific tasks. Also helps when you get bored of that specific task. Just let yourself run free and try stuff

quartz grotto
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it took me a long time to get comfortable with the C++ and BP workflows, and know kind of when to use which. I feel pretty comfortable with that now and I guess I just need to think of stuff to try out now

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I need to get a nice, simple rigged skeletal mesh that I can use for my various prototypes

kindred viper
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whats wrong with the UE4 mannequin?

quartz grotto
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true I can use that - I forgot about him

minor pulsar
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How can i limit all of my assets and or textures to 1080p ( not 2k or 4k )

plush yew
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Well im stuck

minor pulsar
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:(

vast shadow
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If I want to bake lighting into a level but have objects that will be swapped out and back in again, how do I go about getting dynamic shadows on those objects without a baked shadow? I'm trying to keep performance high for VR.

latent moth
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geez "sometimes" the errors in UE are SO useful, like, how do I even (start to) solve these:

PackagingResults: Warning: Can't find file '/Game/UltraDynamicSky/Materials/moon_material' PackagingResults: Warning: Failed to load '/Game/UltraDynamicSky/Materials/moon_material': Can't find file '/Game/UltraDynamicSky/Materials/moon_material' PackagingResults: Warning: Can't find file for asset '/Game/UltraDynamicSky/Materials/moon_material' while loading NULL.

=> while loading NULL... ok? So what is being loaded that doesn't find a material that does not exist?

or
LogCollisionProfile: Warning: Profile (NoCollision) - Custom Channel Name = 'GameTraceChannel4' hasn't been found LogCollisionProfile: Warning: Profile (NoCollision) - Custom Channel Name = 'GameTraceChannel5' hasn't been found

=> hasn't been found... Who is looking for this channel, that BTW does exist in DefaultEngine.ini?

or
=== Lightmass crashed: === Assertion failed: rtcDeviceGetError(EmbreeDevice) == RTC_NO_ERROR [File:D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealLightmass\Private\Lighting\Embree.cpp] [Line: 581] 0x000007fefd9da06d KERNELBASE.dll!UnknownFunction [] 0x000007fea5baed57 UnrealLightmass-Core.dll!UnknownFunction [] 0x000007fea5bb16e7 UnrealLightmass-Core.dll!UnknownFunction [] 0x000007fea5a4233a UnrealLightmass-Core.dll!UnknownFunction [] 0x000007fea59cd689 UnrealLightmass-Core.dll!UnknownFunction [] 0x000007fea59cddd9 UnrealLightmass-Core.dll!UnknownFunction []

=> UnknownFunction... ok then

latent moth
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/rant, now if some enlighted soul could point me in any direction... 😃

glacial pecan
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I have a few 15k poly meshes, which isn't much, but they go basically all around the level... they are very large... does that interfere with performance in any way?

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in essence, it's a race track... how do people do LODs and culling and so on with race tracks?

latent moth
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not really no... the first one, yes, the second one also happens on project load and the third one relates to building lighting

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my rant is more on how to get anything helpful from logs so that I can fix those. Are there other verbose logs?

proven ivy
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@latent moth actually it seems you have an issue with a material being present or not

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if you moved things around you may have a broken link

latent moth
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so NULL is looking for a non-existant material?

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where do I even start to look? 😃

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if it was a broken link, how can I solve it? I've run the redirector fixer to no avail

proven ivy
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it's a c++ project or a only bp?

latent moth
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BP with tiiiiny C++ and a couple of C++ plugins

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if you are referring to first error: that is a self-contained BP asset with no external dependencies.

proven ivy
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I would delete [Path/To/Project]/ProjectName/Intermediate/Build/Win64/UE4Editor/Inc and probably Binaries too and recompile the project

latent moth
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i've already removed intermediate & saved folders and recompiled

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quite frankly, that is not even the error that worries me the most, rather the 'GameTraceChannel4' hasn't been found one since it's there in DefaultEngine.

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It'd be nice to know WHO is failing at doing WHAT so one can pinpoint and try to fix

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These look a lot like hyundai car not found in garage but you don't own a hyundai

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and you don't know who was looking for it

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but then, for some reason, your garage doors won't open

proven ivy
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It means mostly that you have it referenced somewhere in your code or your BP

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check plugins too because it can be them

latent moth
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well

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of course I reference these custom object types from a BP, I can see them, I can enable the collision response I'd like etc

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but then: not found on project load

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so I don't get it

proven ivy
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do the collision preset appear in Project Settings -> Engine -> Collision

latent moth
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in default engine:

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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name="Bullet",DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,Name="Environment",DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,Name="GondolaPylonTrigger",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,Name="GondolaInner",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,Name="GondolaOuter",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)

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but... not found.

proven ivy
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Custom Channel Name = 'GameTraceChannel4' hasn't been found <= yup that's correct custom channel name is GondolaInner

latent moth
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not afaik. as you can see the first GondolaPylonTrigger can be found.

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and i cannot see any differences between that one and the others

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i think that the internal IDS stay the same for custom ones and are the ‘channels’

proven ivy
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there must be one tiny difference tho otherwise it should work,

latent moth
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btw: thanks for your help... appreciated

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yeah indeed

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i’ve also removed/recreated, cleaned the intermediate/saved, recomplied c++, etc.

proven ivy
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saved has no impact Intermediate/Build/Win64/UE4Editor/Inc and Binaries are the two that are actually affecting your game

latent moth
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the weird thing is that objects are considered traces BUT with bTraceType=False...? Maybe a code legacy

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ok, removed also builds binary

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the whole thing

proven ivy
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they are trace by default

latent moth
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ok

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i really don’t know what to do with these three errors.

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  1. missing texture from NULL: will check for references but i know there aren’t any.
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  1. object types not found: dunno, find an alternate implementation...?
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  1. lightmass exploding: force non computation of static (all dynamic anyways)
proven ivy
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sometimes I recreate a project and start from sratch importing every asset until I find the faulty one, and if there isn't any usually it solves the issue

latent moth
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i had to do this a couple times alteady.

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but this is a 14 months 25 GB project and quite frankly this time i don’t want to. 😃

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it’s lovely to have new features but i would prioritize:

  • the linker!
  • structures getting broken on BP
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that would solve many of these weird things, imo.

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@proven ivy how do you import them? copy directories?

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export from the other project?

proven ivy
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just copy past

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the trick is that some of them depend on others so you might have broken links

latent moth
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yeah

plush yew
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Should my demotivation for making a game stop me?

cloud cobalt
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Hard to say say without knowing much.

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Demotivation is generally not the real issue

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"I'm not motivated anymore" usually either means "I'm doing GTAV alone" or "I have a working game but it sucks"

cloud cobalt
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If it's really just the motivation, well, just do it ^

fierce tulip
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or self doubt and fear gets in the way

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just, do it

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motivation is just another muscle you need to train

cloud cobalt
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Though it's also an opportunity to look back objectively on projects

wary wave
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I motivate myself by wanting to eat food occassionally 😄

fierce tulip
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just.. EAT IT

wary wave
fierce tulip
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weird is so young in that video

plush yew
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Yeah my game is pretty much complete but not that good, I wanted to do a commercially viable one but might be my next as still learning

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I just realized that I was given the wrong axis directions by some tutorial again. For me, Z is up and down. Same way it is in UE4, same way it is in blender. When I export from blender to UE4 what do I want to set my bone axis as?

