#ue4-general

1 messages ยท Page 466 of 1

grim ore
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weird.. show collision here same thing, working correctly that is

heavy ether
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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

grim ore
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@plush sky there has been 0 information on it coming to the Engine for end users

plush sky
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Ah ok, do you know of a guide on how to implement it and does it cost anything?

grim ore
#

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

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as far as I can tell there is no information on EAC itself outside of EPIC. there are other alternatives out there. @plush sky

plush sky
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Ah ok. What alternatives would you guys recommend?

heavy ether
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the show->collision option in the editor does absolutely nothing. showflag.collision 1 actually shows collision in the editor

grim ore
#

I would be curious what the name of the phantom object is that you hit and who owns it

heavy ether
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it is the name of the object that moved.

raw elk
#

For some reason when compiling a large number of shaders my vram usage skyrockets to the point of crashing UE4 shrug

heavy ether
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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

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wait no it's not.

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it's the original instance in the level, this is the second one. argh!

grim ore
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@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

heavy ether
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thanks @grim ore

grim ore
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@heavy ether lol

raw elk
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@grim ore yeah stock install. I know it's strange, this is a relatively new issue

plush sky
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@plush yew Thanks scotty, got it if you want to delete it

raw elk
#

I've even reinstalled UE4 to see if that'd fix it

grim ore
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I guess maybe it's actually using your GPU Memory for the materials once the shader actually compiles them, that I could see happening.

kindred viper
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it screenshots the desktop? What if im running in a VM?

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what is the purpose of that though?

plush sky
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nice so which one is that?

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is that the one you sent?

grim ore
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look for obvious stuff like a folder called hacks

kindred viper
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you would have to be expecting some stupid people though really.

heavy ether
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argh. i thought i was destroying the originals, i'm just doing SetActorHidden. my bad totally.

grim ore
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๐Ÿ˜ƒ fixed is fixed!

kindred viper
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I guess

grim ore
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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

heavy ether
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alright, i must've figured that hidden also implies turning off collision. derp.

kindred viper
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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

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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

heavy ether
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hackers will always find a way

raw elk
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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

kindred viper
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what kind of shader are you writing to take up that much ram?

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or is it a set and on compilation?

raw elk
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It's just a bulk of different materials, particles etc from a large map

grim ore
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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)

raw elk
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It's not that large of a map

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o_O

plush sky
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@plush yew yeah its annoying!

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Thanks for your help mate appreciate it

grim ore
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but I'ver never gone over 24gb myself of system and 6gb of vram even loading kite demo or infiltrator

raw elk
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heck, most of the textures are 1 and 2K

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I usually use low-res textures in the editor while im building

grim ore
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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

spare sun
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..sadly

grim ore
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99% of the engine is CPU only when compiling as they try to be GPU agnostic

raw elk
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intriguing

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hm

kindred viper
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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

raw elk
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I'll roll em back and see if that helps. Everything else in my system is up to date

hollow ore
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Do you guys think "secrets" sell like they used to? Like secret levels the players have to find?

raw elk
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This project though, it takes ages to recompile if I clear out my DDC

spare sun
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secrets, just like easter eggs, never get old imo

kindred viper
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easter eggs are something my son loves in Fortnite. He rants on about it for hours sometimes

hollow ore
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I love Easter eggs too

raw elk
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On another note, does anyone have experience setting up a shared data cache?

dark depot
#

depends but overall if you are just using the exposure settings almost nothing

kindred viper
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basic ones are pretty cheap. But they come with so many features you can enable, its a case of cherry picking

dark depot
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unless your aiming for Mobile most things can be used and be fine

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like everything use the profiling tools built into the engine

kindred viper
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I think the shader pass and post process pass are completely seperate. I remember having some issue with it

modern sinew
#

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.

grim ore
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did you put the actual .png/jpg/.tga file into the content directory instead of just importing it?

modern sinew
#

oh

worn granite
#

Virtus doesn't touch on that?

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Odd

plush yew
#

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?

kindred viper
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Well there are different ways to do it depending on requirements. Tell me more

plush yew
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ok hold on

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am i allowed to send links here?

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I can show you the mechanic via youtube

kindred viper
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yeah

kindred viper
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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.

plush yew
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Thanks

broken stream
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@grim ore you still around ?

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if i want to take from my float nuber of 1.2 every number my edit table add number how will i do that ?

plush yew
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Man i am good

grim ore
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sorta lol

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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

plush yew
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How do I import upk, psk, and uasset files? I import them but they dont show in content explorer

modern sinew
#

My starter world dissapeared, how can I duplicate/reset it?

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found it

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Ok, I tried generating a landscape and it broke

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the generated landscape is wierdly segmented and is invisible when I go to the camera

kindred viper
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@plush yew you don't. They are compiled files. That's what you get when you import the actual assets

plush yew
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Anyway to decompile them?

kindred viper
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why would you? dont you have the assets?

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also UPK is the UE4 format

plush yew
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I'm trying to import stuff from another game

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To see how they made things work

kindred viper
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there are easier ways to learn how things work though. As what you get there might not even be understandable.

