#ue4-general

1 messages ยท Page 472 of 1

dim plover
#

If I have 1 actor with multiple collison capsules, are those capsules supposed to generate overlaps with each other?

radiant fable
#

wonder if a gpu lightmass engine will go mainstream anytime soon

grim ore
#

@dim plover I get 2 collision capsules calling the on begin overlap event when one overlaps the other

dim plover
#

Thank you, Mathew. I also get the same results.
I always thought that they wouldn't call BeginOverlap for components on the same actor.

grim ore
#

I think the issue is just the character with the capsule as the root that this is an issue for

wary wave
#

Capsules know nothing about their parents

#

If they overlap, they overlap

shut viper
grim ore
#

do you mean play back an animation? if so yes.

azure shore
#

hey, if I have a particle effect attached to a moving object, how do I stop it from sort of trailing along? so sort of keep the particles relative location

#

guess its local space but then the effect looks ugly

#

(for some context its a sorta mist from a drink can btw)

#

so any help?

grim ore
#

#visual-fx is the better channel, but is what you want reasonable? you want it to be attached to the can all the time but not trail when it moves?

azure shore
#

yeah, I want it to still look like the first screenshot

#

oh, is it world space in initial velocity?

#

Ill try it

#

nah nvm that didnt work

grim ore
#

so you want it more like a mist surrounding the top of the can at all times so when the can moves the items move with it?

azure shore
#

pretty much yeah

grim ore
#

well local space is the correct way, it moves with the can now right? if so you just need to adjust it so its correct now that it's in local space

azure shore
#

yeah but in the screenshot I showed with local space the particles just dont move

#

so is it not possible to replicate the first screenshot with local space?

grim ore
#

I would assume it is, it looks like your local space is just defined as too small

azure shore
#

oh...

#

oh that was it, thanks lol, somehow I didnt consider it could be size ๐Ÿคฆ

#

ok next question, if I wanted to be able to shake the can, how would I go about a way to detect speed of mouse movement? so like, to shake it, literally shake your mouse

bitter iris
#

how can things fail to save, i cant save nothing at all..

plush yew
#

Is that a double negative or UK slang way of saying u can't save anything

bitter iris
#

lol

#

i couldnt save anything

#

so i just closed my project without saving rip

dry merlin
#

Wondering if anyone in here is willing to help in doing a terrain generator with Unreal. I got the models, art, iClone, I can do all that, just the programming for a terrain and world generator little complex with 4k to 256 texture qualities, blending materials already done. All procedural then stored data wise. Want to hook in to DEM data from SRTM topography as well. Just message me if interested.

#

Already created the procedural texture standard to. Just having to do plant life now. This tree is a real problem in that I have 30 LOD but it's 300000 polygons optimized. Can't get it any lower and needle textures look like crap. So I am thinking spacing these and using a mix of stripped down dead or diseased pines and lush variations are in order. Interested in suggestions.

ripe plaza
midnight bolt
#

is it possible to FLIP UV of the static mesh from within UE4?

wary wave
#

300k polygons ๐Ÿ˜

plush yew
#

does visual code work with ue4?

hidden aurora
#

@plush yew visual studio code works with unreal I also suggest downloading some addons search in YouTube UE4 visual studio code

plush yew
#

okay

#

what better in terms of stabilit unity or unreal?

mint raptor
#

@plush yew Like build releases?

plush yew
#

like i used to develop games on unity and now im switching to unreal since linux support isnt great on unity. And in unity i would do something and stuff would randomly break it was rare but it happened (like all of the textures dissapearing from objects) i wonder if stuff like this happens in unreal too?

mint raptor
#

Well your millage may vary. Having used both but using unreal a lot more the past 2-3 years I'm more nervous about updates breaking something in Unreal. If you look at my video for example there is one odd issue. This project has been updated from 4.19 to 4.21 and just about each update has broken something for me or given some odd headache to deal with.

#

But the risk is there in Unity too. I wouldn't look at it from a stability point both try really hard to make their builds as stable as possible fixing things as quickly as they can.

#

At least In Unreal you can look at source and try to patch something yourself

plush yew
#

hmm

#

so dont update and i should be fine?

mint raptor
#

Not that you shouldn't update but you should update cautiously. Maybe wait it out a bit to see reports or wait for a hotfix.

#

ex. 4.20 and 4.21 gave me AI issues but 4.21.2 fixed the AI issue

plush yew
#

basically update when i've finished a project?

mint raptor
#

That is not what I'm saying

#

but if you think that is wise you can do that

plush yew
#

i see

#

thanks

azure shore
#

hi, how would I detect current mouse speed?

#

I want to make a way to shake a can that the players holding

#

is it input mouse delta?

mint raptor
#

delta should be the change in mouse position every tick

azure shore
mint raptor
#

Checking if the change in mouse position is more than 10 in a tick?

#

for either X or Y

azure shore
#

oh

#

it sorta seems to work for a shaking effect

restive mirage
mint raptor
#

highlight and hit delete key?

restive mirage
#

Already tried that, but doesn't seem to go away

restive mirage
#

How do you get it to be expanded that way?

mint raptor
#

Expand?

restive mirage
#

Yeah, you have 4 keyframes on each column

mint raptor
#

There are two kinds of blendspaces

#

1D

#

and non-1D or regular blendpsace

restive mirage
#

I see, so that's outside of the 1D

mint raptor
#

yea that isn't a 1D

#

you must be on a 1D

restive mirage
#

Well, not a clue why this isn't getting deleted then

mint raptor
#

looks like in 1D you can't

restive mirage
#

oof

#

So I have to remake the blendspace?

mint raptor
#

You can only change the number of divisions

#

Look at axis settings

#

What is your number of divisions

#

no wait...

restive mirage
#

Do I change the number of grid?

mint raptor
#

Why do you want to delete?

restive mirage
#

Because it is empty

mint raptor
#

SS your Blend Samples

restive mirage
#

It's the usual 2 that are actually in and the empty samples

#

But I don't see any option to get rid of the No Animation ones

mint raptor
#

wait a minute you can delete

restive mirage
#

How?

mint raptor
#

Yeah I just selected my key and deleted it

#

like I showed you in the gif

#

I'll make a new one

restive mirage
#

Highlighting and pressing the return key?

mint raptor
#

Make sure you move the green dot out of the way

#

So that you are not selecting the green dot

restive mirage
#

It is the key above enter, isn't it?

mint raptor
#

the delete key?

restive mirage
#

Yeah, what you're pressing

mint raptor
#

no

#

that is backspace

#

delete key says "Delete"

#

above ins

restive mirage
#

Where's that ๐Ÿค”

mint raptor
#

one moment

restive mirage
#

I see the issue then, don't have the delete key

mint raptor
#

lol

#

Not even an FN + Some Other key?

restive mirage
#

Perhaps with the numeric pad

mint raptor
#

mhmm

restive mirage
#

Well yeah, not working either

mint raptor
#

Then open up On Screen Keyboard

#

Or see if Unreal has a way to rebind keys in the editor

restive mirage
#

Oh dope

#

Okay, got it. It's a language issue

#

It isn't called Del on my keyboard

#

It's called Supr

#

But anyways thanks, got it deleted now

azure shore
#

hey how do I simply add scale to something

#

every time I do something I want something to get bigger each time

#

but none of the obvious methods seem to do anything

#

well, some work but adding 0.00001 makes it huge

restive mirage
azure shore
#

nvm it seems to work but either its being weird or Im an idiot

restive mirage
#

I can see your issue could be either an almost infinite function due to the lack of a delay or a do once

#

If you could screenshot what you have it'd be tasty

azure shore
#

it seems world scale doesnt relate to scale that you set in the viewport

mint raptor
#

There is world and relative

#

You may want to adjust relative scale

#

not world

restive mirage
#

World scale is part of the object's transform that separates from their parents

#

Relative scale is in relation with the parent it is attached

#

You can use a print string to see what both values mean

azure shore
#

oh, Im confusing myself, but I got it working

#

thanks anyway

restive mirage
#

Dope

amber marlin
#

sozz

latent fable
#

Why won't it let me change my skeleton on my skeletal mesh?

plush yew
#

how do i use vscodium with ue4?

