#ue4-general
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trace also hits the new item's location, as well. so i don't know what is happening, but it looks like it's spawning matching collision components that aren't attached to it somehow
@plush sky there has been 0 information on it coming to the Engine for end users
Ah ok, do you know of a guide on how to implement it and does it cost anything?
that's a possibility, have you tried making just a new generic BP, made some movement code to it, and moved it to verify it's not the project and your bp itself
as far as I can tell there is no information on EAC itself outside of EPIC. there are other alternatives out there. @plush sky
Ah ok. What alternatives would you guys recommend?
the show->collision option in the editor does absolutely nothing. showflag.collision 1 actually shows collision in the editor
I would be curious what the name of the phantom object is that you hit and who owns it
it is the name of the object that moved.
For some reason when compiling a large number of shaders my vram usage skyrockets to the point of crashing UE4 
i've got a visual of the trace, that's how i discovered this problem, and i log the tracer and the hit actor GetName() and it's the same
wait no it's not.
it's the original instance in the level, this is the second one. argh!
@raw elk really weird. Stock UE4 install? Shader Compiler should not use GPU Memory, only system, and I checked it on a project here and it never went above 1.4gb for GPU Memory during compiling a large set of paragon assets
thanks @grim ore
@heavy ether lol
@grim ore yeah stock install. I know it's strange, this is a relatively new issue
@plush yew Thanks scotty, got it if you want to delete it
I've even reinstalled UE4 to see if that'd fix it
I guess maybe it's actually using your GPU Memory for the materials once the shader actually compiles them, that I could see happening.
it screenshots the desktop? What if im running in a VM?
what is the purpose of that though?
look for obvious stuff like a folder called hacks
you would have to be expecting some stupid people though really.
argh. i thought i was destroying the originals, i'm just doing SetActorHidden. my bad totally.
๐ fixed is fixed!
I guess
and don't feel bad @heavy ether because I've been bitten before by hiding something and forgetting about collision and getting phantom collisions when stuff was dead lol
alright, i must've figured that hidden also implies turning off collision. derp.
Im not one for cheating, but I do respect those who make the hacks. They put a lot of time and effort into it. Its quite amazing in terms of programmatical prowess
I went to a site in the early UE4 days where they were taking apart the source once it became free. They were like rabid dogs for the info
hackers will always find a way
So, is there a way to limit memory usage of shader compilers? It's really odd I even have this issue to begin with, I have 80 GB of RAM and 24 GB of VRAM available to UE4
what kind of shader are you writing to take up that much ram?
or is it a set and on compilation?
It's just a bulk of different materials, particles etc from a large map
it definitely seems like another issue. VRAM itself is not linked to the shader compiler but perhaps your scene itself needs that much VRAM to load (which would be horrible for end users lol)
but I'ver never gone over 24gb myself of system and 6gb of vram even loading kite demo or infiltrator
heck, most of the textures are 1 and 2K
I usually use low-res textures in the editor while im building
it sounds like another issue then, you should not run out of vram unless the project itself was using that much. shader compiling is CPU only
..sadly
99% of the engine is CPU only when compiling as they try to be GPU agnostic
I've had some suspect projects before now that seem to take forever with shaders when doing things. But only on the really large stuff
I'll roll em back and see if that helps. Everything else in my system is up to date
Do you guys think "secrets" sell like they used to? Like secret levels the players have to find?
This project though, it takes ages to recompile if I clear out my DDC
secrets, just like easter eggs, never get old imo
easter eggs are something my son loves in Fortnite. He rants on about it for hours sometimes
I love Easter eggs too
On another note, does anyone have experience setting up a shared data cache?
depends but overall if you are just using the exposure settings almost nothing
basic ones are pretty cheap. But they come with so many features you can enable, its a case of cherry picking
unless your aiming for Mobile most things can be used and be fine
like everything use the profiling tools built into the engine
I think the shader pass and post process pass are completely seperate. I remember having some issue with it
as far as profiling. Try the official profiling page here. https://docs.unrealengine.com/en-US/Engine/Performance/index.html . Also try external stuff like PVS Studio
How to identify performance problems and fix them.
PVS-Studio: Static Code Analyzer for C, C++, C# and Java
I keep getting this while watching Virtus's tutorial, despite not getting it last time; can someone help?)
An object [RedDamageVignette] of class [Texture2D] already exists in file [/Game/ThirdPersonBP/Blueprints/RedDamageVignette]. Do you want to replace the existing object? If you click 'Yes', the existing object will be deleted. Otherwise, click 'No' and choose a unique name for your new object.
did you put the actual .png/jpg/.tga file into the content directory instead of just importing it?
oh
Ok I have a question. There's this game that uses Unreal, and in that game there's this character who has a rewind power. She lifts up her hand and can rewind time. How can this be replicated?
Well there are different ways to do it depending on requirements. Tell me more
yeah
just a few clips of max reversing time
ok that is just animated scene, unless there is some dynamic elemtn in the game I don't know about. You can simply make your anims, then play them in the direction you want. Or if it was more dynamic, you could save essential anim states and effects in a format you can read back in, or use the in built replay system.
Thanks
@grim ore you still around ?
if i want to take from my float nuber of 1.2 every number my edit table add number how will i do that ?
sorta lol
make a blueprint, add a box collision to it, set up the on overlap event for the box, on the overlap spawn in your AI and move it to somewhere randomly in your area (navigable area probably using AI and navmesh), and then have the AI find the player and do wahtever
How do I import upk, psk, and uasset files? I import them but they dont show in content explorer
My starter world dissapeared, how can I duplicate/reset it?
found it
Ok, I tried generating a landscape and it broke
the generated landscape is wierdly segmented and is invisible when I go to the camera
@plush yew you don't. They are compiled files. That's what you get when you import the actual assets
Anyway to decompile them?
quick tutorial on how to load a auto save blueprint or map that was deleted or that you wish to "rollback" to. Do it yourself! Unreal is to dumb for that ;)
there are easier ways to learn how things work though. As what you get there might not even be understandable.
it might not even work tbh. Some stuff is connected (via dependency) to other assets. So you might be walking into a world of shit right here
you can give it a try, but if I were you, I would start learning the Epic way
no I meant learn from Epic tutorials
Hey guys, why cant i assign structA to a structB array that contains structA, float n bool?
a code example might help
the general rule though is structs cannot be members of themselves
The life duration and bool was able to be added into the array but not the hitBox.
and DurationTraces is a seperate struct entirely?