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because XZ is not it.

regal mulch
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UE4 has XForward and ZUp

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That's what I set my stuff to in the FBX export settings of Blender

plush yew
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Thanks, I just started messing around and that looks like it's right. I'm mainly looking for bone axis though. It looks like XY is possibly what I wanted but I'm not sure yet

dark depot
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blender export is not Z up X forward by default btw

plush yew
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I'm not on the default anymore I've gone through two different export threads and it turns out the last one I was in was either outdated or wrong haha

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XY is also not correct, I'll try a new axis setup now

leaden dust
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sorry I am really new to programming

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But I am setting a Timer

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And I want to change the value of a boolean variable

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do I have to declare new functions for small things like this?

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or is there a smaller way

wary wave
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if you're using a timer, you'll need a function or event

leaden dust
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@wary wave any other way to add delay?

plush yew
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I do delay loops

leaden dust
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its really annoying

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jumping from header file

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to cpp file

plush yew
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With a branch checking the value of whatever float im using to measure time

leaden dust
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Just to make function for one statement

plush yew
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I just hate the timer node in general so I do this. It's a lot messier but it works for me

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@leaden dust

leaden dust
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@plush yew you can't use delay in cpp

honest vale
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@leaden dust yea C++ sucks in the sense that you have separate header and code files

iron merlin
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Hey guys, how do i delete c++ from my project completely?

honest vale
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delete the files under source folder

iron merlin
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But its still there.

honest vale
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delete intermediate folder and restart project

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*reopen

iron merlin
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Okay thanks

mint sequoia
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@fierce tulip Discipline > motivation 😛

fierce tulip
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wont argue with that

mint sequoia
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I think every game has a point where the motivation fades. Starting an interesting idea/vision -> oh god this is taking ages why did I even want to make this -> game starts coming together and motivation returns

fierce tulip
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sometimes you are not motivated, then discipline needs to kick in

mint sequoia
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Need to get over the bump

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It can be quite a barrier for newer devs

fierce tulip
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even for more experienced ones

mint sequoia
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At least if you're getting paid then thats always a form of motivation hehe 🤔

whole quarry
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What is this "discipline"?

wary wave
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I hear it's some kind of kink

honest vale
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money is one

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or wait

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is that motivation 🤔

whole quarry
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Money is a driver

wary wave
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means to an end, more like

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grants you access to what motivates you

plush yew
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hello

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can some1 pls help me fast

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LowLevelFatalError [File:Unknown] [Line: 6963]
LoadPackageAsync failed to begin to load a package because the supplied package name was neither a valid long package name nor a filename of a map within a content folder: ''

0x00007ffe51319129 KERNELBASE.dll!UnknownFunction []
0x00007ff641cddd97 UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff641c8bcb8 UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff641d49efe UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff641e81c00 UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff641e818f4 UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff642e74c24 UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff642e593cc UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff642ae5ac9 UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff641a0f4a3 UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff641a1581f UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff641a1592a UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff641a1cebd UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff6435a7727 UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ffe51757974 KERNEL32.DLL!UnknownFunction []
0x00007ffe5457a271 ntdll.dll!UnknownFunction []

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whats this

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i exported my game but i cant play it

languid shard
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LoadPackageAsync failed to begin to load a package because the supplied package name was neither a valid long package name nor a filename of a map within a content folder: '' should give you an idea of the problem

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there's a problem with the map its trying to load

plush yew
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uh

wary wave
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probably didn't package the map at all

plush yew
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how can i do that?

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i have 30min then i'll have to go

wary wave
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by specifying the maps to package in the packaging settings

lusty carbon
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I need help setting up a simple first person camera player in my VR project

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to switch between the vrpawn and the fpscharacter

plush yew
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?

wary wave
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yes

plush yew
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and just write the name of my mapsthere?

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or what

languid shard
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select the map files

sudden agate
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@lusty carbon what do you have so far?

wary wave
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you select the files in Windows Explorer (for some reason)

languid shard
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with the "..." button next to that text box

plush yew
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.umap or .uasset?

lusty carbon
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@sudden agate just the VR character.. should I migrate a fps character from the template or create a new one ?

plush yew
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or both of them?

wary wave
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...the maps that you need in your project

languid shard
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.umap

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he may be talking about the assets UE generates with maps

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like lightmaps and such

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just the umap files suffices

plush yew
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ok ty

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man shit i will be late!!!

sudden agate
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arent maps usually included by default? 🤔

plush yew
wary wave
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you need literally just the maps

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and no, they're not included by default

languid shard
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¯_(ツ)_/¯

plush yew
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ok ok im exporting

wary wave
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the whole map packaging system is awful

plush yew
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i just have to be ready in 20min

wary wave
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why you select them using Windows Explorer rather than the content browser is beyond me

plush yew
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i also have to put it on my stick..and its 2gb

wary wave
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you'll be lucky to be ready in 20 minutes

sudden agate
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Pretty sure I can package without specifying the maps 🤔

wary wave
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it's not impossible though, if you've already cooked and packaged once, it won't need to cook a lot of stuff again

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I always have to include mine

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¯_(ツ)_/¯

sudden agate
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I'll take a look when I am at home :D

languid shard
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if you dont specify any map

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it'll include all of em

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right ?

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well, it "should"

wary wave
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I think it did at one point?

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I know out current project won't package anything that isn't referenced in the ini files

languid shard
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hmm

plush yew
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The UE4-Projekt_Arbeit Game has crashed and will close

LowLevelFatalError [File:Unknown] [Line: 6963]
LoadPackageAsync failed to begin to load a package because the supplied package name was neither a valid long package name nor a filename of a map within a content folder: ''


OK

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wtf

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NOO

languid shard
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welcome to gamedev

wary wave
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I don't suppose you've done something stupid like include German characters in file names or something?

manic pawn
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must be very brave to start experimenting with an apparently never used before unreal feature on such a short deadline

languid shard
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oh good call ambershee

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"Projekt_Arbeit " sounds very german

wary wave
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aye

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not leaving packaging to the last minute is something every newbie learns the hard way, heh

soft crescent
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Yeah lol, it's a pain if you dont have build machines, but every day you should build

wary wave
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whenever I do a game jam, packaging gets tested regularly

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you don't want to get to the last minute and find everything's borked, hehe

soft crescent
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yeah.. i think our build's are broken, we (despite what i said above) tried building on day 4.. failed. bunch of errors involving K2node, so I'm trying to do a build on the actual dev machine that has the steamvr drivers and such and see if that helps, tomorrow morning i'll find out

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if it's not thats what im fixing first thing

manic pawn
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build machine for unreal would have to be quite expensive, that's annoying

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unless the build is supposed to take 5 hours

wary wave
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ours take a couple of hours on dedicated build machines

manic pawn
wary wave
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at one studio I was at, we were using Jenkins for continuous delivery

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the server's name was Leeroy

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true story

manic pawn
wary wave
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it felt appropriate

manic pawn
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oh god my build is completely borked

soft crescent
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not that expensive aws is pretty cheap

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for the essentials

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in the future the aws instance will also handle some auto deployment sicne we work in custom branches pretty much all the time now

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and there are issues we have to deal with regarding IT meaning we need to do complete redownload/recompiles of the engine way more than you'd think

manic pawn
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it seems to always re-cook everything, I don't know if that's normal

soft crescent
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go to your packaging settings

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theres a setting that does that

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unless it's being caused by another thing but i dont know what could invalidate a cook?

wary wave
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there's not much that would invalidate an existing cook

manic pawn
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vs proceeds to freeze for 1 minute because the editor hit an ensure during start