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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

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you can give it a try, but if I were you, I would start learning the Epic way

plush yew
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Was that a pun?

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Epic games

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Epic

kindred viper
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no I meant learn from Epic tutorials

iron merlin
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Hey guys, why cant i assign structA to a structB array that contains structA, float n bool?

kindred viper
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a code example might help

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the general rule though is structs cannot be members of themselves

iron merlin
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The life duration and bool was able to be added into the array but not the hitBox.

kindred viper
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and DurationTraces is a seperate struct entirely?

iron merlin
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Yeah it's a different one

kindred viper
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sorry the array typoe

iron merlin
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Durationtrace struct has hitBox struct, lifeDuration float and isMoveable bool.

mossy nymph
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it doesn't have any information that HJitBox doesn't

iron merlin
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Yeah it din't have the hitBox struct somehow.

kindred viper
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yeah thats an odd one then. not apparent but its 8am and ive been up all night

mossy nymph
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and asking in BP, you don't have access to any struct functions and such, why the 2nd struct?

iron merlin
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@mossy nymph What do you mean?

mossy nymph
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your duration traces is made entirely of hitbox

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and nothing else

iron merlin
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no it has lifeduration and isMoveable bool

mossy nymph
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which you pulled from hitbox

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and can do so again at any time

iron merlin
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??

mossy nymph
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hitbox has lifeduration

iron merlin
mossy nymph
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durationtraces has hitbox and lifeduration... why?

iron merlin
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So i can deduct the lifeDuration without affecting the main struct

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hitBox struct is meant to be a template for the attack.

mossy nymph
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you should at least rename it to RemainingLifeDuration then

iron merlin
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Yup will do so. Do you know what's the issue?

mossy nymph
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what does it say why doesn't it let you do that?

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and you can try MakeDurationTrace node

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then toss that into the array

iron merlin
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@mossy nymph Compile has no error. It's just that the array didn't add the struct into it.

mossy nymph
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did it add float and bool?

iron merlin
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It did add float but not bool somehow..

mossy nymph
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well, that bool is always true

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use a MakeDurationTrace, or whatever your struct is called

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then plug its output pin into the array

iron merlin
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@mossy nymph u mean outside of the function?

mossy nymph
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i mean right click on the graph inside the function and type Make<yourstructname>

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rest should become obvious after that

iron merlin
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Oh i have to do that?

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didn't work D:

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only float manage to be in there..

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@mossy nymph Am i missing something? Why does float manage to be set into the array?

honest vale
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what sort of license do UE 4 plugins hosted on github (for example) have?

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would you consider them open source?

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mainly: can they even be licensed under something like MIT or such license?

dark depot
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dont quote me on this but would that not depend on if they had engine code or not

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and what the author of it picked

honest vale
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engine code is obviously only referenced through includes and such

plush yew
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What target code should I use for 4.22 when I create a .Target file for my dedicated server?

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Cus I can only see the codes up to version 4.18

copper igloo
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hiii

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can anyone help me pls?

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i'm doing a work project with blueprints

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i need to create a scene with lights and put a distance detector to change automatically the light intensity while the character is moving

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and i don't know if there's a specific tool to do it

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omg

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i started with blueprints on monday

whole quarry
#

aye, get vector length of the 2 vectors to determen the light intensity, ez

copper igloo
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i'm totally a noob with blueprints

whole quarry
#

nah, getActorLocation - getLightLocation -> get vector length ?

copper igloo
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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

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that's the last thing i did

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and my boss is always asking me to do more difficult scenes

whole quarry
#

more difficult? wait you got a job in game dev?

copper igloo
#

well, i'm sudying informatic and network and now i'm on practices period

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sorry if you don't understand me, i'm from spain and my English level is not really good

whole quarry
#

i understood you got a intership period now :d

copper igloo
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on summer i'll work here, so yes, i'll be a 3D developer

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now it's like a work, but they don't pay me

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=

night hamlet
#

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?

copper igloo
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i'm working free

whole quarry
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your investing time to learn and gain experience

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they're spending time on you for you to get that

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seems fair to me

copper igloo
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i know hahha

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i'm learning

plush yew
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Anyone got the correct version's code for the target file? version 4.22

copper igloo
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i try this? nah, getActorLocation - getLightLocation -> get vector length ? @whole quarry

whole quarry
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yes, it will get you a number that represents the distance between the light and the actor

copper igloo
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all this with blueprints?

whole quarry
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ye sure

copper igloo
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maybe for you it's an abomination hahah but first i need to understand how the blueprints work

night hamlet
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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.

whole quarry
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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

copper igloo
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how can i add the vectors?

whole quarry
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on the left side of the bp window, you can add variables

copper igloo
whole quarry
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this is like, the most fundemental basic thing

copper igloo
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okay, i have this

whole quarry
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plz use alt+print screen >.<

copper igloo
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sorry hahhah

whole quarry
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oh well, you can just substract those 2 vectors right there

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orange pin = vector

copper igloo
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okay, i have the vectors

whole quarry
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its 3 floats (x,y,z)

copper igloo
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i choose vector length xy or vectorlengthsquared

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?