Yeah it's a different one
sorry the array typoe
Durationtrace struct has hitBox struct, lifeDuration float and isMoveable bool.
it doesn't have any information that HJitBox doesn't
Yeah it din't have the hitBox struct somehow.
yeah thats an odd one then. not apparent but its 8am and ive been up all night
and asking in BP, you don't have access to any struct functions and such, why the 2nd struct?
@mossy nymph What do you mean?
hitbox has lifeduration
Default values
durationtraces has hitbox and lifeduration... why?
So i can deduct the lifeDuration without affecting the main struct
hitBox struct is meant to be a template for the attack.
you should at least rename it to RemainingLifeDuration then
Yup will do so. Do you know what's the issue?
what does it say why doesn't it let you do that?
and you can try MakeDurationTrace node
then toss that into the array
@mossy nymph Compile has no error. It's just that the array didn't add the struct into it.
did it add float and bool?
It did add float but not bool somehow..
well, that bool is always true
use a MakeDurationTrace, or whatever your struct is called
then plug its output pin into the array
@mossy nymph u mean outside of the function?
i mean right click on the graph inside the function and type Make<yourstructname>
rest should become obvious after that
Oh i have to do that?
didn't work D:
only float manage to be in there..
@mossy nymph Am i missing something? Why does float manage to be set into the array?
what sort of license do UE 4 plugins hosted on github (for example) have?
would you consider them open source?
mainly: can they even be licensed under something like MIT or such license?
dont quote me on this but would that not depend on if they had engine code or not
and what the author of it picked
engine code is obviously only referenced through includes and such
What target code should I use for 4.22 when I create a .Target file for my dedicated server?
Cus I can only see the codes up to version 4.18
hiii
can anyone help me pls?
i'm doing a work project with blueprints
i need to create a scene with lights and put a distance detector to change automatically the light intensity while the character is moving
and i don't know if there's a specific tool to do it
omg
i started with blueprints on monday
aye, get vector length of the 2 vectors to determen the light intensity, ez
i'm totally a noob with blueprints
nah, getActorLocation - getLightLocation -> get vector length ?
i created with a trigger box a scene that makes turn on the lights if you're touching the box and turn of if you're not
that's the last thing i did
and my boss is always asking me to do more difficult scenes
more difficult? wait you got a job in game dev?
well, i'm sudying informatic and network and now i'm on practices period
sorry if you don't understand me, i'm from spain and my English level is not really good
i understood you got a intership period now :d
on summer i'll work here, so yes, i'll be a 3D developer
now it's like a work, but they don't pay me
=
I don't know if I'm right here with following question. Some solo developer tried to recreate unreal 99 in ue4. Except this attempts I never heard of serious remake of unreal. Why people are fixating on recreation of half life one, but unreal 99 was never seriously touched?
i'm working free
your investing time to learn and gain experience
they're spending time on you for you to get that
seems fair to me
Anyone got the correct version's code for the target file? version 4.22
i try this? nah, getActorLocation - getLightLocation -> get vector length ? @whole quarry
yes, it will get you a number that represents the distance between the light and the actor
all this with blueprints?
ye sure
i'm sorry, it's in spanish
maybe for you it's an abomination hahah but first i need to understand how the blueprints work
I saw this amazing stuff from project lambda. At least someone could try to make a few levels from unreal 99 and bring them to decent quality.
you need 2 vectors
one of the location of the light
one of the player location (getPlayerPawn->getActorLocation)
then substract these 2 vectors, from that result getVectorLength
how can i add the vectors?
on the left side of the bp window, you can add variables
this is like, the most fundemental basic thing
okay, i have this
plz use alt+print screen >.<
sorry hahhah
okay, i have the vectors
its 3 floats (x,y,z)
there are more choices than just getVectorLength?
i have done it
cool
i found the xyz
well, now you have something you can use to set the intensity of the light
i use the same variable for both objects?
light and actor?
bc the condition is the same
you already got a way now to measure the distance between the player and the light
@plush yew I think the min is actually SM5. But UE used to have a fallback system for lower spec GPU models, so that might be a thing still
I came here from ut pre alpha community. I,m working from 2016 until now as mapper. I heavily focused on detail meshing out empty maps. I was interested in unreal 99 projects with ue4 but was never been able to find something serious.
i don't know how to continue ๐ฆ
i'm sorry if i'm a mess, but my boss told me that i need to find a way to do it
well, the light has an intensity value
the higher, the brighter
you got a distance float now, the further away you are from the light, the highter the number
okay
things you might want to use are lerp, clamp, some math ๐
sounds like BDSM
Ok, I understood. There is no hope that it would be something like black mesa for half life 2 until epic decides to make a remake itself or allow it to community.
I haven't since
I was sure this would be the last game engine I would learn though.
is there a way to reset the editor layout, but only for a specific window?
Unfortunately it pre alpha is using 4.15 version of ue 4. Many of modern features are missing and it,s hard to make assets from higher engine version to work with 4.15. But all in all I never touched an engine like this, you can't get away from it.
@rustic imp Go look up CodeKitten's Layout plugin. its pretty new but yeah its good stuff
@plush yew are you using navmeshes ?
:/
gotta code that then
๐ฌ
In this short guide we will be talking about stairacaises and character ability to walk up and down. Checking behaviours of stepping on the steep stairs and ...
this might be relevant
no probs
in your character movement settings, "max step height", "walkable floor angle"
check for these settings
๐
so some kind of automated jump ?
ah alright
yeah I see
with your character in mid air animation glitching on it
๐
So we're using swarm, but one of the agents says available and assigned, but when building lighting it's not participating, but other agents with same settings are, anyone know what could be the issue?
Is there a way to change the folder name for each user in Developers folder? Even after I change my Windows username, it still takes the old username.