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hmm I'm not seeing a relevant setting

wary wave
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there's a setting for fully rebuilding and another for cooking from scratch in there somewhere

manic pawn
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the full rebuild is off, but I can't find the cook from scratch

wary wave
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hmm

soft crescent
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whats the best method of removing an outdated plugin from a project on a branch you dont have? its just some unused assets that are tied to it and some placed in a level but nothing else really

wary wave
soft crescent
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can i just delete them ( i know thats not really good)

manic pawn
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that one's off too

soft crescent
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but im curious if i can go to 4.22 now we're not using nvidia blast

manic pawn
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I think that setting is just how you get it to put everything in the pak and not just things referenced from the maps?

wary wave
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it explains the discussion we had earlier about needing to include maps

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but I'm sure there's cooking settings missing from here

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e.g. 'Cook Like the Game'

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heh, yeah, there are settings missing

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there should be setting for iterative cooking

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if it is not enabled, it'll recook every time

manic pawn
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how would it know what needs re-cooking when you change the c++ 🤔

manic pawn
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oh

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let's just add -iterate

wary wave
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that used to be a tick box in the settings

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seems to have vanished

manic pawn
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I guess I can't test it while the cook is broken

wary wave
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looks good

manic pawn
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not that many packages

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wait how

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that's less things than files in the content folder

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and doesn't it add some of the engine content too 🤔

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I wonder what the cook on the fly is for

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doesn't it make the game load slow as hell when it has to wait for each individual file to be cooked

honest vale
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I think it makes the editor cook things all the time as you edit

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so when you finally package the game it should be faster?

ember notch
wary wave
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well the second link is broken

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but from the title it looks like they're too different things entirely 😐

ember notch
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Wait

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@wary wave now it's working

wary wave
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right, well, they look like two completely different things

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so I'm not sure how anyone is supposed to compare the two

soft crescent
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so is the chaos in 4.23 just destruction and niagara support?

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or is it going to be a full replacement of physx 3.4, because i cant wait for that engine to be dead

rustic imp
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eventually the idea is to replace the current physx entirely with Chaos

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but it will be a while before that is the case

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definitely not 4.23

#

that's still early access chaos

wary wave
#

I wouldn't expect a complete PhysX replacement any time soon

#

I mean it's taken how many years for Niagara to not-yet replace Cascade?

serene birch
#

isn't Niagara still partly in beta?

#

I can understand users not wanting to shift yet

soft crescent
#

yeah it hasnt reached feature parity yet

#

and also it's not quite where it needs to be in terms of performance for games

devout gulch
#

@wary wave what is complete physx replacement for games ?

wary wave
#

Chaos

devout gulch
#

Collisions and scene queries ?

#

i mean what part

wary wave
#

well, everything that PhysX does

#

so collisions and scene queries would be included, yeah

devout gulch
#

to implement destruction you need to implement basic things

wary wave
#

if the idea is to deprecate PhysX, you gotta replace it with something, hehe

devout gulch
#

and I doubt most games use more advanced parts of physx

#

basic things are scene queries and collisions

#

I guess the first step is to do physics interface

#

and then replace parts of it with chaos

wary wave
#

aye

#

I believe that's what they're doing

devout gulch
#

I bet ragdolls will be the last replaced thing, and collisions and scene queries first

#

I mean chaos can at least replace parts faster than niagara

#

niagara is just one big package 😄

serene birch
#

wait, so Chaos is basically a custom made physics engine?

#

what about PhysX 4?

devout gulch
#

nothing

#

it's not going to be integrated in unreal by epic

#

at that point I'm more interested where the epic OSS for online services 😄

serene birch
#

well everyone, even those not using the EGS should be interested by that

#

an API for online services that is multiplatform and store agnostic? heck yeah!

cloud cobalt
#

One that puts your game behind an additional login screen on every platform but EGS, though.

wary wave
#

that in itself is annoying to customers

cloud cobalt
#

And forces people to create an EGS account for their Steam/GOG/Switch game or whatever

wary wave
#

but it is what it is

serene birch
#

not really

#

you can get account linking I guess 😮

#

that's already what happens on consoles no?

wary wave
#

nope

#

games like GTA V require an additional account

serene birch
#

pretty sure there is Nintendo/PSN/XBox Live account linking to EGS accounts with auto login from one auth into into them

cloud cobalt
#

Pretty sure Nintendo, Sony or Valve aren't cool with sharing their user accounts to Epic.

serene birch
#

requires an account yeah

#

doesn't require you to login constantly to that extra one

#

can do the same with a game on Steam, just link Steam account to the EGS account

wary wave
#

nope

#

Steam provides an API with limited functionality for that kind of thing

#

so if both player profiles are public, Epic can see the friends

#

but Epic scraped that data dodgily from user PCs

#

which shouldn't have happened

#

if a Steam profile is not public, it would not be possible

cloud cobalt
#

Your players on Steam needing to create an EGS account to play your game is clearly something to keep in mind, because it will be unpopular as fuck. Of course, if you're providing console crossplay as a result, it's something to consider.

#

if you're going to be on Steam only, there's no point

serene birch
#

no that has nothing to do with it

#

if a game is launched through Steam

wary wave
#

but all EGS does is look at the Steam data they have access to and allow you to link friend accounts on EGS already linked

serene birch
#

the game has the Steam auth info available

wary wave
#

if you have a Steam game using EOS, you'll still need an EOS account additionally

serene birch
#

it can then start the auth operation with any game server that knows the protocol, like EGS can

cloud cobalt
#

EGS will matchmake with your EGS account, not the platform account.

#

That's pretty much the point

wary wave
#

^

cloud cobalt
#

That's why crossplay is possible

#

That's why it doesn't come with a subscription

serene birch
#

crossplay is the important part of the EOS 😃

#

the fact it's not linked to a store basically

cloud cobalt
#

But of course it does come at the cost of needing an additional account if you play the game on a service that has accounts already

serene birch
#

you could consider making the account automatically even

#

transparently

cloud cobalt
#

Nope.

serene birch
#

well outside of the initial EULA 😃

wary wave
#

Epic won't get access to platform user information

serene birch
#

and TOS

#

of course they will

#

the game RUNS in Steam

cloud cobalt
#

They won't.

serene birch
#

the game client itself has the info

cloud cobalt
#

It would be wildly illegal

wary wave
#

^

serene birch
#

what? no

cloud cobalt
#

Yes it would

serene birch
#

there are plenty of games that do that already

wary wave
#

I don't think there are

serene birch
#

they use your identity on Steam and basically do the whole matchmaking and accounts themselves

cloud cobalt
#

Every platform owner has extremely strong incentive on both legal and financial topics to not allow sharing information to Epic.

#

And they don't

serene birch
#

and use your Steam identity as an authoritative way to access your account there

#

that doesn't make sense

#

Epic only needs one thing

#

the game client connects to the EOS services and says "hey, I'm steam user 7516876156", the EOS will validate this request with the public API Steam provides

#

and then they'll say "welcome 7516876156, your EOS account is ready to use where you left it the last time"

cloud cobalt
#

Here's how it works : for Sony, Microsoft and Nintendo, the online subscription is a major money mover that brings in lots of revenue at an incredibly high margin. The only reason people pay that is because matchmaking is gate behind it

#

Letting Epic handle it for you is complete nonsense

serene birch
#

it's nonsese

#

yet some games do it

#

the game still needs the online subscription 😃

honest vale
#

what's EOS?

wary wave
#

Epic Online Services

cloud cobalt
#

@serene birch Which games ?

serene birch
#

Elite Dangerous?

cloud cobalt
#

Elite Dangerous uses EOS on PS4 ?

serene birch
#

on PC

#

ah on PS4?