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okay

whole quarry
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there are more choices than just getVectorLength?

copper igloo
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i have done it

whole quarry
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cool

copper igloo
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i found the xyz

whole quarry
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well, now you have something you can use to set the intensity of the light

copper igloo
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i use the same variable for both objects?

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light and actor?

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bc the condition is the same

whole quarry
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you already got a way now to measure the distance between the player and the light

copper igloo
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detect distance

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aaaaaaah

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i'm stupid hahha

whole quarry
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uneducated is a better wording

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hence the learning proces

copper igloo
kindred viper
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@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

copper igloo
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hoow can i do this haha

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ohh i have it

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vector + vector

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okay okay

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and now?

night hamlet
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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.

copper igloo
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i don't know how to continue ๐Ÿ˜ฆ

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i'm sorry if i'm a mess, but my boss told me that i need to find a way to do it

whole quarry
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well, the light has an intensity value

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the higher, the brighter

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you got a distance float now, the further away you are from the light, the highter the number

copper igloo
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okay

whole quarry
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things you might want to use are lerp, clamp, some math ๐Ÿ˜›

kindred viper
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sounds like BDSM

night hamlet
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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.

copper igloo
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whaaaat @whole quarry

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hahh

whole quarry
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:>

copper igloo
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thanks haha

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i'm stupid with thiis :v

whole quarry
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welcome to game dev, where docs and search engines are a daily joy

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^^

kindred viper
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I haven't since

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I was sure this would be the last game engine I would learn though.

rustic imp
#

is there a way to reset the editor layout, but only for a specific window?

night hamlet
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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.

kindred viper
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@rustic imp Go look up CodeKitten's Layout plugin. its pretty new but yeah its good stuff

copper igloo
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i can't do it

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fucking distance lights blueprints and everything

languid shard
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@plush yew are you using navmeshes ?

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:/

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gotta code that then

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๐Ÿ˜ฌ

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this might be relevant

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no probs

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in your character movement settings, "max step height", "walkable floor angle"

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check for these settings

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๐Ÿ˜ƒ

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so some kind of automated jump ?

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ah alright

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yeah I see

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with your character in mid air animation glitching on it

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๐Ÿ‘Œ

dense gate
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Call it an "unintended feature"

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And then base any sequels after it

rustic imp
#

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?

fossil drift
#

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.

regal mulch
#

@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

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Lemme just call the freaking interface function directly

twilit idol
#

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

plush yew
#

How do I get Unrealfronted.exe

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Is not in my folder and I can't find it to build it

wary wave
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it's part of the Unreal Engine 4 solution

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there's a separate project for it

plush yew
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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

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Either not seprate in Visual Studio

wary wave
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you have to compile the project in visual studio

plush yew
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I have

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Is still not there

wary wave
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the UnrealFrontEnd project

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it's a separate project

plush yew
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Where is it located then?

wary wave
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in the solution file

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under projects

plush yew
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As I can't find any file or project by that name

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No is not there, Neither in Class view

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But is saying UE4 (Incoptaible), Could that be some problem?

wary wave
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why would it be in class view? It's in the solution explorer

plush yew
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Is in none of them

ember notch
#

How to make MySQL money system?

plush yew
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Oh I found it

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But I can't build it

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UnrealFrontEnd (incompatible)

wary wave
#

I couldn't say why it says "incompatible"

deep basin
#

is there any tutorial on how to create an async save system?

dense gate
#

Perhaps there's something from the plugin Multitask that could do it?

deep basin
#

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

dense gate
#

Multitask is free right now

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That's why I sorta recommend it

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I say sorta because there's no public documentation on it

deep basin
#

aaah okay, didn't know that

gritty coyote
#

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 ๐Ÿ˜ƒ

ember notch
#

I want to make lobby servers and i want to make an economy system must the economy system be MySQL yes or no?

regal mulch
#

Is there any proper workaround of BlueprintNativeEvents without return values not becoming functions?

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I'm really annoyed at this -_-

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F*ck it. Adding a bool return it is

wary wave
#

lol

sudden agate
#

I am doing the exact same lol

wary wave
#

return int32 FucksGiven = 0;

regal mulch
#

It's a huge Blueprint implementation

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And I'm sick of overriding a function

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Only to have to create "FUNCTIONXY_BP_INTERNAL_CAUSE_NO_RETURN" function to keep things organized

sudden agate
#

make a feature request?