#

ive installed all the plugins

#

and went to general > source and changed it to vscode

#

but when i try to open something it doesnt

#

is there a way i can use vscodium instead of vscode?

copper charm
#

hey whats the best way to make fire propagation

#

right now i have a blue print with my grass mesh and i have a collision box that propagates nicely, issue is that it takes a lot of ms off my VR

#

I just placed the grass mesh blueprint manually

#

i think there must be an easier way

#

or at least a more efficient way

midnight bolt
vale silo
#

Is there any way to get volume from mic realtime on Android?

distant loom
#

hey guys i want to use unreal engine and learn C++ bc i only know C# right now but i cant find a single c++ unreal engine tutorial thats good, only blueprint ones, i already know bp

glossy scaffold
#

Hey guys, im trying to use rootbone motion. For some reason, the animation gets scaled down. Im using Blender and ive tried renaming the armatures, setting object scales to 1, changing the blender world units etc...

#

and no results

#

the model gets back to its normal size but the rootbone just wont move properly

#

well, the animations play properly, its just the rootmotion that acts as if the model was smaller

#

and moves at 1 milimeter per hour lol

warped hornet
#

all these channels but no memes

weary basalt
#

@warped hornet This is not a Discord for memes, if you want that you can go somewhere else. Posting about memes in #ue4-general is offtopic, move to #lounge if you want that nonsense.

cursive dirge
#

IMO the most important thing to learn about UE4 is how the c++ macros are used, and where, and what are UE4's own property types

#

if you fail to apply macros right, you just get some nonsense compiler error about other compilation error (05) etc which doesn't tell a new user much

#

there isn't a single c++ programming tutorials for UE4 that would be up-to-date because it's practically impossible to keep any such tutorial up-to-date

#

UE4's API keeps changing things altho it's been more stable recently for the gameplay code (you still see minor changes here and there so if you follow any older tutorial, you may still see different looking files that work)

#

unreal's c++ setup isn't stupidly hard, when you get used to it, it's not much more complicated to work with than say, C# with Unity, you just have to work to get past the initial entry barrier and understand Unreals systems, including the gameplay framework itself

#

what I tend to do myself if something doesn't work same from version to another is that I just create a new template project using the newest ue4 and compare the change to one on older version. templates are great for showing the bare bones setup on the cpp and h files and if you see something basic changing there, these templates got the change as well

copper charm
#

Het quick question, how do I have a collision sphere that changes a material but only at that point

#

right now it changfes the whole material

plush yew
#

I've run into every artists favorite problem with UE4 again: "Why in all that is holy is the "forward" direction not consistent between all systems?!?"

cursive dirge
#

most complain about the up vector

plush yew
#

I've hit that before too

cursive dirge
#

and few actually educated artists complain about just about the different coordinate system

#

as it can be also right or left handed

plush yew
#

Right now I'm trying to shoot a line trace "forward" from an actor and it's currently shooting off at a 90 degree angle because 'tee hee when you import a mesh you have to rotate it 90 degrees, silly'

cursive dirge
plush yew
#

Z has always been up for me I never learned it another way

cursive dirge
#

probably used blender then :p

plush yew
#

Yeah but I started in school with MAX and I was always taught Z up in school during math classes

cursive dirge
#

well, I was never tought Z to be up on math classes

tall pendant
#

Maya isn't locked to Y-up. In fact pretty much the first thing you do is change it to Z-up for game dev stuff. ๐Ÿ˜„

plush yew
#

Gotta love the official UE4 guide telling you to rotate your mesh 90 degrees on import

cursive dirge
#

but everyone is taught early on at schools that on 2D coordinate setup, you get Y on vertical axis, which is easy to image being upwards

plush yew
#

Yeah that makes sense when you look at in on the board. but on your paper on the desk z is up, thats how I always thought of it

cursive dirge
#

either way, you shouldn't focus on the coordinate systems that much, just think what is up and forward on your tools and get used to them

#

you only once setup the export parameters and then call it a day

#

most tools exports import right way in ue4 anyway

#

just don't try to match the axis

plush yew
#

Well no I'm talking about the blueprint editing

#

When you assign a skeletal mesh you have to rotate it 90 degrees, or it won't face forward

cursive dirge
#

that sounds like your skeletal mesh is not imported in right way then

plush yew
#

I've tried a number of different ways and the UE4 guides also say to rotate 90 degrees

cursive dirge
#

the basis here is that people bring the models in so that they show up right in UE4

plush yew
#

I mean that'd be ideal and I'd have to look it up again but the last few times I ran into this problem the answer wasn't related to that

cursive dirge
#

if you have to fix the orientation on the gameplay code, you are doing things wrong

#

of course you can still do that but it adds extra complexity

#

for placeholders and such, I just add extra sceneobject to the actor and rotate the object with it

#

like, put sceneobject in between the root and mesh

#

but, it's hacky

plush yew
#

I'm talking about the very first step after you assign a skeletal mesh to a character BP.

#

that image specifically highlights what I'm talking about

#

All the time I've ever worked in UE4 I have not been able to find a workaround, is there one? Unless they changed it in the newest update my import settings don't seem to have any effect

cursive dirge
#

that sounds like something specific to the current mannequin (and not something you have to do for all skeletal assets), the tutorial is bad in not explaining why they did this though

plush yew
#

I don't use mannequins

sudden agate
#

Z up X Forward. The only true coordinate setup

plush yew
#

I'm used to Z up Y forward

sudden agate
#

in school i learned that Y is up for 2D and Z is up for 3D

plush yew
#

Yeah anyway that mandatory 90 degree turn screws up situations where you need the forward vector but the mesh is rotated

cursive dirge
#

my school actually taught first about the different handiness on coordinate systems

sudden agate
#

@plush yew But you dont need to turn it 90 degrees?

plush yew
#

the mesh on a character?

sudden agate
#

its fine when you import with X forward

sudden agate
grave nebula
#

You know why Z is colored blue?

#

Because it points to the darn sky!

sudden agate
#

#deep

plush yew
#

holy shit rail thank you

#

idk what I was doing before, its been so long

#

but I just assigned the 90 degree turn on import

sudden agate
#

the default mannequin points Y forward, thats why there is a lot of confusion

plush yew
#

Whatever I was trying in the past didn't work and sicne the UE4 documentation tells you to do the rotation I just assumed that's how it works

#

oh yeah that's what it is. The export settings on blender don't seem to have any effect. It looks like import settings in UE4 is where I need to make the change

craggy trellis
#

@plush yew message me if you're still working on this in 6 months

#

then I'd be interested in joining

plush yew
#

Shoudn't he be banned? He's going around PMing people his dumbass project that he wants everyone else to make him then calling people "useless" or "retards" when they decline to do this vague job with no pay or goal led by a barely literate jackass

#

He was taken aback when I asked him if there was a prototype for his "zombie game where you build a base." A prototype that he could legit have put together in a weekend if he tried since that outline is so vague

fossil grove
#

hello

#

๐Ÿ˜›

#

before I actually make myself try to learn how to make a game, I am curious typically how long does it take to create a game (cause yes I am a noob)

plush yew
#

It takes a while @fossil grove. Start small, do a basic platformer or an FPS

soft crescent
#

The reason why unreal is using Z axis for up is really routed back to how maps work, like google maps is looking down and locations are defined by X and Y coords

plush yew
#

I teach really primitive 3d platforming design to middle schoolers so you should be safe if you start with one of those

soft crescent
#

its height above the map is defined by Z coordinates

fossil grove
#

so what use a different program to make 3D stuff?