@bleak widget #work-in-progress
bool IHLHealthInterface::CanShowHealthbars() const
{
check(0 && "Do not directly call Event functions in Interfaces. Call Execute_CanShowHealthbars instead.");
HLHealthInterface_eventCanShowHealthbars_Parms Parms;
return Parms.ReturnValue;
}
This is one of the most annoying changes ever
Lemme just call the freaking interface function directly
Anyone here have experience with getting an unreal project to work with the Nvidia Shield, trying to get the controller working for testing, but unreal wont pick up its inputs while other gamepad software does
(didnt know where to put this question, so put it here lol)
for example Clone Hero is detecting it as a generic input device
but unreals gamepad controlls wont trigger
But I generated the setup bats and more, Builded it in visual studio, Setting everything up like .target.cs files, And now I can't find it at: C:\Users\jesper\UnrealEngine-4.22\Engine\Binaries\Win64
Either not seprate in Visual Studio
you have to compile the project in visual studio
Where is it located then?
As I can't find any file or project by that name
No is not there, Neither in Class view
But is saying UE4 (Incoptaible), Could that be some problem?
why would it be in class view? It's in the solution explorer
Is in none of them
How to make MySQL money system?
I couldn't say why it says "incompatible"
is there any tutorial on how to create an async save system?
Perhaps there's something from the plugin Multitask that could do it?
yeah, there are some plugins on the marketplace (which in the worstcase i will buy and study the code) but I thought there might be already some sort of tutorial touching on that topic
Multitask is free right now
That's why I sorta recommend it
I say sorta because there's no public documentation on it
aaah okay, didn't know that
Hi everyone, I'm new on UE (I started this week) and in game design in general ... I was working on the UE editor but I had a little trouble. I made this room (on screen) using the basic forms proposed by UE, but then I came up with the idea of making it a lift, so I grouped the elements of this "room" and I have it converted to a static mesh so i can then transform it into a BluePrint. but when I re-import this BP on my map and I start the game, my character goes through the walls as if they doesnt exist ... I guess it's not a big problem but as I said I just started on UE ... waiting for your answers, thank you ๐
I want to make lobby servers and i want to make an economy system must the economy system be MySQL yes or no?
Is there any proper workaround of BlueprintNativeEvents without return values not becoming functions?
I'm really annoyed at this -_-
F*ck it. Adding a bool return it is
lol
I am doing the exact same lol
return int32 FucksGiven = 0;
It's a huge Blueprint implementation
And I'm sick of overriding a function
Only to have to create "FUNCTIONXY_BP_INTERNAL_CAUSE_NO_RETURN" function to keep things organized
If it would be that straight forward they would probably have added it already
or a meta tag that displays it as a funciton
they cant because Blueprints was a mistake
UE4 needs C# support too then all unity people will switch to UE4 xD
Nah
C# is redundant and all those Unity folk can stay put as far as I'm concerned
it probably actually is straight forward though
at some place in the engine there will be a single branch deciding whether to make it a function or an event
I wonder why there is a difference between Event and Function anyway.
Want to use async? Make a new Function and call it in your async context/ bind the function to the timer
event graph is like a big function lol
the UBER GRAPH
its stack frame must be absolutely huge
#JustUEThings
๐ค Can I make a BlueprintNativeEvent that is a ClientRPC?
yes
That's kinda useful
I'm like 70% sure I made one once and it worked
void AHLPlayerController::ClientOnDeath_Implementation(AActor* Killer)
{
DeathTransform = GetPawn() ? GetPawn()->GetActorTransform() : FTransform::Identity;
LastKiller = Killer;
OnKilled(Killer);
}
Cause then I can get rid of OnKilled
And just do that stuff in the BP overridden version
i seriously can not figure this out
my nav mesh wont generate at all on levels that are saved
it works fine when i put it into another project
i even copy pasted everything from one project to another to test it and it generated fine so long as it was done on the default example map
so its not an issue with my meshes, its an issue with the nav mesh itself i think
how do you build it?
you can press P to display the Navmesh and use show navigation while in PIE to display it ingame
What does it mean?
yeah i know you press p to display it, its the fact it just doesnt generate
I have AI in there that worked fine a couple of days ago
but now no matter what i do with the nav mesh (deleting it, moving it around, messing with settings) it just doesn't generate
What's heavier in performance: Spawning a Particle at Location or having it on the Actor as a Component and playing it once?
Cause I think we had hickups when spawning at location
spawn emitter at location just creates the component
So I guess having it already is if at all cheaper
there should be no difference as otherwise it'd have to be created with your actor when you spawn that
yeah
Thanks!
Help
it's kind of
how playing a sound or fx always involves the creation of a component
especially the sound... why
Isn't it even create an actor?
nah it's a component only
Even if you spawn it from an actor that gets destroyed? Doesn't it need an actor to exist?
components are actually standalone in the world, actors are just optional containers
Alright
if you NewObject a static mesh comp and then RegisterComponentWithWorld it'll show up
I would still love components to be less shut off to anything but themselves.
I have a system that starts playing an oil leak particle + spawns decals below the pawn
I would love that to be in a component, but since components can't have their own components etc. it's annoying
well they can technically
I mean I could force spawning a new component onto the owning actor
But that sounds so dirty
bp editor just does not like it at all
If it's only one component I would usually create a child of the specific one
e.g. UOilLeakComponent : public UParticleSystemComponent
But if there is more than one involved it gets annoying
@plush yew googling comes up with this https://answers.unrealengine.com/questions/85114/unreal-frontend-build-serverclient-error.html , did you follow the guides or instructions for making a target for the dedicated server?
Is there a best practice for the method of keeping non-critical update stuff off tick? Delay (e.g., every 0.25 secs)? Accumulating delta time? Just a flip flop?
Yes I followed a guide which was a YT video
isn't there some way to just set tick rate on tick functions
[RequireComponent], one can wish
It make me succes more than the others guides, But I got stuck on this one
what is inside your target.cs file?
1 min
what do you mean by requirecomponent?
Unity is ECS based, right?
so when you add X to an actor it guarantees there's also an Y on it?