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BlueprintNativeFunction or something like that

regal mulch
#

If it would be that straight forward they would probably have added it already

sudden agate
#

or a meta tag that displays it as a funciton

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they cant because Blueprints was a mistake

ember notch
#

UE4 needs C# support too then all unity people will switch to UE4 xD

cloud cobalt
#

Nah

wary wave
#

C# is redundant and all those Unity folk can stay put as far as I'm concerned

manic pawn
#

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

sudden agate
#

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

manic pawn
#

event graph is like a big function lol

sudden agate
#

the UBER GRAPH

manic pawn
#

its stack frame must be absolutely huge

sudden agate
#

#JustUEThings

regal mulch
#

๐Ÿค” Can I make a BlueprintNativeEvent that is a ClientRPC?

manic pawn
#

yes

regal mulch
#

That's kinda useful

manic pawn
#

I'm like 70% sure I made one once and it worked

regal mulch
#
void AHLPlayerController::ClientOnDeath_Implementation(AActor* Killer)
{
    DeathTransform = GetPawn() ? GetPawn()->GetActorTransform() : FTransform::Identity;
    LastKiller = Killer;
    OnKilled(Killer);
}
#

Cause then I can get rid of OnKilled

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And just do that stuff in the BP overridden version

limpid turret
#

i seriously can not figure this out

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my nav mesh wont generate at all on levels that are saved

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it works fine when i put it into another project

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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

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so its not an issue with my meshes, its an issue with the nav mesh itself i think

sudden agate
#

how do you build it?

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you can press P to display the Navmesh and use show navigation while in PIE to display it ingame

plush yew
limpid turret
#

yeah i know you press p to display it, its the fact it just doesnt generate

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I have AI in there that worked fine a couple of days ago

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but now no matter what i do with the nav mesh (deleting it, moving it around, messing with settings) it just doesn't generate

regal mulch
#

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

manic pawn
#

spawn emitter at location just creates the component

regal mulch
#

So I guess having it already is if at all cheaper

manic pawn
#

there should be no difference as otherwise it'd have to be created with your actor when you spawn that

regal mulch
#

Yeah in total there is no difference

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But in that moment of "Play vs Spawn" it is

manic pawn
#

yeah

regal mulch
#

Thanks!

plush yew
manic pawn
#

it's kind of br_big_brain how playing a sound or fx always involves the creation of a component

#

especially the sound... why

regal mulch
#

Isn't it even create an actor?

manic pawn
#

nah it's a component only

regal mulch
#

Even if you spawn it from an actor that gets destroyed? Doesn't it need an actor to exist?

manic pawn
#

components are actually standalone in the world, actors are just optional containers

regal mulch
#

Alright

manic pawn
#

if you NewObject a static mesh comp and then RegisterComponentWithWorld it'll show up

regal mulch
#

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

manic pawn
#

well they can technically

regal mulch
#

I mean I could force spawning a new component onto the owning actor

#

But that sounds so dirty

manic pawn
#

bp editor just does not like it at all

regal mulch
#

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

grim ore
wind siren
#

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?

plush yew
#

Yes I followed a guide which was a YT video

manic pawn
#

isn't there some way to just set tick rate on tick functions

regal mulch
#

[RequireComponent], one can wish

plush yew
#

It make me succes more than the others guides, But I got stuck on this one

grim ore
#

what is inside your target.cs file?

plush yew
#

1 min

manic pawn
#

what do you mean by requirecomponent?

regal mulch
#

Unity is ECS based, right?

manic pawn
#

so when you add X to an actor it guarantees there's also an Y on it?

plush yew
regal mulch
#

A script can basically add [RequireComponent(someclass)] at the top and if it doesn'T exist it adds it

grim ore
#

yep or it adds the component which is nice

plush yew
#

I've already changed the lines so

regal mulch
#

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

grim ore
#

@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

plush yew
#

But the file type don't show up, Is showing it as txt document

grim ore
#

oy ok so delete that file

plush yew
grim ore
#

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

plush yew
#

So I should remove the server file, Duplicate the edtitor file and rename it?

grim ore
#

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

plush yew
#

Ok thanks, I will try that

#

Thanks alot

rustic imp
#

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

grim ore
#

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+

plush yew
grim ore
#

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

plush yew
#

Ohh ok thanks

grim ore
#

Generate Visual Studio Project files

#

I hate that name

plush yew
#

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

grim ore
#

delete the intermediate and binaries folder and try again

plush yew
#

I don't got permission ๐Ÿ˜†

#

I can't even delete it

#

Omg

calm widget
#

Are you not admin?

plush yew
#

I am the owner

#

But is saying i need permission from my own computer that im on and my name

calm widget
#

You tried changing the permissions?

plush yew
#

Yep

calm widget
#

Safemode? (A) I dont know if that would work.

plush yew
#

Hmmm

shell jacinth
#

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% ...

manic pawn
#

uninstall incredibuild

#

unless you actually have a license

tardy sapphire
#

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?