plush yew
#

Blender

#

but if you're learning unreal you can make everything with cubes tbh

fossil grove
#

oh god I tried using it before ๐Ÿ˜‚

plush yew
#

that's what the kids I teach use. We use cubes and then they can use the assets I've made or if there's enough time they can model their own stuff in blender

fossil grove
#

the only issue I have with unreal rn is everytime I try to like resize the cubes, it resizes it on both sides and not in one direction if that makes sense, idk if thats intentional or if im doing something wrong

soft crescent
#

Use the geometry editing mode to select faces/quads

plush yew
#

Art is commonly one of the latter steps in my experience so you dont' need to worry about that for a while

weary basalt
#

Unreal is not a modeling program, if you want complex shapes, you need to use an external application

soft crescent
#

extrude em

#

be warned though

#

The cubes you find under Geometry tab are very costly

#

performance wise

fossil grove
#

so use another program and what, make it into an OBJ file and transfer it?

soft crescent
#

FBX

plush yew
#

FBX

fossil grove
#

FBX?

soft crescent
#

maya and max have import into unreal options i think

plush yew
#

But again I'd ask why you're working on assets before designing the actual game. Unless the game is directly tied to the quality of the assets, like a melee fighter or something

soft crescent
#

I mean im a designer and I use max and maya to build level sometimes

#

i use static meshes or geometry

fossil grove
#

tbh cause I have no coding experience, I wanted to make all the places first. Typically I thought about making a hockey game but then I thought of trying to make a tennis game and try to make the stadiums/courts first before worrying about coding

soft crescent
#

i mean you should do mechanics

plush yew
#

My main project heavily relies on animations and it's pretty draining to have to stop dev to animate every few days

fossil grove
#

but tbh I never actually TRIED to make a game so idk what order I should try to go into

soft crescent
#

and figure out metrics firstly

plush yew
#

my side projects are done entirely with rectangular prisms

soft crescent
#

do you work with others

#

on your main project

plush yew
#

I have coding experience but I despise it. Visual programming is so nice

soft crescent
#

@fossil grove you're gonna want to learn how to code

fossil grove
#

so learn how to code first?

soft crescent
#

yep

#

you can try learn via blueprint

plush yew
#

No I do it all on my own. I'm fine with everything, even animating, but there's just so much animation

fossil grove
#

thats what I plan on doing

soft crescent
#

or learn a language because a lot of the concepts of variables, functions etc carry over

plush yew
#

I'd start with blueprint tbh but that's just because I'm a visual person

fossil grove
#

but I feel like I should at least have something built first (such as a tennis court/starting arena) before actually try anything involving coding or gameplay

soft crescent
#

nope

#

you will find they are unusable

#

most of the time

plush yew
#

Gameplay first in my experience

#

My current map is a large featureless plain with cube rocks and rectangle guns

soft crescent
#

theress a lot of physics involved with sports games

#

although in a lot of team cases you are building out spaces without mechanics fully implemented

#

but for oyur case

fossil grove
#

so for a road map on what to do and learn, would be : Gameplay, Coding, Testing, Building?

plush yew
#

Yeah swapping out the blocked out portions of map for fully modeled bits is one of the most satisfying parts fo me

#

I mean if you want to get really basic you should start with a basic design document

soft crescent
#

no more like Gameplay to a playable state, then building a blocked out map, then iterating and improving both

plush yew
#

Yeah what game do you want to make fisk?

fossil grove
#

a Tennis game

soft crescent
#

you should start with something simpler

#

like pong

plush yew
#

That's pretty cool, something realistic or something like mario aces? Or something simpler like a few levels above pong?

#

yeah dos is right pong is even a good starting spot

fossil grove
#

pretty much Mario Aces without the gameplay that does not include zone shots

#

at least camera angle and controls wise

soft crescent
#

Get pong working first

#

because mario aces is a game developed over multiple years by a large team with years of development experience

fossil grove
#

I know, its gonna be practically impossible unless I pull a Scott Cawthon and solo this to make a high quality game

#

but even then I just want a GAME to play myself

soft crescent
#

scott cawthon's games werent as complex as what you're planning either

#

plus he had many games before

#

but i get what you mean

fossil grove
#

well I mean popularity wise

soft crescent
#

just start small, pong then breakout

plush yew
#

Yeah I've got that urge for a basic networked multiplayer game but I don't feel like breaking into that territory atm.

fossil grove
#

I found something I want the speed and look to feel like too tbh

soft crescent
fossil grove
#

a simple game but fast paced

plush yew
#

did you do the official epic games networking walkthrough on youtube?

soft crescent
#

nah

#

read the docs

plush yew
#

when I find them I will

#

not that they're hard to find

#

I despise video tutorials

fossil grove
#

don't u have to pay for the networking for servers?

soft crescent
#

actually wait my memory's wrong

#

someeone explained it to me

plush yew
#

You can pay to rent servers but for what I want to do with my friends I can just run it off my own computer

soft crescent
#

it runs locally off my pc

warm bluff
#

Hey guys! Does anyone know any software/website for automatic facial morphs/shapes creation? Please, I've currently got 2 jobs and it's really hard for me to get some proper free time to do everything manually.. I would just like to experiment around with my own characters and learn..

Thanks everyone!

soft crescent
#

granted ive tested with people connected from other locations and it works fine

plush yew
#

yeah that's what I'm longing for atm

#

but it's significantly faster for me to just learn newer smaller features day by day

#

procrastination is too powerful

fossil grove
#

alright well im gonna TRY to make pong

plush yew
#

well theres tons of tutorials on that so have fun with it!

fossil grove
#

but wait if my games gonna be 3rd person, should I try to start with 2D pong or try to make a 3rd person pong?

radiant fable
#

tomatoes?

plush yew
#

idk you could probably do a third person version

fossil grove
#

alright, thanks for the help really appreciate it

#

gl on ur projects too

plush yew
#

thanks!

dire sentinel
#

I made a simple grass material, and made it sway in the wind with the wind node. But now the whole thing jitters. I want the root of the stem, where it touches the ground to be static, and then make the grass move more and more the further away from the ground it gets. How would one go arround doing that? So parts of the grass move more than others.

#

if you have an answer, please @ me with a responce so its easeer for me to find

idle garden
#

Hi, someone knows how I can check if a process is running when I click on Game.exe?

#

Like, I want to have P1.exe running to run Game.exe but not Game.exe without P1.exe

shut viper
#

Hi guys.I'm working on action game so the map of my game contain safe zones..How can i force the player to not shoot the Ai in the safe zone
Tnx

idle garden
#

Nop, I already saw that

#

I'm looking now for C++ functions to put on code when the game starts before starts the level

deep yoke
#

How would you check if a WC sublevel is loaded before doing an action?

#

For example if I wanted to make sure a WC sublevel was fully loaded before spawning the player.

idle garden
#

Load and Unload Stream Level? That can help?

deep yoke
#

Does that work for World Composition levels?

tardy sapphire
#

Is it possible to spawn a particle system using a landscape spline?

latent fable
#

Why won't it let me change the skeleton for my skeletal mesh?

flat idol
#

i think you can retarget your skelly mesh to another skeleton from the content browser right click there might be an option for that

#

dont remember exactly

#

it may only work for compatible skeletons, obviously, otherwise you'd just get a messed up thing

latent fable
#

ah, thanks

idle garden
#

FGenericPlatformProcess::IsApplicationRunning not implemented on this platform

#

ah.. help?

dim merlin
#

Hi, is it common to switch to Forward Rendering and why issnt it the default?

upbeat tendon
#

i am trying to create a teleporter, my code looks like FVector Rotation = PortalStructure->RemotePortals->GetActorForwardVector(); SetActorRotation(Rotation.Rotation());

#

the location code works just can't get the rotation of the character to work

plain plank
#

@dim merlin
Not my area of expertise, so hopefully someone more qualified can answer your question better than I can:
Forward Rendering has different pros / cons from Deferred.
I'd suggest that it isn't and should not be default because:

  • The Deferred Renderer is more mature and featured
  • The pros/cons of a deferred renderer tend to suit a majority of projects
  • Deferred rendering tends to look nicer.