A script can basically add [RequireComponent(someclass)] at the top and if it doesn'T exist it adds it
yep or it adds the component which is nice
I've already changed the lines so
It makes sure that if you have e.g. my OilLeak Component, that there is also a HealthComponent and a ParticleComponent on the actor
With which I can interact
I mean you can do all of that kinda in UE4 too, but not as easily and also only at runtime afaik
Not sure how unity works if you need two different components of the same type
But i guess there is a way too
@plush yew ok so did you copy this from somewhere or did you use your actual original target file as the source and make changes? also what is the name of this file and is it next to the other targets?
the target.cs files change over version and this older one which looks like you are using is not the same as the current ones
I used the 4.18 here: https://wiki.unrealengine.com/Standalone_Dedicated_Server, As there are no released for 4.22, The target file got the name: SurvivalGameKitServer.Target.cs
But the file type don't show up, Is showing it as txt document
oy ok so delete that file
you should have 2 files in that folder still, the normal Target.cs and the Editor.Target.cs
copy and paste the Editor.Target.cs and rename the Editor part to Server
open that file up and just change any of the parts that say Editor in it to Server, there should be 3 parts
So I should remove the server file, Duplicate the edtitor file and rename it?
yes, you want to use the Editor one as a base since it is correct
and just change all 3 parts in the file from Editor to Server and the file name from Editor to Server
anyone got some experience with swarm?
I have the coordinator set up on a central pc, and when building on another pc it just uses that one pc and ignores the other agents even if they're available
the part with "[SupportedPlatforms(UnrealPlatformClass.Server)]" above the public class isn't needed but you can always add it back into the Server.target.cs if you want. I really don't know if it's needed anymore as it worked fine for me without it in 4.20+
@grim ore Like this?
that looks correct to me as long as the file name is correct
you should also rebuild the solution files so it knows about the new target now
right click the .uproject and build solution files
Ohh ok thanks
Haha ye true
Running C:/Users/jesper/UnrealEngine-4.22/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/jesper/Documents/Unreal Projects/SurvivalGameKit/SurvivalGameKit.uproject" -game -engine -progress -log="C:\Users\jesper\Documents\Unreal Projects\SurvivalGameKit/Saved/Logs/UnrealVersionSelector-2019.06.06-16.50.46.log"
Discovering modules, targets and source code for project...
While compiling C:\Users\jesper\Documents\Unreal Projects\SurvivalGameKit\Intermediate\Build\BuildRules\SurvivalGameKitModuleRules.dll:
c:\Users\jesper\Documents\Unreal Projects\SurvivalGameKit\Intermediate\Source\SurvivalGameKit.Build.cs(3,14) : error CS0101: The namespace '<global namespace>' already contains a definition for 'SurvivalGameKit'
ERROR: Unable to compile source files.
Hmmmm
delete the intermediate and binaries folder and try again
Are you not admin?
I am the owner
But is saying i need permission from my own computer that im on and my name
You tried changing the permissions?
Yep
Safemode? (A) I dont know if that would work.
Hmmm
Hi i have question about the Shader Compiling in the 4.22.2 ...:
Recently i have to uninstall visual studio and my ue4. After that I installed the UE 4.22.2 again and VS2019 with IncrediBuild ... My Problem is now that my Shaders are compiling extremly slowly :/
I mean before that it was awesome and now my game packages and compiles extremly slowly and it dont use 100% of my CPU, right now iam packaging my game and its compiling and its only using 26% of my CPU ?
Is there a option to increase the speed ... ?
I already set the UE4 to "real time" in my Task Manager and its using all 8 Cores, but only to ~26% ...
Hey guys, when I try to move a rotated object using the green arrow, not only the Y coordinate changes but the X changes as well, I understand why this is, except I just want the Y coordinate to change because I'm trying to calculate some degree-of-movement stuff for a simulator. How would I just get the change in Y?
@manic pawn , so when i have a license this would be faster?
Ok than i install it after the packaging ๐
unreal automatically detects incredibuild and attempts to use it for building code and shaders, as they expect you to only have it installed when it actually makes sense
(makes sense = you have multiple computers set up for distributed compiling and each have an incredibuild license installed)
man it sounds like incredibuild is more of a pain that a gain sometimes ๐ฆ
installing incredibuild when you only have one pc is pointless as unreal can already use all local cores, and installing it without a license is extra pointless as it limits your local cores then
ah hah that explains it lol
because they will suck for single core, making everything else in games and the editor miserable
I dunno if that would even be enough lol
a good unreal cpu has both high single core performance and many cores
ipc doesnt matter much when the cpu runs at half the clock
if it doesn't beat the single core perf of my i7 7820x at 4.8 ghz then I'm not getting it lol
I certainly hope so
I am definitely curious what the 3900x will be for all 12 cores in terms of ghz
been waiting for that one
I've got my 5820k at 6 cores 4.3ghz all time so I am hoping the 12 core 3900x can beat that for all 12 at once
a 16 core cpu with the same single core perf would be 2x as fast as my current for parallel stuff which is like a dream
well overclocking with LN is a bit out of my plan lol
good
ln was always a joke and not relevant
what's the point of an overclock record that I can't run daily
yep the power needed for 5ghz seems stupid to try and do 24/7, if I can get 12 cores at 4.3 I would be fine as it's double what I have now lol
the sad part is I play less and less demanding games on my machine so it's more for just UE4 dev that I want more power
even swapping to the Quest I don't need the powerful PC for VR anymore lol
Yea thank you this works now and i waited for this *** 50 minutes and now it runs in under 5 minutes -.- xD @manic pawn
the incredibuild checkbox in the vs installer is really kind of a trap
I wonder if people just install incredibuild without knowing what it does because of the name lol
people keep installing it without knowing the implications
it's like case #10 of it here
I've never installed it as I never saw a use for it with 1 pc
bug report: name is way too cool for optional feature. pls fix.
I have a better name: expensivebuild
I didn't even know Incredibuild was part of the VS installer...
@grim ore it is not...
the vs installer can install it for you, under game dev with c++ -> optional features on the right
.. The wife loves tigers and there is a Poly Art Tiger in the marketplace.. I think I am going to make a zoo exhibit for her in VR as a sample project.. good idea ho!
just like how it can install unity and unreal launchers
and there's no indication that it would need a license
oh wow... yep if you look on the right it says IncrediBuild - Build Acceleration when doing game dev with C++
there is like literally no other info in there other than the name line and the checkbox lol.