shell jacinth
#

@manic pawn , so when i have a license this would be faster?
Ok than i install it after the packaging ๐Ÿ˜ƒ

manic pawn
#

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)

grim ore
#

man it sounds like incredibuild is more of a pain that a gain sometimes ๐Ÿ˜ฆ

manic pawn
#

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

grim ore
#

ah hah that explains it lol

manic pawn
#

because they will suck for single core, making everything else in games and the editor miserable

grim ore
#

I dunno if that would even be enough lol

manic pawn
#

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

grim ore
#

I am definitely curious what the 3900x will be for all 12 cores in terms of ghz

manic pawn
#

been waiting for that one

grim ore
#

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

manic pawn
#

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

grim ore
#

well overclocking with LN is a bit out of my plan lol

manic pawn
#

good

#

ln was always a joke and not relevant

#

what's the point of an overclock record that I can't run daily

grim ore
#

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

shell jacinth
#

Yea thank you this works now and i waited for this *** 50 minutes and now it runs in under 5 minutes -.- xD @manic pawn

manic pawn
#

the incredibuild checkbox in the vs installer is really kind of a trap

grim ore
#

I wonder if people just install incredibuild without knowing what it does because of the name lol

manic pawn
#

people keep installing it without knowing the implications

#

it's like case #10 of it here

grim ore
#

I've never installed it as I never saw a use for it with 1 pc

wind siren
#

bug report: name is way too cool for optional feature. pls fix.

manic pawn
#

I have a better name: expensivebuild

grim ore
#

I didn't even know Incredibuild was part of the VS installer...

next badger
#

@grim ore it is not...

manic pawn
#

it is

#

that's how people keep getting it

next badger
#

IB manager is not a part of VS distro

#

and w/o one IB does not work

manic pawn
#

the vs installer can install it for you, under game dev with c++ -> optional features on the right

grim ore
#

.. 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!

manic pawn
#

just like how it can install unity and unreal launchers

#

and there's no indication that it would need a license

grim ore
#

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!

next badger
#

@plush yew VRChat is VR MMO

plush yew
#

Mathew I can't delete the Intermediate folder

next badger
#

@plush yew You don't play VR Chat...VRChat plays you...

ember notch
#

I want to make lobby servers and i want to make an economy system must the economy system be MySQL yes or no?

grim ore
#

no

#

MySQL is a database, it's one of many. You can use any database you want to store your data

plush yew
#

Why can't I delete Intermediate as administrator??????

grim ore
#

did you reboot your machine?

plush yew
#

No

#

Hmmm ok..............

grim ore
#

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 ๐Ÿ˜›

next badger
#

still SQL is better for economy systems, and mysql is the ground base level of those

#

i'm not talking about SQLite tho

plush yew
#

It saying it need permission from Main/Jesper (My name)

raw elk
#

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
next badger
#

@plush yew is ue4 running?

plush yew
#

No

raw elk
#

try rebooting

#

do you have source control set up?

plush yew
#

I have source build, That's all I know

raw elk
#

reboot

plush yew
#

Ok

grim ore
#

This is also a good time to learn to not have projects in the Documents folder btw

raw elk
#

^^^^ this.

next badger
#

@grim ore i really hate how win folders made...program files, users, program data...my documents...all those...

grim ore
next badger
#

it's not like nix folders much better, but...better

raw elk
#

@grim ore Thank you!

#

That's been bugging me for weeks

grim ore
#

that should be a time stamp to the source radius part that might be right?

raw elk
#

Yeah it worked

grim ore
#

I would watch Sjoerd's entire video about ray tracing from Unrealfest on the YT channel, it's got some neato stuff in there

raw elk
#

gonna do that now. thanks ๐Ÿ˜ƒ

grim ore
wind siren
#

yeah, but you could do a video and teach us the same thing in 5 minutes and 42 seconds

grim ore
#

the GDC one I linked was condensed for time, poor GDC getting all the scraps lol

plush yew
#

Thanks, That worked, But I still got this error

#

ERROR: Server target not found. Server target is required with -server and -cook or -cookonthefly

grim ore
#

so you deleted the intermediate and build and when generating the VS files it gives that error?

plush yew
#

No it generated succesfully

#

Is when I running the profil from UnrealFrontend

#

"Launching UAT" At that place is stopping and giving me that error

grim ore
#

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

plush yew
#

So when making a dedicated server I don't need to use that program?

grim ore
#

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

plush yew
#

I don't get how to do that

grim ore
#

open up your project in visual studio

plush yew
#

So without using it I can just go the VS and compile development server?

grim ore
#

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

plush yew
#

@grim ore Should I select test server or development server?

grim ore
#

it depends on what you want, development server is probably fine for working on

surreal tundra
#

anyone knows any good sound design discord?

plush yew
#

Also in when I release new stuff, Do I have to setup EVERYTHING up again?

grim ore
#

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

plush yew
#

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?

grim ore
#

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

plush yew
#

Ok, Thanks alot, You been the one who helped me the most in my project, I'm very happy for you're help ๐Ÿ˜€

grim ore
#

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 ๐Ÿ˜ƒ

#

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

plush yew
#

I never use VS so I'm pretty bad with it, Is took me 5 hours to know how to build UE4 in VS

next badger
#

@plush yew imagine people who could use/write UBT

plush yew
#

Dame..........................