It's reasonably common to switch to the Forward renderer for VR projects, or projects that have some technical reason for doing so. Beyond that, it seems ill-advised.

plush yew
#

how can i set vscodium to be the default ide?

dim merlin
#

@plain plank like a city builder might want Forward ?

upbeat tendon
#

damn, i can't rotate my character,

#

SetActorLocationAndRotation(Location, Rotation.Rotation(), false, 0, ETeleportType::None); well the location works, but not the rotation

dim merlin
#

@upbeat tendon its resetting from movement component ?

upbeat tendon
#

ah so i am setting it in the wrong place

#

@dim merlin basically the rotation seems to have no impact on the character,

lusty carbon
#

Hi I have a teleport based VR experience and I need ideas for markers on the floor to catch the eye and be clear that it's a place you need to go to
This is what I have now for reference. I want to get rid of the blue ring and do something nicer

soft crescent
#

anyone here remember tappy chicken

#

hinking back if the way that project was built how i remember, it was pretty gnarly blueprint wise lol

vale silo
#

How can I get mic audio volume values realtime in Blueprint on Android?

next badger
soft crescent
#

yeah but they no longer update it for new engine veresons

pine warren
#

Hi i am working on a gameready character i am always confuse shouldi make different UV shell for face and body(skin) if i do so their is always slight differece incolortone help plz

ocean wind
#

well, I've been trying for 2 days now

#

I really don't understand what's giving me this weird lighting

#

Meshes are on static

#

skylight and lightsource on static aswel

plush yew
#

What's best c++ ue4 courses ?

#

ping me

upbeat tendon
#

weird my ReplicatedUsing isn't working, i am setting a UPROPERTY(Transient, ReplicatedUsing = OnRep_Teleport)
uint32 bPortalActive : 1; on the server from true to false and back again

plush yew
#

@plush yew https://www.udemy.com/unrealcourse/ this is the best to learn also unreal.

this one comes second I would say ( still very good) : https://www.udemy.com/unreal-engine-the-ultimate-game-developer-course/

and this one would be for multiplayer which the 2 other don't cover extensively: https://www.udemy.com/course/unrealmultiplayer/ its pure gold like the first one

hope I could help you! pm me If you want more infos

Udemy

Learn C++ from basics. Make your first 4 video games in Unreal engine, the engine behind Fortnite. Interactive tutorial.

Udemy

Learn how to develop, code and package a complete video game in Unreal Engine

Udemy

Use Epic's Unreal Engine for online game development in C++. Covers LAN, VPN, Steam, and more.

#

im poor asf

visual belfry
#

they're like $10 ๐Ÿคท

plush yew
#

thats like 120 hours ++ worh of content for ~35 bucks. You really can't get better. A professional demands like 20 bucks/hour ( and that people are professionals but theyre like 94% off from there original prices)

#

its really worth it

daring osprey
upbeat tendon
#

an hour of messing around because i forgot to set bReplicates = true; doh!

frank escarp
#

why would you run power of two wtf

honest vale
#

@daring osprey isn't it "metric" even with power of two grid ๐Ÿ˜›

plush yew
#

@plush yew is that beginners or intermediate?

#

@plush yew its for absolute bloody true beginners and it builds up to intermediate

#

I would recommend doing them in order I putted them in

#

Kinda need more intermediate stuff

#

Oh stuff like steam I don't know about also no c++ so could use that one :)

#

Didn't read ergazias post

urban meadow
#

anyone having problems updating engine? trying to update 4.22 and it keeps triggering plugin updates and they all stall out

#

tried uninstalling 4.22 and it does the same thing, queues up the plugins then it all stalls

tawdry raptor
#

Hey windows just updated and I think it broke unreal

#

I think windows broke something can we get a confirmation?

#

Anyone?

peak acorn
#

i want to set a condition that if 10 objects are spawned by the spawner the level fails

#

how do i do that?

primal prairie
#

Hey guys, i had uploaded a backup of a project to google drive, all files etc. When i have downloaded it on another PC it opens in unreal engine, but all of the assets are missing, only the folders remain?

#

also was the same with git

urban meadow
#

@primal prairie do the assets exist in the folders in windows explorer? was it opened in the correct version on the target end?

primal prairie
#

Yeah and yeah..

#

we just did the validate all assets, and it ran through them all, but nothing appeared in the folder in the end

peak acorn
#

how do i make level reset to occur at collision of 2 actors?
i mean what function

primal prairie
#

look up each node individually and connect them together

#

its really simple stuff

peak acorn
#

i am new

primal prairie
#

google things for answers before asking others, its just polite

#

and good practice

urban meadow
peak acorn
#

i tried but couldnt find anything on google or youtube

primal prairie
#

man we are totally stumped

peak acorn
#

meaning?

primal prairie
#

meaning we dont know how to fix our issue

#

but i know you can find things on google

#

because i looked for level loading before on google

#

and found the answer

peak acorn
#

ok,
i am 14 and english isnt my prime sorry

native creek
#

Is the EQS Template disabled in UE 4.22 or what ?

#

How do I create it ?

ocean hemlock
#

the artv1 plug in for animation, i made a animation and it looks fine in maya but when exporting it to a game engine (Unreal) It breaks

primal prairie
#

forums down ๐Ÿ˜ฆ

native creek
#

Found it thanks

modern sinew
#

If I'm making a second controllable character (an overview camera for a building mode), should it be a Character or Parent Controller?

scarlet charm
#

hey, anyone mind helping me with a project? it's a VR project.

regal mulch
#

@modern sinew Just a Pawn, but technically you can also not use the Pawn at all

#

And just modify the camera via PlayerCameraManager

modern sinew
#

ok? I want them to be independant of eachother; Although I guess I could use the same character by saving the player's location, making them invisible, changing the controls, and teleporting them; while probably not the easiest option it's currently the one I know how to do, so ยฏ_(ใƒ„)_/ยฏ

potent pebble
#

Hey guys, I'm trying to spawn some actors using the SpawnActor method with blueprints, but they arent appearing on the scene or world outliner, eventho the number of actors are increasing on the scene (according to world outliner), what am i doing wrong ?

plush yew
#

skylight intensity 2

modern sinew
#

uhh, so sometimes the stock 3rd-personm controller will turn left instead of right? and mouse control is gone, i didn't touch it

plush yew
#

i dont suppose anybody knows how i can make a projectile do random movements on its way to its target

#

its a homing projectile

left citrus
#

Is it safe to use a CineCamera as a player camera? ie not used through the sequencer, but for actual gameplay? Or is this a big doodoo idea?

plush yew
#

@left citrus yeah dont do that, bad idea

left citrus
#

@plush yew Damn, I'm making a project with really deep depth of field and the settings on the typical "Camera" seem really limited/non lens based.. Was really nice to have access to actual focal lengths and aperture etc.. You aware of any usual work arounds for this? Or is the Camera component flexible enough and I'm just an idiot?

plush yew
#

you can set it however you want

copper charm
#

how does one get the material of a specific instanced static mesh at runtime

#

all i can get it the index

tall ridge
#

doese anyone know how to create blendshapes? i have a 3d model character and my next step i s

#

to create blenshapes for the character. anyone have a tutorial for me=?

next badger
#

@tall ridge it depends on app

tall ridge
#

lets say blender?