There is a whole section of poly art animals in the marketplace just asking for a VR experience
there is one that I want to pick up, I loved the demo, but no time to play... so sad
there are a few experiences like that, VR Chat and Rec room are fun. OrbusVR is the MMO one and it supports the Quest!
@plush yew VRChat is VR MMO
Mathew I can't delete the Intermediate folder
@plush yew You don't play VR Chat...VRChat plays you...
I want to make lobby servers and i want to make an economy system must the economy system be MySQL yes or no?
no
MySQL is a database, it's one of many. You can use any database you want to store your data
Why can't I delete Intermediate as administrator??????
did you reboot your machine?
you might have it open somewhere like they mentioned, always try "have you tried turning it off and back on again" as a first step when it breaks lol ๐
still SQL is better for economy systems, and mysql is the ground base level of those
i'm not talking about SQLite tho
It saying it need permission from Main/Jesper (My name)
Is there a way to fix point lights using ray traced shadows which have endlessly sharp shadows? There is no fade to it. The problem doesn't seem to occur on the rect light or spotlights
But w/ point lights, the shadow is super sharp no matter the distance from the light source
@plush yew is ue4 running?
No
I have source build, That's all I know
reboot
Ok
This is also a good time to learn to not have projects in the Documents folder btw
^^^^ this.
@grim ore i really hate how win folders made...program files, users, program data...my documents...all those...
@raw elk did you try this https://youtu.be/EekCn4wed1E?t=240
it's not like nix folders much better, but...better
that should be a time stamp to the source radius part that might be right?
Yeah it worked
I would watch Sjoerd's entire video about ray tracing from Unrealfest on the YT channel, it's got some neato stuff in there
gonna do that now. thanks ๐
https://www.youtube.com/watch?v=ZrJodtJ3b3U is the unrealfest one, it's longer
yeah, but you could do a video and teach us the same thing in 5 minutes and 42 seconds
the GDC one I linked was condensed for time, poor GDC getting all the scraps lol
Thanks, That worked, But I still got this error
ERROR: Server target not found. Server target is required with -server and -cook or -cookonthefly
so you deleted the intermediate and build and when generating the VS files it gives that error?
No it generated succesfully
Is when I running the profil from UnrealFrontend
"Launching UAT" At that place is stopping and giving me that error
have you compiled the development server in VS?
you don't need the unreal front end to compile any of this, it can be a pain in the butt to set up
So when making a dedicated server I don't need to use that program?
no you can compile it in Visual Studio using the Server as the target
I am trying to see if I can figure out the UAT stuff also because why not lol, I havent used the Unreal Front end for years
I don't get how to do that
open up your project in visual studio
So without using it I can just go the VS and compile development server?
yeah at the top you have the build targets and types, its normally like development editor or debug editor and you can change that to whatever server and then build
@grim ore Should I select test server or development server?
it depends on what you want, development server is probably fine for working on
anyone knows any good sound design discord?
Also in when I release new stuff, Do I have to setup EVERYTHING up again?
once this is done and done from now on you just have to build out your project and server when you make changes to the project. assuming you never update your source build you should never have to rebuild the server source
So when I'm adding new stuff, I would just to a partial rebuild, Would it keep the server and client exe files with the new updates?
if you are adding new stuff to your project, maps blueprints etc, then you would build and package your project like normal because you changed things. This is no different than normal. You would also have to rebuild your server so it knows about all the new stuff as well
Ok, Thanks alot, You been the one who helped me the most in my project, I'm very happy for you're help ๐
well hopefully it works lol. I think I just accidentally stumbled upon the solution to another issue I have seen so it might have worked out well for me ๐
and I know the Unreal Front End can work for automating all of this, I used it 2 years ago, but I have no memory on how to make it work right
I never use VS so I'm pretty bad with it, Is took me 5 hours to know how to build UE4 in VS
@plush yew imagine people who could use/write UBT
Dame..........................
I recently buyed a asset for 55โฌ and I've not even motify it ๐ข
But it had good features so it will probaly be handy someday
Accidentally figured out why the Ue4Rules.dll not having UE4Server entry error happens when compiling a server so happy accident there ๐ Today is a good day!
Not sure if this is the right channel (no optimization one available). But what is the RenderViewFamily exactly in STAT SceneRendering ? Is it the overall all rendering being done ?
What currently i know might not be optimal as i'm too early in dev and testing is that my UVs aren't unwrapped and that i have like 3 or 4 material IDs on my meshes, each taking 1 draw call right ?
@grim ore Now I don't got a binaries folder after removing it
when you build the server or project in VS or the Editor it will create the binaries folder
how did you build that?
VS- Development editor and development server (Control + shift + b)
and you only want to build the project itself when you open the project solution, do not build the entire engine and project
I only building each for themself
your folder structure looks weird, it should just be Project -> Binaries -> Win64 -> files
You told me to remove the binaries, Then generate visual studio files again
yes and when you build it should make a binaries folder
open the solution file, change it to Development Server and Win64 at the top for the 2 drop downs
Hi guys, so basicallly a have a rain particle system that its not supposed to traspass walls
but it does
on the right in the solution explorer find your Games folder and your game name should be under it (SurvivalGameKit probably), right click that project name and build it
Ok I'll try
I'm trying to attach a mesh (that already has meshes attached) to another mesh. Is there a limit to this daisy chain? For some reason the mesh does not attach when it has attached meshes.
Accessed none = invalid reference. So you must have passed NewVar_0 into a function with invalid ref. Also, please change the name of the var. It triggers me
^
accessed none... Add an is valid check
I give up............., Setting up multiplayer is just waste of time
its not a waste of time, but it is a pain in the ass
I wasted 7-8 hours straight today, WIth no results............