#

I recently buyed a asset for 55โ‚ฌ and I've not even motify it ๐Ÿ˜ข

#

But it had good features so it will probaly be handy someday

grim ore
#

Accidentally figured out why the Ue4Rules.dll not having UE4Server entry error happens when compiling a server so happy accident there ๐Ÿ˜ƒ Today is a good day!

stoic moth
#

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 ?

plush yew
#

@grim ore Now I don't got a binaries folder after removing it

grim ore
#

when you build the server or project in VS or the Editor it will create the binaries folder

plush yew
#

It didn't

#

@grim ore

#

There is no server file ๐Ÿ˜ข

#

6 hours of waste

grim ore
#

how did you build that?

plush yew
#

VS- Development editor and development server (Control + shift + b)

grim ore
#

and you only want to build the project itself when you open the project solution, do not build the entire engine and project

plush yew
#

I only building each for themself

grim ore
#

your folder structure looks weird, it should just be Project -> Binaries -> Win64 -> files

plush yew
#

You told me to remove the binaries, Then generate visual studio files again

grim ore
#

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

ancient otter
#

Hi guys, so basicallly a have a rain particle system that its not supposed to traspass walls

#

but it does

grim ore
#

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

plush yew
#

Ok I'll try

gleaming lotus
#

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.

mental hollow
#

Do anyone recignise this error?

#

okay, thank u! ๐Ÿ˜ƒ

kindred viper
#

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

proven ivy
#

^

dark depot
#

accessed none... Add an is valid check

plush yew
#

I give up............., Setting up multiplayer is just waste of time

lapis bronze
#

its not a waste of time, but it is a pain in the ass

plush yew
#

I wasted 7-8 hours straight today, WIth no results............

lapis bronze
#

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

kindred viper
#

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.

upbeat tendon
#

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

kindred viper
#

Why does it have to be in the controller class? Because you are doing a team based game where you control multiple characters?

kindred viper
#

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 ๐Ÿ˜ƒ

upbeat tendon
#

@kindred viper yes, i thought that was the most sensible place to put this

kindred viper
#

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.

upbeat tendon
#

this has confused me for a fair amount of time, but i wasn't sure where else to store this information

scarlet charm
#

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?

upbeat tendon
#

VS2019 seems to crash a lot

cursive dirge
#

you use VAX?

upbeat tendon
#

yes

#

oh is it VAX

cursive dirge
#

yes

upbeat tendon
#

sigh

cursive dirge
#

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

upbeat tendon
#

do you use something else?

scarlet charm
#

ok, ill try. thank you

cursive dirge
#

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?

upbeat tendon
#

lucky you

#

mine is a crash fest

cursive dirge
#

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

upbeat tendon
#

that is fairly typical

#

i often wonder if clion would be a better ide

kindred viper
#

I often wonder why they skipped a vowel :p

manic pawn
#

vs 2019 has completely stopped crashing for me when I turned off intellidense

heavy ether
#

... 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

plush yew
#

Have them block the trace channel, which defaults to visibility, and overlap with the channel (s) you need.

heavy ether
#

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);
scarlet charm
#

another question...

#

so how would i go about projecting the users desktop screen to an in game object?

rotund scroll
#

why would you want to do that

scarlet charm
#

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.

heavy ether
#

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

scarlet charm
#

ugh, only problem with that is actually finding out how to do that.

heavy ether
#

that is often the biggest problem with doing things, is learning how to do them ๐Ÿ˜ƒ

scarlet charm
#

yep

rotund scroll
#

I think there are bigger issues here

scarlet charm
#

it works perfectly in unity but for ue4........ another story.

rotund scroll
#

such as how do you assess the privacy of the user

scarlet charm
#

it is going to be sp

rotund scroll
#

regardless

scarlet charm
#

explain more.. I'm not catching on.

rotund scroll
#

you would still need the user to consent as far as I am aware

scarlet charm
#

oh yeah, absolutely.

rotund scroll
#

I doubt it's going to be possible without code, and I'm not sure how you would have functionality inside that texture either

plush yew
#

I ll

forest solstice
#

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

Pls forget to like and subskribe.

โ–ถ Play video
plush yew
#

@forest solstice "Pls dorget to like and subskribe" xD

quaint hull
#

question 1: how do I make a new movement mode
question 2: why the hell is something like this not documented?

forest solstice
#

@plush yew yee XD

light vigil
#

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?

night dome
#

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

next badger
#

@light vigil how do you know it tries to build?

light vigil
#

Launching it shows the task list one at a time

next badger
#

@night dome it should not, you could try posting a crash report on answers hub, crash on import is 99% - a bug

light vigil
#

And it attempts to build, and afterwards, when I go back to the profile, it has magically re-checked the box

night dome
#

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

next badger
#

@night dome yeah, but does crash reporter kicks in?

night dome
#

Yeah it shows a crash report

next badger
#

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?

night dome
#

Ok I will post on the answer hub. Thanks @next badger

light vigil
#

I've only tried it for ios

next badger
#

@light vigil you're on mac?

light vigil
#

Yeah

slender vale
#

I needz some good ol help

#

I created a grass mesh, and now it looks like this importing it.

dark depot
#

add a material

severe root
#

How valid are tests in game development, using unreal? To which extent is it used

#

or if at all

grim ore
severe root
#

That's a "very viable" answer I guess, thank you

slender vale
#

@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

past zenith
#

What kind of blueprint should I make bullets in my Asteroids remake?

tender rose
#

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

sullen wraith
#

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?

subtle bloom
slender vale
#

@subtle bloom Are you trying to replicate that one Quixel video?