#

but i could import my 3d model into another app as well

next badger
#

@tall ridge in Blender they are called Shape Keys

tall ridge
#

thx i will check it out

smoky torrent
#

AutomationTool What is this?

weary basalt
smoky torrent
#

@weary basalt thx

verbal ridge
#

My community would like to start a Project. Is a nice person would be available to show how to use the program to the members?

pure owl
#

@verbal ridge By "the program" do you mean unreal engine? If so I think you are better off looking into online courses to get your feet wet in Unreal. Here's a free guide that I've read before to get you started - https://www.raywenderlich.com/771-unreal-engine-4-tutorial-for-beginners-getting-started

raywenderlich.com

In this Unreal Engine tutorial, you will be guided through installing the engine, navigating the interface and creating your first game object.

#

I'd recommend jumping in and building something ASAP. It can be frustrating experience learning UE4 but stick with it.

lime girder
#

Any Quest developers here?

plain plank
#

@Mich#9686
Why? What advantage are you hoping to gain, or which disadvantage are you attempting to mitigate?

plush yew
#

@verbal ridge Matthew wadstein YouTube series is very good for beginners :)

dim plover
#

Does anyone know of any software that can generate landscapes/heightmaps like the Landscape Tool in Unreal by manually sculpting?
I can't find any non-procedural terrain genereation tools.
*Just discovered World Creator 2. For some reason, didn't really see this through Google/YouTube searches. Don't think many people mentioned this either.

visual belfry
#

houdini as well

dim plover
#

Thanks. Didn't really know about Houdini. Looks pretty good.

visual belfry
#

"pretty good" ๐Ÿคฃ

dim plover
#

It looks... complicated.

next badger
#

@visual belfry I've heard he did street magic

visual belfry
#

it's definitely more work up front to get used to, but it can do so much more than just building landscapes (and then it can merge those things into your built landscapes even ๐Ÿ˜ฎ )

#

a shame it ended up eroding so un-piggy by the time it got to unreal

copper charm
#

How does this guy achieve the dynamic fire propagation in this asset?!

next badger
visual belfry
#

that pig gets around

remote mason
#

trying to dynamically add more images inside of a blueprint widget, can't use drawtexture. Wish this was easier

remote mason
#

found a strange work-around by creating an array of widgets that just have one image. then dynamically set the opacity off or on when I need to 'see' the images

upbeat crane
#

Hi, I am trying to find a method for level switching in VR so that it won't go out of the game to loading screen (Vive)/blackout (Oculus).

#

I've tried load async and load package async but they were of no use. I am now trying PrepareMapChange CommitMapChange.

#

If you guys have some idea about how to switch with my own loading environment and definitely not hindering user experience feel free to help me out.

cloud cobalt
#

Seamless travel ?

wary wave
#

streaming

#

everything gets streamed from the persistent level

#

streaming in a lightweight loading level to encapsulate the player, stream out the old level, stream in the new one

modern sinew
#

Anyone know how I can stop motion in one direction, while allowing motion in one directions? For my "overview" camera I just teleported the player up, but now they don't have any friction. I tried "stop all motion immediately", but that was rather awkward when you were moving in two directions

inner mountain
dim plover
#

huh

wary wave
#

someone though they were funny

night basalt
#

finlly

upbeat crane
#

@cloud cobalt that is for networked games if I am not mistaken. How do I use that in a single player game?

cloud cobalt
#

It's not

#

Doesn't even really work in MP

upbeat crane
#

@wary wave streaming is also taking the player to blackout/loading screen.

cloud cobalt
#

Shouldnt ?

wary wave
#

I don't think you'll get "instant" transition from one level to another

upbeat crane
#

So I should give seamless travel a try in my case?

#

Streaming is not happening on main thread but after loading screen it comes to the level.

#

Most probably because I am loading it late?

dim plover
#

Wouldn't seamless travel still give a black screen?

wary wave
#

^

#

streaming is the only way you'll avoid a black screen of some sort

#

but you do need to be careful about how you use it

#

traditionally you'd stream in well in advance so it's all loaded and ready before you need to actually use it

#

in VR that might not be an option, I'd expect the loading to potentially cause hitching

upbeat crane
#

Yes seamless would also give black screen

#

So streaming is the only way forward?

wary wave
#

I would suspect so

upbeat crane
#

Have you tried prepareMap and CommitMapChange? It loads the map asynchronously.

#

Ohh!

dim plover
#

?

upbeat crane
gloomy acorn
#

hey guys, did anything related to UMG change in 4.22?
after i've upgraded my project from 4.21 to 4.22, when i press Tab while in Game only mode, a textbox gets focused.
that wasn't the case in the old version

calm widget
#

Anyone know if it's possible to rearrange the input order of material function?

grave nebula
#

Yeah, inputs have sort priorities.

calm widget
#

Oh, didn't know that was for.. that. Thanks

regal mulch
#

UMG focusing stuff on TAB has always been the case

gloomy acorn
#

even when in Game Only Mode?

#

it's weird why it's not doing that in 4.21..

#

is there any workaround for it?

night basalt
spare sun
#

activate windows when

cloud cobalt
#

Insane is the word for MMORPGs

mossy mauve
#

Hi! Im really new to unreal and having this problem. Im not sure whether its antialiasing or LODs, but i have been trying to find a solution for multiple days with no luck. Any help or suggestions are appreciated. Thanks in advance guys ๐Ÿ˜ƒ

honest vale
#

solution for what?

thorn topaz
#

So I'm trying to handle gamepad input along side keyboard mouse in the UI. For keyboard mouse, I'm handling it through the OnKeyDown event in the widgets which means the widget requires focus. If I have a gamepad connected, I want to hide the mouse but it doesn't seem that it's possible for a widget to be focused as well as have the mouse be hidden. Is it possible to do what I'm attempting or should I use the player controller and just forward the input from there?

mossy mauve
#

@honest vale To get rid of the AA error or whatever error it is.

#

Can you see the foliage going nuts when the camera is almost static?

cloud cobalt
#

Gonna need more information. Are you running 100% screen percentage ? Which AA method is used ?

mossy mauve
#

@cloud cobalt I dont know what screen percentage is, but going to look into it now. As for AA methods i exported with every single one of 3 (FXAA, TemporalAA and MSAA) - all look really weird, just some are more extreme and others a bit softer.

neat ruin
#

Hey Guys, I'm doing architectural course on UE, I downloaded their GI Project but after opening the textures are not loaded and my viewport looks like wireframe mode - am I doing sth wrong or they did not update their project to UE 2.22.2?

mossy mauve
#

@cloud cobalt Its at 100 in my postprocessvolume

cloud cobalt
#

@mossy mauve Is that in editor ? Check that you have scalability settings set to epic

mossy mauve
#

@cloud cobalt No this is sequencer export, editor doesnt get anywhere close to being as heavy as the one you see. Engine Scalability Setting is at Epic.

#

Setting it to Cinematic virtually shows no difference either ๐Ÿ˜ฆ

cloud cobalt
#

So does it only happen with sequencer ?

mossy mauve
#

Yes and only with this scene/project.

cloud cobalt
#

Looks a lot like it's being rendered with a camera that has terrible default settings

#

Or the capture resolution is wrong

mossy mauve
#

Ill look into camera render settings and capture resolution. Thanks for suggestions!

graceful sky
#

Abit random, but is there a way to make the Epic launcher "find" existing engine installs ?