You should try #multiplayer channel
starting small with simple sample projects is best too, just to learn how networking works
trying to incorporate multiplayer into something you built already might not be a good idea first time around
the Multiplayer Shootout template is a good place to start alongside Cedric's Multiplayer Compendium. Then making a basic MP from the ground up is easy. If you jump into an MP project immediately without some kind of tutorial though, you are gonna have to remember a streamload of replication flow that most brains don't want to handle.
i think i want to load my players's team of characters in their player controller, think i need to do this before the player can do anything, i will load their roster from a web service
now i think i am not sure where would be sensible to do this in the controllers code
Why does it have to be in the controller class? Because you are doing a team based game where you control multiple characters?
perhaps if that is what you are used to. Personally I think the replication system is pretty simple. It's just a thought process more than anything. The rest is booleans and broadcasts ๐
@kindred viper yes, i thought that was the most sensible place to put this
well the functionality for pressing the inputs should be the only part in there specifically if you ask me, but then its not a solid rule. I just keep to the theory that Controller is for Inputs.
this has confused me for a fair amount of time, but i wasn't sure where else to store this information
i might be overlooking or misunderstanding something, but i cannot seem to get my media (.mp4) file to load and play in the ue4 media player asset. any ideas?
this is the error message in the log
The byte stream type of the given URL is unsupported.
also, i might want to state that the file is close to 4gb
how...?
im only seeing file type
not seeing it
Codec: H264 - MPEG-4 AVC (part 10) (avc1)
but then i have this under codec and under stream 1
Codec: A52 Audio (aka AC3) (a52 )
above was under stream 0
ok
oh, yea
ohh, but a 11.2mb file works perfectly fine.
so how do i get my other large file to work?
VS2019 seems to crash a lot
you use VAX?
yes
sigh
I had that when VS2017 was new
it was just a crashfest with VAX
after two months it still kept crashing and my maintenance ran out
I never bought it again
but I can imagine same pattern repeats on each new VS version
do you use something else?
ok, ill try. thank you
I don't do as much ue4 dev nowadays so I just use intellisense
if I had active game project on UE4, I'd just rebuy VAX
and stick to VS2017 if VS2019 is crashy
yeah
with VS2019?
if it crashes a lot, it's easy to test, just disable VAX and see if it keeps crashing
also make sure that you got latest version
each VAX release has some crash fixes
they basically play catchup all the time
MS pushes updates to VS, things break on visual assist, they fix little later, repeat
I often wonder why they skipped a vowel :p
vs 2019 has completely stopped crashing for me when I turned off intellidense
... so... i need to be able to have my actors overlap.. i need overlapping events.. but i also need them to block traces. what do i need to do
Have them block the trace channel, which defaults to visibility, and overlap with the channel (s) you need.
that sounds reasonable.. searching docs
seems like this does it, thanks @plush yew .. didn't even know what to research to begin with
mesh->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
mesh->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
another question...
so how would i go about projecting the users desktop screen to an in game object?
why would you want to do that
say i was making a screen where the user could show their own screen on that screen in the game to watch videos and work on their desktop and stuff on.
I should also state that this is a VR project.
my guess would be that you'd have to have some method of actually capturing the screen (ignoring the unreal window i suppose), then you could probably render it to a render texture
ugh, only problem with that is actually finding out how to do that.
that is often the biggest problem with doing things, is learning how to do them ๐
yep
I think there are bigger issues here
it works perfectly in unity but for ue4........ another story.
such as how do you assess the privacy of the user
it is going to be sp
regardless
explain more.. I'm not catching on.
you would still need the user to consent as far as I am aware
oh yeah, absolutely.
I doubt it's going to be possible without code, and I'm not sure how you would have functionality inside that texture either
I ll
Hi guys i've got a VERY weird problem, I'm hoping anyone understands what's going on. I'm shooting projectiles. They go whereever the crosshair aims, as seen with the feedback on the rocks. However when shooting on a character they go A LOT lower, so have to aim in the air for headshots however when the char is behind a wall, and I shoot it than it does as expected!?????? Kinda off still but at least you make headshots when aiming at it. How!?
https://youtu.be/GhkEq3pLxnU
@forest solstice "Pls dorget to like and subskribe" xD
question 1: how do I make a new movement mode
question 2: why the hell is something like this not documented?
@plush yew yee XD
Hi everyone, I am trying to make a custom launcher profile that does not build, but unchecking this and then trying it still tries to build, and when I look at my profile again afterwards it's checked again
anyone know what's up with that?
Hi everyone, I am having trouble with importing animations. When I try to import an animation it always crashes Unreal Engine. If anyone has a solution to help import 3d animations please let me know
@light vigil how do you know it tries to build?
@night dome it should not, you could try posting a crash report on answers hub, crash on import is 99% - a bug
And it attempts to build, and afterwards, when I go back to the profile, it has magically re-checked the box
It doesn't even do the import is 99% glitch when I click to import and select the .fbx it will try but crash immediately. When I import without animations it has no problem, but with animations it crashes
@night dome yeah, but does crash reporter kicks in?
Yeah it shows a crash report
well, then you could send a crash report, and make a post on answer hub
since fbx import is not something user has control over (ofc if that's not custom ue4 build)
main issue, ue4 should not crash, could make you a warning, error, but not crash
@light vigil does this happens for all the builds or just iOS?
Ok I will post on the answer hub. Thanks @next badger
I've only tried it for ios
@light vigil you're on mac?
Yeah
I needz some good ol help
I created a grass mesh, and now it looks like this importing it.
add a material
How valid are tests in game development, using unreal? To which extent is it used
or if at all
https://www.youtube.com/watch?v=uQVBCJiHedg here is Square Enix using Autoplay testing for Kingdom Hearts 3
That's a "very viable" answer I guess, thank you
@dark depot It does have materials, that's why I'm confused lmao
When I add full materials and not the ones it's supposed to have, it looks so crappy and sideways like wtf
What kind of blueprint should I make bullets in my Asteroids remake?
Hello everyone!
I have a question but don't know where to write it to
We had an fbx file
that can be imported
into the project
fine
but once we try to "reimport it"
the editor crashes
all it says is this\
Assertion failed: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 554] Attempted to find a package named 'None' - InName: None
am trying to debug the editor (from source) but am not 100% sure of what the error means (source says it tried to call the find package method.... I mean... duh? )
any help would be greatly appreciated
I'm really wanting to make a world map, like europa universalis, total war games etc
does anyone know best way to go about making it?
Anyone know how to disable the culling distance entirely so I can see the entire scene ?
@subtle bloom Are you trying to replicate that one Quixel video?