#

Optimized grass ^^^ 2 Million meshes

subtle bloom
#

Yeah but I can't even see the grass cause the culling is cutting it off in general

dark depot
#

if its foliage or using the grass tool you can set culling distance in the Foliage type

subtle bloom
#

I tried increaing the Max Culling distance but it doesn't do anything

dark depot
#

are you on a setting less then Epic

#

and where did you set that in the Foliage type or somewhere else

subtle bloom
#

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 ?

dark depot
#

settings that the top

#

then engine scalability

slender vale
#

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.

subtle bloom
#

@dark depot that's all on cinematic

plush yew
#

Is there a possibility to Export level scene from twinmotion to ue4?

subtle bloom
#

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.

plush yew
languid shard
#

#stadiaready

plush yew
#

sorry

#

@subtle bloom that's a quite huge cull distance

subtle bloom
#

Yeah someone helped me fix the problem thank the lordy!

sudden agate
#

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

modern sinew
#

I got a grapple to activate a zipline like in Apex Legends ๐Ÿ˜„

#

Now, the grapple still doesnโ€™t go exactly to where the crosshair is, but hey, it works

sullen wraith
#

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

wary wave
#

procedural mesh, lots of maths

#

but it will never be an accurate mesh

sullen wraith
#

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?

wary wave
#

it's literally just math

#

duplicate the points, and offset them appropriately

polar hawk
#

maaaath

#

๐ŸŒˆ

#

follow me my children

#

to the land of logic

warm bluff
#

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)

polar hawk
#

oh shit

#

tag me if you get insight

warm bluff
#

haha got it ๐Ÿ˜„

wary wave
#

I recall there was a material node for that

#

but I expect it to be janky af

polar hawk
#

^

#

I expect maximum jank

warm bluff
#

Haha would love to know the name! Been trying to find but no luck.. eveyone's going straight for text render lol

polar hawk
#

well

#

you could render a text actor to a render target

#

that'd be maximum jank

wary wave
polar hawk
#

oh dude

#

a text actor is just a quad mat

#

have you ever seen the default text mat

#

its fucking spaghetti as fuck

wary wave
#

sounds like most of Epic's materials

#

they need some quality control / code review on that shit

warm bluff
potent pebble
paper kernel
#

Anyone got documentation on game mode override during map loading?

willow void
#

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 ?

wary wave
#

I don't think you can

willow void
#

:/ mmmmm

#

Thanks anyways @wary wave

calm widget
#

You can convert actors to static mesh when they are grouped. Export that fbx

willow void
#

@calm widget Thanks !! Worked GWcmeisterPeepoEZ

slender vale
#

@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.

calm widget
#

What are you trying to export?

slender vale
#

A grass mesh I created.

#

So I can use it for grass in unreal.

calm widget
#

Why dont you import textures separately? Also i would recommend FBX for ue4

slender vale
#

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.

calm widget
#

What are you exporting from?

slender vale
#

Blender

calm widget
#

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?

slender vale
#

Yeah, but I cropped it inside of Blender.

#

And each grass blade has it's own texture location.

#

So how do I export those?

calm widget
#

In blender you can open the image editor, select your image and save it

slender vale
#

Oh

#

Thanks.

#

I'm brand new to unreal and blender, so I don't know much.

calm widget
#

No problem : )

slender vale
#

@calm widget Somebody should make a database of problems and fixes in unreal and blender.

calm widget
#

As long as it's not me : P

slender vale
#

Lol

#

I wasn't suggesting that xD

#

I downloaded unreal and blender yesterday wanting to create a game.

calm widget
#

Cool, it takes a while to learn but it's worth it. Freedom to create whatever you want

slender vale
#

Ikr

#

Having that freedom is a dream.

calm widget
#

You can always pm me if you'd like some help

lofty edge
#

Is there a way to tell UE4 to please for the love of god compile shaders later I need to do stuff now

shell jacinth
#

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 ๐Ÿ˜ฎ

lusty carbon
#

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?

sullen wraith
#

i have an actor blueprint, whenever i click on it

sudden agate
#

The GDC talk says if Roughness > threshold, it will fallback to Captures @lusty carbon

sullen wraith
#

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

grave osprey
#

Do gtx g force 6600 m able to handle 500 million vertex ?