#

just formated my C drive, and got all engines installed on F drive..

mossy mauve
#

Any sources where i could get better settings @cloud cobalt? At the moment only finding aperture and focal length - nothing that actually improves export quality.

cloud cobalt
#

i'm afraid I know next to zero on Sequencer

mossy mauve
#

Oh yeah i have when i was learning about Sequencer. Will give it another look - maybe i missed something out.

cloud cobalt
#

In any case, my two leads would be 1) resolution and 2) camera capture actors default to shitty quality (parts of the rendering pipeline are disabled)

mossy trail
#

Out of curiosity, is UE expected to hog 20 - 30 gb of RAM after 10 h~ of pure blueprinting? or am I doing something wrong over here? ๐Ÿ˜ƒ

wary wave
#

probably some kind of memory leak

#

if you close and restart it'll disappear

#

every time you open an asset in UE4 it puts it in memory

#

so if you're running for 10h, well

mossy trail
#

I see well thats an easy fix, and makes sense, thanks for clarifying!

manic pawn
#

the most curious part here is that your editor hasn't crashed in 10 hours of working

mossy trail
#

haha I have been using it for 10 hours daily for years without any crash, maybe im just lucky ๐Ÿ˜ƒ

tawdry raptor
wary wave
#

check available disk space

regal path
#

Hello is it possible to create local UPACK we are working on enhancing our workflow and we would like to create Upack just like starter content for our models I see someone on github : https://github.com/NelsonBilber/ue4.basictemplate who made an Upack how can we create an Upack without pushing to the marketplace ?

tawdry raptor
mossy trail
#

I had this happen a while ago when one of my HDDs died and for some reason changed the drive letter for the drive UE was installed on, all I had to do was rename the drive letter to the original one and it installed / uninstalled fine. probably not your issue but wont hurt to check the drive letter.

wary wave
#

@regal path - I'm not sure the UPack setup is supposed to be used any more

#

it's probably only really there for legacy reasons

regal path
#

Hum Ok Thanks

#

We will create some content plugins so

wary wave
#

took a quick look at my vault cache, and no local content is in that format

#

if you're making plugins, they should strictly use the plugin format anyway

#

(and wouldn't be able to use the UPack format)

plush yew
#

hey, does anyone know if a custom CheatManager should work for Multiplayer / Dedicated Server enabled? As far as i know it should only be disabled for Shipping builds right?

wary wave
#

I would expect so

#

it would also theoretically be possible to use it remotely, I think

plush yew
#

interesting, currently for me it just works with dedicated server disabled, maybe something set up incorrectly, idk

queen canyon
#

Heya! Simple question: is it ok that xyz in world directions aren't same for decal size?

plush yew
#

Yeah for shipped builds, but it should work for a debug build where deteicated server is enabled

#

ok just wanted to make sure, probably just something set up incorrectly with the exec functions / custom cheatmanager

cloud cobalt
#

@plush yew Cheat & console should be compiled out in shipping regardless

wary wave
#

depends on the game

#

console is usually not strictly a problem

ancient magnet
#

can someone help xD

wary wave
#

limiting what people can do with the console is more the thing

plush yew
#

CheatManager is compiled, it just doesnt create a object when ran in shipping build, what i've seen in the code

cloud cobalt
#

No, I mean, IIRC shipping compiles it out, in the engine

#

Might be wrong if DrSlei is right

pseudo swift
#

hello guys, i have a really unfortunate problem. I have 5 img sequences playing as videos in my map, i noticed after playing more than 3 at the same time during export they all freeze. So from my understanding I can not render out more than 3 videos at the same time. Anybody know if I can fix this somehow so I can render out 5 videos placed on objects in a scene?

latent moth
#

is it expected that a player controller without pawn does not get input events triggered?

regal mulch
#

No

wary wave
#

render out five videos at the same time?

#

why?

latent moth
pseudo swift
#

@wary wave im doing cinematics not games

latent moth
#

NVM

gusty dune
#

Good afternoon Unreal devs ๐Ÿ˜„

latent moth
#

howdy

sudden agate
#

feels like the bug submission form is now dead.
Haven't received an answer for weeks now

fringe pivot
#

Anyone good with audio? I'm trying to figure how to stack sounds.
Not sure if I need multiple AudioComponents or just one, tried both, the first case almost work, the second audio file is played over the already playing one, but the sound is totally distorted.

night basalt
#

i splayin

#

is playing

#

use this

fringe pivot
#

@night basalt how does it help me to know if the AudioComponent is playing or not?
I wan't to play the second cue anyways, regardless there is another one playing or not

night basalt
#

get audio to bluprint

#

or vareiable

ember notch
#

Can someone answer my question in #fab ? Thanks

night basalt
#

from vareiable play and get from the vareiable is playing

gusty dune
#

Is there any chance I could get some assistance on a weapon collision issue I'm having please?

fringe pivot
#

lol this is really frustrating

#

will try audio I guess

night basalt
#

its easy

fringe pivot
#

thanks man but you don't seem to understand my question

night basalt
#

wew

#

create sound

#

down button

#

ther is destroy

#

unbind

#

weapon collision in the colision mesh make bake out material ther is collision for mesh

#

@fringe pivot Work ?

fringe pivot
#

@night basalt let it go, you don't understand my question, thanks

gusty dune
#

This is my melee weapon blueprint, when attached to the player character the owner is set to the character. However, when it overlaps the player when it is equipped, it still collides with it despite having ignore parent

night basalt
#

wew

#

t

#

unbind

#

to more play time

#

read what i send

#

to second play time

#

@gusty dune try add collision box for weapon

gusty dune
#

Got one on it

night basalt
#

and tipe to damage

gusty dune
#

At the moment there is no damage, just a print string on overlap

#

But it shouldn't even recognise the player character as it's set to ignore owner

night basalt
#

lets me see ss

#

screanshot

#

i need see the game inside

gusty dune
#

I posted the screenshot of the sword just up there ๐Ÿ˜„

#

^

night basalt
#

go psyhic file mesh

#

for psychic collision

gusty dune
#

Of the weapon or character?

night basalt
#

all

gusty dune
#

Ah okay

#

Weapon mesh is set to no collision, weapon collision box is set to overlap all, player collision box is set to overlap all

#

So the weapon mesh doesn't do anything here

night basalt
#

than go mesh file

#

in top bake out material

#

create file

#

the file create new collision

#

or just in the physic create new collision

gusty dune
#

What do I do here? XD

night basalt
#

you have teamvewer ?

gusty dune
#

I don't sorry

tardy sapphire
#

Hmm guys I have grass on my invisible landscape layer.. I tried grass flush cache but it still appears.. floating grass on invisible layer

#

Thanks ๐Ÿ˜ƒ

plush yew
#

@plush yew
'"correct
otherwise how are you going to do any perf monitoring and such"

I've tested the CheatManager Exec commands on the ShooterGame now with Dedicated Server Enabled and multiple clients, and I can't run any of the cheats on any of the clients, but those should work?

#

is the default cheatmanager enabled by setting no manager at all?

#

did you try this witch dedicated server enabled?

#

for me when i enable it it seems like it doesn'T recognize the commands

#

"Command not recognized:"

#

i've tried this in the ShooterGame Template btw and used the default cheatmanager , with command "Teleport" for example

#

not sure if thsi is just a local dedicated server thing, or it doesn't work for server & client at all

#

non cheatmanager commands work fine, like suicide

#

which would mean the cheatmanager is only working for local testing without multiplayer

#

but the thing is, the shootergame etc has RPC in the cheat functions, so the intention was for it to work

#

but then maybe it works on real server client

#

I'll try it on a real server, hopefully it works ๐Ÿ˜›

#

I initially wanted to create a custom cheat system, but since there is the cheatmanager available i wanted to try it out xD
an other option would be to simple create exec functions on the playercontroller and only enable them for non shipping builds

"i use unreal strictly as a client, and using a custom server i just give it data"
oh lol :o, does the ue4 rpc etc. still work then?