Optimized grass ^^^ 2 Million meshes
Yeah but I can't even see the grass cause the culling is cutting it off in general
if its foliage or using the grass tool you can set culling distance in the Foliage type
I tried increaing the Max Culling distance but it doesn't do anything
are you on a setting less then Epic
and where did you set that in the Foliage type or somewhere else
I set it in the foliage tab
And I'm on default settings maybe I need to turn that up...
Where would I change my settings to epic @dark depot ?
Btw, do NOT do what I did above. I put 30 meshes of very thin looking spikes that are curved, added a variety color of green, and added them everywhere.
@dark depot that's all on cinematic
Is there a possibility to Export level scene from twinmotion to ue4?
Stilling having a culling issue with my grass, not sure what to do, I tried using another object to test if it's working properly and it works just fine but when I try and setup the distance with the grass it just ignores it.
Just got my new internet
Yeah someone helped me fix the problem thank the lordy!
A State Machine is very much the best structure for animation.
The picture above just shows that you are not familar with the anim system
you can have cascaded anim states
You need to check out Additive Blend Poses
and Layerd Blends
I got a grapple to activate a zipline like in Apex Legends ๐
Now, the grapple still doesnโt go exactly to where the crosshair is, but hey, it works
I've made a spline blueprint, is there a way for me to make a mesh "fill" the area? I want to have it fill in with a semi transparent colour :3
ahh dam :\
sorry one more stupid thing
im trying to add a 2nd spline inside it
but i want to offset it to the side
ive changed all positions and it doesnt move
do you know how?
Ey, anybody could give me some pointers on what to look for to write text/numbers directly inside a material? (I don't want to use text render for this)
haha got it ๐
Haha would love to know the name! Been trying to find but no luck.. eveyone's going straight for text render lol
Expressions that sample and output font assets.
oh dude
a text actor is just a quad mat
have you ever seen the default text mat
its fucking spaghetti as fuck
sounds like most of Epic's materials
they need some quality control / code review on that shit
Thank you @wary wave will see what i can do, for now i used text render just to get an idea ๐ https://gyazo.com/767fbe16579c199dcf6bc2e596c6a2b7
Cant find the "Calculate Direction" method in this graph, any idea why ? https://docs.unrealengine.com/Images/Gameplay/HowTo/CharacterMovement/Blueprints/AnimBlueprint_Walk/AnimBP_EventGraph.png
Following this guide https://docs.unrealengine.com/en-US/Gameplay/HowTo/CharacterMovement/Blueprints/AnimBlueprint_Walk/index.html
Here in this step, we'll create the logic for Idle and Walking states for our character in our Animation Blueprint.
Ah nvm found this vid https://www.youtube.com/watch?v=J3N9oM6_oe4 :D
While I'm working on a video game demo project for my Reflective Essay, I wanted to show you guys how to work on the new Calculation Direction. I wanted to p...
Anyone got documentation on game mode override during map loading?
can anyone direct me to find out if theres a way to make grouped assets in a scene its own asset to export as a fbx ?
I don't think you can
You can convert actors to static mesh when they are grouped. Export that fbx
@willow void Hey, you getting the issue for textures not carrying over the .gbx or .obj files? I create some grass and the textures are missing.
What are you trying to export?
Why dont you import textures separately? Also i would recommend FBX for ue4
I tried exporting them separately. It also doesn't work. I tried FBX and OBJ but thanks for the recommendation.
I get the mesh, but not the textures.
What are you exporting from?
Blender
Hm, well i tried that earlier it worked for me, though i always import textures separately so you can reimport them if you edit them without having to re export the FBX. But if you are exporting from blender you should have your textures on disk somewhere?
Yeah, but I cropped it inside of Blender.
And each grass blade has it's own texture location.
So how do I export those?
No problem : )
@calm widget Somebody should make a database of problems and fixes in unreal and blender.
As long as it's not me : P
Lol
I wasn't suggesting that xD
I downloaded unreal and blender yesterday wanting to create a game.
Cool, it takes a while to learn but it's worth it. Freedom to create whatever you want
You can always pm me if you'd like some help
Is there a way to tell UE4 to please for the love of god compile shaders later I need to do stuff now
Does anyone know how can i fix that my NavMeshBoundVolume isnt visible when i press "P" or "Show -> Navigation"?
(Iam using the ue4.22.2)
And yes my Nav volume is on the ground ๐ฎ
Question: So if for RT raytracing there's no need for reflection capture spheres, do you place them anyway for people without supported RTX gpu?
so is raytracing mode just ignoring the reflection probes?
The GDC talk says if Roughness > threshold, it will fallback to Captures @lusty carbon
its going straight strough it
and selecting the ground
are you unable to click on splines?
on have i got the hit result setup wrong
Do gtx g force 6600 m able to handle 500 million vertex ?
I create character who cost 36.000 tris for my game engine.
This may sound stupid but I just put the Open World Demo Collection into my project and I cant find the assets in the content brower
browser*
any help?
Its called "KiteDemo" @scenic snow
Wait a second
GTX 660M?
Or a GTX 6600M
There's a significant difference
In all honestly I don't think either can handle 500M vertices
500M vertices is crazy, @grave osprey
Not even AAA games have that many
Also you don't generally need more than 20k tris on a character unless it's a huge battleship or whatever
Some fine texture work can make even a 10k character look 50k
36k tris is fine tbh
It's kinda pushing the boundaries honestly
It's really not
with decent lod setups it's just dandy
games had that much a decade ago
not really
UT3 had that kind of polycount at LoD 0, and that was 12 years ago
and you'll never have 100 people on screen at LoD 0, if you ever have it at all
IIRC, Guerilla's Horizon pushes 100K on some hair setups
If you can have 100K tris for the hair alone (which is something you do see a lot) on a lame PS4, you shouldn't worry about a third of that on PC
Tris are pretty much free today
some of the vehicles in the 360 era Forza games had hundreds of thousands of tris at their base LoD, hehe
nah
The animation has a cost, the tris not so much
My take generally is, use as much as needed, and if you somehow find out one day after profiling in detail that it actually has a cost, just LOD it.
hey would this be the correct channel to ask about a ue4 editor crash?