#

I create character who cost 36.000 tris for my game engine.

scenic snow
#

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?

shell jacinth
#

Its called "KiteDemo" @scenic snow

dense gate
#

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

cloud cobalt
#

500M vertices is crazy, @grave osprey

dense gate
#

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

cloud cobalt
#

36k tris is fine tbh

dense gate
#

It's kinda pushing the boundaries honestly

cloud cobalt
#

It's really not

wary wave
#

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

cloud cobalt
#

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

wary wave
#

some of the vehicles in the 360 era Forza games had hundreds of thousands of tris at their base LoD, hehe

#

nah

cloud cobalt
#

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.

gritty gate
#

hey would this be the correct channel to ask about a ue4 editor crash?

wary wave
#

I guess

gritty gate
#

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'

wary wave
#

the crash log is the important part

gritty gate
#

this is what im getting in the visual studio output after the editor crashes

sudden agate
#

AExperienceOrb is Blueprintable/BlueprintType?

gritty gate
#

its a actor I made in c++ and then I made a blueprint derived from that

wary wave
#

if you're using 'recompile' in the editor, probably don't

gritty gate
#

ya I am

wary wave
#

it's flakey and not reliable

gritty gate
#

aw ok

wary wave
#

this absolutely sounds like an issue you're causing in the hot reload

gritty gate
#

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?

wary wave
#

sadly yes

gritty gate
#

aw :*(

#

whats that?

grave osprey
#

Ofc my character have 36.000 for base lod. But making other lod for skeletal mesh is pain in the butt.

cloud cobalt
#

Not with auto LOD it's not

grave osprey
#

Font have money to buy sinplygon :(

#

@cloud cobalt no auto lod for skeletal mesh in unreal engine...

cloud cobalt
#

It's coming to UE4 with 4.23

gritty gate
#

ooo thank you! :)

grave osprey
#

IT IS ? lifesaver.

#

Now i can create 80.000 tris in character without worries.

cloud cobalt
#

Eh, it was supposedly 4.23 but Trello puts it at "future releases now"

grave osprey
#

That will make a huge character ofc.

cloud cobalt
#

In any case, 36k is hardly huge

grave osprey
#

Thats cool. I can sell it then.

#

Kinda like this i make.

wary wave
#

0_o

grave osprey
#

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

gritty gate
#

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

grave osprey
#

That was low poly.

#

Depend how mood i making lod for my asset.

plush yew
#

@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

south hatch
#

@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.

cloud cobalt
#

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 ๐Ÿคท

regal mulch
#

Can I have a C++ OnRep function as BlueprintNative?

#

Or does that screw with the header tool?

autumn socket
#

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

#

is there an option panel when exporting? whenever I export it just show the choose destination window

#

worked

#

many thank

scenic snow
#

oof thx @shell jacinth

regal mulch
#
[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)

scenic snow
manic pawn
scenic snow
#

I told my friend too

#

because I remembered you told me that same thing

grave nebula
#

y u people maek mterials liek dat ?

scenic snow
#

Because they need certain textures

#

and to make something like THAT

manic pawn
#

materials become hell fast because of the lack of local variable nodes

scenic snow
#

means that the more nodes, the more properties and features that texture or mesh or whatever

#

has

manic pawn
#

of course epic is still ignoring the pr that adds variable nodes to materials

grave nebula
#

The one Phy sbumitted ?

manic pawn
#

ye

scenic snow
manic pawn
grave nebula
#

BlackFox on that screenshot. Haven't seen him in ages.

scenic snow
#

oof

manic pawn
#

people keep disappearing here

#

maybe someone should look into that

scenic snow
#

Is it possible that the GoDot and Unity Ninjas struck again???

#

lol

#

I actually use Godot so kick me lol

manic pawn
#

๐Ÿ‘ข

scenic snow
manic pawn
#

meanwhile windows has been installing an update for like an hour

#

how can it be so slow

plush yew
#

@autumn socket when exporting a mesh with armature in blender be sure to select both the mesh and the armature

scenic snow
plush yew
#

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

autumn socket
#

@plush yew thanks, will keep that in mind

sleek willow
#

whats the best channel to post stupid questions in ?

#

or should i just post them here ?

cloud cobalt
#

If they're truly stupid, like the meme content above, #lounge

#

If they're UE-related, here

sleek willow
#

ah no im just bad

#

not meming

calm widget
#

If you need help with unreal then here i would guess or any of the content creation channels

tame crypt
#

I remember seeing a node that would take a float and output a different exec depending on the float, anyone know it?

next badger
#

@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

tame crypt
#

oooh thats embarrassing, i did actually mean int not float sry, whats it called?

next badger
tame crypt
#

aahh i was so close to it, thx

next badger
#

@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)

tame crypt
#

wouldent searching a space and unchecking context sensitive just show me every single node with a space in its title?

plush yew
#

hey i need help making a game

tall pendant
#

me too

plush yew
#

@tall pendant maybe we can both make a game

tall pendant
#

i dont want to give away my ideas tho, sorry.

plush yew
#

dm me then

#

because im thinking of doing a fps

grave nebula
#

Sir, reconsider. Do an RPG instead.

next badger
#

MMO-RPG

plush yew
#

what about i rpg shooter