#

well, Fortnite 😄

cloud cobalt
#

Fortnite doesn't use the platform, that's the point

#

If it did, it would need the subscription

wary wave
#

if you play Fortnite on console you need to create an account

serene birch
#

you need a PSN account

#

so you need to be a paying customer

cloud cobalt
#

You don't need to be paying the PSN sub

serene birch
#

hmm

#

well that's Epic flexing their muscles I guess

wary wave
#

I don't think Fortnite even uses EOS

#

which means if you play on PC, you can't then play with the same account on any other platform

cloud cobalt
#

Epic can afford to use their own matchmaking and shit on Sony because it's fucking Fortnite, and Sony needs Fortnite even if they're going to be paying for it

serene birch
#

of course it does

cloud cobalt
#

Now that doesn't mean Sony is ready to give up on PSN

wary wave
#

they use their own matchmaking system

serene birch
#

the EOS sales pitch was basically "hey we built this for Fortnite so now it's done, all that remains is make it open"

wary wave
#

a lot like Rocket League

cloud cobalt
#

Sony has extreme $$$ to loose if every dev moves to EOS

#

So they're absolutely never going to be sharing the data

#

Making it easy etc

#

That would be suicide

#

Same goes for Microsoft, which is doing exactly the EOS move on the Switch and PC

#

"Just use your Microsoft account for matchmaking"

serene birch
#

pretty sure Rocket League on switch still needs the Nintendo subscription to be played online

plush yew
#

Question, where would I go for troubleshooting, regarding reinstalling the Epic Games Launcher at in here? I've been having issues reinstalling the Epic Games Launcher.

cloud cobalt
#

RL uses EOS ?

wary wave
#

no

cloud cobalt
#

That's why then 🤷

wary wave
#

they just have their own platform independent match making

serene birch
#

it's crossplay

#

you don't make sense

#

you already have Fortnite users linking their PSN or Nintendo online accounts to an Epic account

#

they probably will switch up to the EOS api once it's ready btw, I think

cloud cobalt
#

And you will still need your Epic account on top of your PSN account

#

Which is what I was saying to start with

wary wave
#

yup

serene birch
#

I don't understand what you were saying XD

#

of course you need

#

any game with any amount of crossplay, or even just with custom online services

wary wave
#

you were arguing that you don't 😐

serene birch
#

has "local" accounts that are linked to the local platform account

cloud cobalt
#

They don't really have to be linked.

serene birch
#

I was saying you don't need a "EOS login" form to play those games

cloud cobalt
#

They do if the platform does not cooperate.

serene birch
#

they are linked, your PSN account is your indentity

cloud cobalt
#

Only if Sony cooperates.

serene birch
#

the online services need at least that info to identify you and your persistant data

#

they are ALREADY connected

#

there's Steam too

#

and github 😄

#

Github matchmaking when? 😛

cloud cobalt
#

And any of these partners can pull the plug at any second

serene birch
#

practically impossible

wary wave
#

they've had connected accounts for most platforms for years

#

used to appear in your forum profile

plush yew
serene birch
#

"connecting" an account basically means "user PSN xxx has linked his PSN to this EOS account"

wary wave
#

I don't know that they have much access to user data outside of user names etc though

serene birch
#

nothing is store on the PSN servers and the like

dim plover
#

But I'm pretty sure that means you still need to have an EOS account.

serene birch
#

but you don't NEED a login form

#

your PSN identity is enough to allow you to play on EOS games

#

once the accounts are linked

#

and the PS game knows your PSN identify

cloud cobalt
#

Only as long as the platform allows it

#

Again

wary wave
#

eh, if the platform allows it, it allows it

cloud cobalt
#

Sure

serene birch
#

since Epic PSN identity auth comes through the same servers than Fortnite

wary wave
#

but you as a developer have to run all your own servers etc in these cases

serene birch
#

Sony would need to cut off Fortnite to cut the rest of the EOS

soft crescent
#

pretty sure you can access user data who play your game

wary wave
#

so it's kinda expensive

soft crescent
#

at least from my skimming of sdk docs

serene birch
#

yes but to be honest, you need the EOS game servers to validate the identity of the user by asking the PSN servers

soft crescent
#

studios build KPIs of their players and part of that is the games they play too

serene birch
#

without that, the game would need the standard login form combined with a "remember be" option instead

#

it's VERY unlikely that Sony cuts that whole service though

#

the one that validates users identity

cloud cobalt
#

They don't need to cut all of it

#

Just stop taking new API keys

#

You don't just connect to PSN auth servers lmao

serene birch
#

they don't need to do that

river apex
#

Hi friendos, I'm trying to get a looped grain texture but get weird issues in two methods,
First one is the flipbook and a spritesheet, when played on pc it works great, but on mobile it comes out flipped and gradually losses quality.
Second method is using a MediaTexture and a MediaPlayer, tho in that method I can't make it loop seamlessly as it stutters when looped.

Anyone got a suggestion?

serene birch
#

they can just refuse games that use EOS

#

there's no need for them to go nuclear with their API

soft crescent
#

valve with portal 2 got some form of steam integration on ps3 actually

cloud cobalt
#

That's not being nuclear, that's just saying no when you'll ask them

#

🤷

#

Anyway

serene birch
#

there is no need for them to block the oauth API for anyone

#

it serves no purpose

cloud cobalt
#

No one ever talked about that.

serene birch
#

if Sony doesn't want crossplay, they just refuse to validate a game that does crossplay already

#

you did XD

#

constantly

cloud cobalt
#

No.

soft crescent
#

sony is now allowing crossplay for certain developers

serene birch
#

They don't need to cut all of it
Just stop taking new API keys
You don't just connect to PSN auth servers lmao

#

considering the fact Epic doesn't NEED new API keys

#

they already got one

#

Sony would need to revoke the whole Epic access to stop identity linking from working

soft crescent
#

also

#

sony and epic already have reached terms on this

cloud cobalt
#

And I thought Fortnite wasn't running on EOS yet 🙄

soft crescent
#

epic says it is

serene birch
#

who said that?

#

nobody

#

yeah

cloud cobalt
#

Epic did

#

lmao

serene birch
#

EOS basically IS the Fortnite system

soft crescent
#
There is no catch. We built these services for Fortnite and are now operating at enormous economies of scale. We also rely on these services for our store and engine, and we are happy to offer them to game developers for free with the goal of encouraging wider adoption of all of Epic’s offerings.

#
Epic Online Services

With Epic Online Services, we're making it easier and faster for developers to successfully manage and scale high-quality games. As a game developer ourselves, we've tackled numerous hard problems over the years. With Epic Online Services, we're sharing the fruits of our labo...

serene birch
#

and they clearly already have an API key for linking PSN accounts to EGS accounts

#

I showed you the page

cloud cobalt
#

Okay, I'm done here, there's just no point debating

#

I'm sure you know about this much better than I do

soft crescent
#

dumb argument to have imo since sony has allowed this already and there is no issue

serene birch
#

I've implemented an OAuth provider service once, and it might even be working, AMA!

plush yew
#

If this isn't the correct place to ask about my issue, which section would I need to go to? Because this has been going on since yesterday.

serene birch
#

does your windows username have any non basic ASCII chars?

plush yew
#

No, it does not.

serene birch
#

pretty weird for sure then

#

did you download the most recent installer? maybe it's an old one with a bug

plush yew
#

Yes, it was downloaded from the Unreal website itself. I did have it installed in the past, but removed it. Well, I wanted to reinstall it again, and this is where this issue has been coming from. There's a lot of old registry key entries I was deleting with Epic Games, because they were left over from the last installation.

serene birch
#

remove, like "brutally deleted" or using the uninstaller?