I guess
so Im pretty new to unreal, but I have this thing in my enemy component header file
and I have the enemy component as part of a actor blueprint class, and whenever I try to set that value to be an experience orb blueprint and then recompile, the editor crashes and when I restart the editor the value in the blueprint is reset to 'None'
the crash log is the important part
this is what im getting in the visual studio output after the editor crashes
AExperienceOrb is Blueprintable/BlueprintType?
its a actor I made in c++ and then I made a blueprint derived from that
if you're using 'recompile' in the editor, probably don't
ya I am
it's flakey and not reliable
aw ok
this absolutely sounds like an issue you're causing in the hot reload
ya cause when I compile with just visual studio it works fine
so do I need to close the ue4 editor and then recompile with visual studio every time or is there a better way?
sadly yes
Ofc my character have 36.000 for base lod. But making other lod for skeletal mesh is pain in the butt.
Not with auto LOD it's not
Font have money to buy sinplygon :(
@cloud cobalt no auto lod for skeletal mesh in unreal engine...
It's coming to UE4 with 4.23
ooo thank you! :)
Eh, it was supposedly 4.23 but Trello puts it at "future releases now"
That will make a huge character ofc.
In any case, 36k is hardly huge
0_o
I made this.
Rigging and weight painting going pain if i didnt have auto lod for skeletal mesh.
Its 36.000 tris.
It have 6 legs
okay so it turns out that even when I recompile from visual studio the field in the blueprint still gets reset when I reopen ue4 editor from vs
@plush yew that's like my alien I made only better
It's like an ant crossed with a scorpion I called him scorpyboy
And man size
You can choose to kill or befriend
@plush yew You actually have to ask Epic before including the logo or any kind of trademarked item in your game, you certainly don't have to pay if you don't want to display it.
You don't ?
I mean, unless it has changed, this has never been a requirement
What your game does need is legal guidance in your EULA, and proper credits
This is the required stuff, yeah
Also the EULA
There's a boilerplate UE4 EULA too
Well, if you need one
Sure, I'm sure they're still open to that, provided the upfront money looks good enough
Well I don't know
UE3 days it used to be, give them a million bucks and you have the engine
Dunno any custom UE4 licensee now so ๐คท
Can I have a C++ OnRep function as BlueprintNative?
Or does that screw with the header tool?
I'm trying to export an animation from ue4 but when I open the exported fbx the mesh is missing only the bone is there
is there an option to export anim without mesh or sth?
I was following this video
In this small video I will show you how you can: Export from Unreal, Import into Blender and create an own animation ( Holding an Flashlight ) (Comments on t...
is there an option panel when exporting? whenever I export it just show the choose destination window
worked
many thank
oof thx @shell jacinth
[2019.06.07-14.05.57:370][ 0]LogGarbage: Collecting garbage
[2019.06.07-14.05.57:374][ 0]LogGarbage: 3.884076 ms for Verify GC Assumptions
[2019.06.07-14.05.57:374][ 0]LogGarbage: Verbose: 0.093444 ms for Mark Phase (12 Objects To Serialize
[2019.06.07-14.05.57:376][ 0]LogGarbage: Verbose: 2.473608 ms for Reachability Analysis
[2019.06.07-14.05.57:376][ 0]LogGarbage: 2.655206 ms for GC
[2019.06.07-14.05.57:376][ 0]LogGarbage: 0.080044 ms for Gather Unreachable Objects (505 objects collected including 0 cluster objects from 0 clusters)
[2019.06.07-14.05.57:377][ 0]LogOutputDevice: Warning:
Script Stack (0 frames):
[2019.06.07-14.05.57:377][ 0]LogWindows: Windows GetLastError: De bewerking is voltooid. (0)
[2019.06.07-14.05.58:476][ 0]LogWindows: Error: === Critical error: ===
[2019.06.07-14.05.58:476][ 0]LogWindows: Error:
[2019.06.07-14.05.58:476][ 0]LogWindows: Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:d:\build\++ue4\sync\engine\source\runtime\core\public\Containers/Array.h] [Line: 611]
[2019.06.07-14.05.58:476][ 0]LogWindows: Error: Array index out of bounds: 175 from an array of size 0
So this seems to happen in a new 4.22 updated project (from 4.20) and I kinda have no starting point as there are no other errors.
Anyone ran into that?
It's a crash on startup in a packaged build (dev and shipping)
my ue4 friend just sent this titled "help me"
submit to https://blueprintsfromhell.tumblr.com/
y u people maek mterials liek dat ?
materials become hell fast because of the lack of local variable nodes
means that the more nodes, the more properties and features that texture or mesh or whatever
has
of course epic is still ignoring the pr that adds variable nodes to materials
The one Phy sbumitted ?
ye
@manic pawn

BlackFox on that screenshot. Haven't seen him in ages.
oof
Is it possible that the GoDot and Unity Ninjas struck again???
lol
I actually use Godot so kick me lol
๐ข

meanwhile windows has been installing an update for like an hour
how can it be so slow
@autumn socket when exporting a mesh with armature in blender be sure to select both the mesh and the armature
true #ubuntugang #compiliedfromsource
if you want to export only animations, only select the armature, make nla strips for the actions you want to export and under export options uncheck all actions (if not needed) when you import the .fbx you can select the skeleton
@plush yew thanks, will keep that in mind
whats the best channel to post stupid questions in ?
or should i just post them here ?
If they're truly stupid, like the meme content above, #lounge
If they're UE-related, here
If you need help with unreal then here i would guess or any of the content creation channels
I remember seeing a node that would take a float and output a different exec depending on the float, anyone know it?
@plush yew possible issues - lost focus (like umg capture), inactive input (like gamepad)
is it a c++ game?
@tame crypt sorry, afaik only INT and STRING ones
oooh thats embarrassing, i did actually mean int not float sry, whats it called?
Switch on Int and Switch on String https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/FlowControl/index.html
Nodes that allow for controlling the flow of execution based on conditions.
aahh i was so close to it, thx
@tame crypt np, next time try to use search in bp (space) and uncheck "Context Sensitive)
also, some nodes not available in different views (like Construction script view)
wouldent searching a space and unchecking context sensitive just show me every single node with a space in its title?
hey i need help making a game
me too
@tall pendant maybe we can both make a game
i dont want to give away my ideas tho, sorry.
Sir, reconsider. Do an RPG instead.
MMO-RPG
what about i rpg shooter