#

interesting

#

oh so totally custom

#

true ๐Ÿ˜›

fallow crest
#

I made a simple box-like room (with inverted normals) in blender, but I struggle to import it to UE: my character either falls through the floor or stands on top of the room. I attempted adding a 'UCX_' box in blender to act as the floor collision, but that doesn't seem to change anything

grim ore
#

so you have 6 planes representing your box visually, what does your collision look like?

#

you might be overthinking this too much and should probably either make an actual hollow box with walls, or make 6 wall brushes and make them into a box.

plush yew
#

it ramps up the difficulty quite a lot

grim ore
#

make something in blueprints since all the code is "clean" for you in there. recreate the same thing in C++ using the same functions that the Blueprint uses.

ashen steppe
#

I imported this fbx as skeletal mesh, once in the editor I got it splitted in different pieces, how I am supposed to join them to get the assembled model?

grim ore
#

@ashen steppe what does it look like in the editor? there are options for combining meshes when you import as well

ashen steppe
#

@grim ore I get every single part as a single skeletal mesh, it's a plant, I get a SM for the flower, another for the sten, the leafs and so on

#

Maybe I am importing it wrongly

grim ore
ashen steppe
#

mmm it seems the "Combine meshes" checkbox is missing

#

ahh it appears if I unckeck "Skeletal Mesh", I'm not sure what should I do

#

yeah that did it, thanks @grim ore

sudden agate
plush yew
#

@plush yew but he says in the post, that he was able to use it with rpc & multiplayer
I've tried it with local seperate client & server and it seems like it doesn't work, idk . Feels like the CheatManager is a little bit too restricted

ember notch
grim ore
#

the direction of what?

ember notch
#

Player

#

When I click s he don't change the position

grim ore
#

what does your movement code look like?

timber birch
#

nvm

#

its POM self shadowing, thankssssssssss Kashaar ๐Ÿ˜„

plush yew
#

@plush yew if thats the solution, it might a really stupid mistake xD, it could be possible that for multiplayer / rpc you need to enter EnableCheats first, at least it seems like it suddenly accepts all the commands, maybe they are on by default when server is disabled lol ๐Ÿ˜ฎ after entering EnableCheats creates a CheatManager on the fly, but seems like it still has issues on the ShooterGame at least

radiant fable
#

I've turned on emissive for static lighting on objects with an emissive material in a slot, but don't get the effects in my level when lightbaking
are there any other gotchas anyone can think of? i tried boosting to 50x

grim ore
#

try a much much larger value, like 1000

radiant fable
#

thanks, trying 5000 now :v

grim ore
#

I can say in a blank scene with a single color emissive material I do get lighting built with 50 and 1000 multipliers on the emissive channel

upper heart
#

Has anyone had issues with steam taking ungodly long to preallocate updates for users? Even small updates

#

Our paks are not compressed, so I don't see what could be causing this ๐Ÿ˜•

flat idol
#

Updating a pak file require the file system to create a new copy of that, so the issue could be the huge pak file itself

upper heart
#

So we should use chunks?

flat idol
#

Btw i've been looking into the way paks are compressed (/o encrypted), and it is happening in an asset basis, the pak will use padding with 00's to distinguish between the assets

upper heart
#

Our pak file is 20 GB

flat idol
#

I think yes, the smaller the chunk the better results you will get. Tho i'd just unpack the whole thing and forget about paks in general.

#

That's huge

#

With compression you could make it smaller it doesnt really change on the pak structure itself, but you get smaller packs of contents in it (with padding)

upper heart
#

Doesn't steam hate compression tho?

#

I've read that they recommend not compressing

flat idol
#

Compression is not applied to the whole pak in one shot, but on per asset basis, individually

#

So you essentially get the same pak with compressed contents in it

upper heart
cloud cobalt
#

I thought the same but was told yesterday this is no longer valid

#

Check both options and see if a small update w/ compression results in a large download

upper heart
#

Told by valve?

cloud cobalt
#

Nah, someone here

#

Who tested that ^

upper heart
#

ahh okay, yeah our preallocate times are stupid long right now

cloud cobalt
#

Valve tells you "no compression" because generally, compression is dumb for Steam

#

A zip file would result in horrible diffs

#

But apparently UE4 compresses file by file in the pack

polar hawk
#

if the zip is deterministic however, like what paks are supposed to be

#

it can then be sliced into 1mb chunks

#

but

#

any time ue4 says its deterministic

flat idol
#

Check this Erebel. Here i compared the PAKs of two where i changed a mesh (added one LOD to the content, then repacked the game) you can see only a tiny bit of the PAK will change not the whole thing. The compression happens on per asset basis and the padding will indicate the individual assets in the pak.

polar hawk
#

it feels like 99% deterministic

#

and that 1% is problematic

#

i believe static mesh cooking was said to be fully deterministic now

flat idol
#

The forum post you mention is true but it will affect these chunks in tiny portions i'd expect. They just have to update the entire asset and not portion of the asset's binary content, thats is.

#

This example is with compression, just to clarify that image.

upper heart
#

Okay awesome, I'll do some experimenting with compression then. I guess the normal way to chunk things yourself is per map?

flat idol
#

I'd distribute unpaked game, it would not change on the size of your current distribution. But it's up to your decisions obviously.

#

Just because you encrypt / compress a pak it would not make it less vulnerable to attackers fidling with

#

They just figure it out anyways

upper heart
#

Right, yeah it at least keeps noobs out tho I guess ๐Ÿ˜›

cloud cobalt
#

Best you can do anyway

flat idol
#

Would be actually cool to implement compression for assets with unpak'ed games, that would be the best option for distribution i think

#

Since the pak is already unpacking them on per file basis it wouldnt even change a bit on the performance either

#

Ah no it's probably more involved than you think. Serialization is being used by the editor too, and it would mess up all projects etc. It has to beimplemented very carefully avoiding interfering with all serializations etc

#

i was thinking about a 'fake pak' class wouldprobably be easier to begin with, that is treating a folder as a pak, instead of a file.

#

So that would make it compatible with everything else

upper heart
#

Fortnite uses paks, so I will likely keep following suit. They ship with some chunks tho. It looks like their biggest paks are around 4 GB

flat idol
#

erebel, and are you sure they are actually updating any of the pak's or just keep distributing updates which makes the game content size grows bigger / overwriting entire pak files?

upper heart
#

I'm not sure, Fortnite's update sizes are always stupid huge tho

#

So I guess it's not the best example

#

And they don't use steam

flat idol
#

i'm still holding on to my original recommendation, just unpak your game and it should be fine

#

later you can think about a compressed and unpaked distribution that i outlined above :)

cloud cobalt
#

@upper heart Any statically lit game will have huge updates

flat idol
#

Not to mention 4k texture sizes makes up 80% of the content if more

upper heart
#

True. I guess I can chunk our game per map for now and see how that helps.

flat idol
#

Yes if you can chkunk out hot content that changes a lot, that's could be a good strategy too

cloud cobalt
#

I plan on chunking separate levels, common content, and gameplay stuff

#

What does that mean ? Paks are content

flat idol
#

sukebi you mount additional paks, and the game can access both contents from one place using the asset registry for example

#

you will go insane doing that but good luck man

#

i'd pak contents on per content basis, eg a character with all bells and whistles in one file

fallow crest
#

@grim ore I just made a cube in blender, stretched it out into a rectangle, and inverted the face normals

cloud cobalt
#

Just use a single pak

#

Works fine

#

Steam patching is able to patch it

gusty dune
#

Anyone got a moment? I'm trying to calculate the direction of the player character in UE4, but the tutorial I'm using doesn't seem to work

flat idol
#

Stranger, you can't patch PAK files without overwriting the entire thing. Even if you do it from memory it is just a huge waste of time for the patcher rolling the entire pak as a single file. You most definitely want to slice it up, or unpak the contents.