#

if the first, you might need to remove some registry keys to finish cleaning up

#

hmm yeah the windows registry is really a problem often, it gets "messy" so easily :/

plush yew
#

Well, I used the uninstaller to remove the Epic Games Launcher, and I also just regularly deleted the Unreal Engine Files I had, due to space reasons.

I was removing them for awhile, but I still wasn't getting anywhere with that. I think I spent up to 30 minutes maybe cleaning up the registry keys, and it still wasn't working out too well.

#

Hey everyone, im very new to all of this and i have a question. I download some quixel megascans files and would just like to import them/use them in unreal engine. How would i do that

wary wave
#

by using Bridge to export them into the proper file formats

plush yew
#

Thanks you!

#

thank*

plush yew
#

I guess there's no other way without clearing up the Registry keys?

If not, are there any specifics I should be on the lookout for?

grim ore
#

does the launcher not ask you were to install it when you try and install it?

plush yew
#

No, it doesn't.

grim ore
#

oh crud 😦 yeah nuking the registry of any entries might be the only option since it seems to be partially installed

plush yew
#

Does it normally take a long time? I was at for some time, and was basically wiping out anything that had "epic games" in it. With other programs that weren't Unreal Engine or Unreal Launcher, but were from Epic games.

serene birch
#

you could try to launch the installer while monitoring the registry keys it touches

#

getting down into the belly of your computer 😃

plush yew
#

Through Registry Editor, right?

serene birch
#

not sure which dev tool does that

plush yew
#

Oh.

#

Well, if anyone does know which tool does that, let me know. Because I don't have the faintest idea of which one does that.

serene birch
#

maybe Process Monitor does it

plush yew
#

Well, I'll try this and hope for the best.

#

As I've never used this before.

#

I have no idea what I'm doing, so I'm just running a search with the keywords: "Epic Games".

brisk hamlet
#

Hey ! Any idea how to change the default settings of a set of static meshes (For instance, change their collision profile) after that you have import them ?
Do I need to do all manually ? is there an easy solution ? Or is it possible to do automation ?

dim plover
#

Bibni, I don't entirely know what you're talking about. But perhaps, highlight the ones you want to edit, and then click Bulk Edit Properties or something like that.

brisk hamlet
#

Oh I will try

#

I want to edit massively the collision profile of all my static meshes

dim plover
#

Asset Actions > Bulk whatever

#

Maybe.

brisk hamlet
#

Yes it was that thanks !

next pewter
#

can anyone tell me where i goofed ? as soon as i connected the multiply node to opacity mask my entire texture is gone and not just the black BG as intended

cyan bough
#

When I have my item built in 3ds and want to import them as a single object with multiple materials how would I do that. I can bring then in using attach as a single item but then I can only put on a single material. I can import them as seperate peices and add materials to each but that is hard since it's a bunch of parts.
Any guides or advice would be much appreciated.

plush yew
#

@serene birch What process would I be specifically looking for? Because I have a lot of RegOpenKey, RegSetInfoKey,RegQueryKey, etc.

serene birch
#

you are connecting the whole RGBA pin? maybe you only want the A or (R, G or B) pin?

#

honestly, no idea 😄 but the keys the installer looks at must be the one where it found that "wrong" entry 😛

next pewter
#

@serene birch ❤

serene birch
#

that method completely relies on the fact you'd be able to parse the list because it's not too big 😃

deep basin
#

Hey :)
Quick question regarding interfaces in C++
When I check for an interface implementation in C++, to call a certain function that my interface has, I still need to cast the actor I am checking to a specific childclass of actor, which in the long run kinda takes away the benfit of an interface. Is there a more generic version? Like you can do it in BP? You check for an interface and if it returns true, you can call an interface declared function?

#

Or does the fact that C++ is a purely compiled language destroys the proper use here and it is something to set in C++ and use in bp?

kindred viper
#

Interfaces aren't just to avoid casting chains, but if you need to cast, then you might have some logical issue there with your usage. A asks if B has an interface. B says yes. So A calls Interface Function with B passed in. So whatever happens in the function is where you go from there.

plush yew
#

Oh.

deep basin
#

I was implementing a damage function that only certain classes shall posses, so I though an interface would not be the worst idea.
I then created the interface giving it a take damage function and let certain classes implement said interface so I have the flexibility to let each class take damage in a different way. If I however try to check the actor I shot at, by getting the actor from the outhit and asking if it has said interface implemented, I still need to cast it. that is my actual problem here

#

I probably miss some syntax here I guess

plush yew
#

Hm, ah well.

deep basin
#

if(OutHit.GetActor()->Implements<UITakeDamage>())
{
UE_LOG(LogTemp, Warning, TEXT("true"))

            AAICharacter* HitActor = Cast<AAICharacter>(OutHit.Actor);
            HitActor->ITakeDamage(OutHit.BoneName, Stats.DamagePerBullet, Stats.HeadShotMultiplier);
        }

this is the code snippet and how it works, but by casting I somehow make my interface useless in that case xD

#

oh, found a solution. if anyone has the same problem, here it is:

IITakeDamage* HitActorInterface = Cast<IITakeDamage>(OutHit.Actor);
if(HitActorInterface)
{
UE_LOG(LogTemp, Warning, TEXT("true"))

            HitActorInterface->ITakeDamage(OutHit.BoneName, Stats.DamagePerBullet, Stats.HeadShotMultiplier);
        }
sonic pagoda
#

Can anyone please explain the pooling enum at the bottom of the spawn emitter node.. there is nothing i could find on google about it... should i set it to auto for optimization ?

mystic mortar
#

Sorry for that but is there anyone that can help me in DM with some JS stuff please?

fierce tulip
#

hint nudge wink

#

:p

obtuse birch
#

anyone got some good starter points on what to create for a beginner?

kindred viper
#

an MMO

frail jasper
#

Lol no

kindred viper
#

ok two MMOs

obtuse birch
#

I was mainly thinking about creating environments, not games

#

(for now)

kindred viper
#

then goto Megascans, buy some grass, trees and plants, then close your eyes, and drop them everywhere :p

frail jasper
#

Make sure your textures are lower of 2.

kindred viper
#

*power

frail jasper
#

^

grim ore
#

check out the landscape mountains example on the learn tab and try to recreate it or something similar

obtuse birch
#

gotcha thanks!

kindred viper
#

it not great that one

#

I mean, you can investigate how it works and stuff but its not best practice for sure. It's a specific set peice for learning, but its also old

obtuse birch
#

what do you think is the best practice then?

kindred viper
#

Ask EvilMrFrank

frail jasper
#

Learn your debug tools

wary wave
#

the Landscape Mountains example is pure arse

#

do not use it as an example

#

the landscape material is a spaghetti nightmare where half of it doesn't even do anything

kindred viper
#

its performance is amusing. Especially when you put it in VR

wary wave
#

I can imagine

grim ore
#

you should generate the project files the first time you need to, after that the project files (sln file) will be updated if you create your files in the editor. you shouldnt have to worry about generating it again unless you have some weird out of sync issues.

#

what you need to compile is based on what you change. if you change the editor, you need to compile your editor again. IF you are just working on the project you would build the module in VS or in the editor (VS is recommended with the editor closed)

pseudo swift
#

Hello everyone, hope you doing good, i dont know much about making blueprints but i have this flickering light and I was wondering how I can control the speed of the random flickering?

kindred viper
#

I build with the editor open (hot reloading) with no real issues. I've heard the horror stories but I haven't had any issues

#

@warm flicker sometimes the plugins are built when you build from the solution in VS. If not, there is usually source code with the plugin and you can compile it individually with it's own sln file

#

well that is one way. Usually though they just require your project be compiled in VS. The plugin metadata will pickup that it's there and try recompile it with the project.

grim ore
#

@pseudo swift what do you mean by controlling the speed? right now it looks like you are turning it off and on within a random range

#

@warm flicker more than likely yes, compile/build based on if you are in VS or UE4. if you are trying to add in plugins that is going to be a larger pain in general so I would start with not having any plugins and having the project compile and run in the editor then add 1 plugin at a time based on the instructions for them. Some of them might be project specific or editor specific as well.

coarse vector
#

Hi everyone, I'm currently doing a project in unreal and I need to ask some questions. Specifically about level construction, importing, texturing etc, if theres anyone that could help id be extremely grateful, i dont want to bombard this channel with spam so if you could drop me a pm that'd be amazing<3

vale silo
#

any idea when 4.22.2 will be released ?

plush yew
#

Anyone know if fortnite uses blueprints or C++?

snow jungle
#

i would also like to know

fierce tulip
#

it uses both, and generally it used anything the engine provides

grim ore
plush yew
#

@fierce tulip im not but if i were to recreate fortnite could i do it using only blueprints?

fierce tulip
#

you could, but you'd limit optimizations

plush yew
#

what do you mean?

zenith flower
#

A little help, everything in the editor is now showing up as "k2 node" x,y,z ect

grim ore
#

@warm flicker it doesnt hurt to generate the project files so I would say if you add things like plugins you can generate them again then open it up and compile your project.

zenith flower
grim ore
#

but if you are just editing your project, adding code, etc. , you have no need to re generate the solution files/project files

fierce tulip
#

like i said it. a lot of things that where once blueprints get converted to code for optimisations. and then the code gets refactored a bleepload of times for more performance. etc etc

plush yew
#

how does blueprints get converted to code?

fierce tulip
#

by coders

grim ore
#

a robot named roberto

plush yew
#

lol

fierce tulip
#

but basically, if you have to ask, you are not ready

plush yew
#

@grim ore you shouldve called him roboto

#

@fierce tulip I know im not was just asking if i could do it in general

grim ore
#

code in BP might be "do this thing every 2 seconds" so you then take that blueprint, make the code in C++ to do the same stuff, and replace that blueprint stuff with the C++ stuff

plush yew
#

ah

#

wouldnt you have to make a new C++ project tho?

grim ore
#

C++ and BP co exist in your project

plush yew
#

ok

#

well how do you get to the C++ editor?

grim ore
#

you can add C++ to a project that was BP only, you can add BP to a C++ project, you can swap back and forth and break stuff

zenith flower
grim ore
#

the C++ editor is normally Visual Studio

zenith flower
#

ugh, i found it

grim ore
#

weiiird

#

that is awesome

plush yew
#

How do you figure out what errors are coming from and how to fix them?

#

where*

grim ore
#

you read the error message and start debugging

pseudo swift
#

@grim ore regarding the light it is correct that i am turning it on and off, i just wonder if I can control the speed im turning it on and off

grim ore
#

how do you want to control it? right now it's a random number between 2 numbers

#

do you want to adjust those numbers in the editor? or have something else adjust them? or just make those numbers different

kindred viper
#

@plush yew It uses a virtual machine as a middle-man between the blueprints and the C++ compiler. So everything you can do in blueprints, would have an extra step in the process of conversion. Now it's optimised as heck, but its still a step you can remove with pure C++. That is why all (almost) blueprints can now also be converted to a kind of "internal raw C++" file for the compiler to use instead.

#

bear in mind, also, that the complexity of your project would create an exponential overhead with pure blueprints. This might be where optimisation internally comes into play, but the more blueprints you use, the more overhead you create.

#

You could tell me im wrong, and I don't mind, but I don't think even a snapshot of what Fortnite is on a cycle could be done in pure blueprints AND be fully functional

pseudo swift
#

i would like the light to flicker on its own, just not as dramatically as it is now, like a dying light bulb etc

#

is that too vague?

coral shoal
#

Are you looking for fading?

plush yew
#

well I just made a light turn on/off on player collision

grim ore
#

you might want to look into a Timeline then @pseudo swift and not set the visibility but change the light intensity over time

pseudo swift
#

would it be tricky to change the blueprint? What do I plug where? timeline is that the name of the module?

grim ore
#

@pseudo swift a timeline is something that runs and does stuff over time, like changing a value from 0 to 100 which can be your light value. you would replace most of what you are doing with a single timeline node than would change the light value over however long you want it. https://docs.unrealengine.com/en-us/Engine/Blueprints/UserGuide/Timelines and it looks like there is an example of a flickering light on that page as well

pseudo swift
#

well how about that, juicy, thanks alot master blueprint warrior

grim ore
#

😃 weird coincidence it has that example

pseudo swift
#

haha blessed for once

proven forum
#

hello

#

'' Launch '' I get this error in navigation

grim ore
#

what happens when you try and package the project, what error come up then?

proven forum
steep garnet
#

Hello everyone! I'd like to play some sound effects after some events triggered(like when your fire from pistol and it plays some cue sounds). I'd like to implement it in C++. How can I implement this? Thanks.

grim ore
#

@proven forum are you using the advanced sessions plugin?

proven forum
#

yes

#

for multiplayer steam connection

grim ore
#

according to the internet you are supposed to put the advanced sessions plugin into the project folder and not the engine folder after 4.20

proven forum
#

exactly where do I need to add?

grim ore
proven forum
#

I am looking now

deft surge
#

Hi guys

#

I have a question. What is the limit on how complicated a rig can be in UE?

wise lagoon
#

is there an equivalent to check/assert/ensure in Blueprints ?

deft surge
#

Like can a normal rig made in Maya with complex facial rigging be imported into UE without breaking?

abstract relic
#

Yes

pseudo swift
#

what do I search for?

fierce tulip
#

< non bp guy
seems like multiplier

cursive dirge
#

or X node

#

🤔

maiden swift
#

It's a float * float node, I believe.

pseudo swift
#

float float seems right!

#

thanks 😃

grim ore
#

Its a variable that you create, a boolean

#

it's to prevent it from playing again when it's already playing

pseudo swift
#

do i need to change any of the boolean settings?

grim ore
#

you shouldnt, default is off. This causes it to turn on when the timeline starts then off when it stops.

pseudo swift
#

alright, everything seems fine now except the set brightness node which doesnt allow me to plug in my point light, idk if they changed this node

grim ore
#

so the bad part about that example is they don't actually show you the timeline itself 😦

pseudo swift
#

its referencing fog instead of my light

grim ore
#

drag off the light and find the node you want so its the correct one

pseudo swift
#

this is what i have so far

#

i switched the first event one also since i just want it to be on all the time

grim ore
#

yes you should be dragging off the item you want the node for so it gets the correct one, you got one for another item

pseudo swift
#

silly question but how do i 'drag off the item i dont want'?

grim ore
#

drag off your point light variable and search for the node you want

pseudo swift
#

you mean remove my point light var?

grim ore
#

delete the set default brightness node since it is for fog

pseudo swift
#

yea

grim ore
#

drag off the right side of your Point Light variable and type in brightness to find the one that is for that item

pseudo swift
#

it just says get or set ?

grim ore
#

the variable in your graph that you are already using

pseudo swift
#

im sorry for being so stupid lol

#

i dont have a variable for my point light, i guess i create one ?

grim ore
#

you dont?

#

what is the point light variable in the graph ?

pseudo swift
#

sorry i do its the one on the screnshot

grim ore
#

yes you drag off that and get the brightness node

pseudo swift
#

i can drag it out the menu on the left but that doesnt help, and to the right is whats on the pic and i can interact with any of it

grim ore
#

the graph is the grid area in the middle

pseudo swift
#

yea i know but theres nothing i can drop there?

grim ore
#

you have a blue point light variable in your graph already right?

pseudo swift
#

yeaa

#

which is in the left menu

grim ore
#

no

#

that is not in the graph, the graph is the item in the middle, the grid.

pseudo swift
#

yea i have one

primal forum
#

hey, sorry to randomly hop in, but I have a (hopefully) simple help question that someone could answer?

grim ore
#

you already have 2 things hooked up to it, the set ies and the set light color

pseudo swift
#

yea

grim ore
#

just drag off it again for a third wire and get the brightness node

pseudo swift
#

but if i drag it off it only ask for set or get light?

primal forum
#

I just started messing around with unreal today, how to I make a box brush cast a shadow/prevent light going straight throuugh it?

pseudo swift
#

i think i know what you mean

#

wait

grim ore
primal forum
#

is that in rergard to my question ^ ?

grim ore
#

@primal forum right now your geometry brush allows light thru it?

pseudo swift
#

no brightness with the point light as target

primal forum
#

yeah, I have a box which light goes straight through

#

its the wall with the window

grim ore
#

yes a point light uses Intensity for the brightness value

pseudo swift
#

isnt that the one that i had in my bp?

grim ore
#

no, the IES intensity is not the Intensity

pseudo swift
#

so which one do i use??

#

set intensity for light?

grim ore
#

@primal forum in the details panel for the brush , under brush settings, is a drop down for advanced. in there is Create Static Mesh to turn it into a mesh that should then cast shadows and block correctly

#

it would be Set Intensity if you want to change the brightness. Look at the light itself in the details panel and the options to see which one you want to change @pseudo swift

primal forum
#

the reason it's a box is because I needed a hole in the wall, turning it into a static mesh means I can put a hole in the wall for a window

#

box brush*

grim ore
#

select both of them, the window subtractive and the wall additive and then create the mesh with the hole in it

pseudo swift
#

i think i got the bp right but the point light vanish when i play, i might just stick with my initial bp since its a working flicker light, this might be too detailed

#

thanks for the help though!

#

must be something it doesnt like with event begin play since it works with the original node player overlap collison etc

manic pawn
#

what are any of these supposed to be

frank escarp
#

@manic pawn whats that?

manic pawn
#

it just appeared on the "roadmap" with no details

#

for 4.23

#

I'm assuming this is niagara stuff

pseudo swift
#

might be quickest to reimport maybe since its not located at world 0 even though the objects origin point is centered

sacred inlet
#

I made this with brushes and want to keep the hollowness, however when I do create static mesh it turns out like this....

#

this is what I do with brushes

#

nvm got it

#

didnt select all the brushes

plush yew
#

I've got a line trace for objects that is looking for three different object types. On hit I need to know what type of object it hit but I can't figure out how to get that

grim ore
#

How are you looking for the 3 types?

#

And how are these 3 different object types? 3 different blueprints or ?

plush yew
#

its a mess in here but this is the basic setup. I could make three separate traces but if it's possible to differentiate with just one that'd be great

obsidian nimbus
#

am i looking at a glimpse of madness? 😃

mossy nymph
#

check collisionobjecttype of hit component

plush yew
#

Basically I needed my characters to react to attacks before the attack hit their mesh so I made a wider capsule that only reacts to attacks

#

Thanks I'll check that link out. Yeah the deeper I get and the more I learn the more I realize my earlier setups are a total mess

#

Sequence has been helping me clean stuff up

obsidian nimbus
#

there is maddness down and there is madness right 😛

#

and the maddness comes back aswell 😛

plush yew
#

Wow that was fast @grim ore Thanks as always! I kept checking the out hit actor pin.

ornate hatch
#

Hi everyone. Quick question, is it possible to copy a scene I already assembled in UE4 into another level ?

sacred inlet
#

I keep walking through a static mesh I just made... I made it so that there is collision on it

#

gave it complex collision

#

and then changed settings

ancient lotus
#

did you make the mesh inside a 3d modeling program like blender?

sacred inlet
#

no i used brushes

ancient lotus
#

ew

#

lol

sacred inlet
#

combined the brushes to a static mesh

ancient lotus
#

can you take s creenshot

sacred inlet
#

im in prelim stages of my game design lol

#

yeah

ancient lotus
#

so you added a staticmeshcomponent to a brush?

sacred inlet
#

yes

#

well

#

i created static mesh

#

from the set of brushes

ancient lotus
#

open it up and look at the collisions. im not sure if a brush will have any sort of simple collision, so you may need to force it to use the complex collision UE generates

sacred inlet
ancient lotus
#

looks good, is it set to use the complex collision?

sacred inlet
#

yeah

#

I think so

ancient lotus
#

and you still walk through it/

#

?

#

check it

sacred inlet
ancient lotus
#

use complex collision as simple for the mesh

sacred inlet
#

im confused

#

I can't even search for collision in details

ancient lotus
#

is the object itself recognized as a static mesh? let me make a brush real quick and look

sacred inlet
#

got it

#

had to "create a blocking volume"

ancient lotus
#

wonder why. atleast its workin

#

has anyone here made fps animations with blender and put them in UE4? or even tps?

ancient lotus
#

when you give a democrat logic

worn granite
#

Well fuck my overall neutral statement

polar hawk
#

lolwat

ancient lotus
#

^ wert?

worn granite
#

nah isk

plush yew
#

Is a for each loop the most efficient way to check if an item is part of an array? I take the array and run a for each loop to check if the item is equal to any of the entries but is there a better way?

ancient lotus
#

thats probably your best bet

plush yew
#

Alright that's what I figured. Just wanted to see if there was an "array contains X" node or something. Thanks

ancient lotus
#

if there was then it would probably be doing a foreach loop inside the function anyhow. regardless that is something you will want to be performing via code if its going to be happening alot

sacred inlet
#

anyoone have experience with flex emitters

ancient lotus
#

what are flex emitters?

sacred inlet
#

nvidia flex

#

trying to spawn an infinate amount fo aprticles

#

particles*

#

but it keeps capping

kindred viper
#

@plush yew Array ->Contains (var)

grim ore
#

which just does a loop behind the scenes btw 😛

plush yew
#

HAHA WOW thanks! @kindred viper

#

Well at least I can clean my BP up

kindred viper
#

yeah buts its an official Epic loop so its all good :p

plush yew
#

based on what I post here we all know I could use it

grim ore
#

always found it funny it does that but what else can you do

kindred viper
#

the other way to do it is a hash typed array. Then you can use dictionary methods on it. But that requires structural definition in your code

#

I want to know why there isnt a Reverse For Each with Break in the Standard Macro lib still. Any Epic folk want to chime in on that? 😃

fluid nexus
#

oes anyone here know how to animate in blender?

kindred viper
#

I know how to keyframe animation, but not in blender. 😦

#

Probably because I dont really use it but there you have it

sacred inlet
#

MY meshes are really shiny because I baked them

fluid nexus
#

i just need someone who can animate a 3d model and send it to me

sacred inlet
#

is there anyway to unbake

kindred viper
#

fire up Perforce, revert your ..... wait... do you use source control?

sacred inlet
#

me?

kindred viper
#

aye

versed spear
kindred viper
#

I would be right ticked off with those numbers

#

sees himself out

minor pulsar
#

omg

#

👏

restive seal
#

@plush yew Yes, in C++ and BPs, there's an array function called exactly that, Contains. returns boolean if the item is in the array.

plush yew
#

Awesome, thank you!

restive seal
#

oh, just saw that my discord was behind, was answered 😊

plush yew
#

Still appreciate the help!

#

I'm basically going to rubber duck this post so if anyone sees any glaring flaws in my plan let me know, I'd appreciate it

I'm using line traces for hit detection on my weapons. I used to have the block animation play if the player was in a blocking state when struck by a weapon but that wound up looking funny. It basically went get hit by weapon -> play block animation.

To get around that, I made a big capsule called the BlockCapsule that will trigger the block animation if the player is in a blocking state and the weapon collides with that. This works great, except that the weapon now always collides with the block capsule first when tracing since the blockcapsule is bigger. So if the player isnt blocking and it collides with the capsule then the trace is ignored. If it IS blocking then the block plays as usual. So now you can never deal damage.

To get around THAT I'm going to just do two traces at a time. One for the block capsule, one for the player. That should be fine right? Line traces aren't obscenely expensive or so I've been told.

manic pawn
#

why? you could just check whether a player is currently blocking after the line trace

plush yew
#

Because as far as I can tell the trace only detects one component at a time. So if the player is blocking and the trace hits them it plays the block anim and everything is good. If they're not blocking then nothing should happen yet, snice you've essentially hit open air.

#

And the player is contained within the block capsule, which means that those are the only two options as far as I can tell

manic pawn
#

you can do a line trace multi which will return multiple overlap and one blocking hit

plush yew
#

oh shit, this might solve it

#

thanks! I'll check this out hopefully it works

vagrant flax
#

Hello, everyone, bit of a newb at UE4, slowly learning bits and pieces here and there, So this question may seem easy to someone, hopefully. How would I go about creating a portal effect? I cant figure out how to make the secondary camera pan with the player position, like a parallax effect? Does that make sense? Im terrible at explaining things lol

plush yew
#

So when you look through the portal it displays the view from the other end? Like the Portal games?

vagrant flax
#

Yes, exactly 😃

plush yew
#

I've never pulled that off, have you tried searching any tutorials?

#

yeah he says "delay of one frame"

vagrant flax
#

I'll give that a try, thank you!

rapid compass
#

I tried jumping right into blueprint, and....

#

I'm completely and utterly lost.

#

What.\

#

I don't understand what any of this means. I worked and practiced on the tutorials, but now I have no idea how to get anything done, or where to start,

#

How would I get a motion controller such as Touch to work?

#

How do I make a simple button???

#

im just

#

incredibly confused

#

if someone could give me some pointers or at least basic translation from programming lingo that would be great, as i'm an artist trying to make a game

#

i can't find my bearings

minor rivet
#

Guys, anyone know why my Steam integrations not working? Isnt it just a matter of adding the steam plugin and then adding in some values to the DefaultEngine.ini file? Im following a tutorial and thats literally the only thing the tutor does. Hes able to use Steam Overlay and etc after doing this but I cant

#

Any help?

coarse wigeon
#

Epic games is really updating the roadmap allot for 4.23 today

rapid compass
#

i feel dead holy cow

hidden aurora
#

Nice to hear that

rapid compass
#

i cant

#

i'm so lost

minor pulsar
#

Any idea's as to why this is?

next badger
#

i see two different names

minor pulsar
#

Yes. Im not sure why its doing that?

#

I export using game exporter on 3dsmax.

#

then use the datasmith importer within unreal engine

next badger
#

maybe those are submeshes?

minor pulsar
#

Im not sure about that.

#

Thats what it looks like when i drag one of the mesh's out

#

( ignore the materials )

next badger
#

why not you open the mesh inspector and see what's inside

minor pulsar
#

Right click edit?

#

( Im still learning )

next badger
#

no, in the content browser, double click the imported mesh

minor pulsar
#

🤔

next badger
#

oh, i see now...sorry, was blind

serene oracle
#

I just have one thing to say
and that is:
I keed
thonk

next badger
#

@minor pulsar click - scene settings, then go to details - datasmith - static meshes, there should be 2 sets

minor pulsar
#

i tried it with another mesh same problem. But theres the scene settings

next badger
#

well, it looks like it has one mesh only

#

try to remove the datasmith scene actor from the level and add it again

minor pulsar
#

Already tried 4 times Still the same problem

next badger
#

from the content browser i mean

minor pulsar
#

Yep

#

Still displays multiple

next badger
#

@minor pulsar load the scene in the datasmith viewer

minor pulsar
#

Datasmith viewer?

next badger
#

yeah, the datasmith scene viewer

minor pulsar
#

Is this within unreal engine? or a standalone program

next badger
#

um, the one you opened before

minor pulsar
#

The graph?

#

I opened alot of things before 😛

next badger
#

do you even looked in the content browser ?

minor pulsar
#

Are you talking about this page

next badger
#

yes

#

load the scene

#

i see only one

#

actor

minor pulsar
#

Yeah But when i drag the mesh into the level to use. It places 2

#

I can't for the life of me figure out why

#

clicking load scene doesn't seem to do anything :0

next badger
#

you click load scene, it loads the list of meshes...then you click the import button (once)

#

and it imports the meshes in the scene

minor pulsar
#

Oh my bad Im extremely new to all of this

next badger
#

sorry, nap time

minor pulsar
#

Thank you for everything alexey!

#

WEll i build the scene and clicked the import button ( once) and it imported it into my level perfectly fine and only displays one

#

Will I have to do this for every single mesh? ( Last question )

next badger
#

@minor pulsar depends, you may assemble all the assets in 3ds max, then update the datasmith file and use the same buttons...it should replace the existing ones

minor pulsar
#

Awesome thank you again 😄

next badger
#

@minor pulsar you may verify the list of the assets once you press load (it will show all of htem in the scene preview tab

minor pulsar
#

Awesome 😄

next badger
#

"dataprep" is for scripting (like deleting unnecessary parts etc), you may ignore it so far

#

i also not sure if it resets or keeps all the materials defined in ue4...so be aware

#

test

#

/gone

jade bobcat
#

I'm having some trouble with a tutorial
It says that I need to access the physical animation (I geuss it would be called window)
The place where you can change values for a physical animations strength and velocity, but I can't seem to find it. I am able to create the physical animation profile but I can't find out how to alter that profiles velocity and strength
If you would like me to clarify just ask, and thanks

mint sequoia
#

Does UE4 have any tools to validate skeletal meshes in terms of degerate triangles and other defects

silver bone
midnight bolt
#

why my detail lighting view look like this? i have normal and specular textures, something has flipped cause it was fine not so long ago...

#

SOLVED

wind siren
#

Packaging failed! ERROR: Unable to find plugin 'ApexDestruction'... I have Apex destruction installed and active, it's right there on the list as Enabled.

dark depot
#

are you using nativisation

wind siren
#

No, i'm very confused. It's literally on the menu as enabled while giving me the packaging error.