cloud cobalt
#

Dunno, it's never been slow to patch here

#

As in never more than 2-3 sec

flat idol
#

Guess it largerly depends on the affected areas. If the last 1% is changed of the pak file, that might be easy for the patcher to just append. But if you change somewhere in the middle, then 50% of tha pak has to be rewritten to disk (with offset etc). Also yes, offset may or may happens depends on the nature of the change.

cloud cobalt
#

I'm sure it's inefficient, but it also worked perfectly fine across 30 or so updates

flat idol
#

Since there is padding in paks you may get away a change of a number or something that is tiny. But if it goes above the padded area, the patcher will go crazy hdd ops

cloud cobalt
#

It's also fine on any PC to patch a 2GB pak in my experience, regardless of changes. But it's true that chunking might make it faster for players to get your updates.

grim ore
#

@fallow crest yeah that won't work well then as all you would end up with is a cube collision on the entire thing or no collision. You would need to create it correctly.

flat idol
#

Steam also uses chkunking, the problem is with the huge pak files going to burn your disk and a waste of time to my opinion. IT can be avoided by sepping the files and only update the affected files while leaving the rest untouched. You can't really do that with paks.

ember notch
#

How to make a enter car system?

fallow crest
#

@grim ore Would I need to split the walls/floor/ceiling into separate planes then or?

ember notch
#

Thanks

flat idol
#

Can you do it without possessing the car?

#

Like for instance someone takes a shot at your old pawn, he dies, but you can remain in control of the car. That would be funny.

ember notch
#

@plush yew What blueprint class I need to use?

fallow crest
#

@grim ore Or perhaps I could separate the roof, to end up with an 'open box'?

grim ore
#

@fallow crest the problem is collision is generally a box or other 3d shape, not a plane like you are trying for

fallow crest
#

@grim ore I tried adding a collision box right below the floor plane and calling it UCX_, but that didn't help at all

grim ore
#

that would be for importing your own collision, you can create your collision in UE4 itself if that is not working

fallow crest
#

@plush yew As fbx, and I did untick 'automatically generate collisions'

#

Blender

#

But I wanna know how to fix it myself, too

#

There's no smoothing groups option - only edges, or faces, or normals

#

How do I set it up, then?

sudden agate
#

Vote now

manic pawn
#

backlogged in 3... 2... 1...

sudden agate
#

i hope not. i wonder why no one had the need of Post Process tracks yet

manic pawn
#

dunno, never used sequencer so no idea what that is

fallow crest
#

@plush yew What exactly do you mean by the 'complex as simple' collision preset? Quite new to UE so I lack some general knowledge

Also, when you said my collision is not set up, did you mean for this model specifically, or perhaps for the whole project?

flat idol
#

Raildex some bugs go unnoticed that's why

fallow crest
#

My character, as well as everything but this room, comes from the 'shooter game' project preset

#

It worked!

#

What does this setting do, exactly?

#

Ah, so in this case I do not need ucx_..., yes?

#

Also, for some reason my wall texture is not loaded (gets replaced by some default texture from the project), and I can't drag it into the materials list

open locust
fallow crest
#

@plush yew This model uses multiple textures, and all of them have loaded except for the walls

#

Yes

gusty dune
#

Right click and create material from that

#

I'm going mad here trying to get a projectile to ignore the character that fires it

#

It's set to ignore parent, and when the projectile is spawned I set parent to character, but it still affects the parent

grim ore
#

collision channels

#

make a custom collision channel for the projectile and set it to ignore the player

gusty dune
#

Oh gosh, would that be in project settings?

urban gyro
#

Is there a shortcut to remove a BP node without killing the execution flow? IE: A->B->C, delete B in a way that leaves A->C instead of A | C

fallow crest
cloud cobalt
#

That a question ?

fallow crest
#

Yes: why would the model sink into the wall in UE?

cloud cobalt
#

Are both part of the same model ?

fallow crest
#

Yes

gusty dune
#

Gnome are you using simple or complex collision on that?

cloud cobalt
#

Doesn't matter

#

It's the same mesh

urban gyro
#

seems like coord or scale problem

fallow crest
#

@gusty dune Complex as simple

cloud cobalt
#

@fallow crest What's the scale like here ? How large is the object in UE4 ?

#

The mesh viewer tells you the approx size

urban gyro
#

ive had this happen upon axis flipping on export instead of working in Z UP

#

so could be that too

fallow crest
#

@cloud cobalt 4.7

cloud cobalt
#

4.7 what ?

fallow crest
#

Oh, sorry

#

That was very stupid

#

The approximate size is 6x3x2.2

cloud cobalt
#

So it's 6cm across - might be why

#

Reimport with uniform scale 100

open locust
fallow crest
#

@cloud cobalt How do I change the scale when reimporting?

#

I selected the import as one mesh option when importing

#

Btw, must I use fbx, or is obj ok?

#

I see

gilded igloo
#

Guys, Im trying to solve a problem for like a week now and its driving me nuts. I might have a rage one day and quit ue, anyone has a helpful trick to solve problems and / or not get frustrated by ue4?

#

Man, you are doing gods work here

#

You make ppls days

#

Anyway, Im trying to pack some nodes into their own function but for some reason the function doesn't work the same way.

#

Im working with while loops which makes the system break every second time I launch

real bobcat
#

how do i import assets for an older ue4 version into a 4.22 project? they're basic low poly assets

fallow crest
#

@plush yew When I clear any of the parameters, the scene gets destroyed

gilded igloo
#

@plush yew its quite complex :/

fallow crest
#

Strangely, I did not have to rotate the model when I imported it, and the 'ups' aligned

gilded igloo
#

If u dont mind looking at a mess...

fallow crest
#

I exported with -Y forward and Z up and reimported, but the door is still in the wall

ember notch
#

My enter car system is good xD

#

but how i make animations? that he sit no open door animation only sit animation

calm widget
#

Anyone got a clue why landscape is not updating paint layers when i add another layer to the layer blend?

urban gyro
#

modular is always better anyway ๐Ÿ˜›

#

dat aggressive fog tho

plush yew
#

Can I package my project without internet

cloud cobalt
#

Sure

wary wave
#

....yes?

#

why would you not be able to?

plush yew
#

Idk maybe it will say fatal error access denied shutting down

abstract relic
#

...why would the internet have anything to do with that

ashen steppe
#

player keeps colliding with this mesh, I'm trying to set it in a way that cause no physical collisions but still able to get ray casted. what I am doing wrong?

plush yew
#

Is it okay to tweak my project during package, I'm guessing the packaging is not real time and only affects stuff up to the point I click 'package'

digital anchor
#

it has to cook everything i wouldnt try

#

also u get lagged AF while packaging

plush yew
#

I thought that was the point of it running in background

wary wave
#

don't touch it whilst it's packaging

plush yew
#

Ok

#

I saw in a video that collapsing nodes to graphs can cause packaging fails, is that still true?

flat idol
#

Once again, the packaged game runs on about 60% (slowmo) i must restart the pc. Something is seriously wrong with this gpu driver or my 1070. Odd.

#

Have anybody seen similar issue before? Game runs in slow motion.

fallow crest
#

@plush yew I tried reimporting this same model as obj, and now it seems to not work anymore - what is causing this?

#

The collision parameter is still set

#

Ah, nvm: it seems, it was an issue of player model size

ember notch
#

@plush yew How i make that my enter car works in multiplayer?

ancient magnet
#

can someone explain how to import or download maps to Unreal?!

cloud cobalt
#

From where would you be importing ?

ancient magnet
#

I downloaded something and the file came in Winrar but i wont load in

cloud cobalt
#

Did you download an UE4 level made specifically for your UE4 version ?

ancient magnet
#

yea i think so

#

4.22 right?

cloud cobalt
#

I don't know ? I don't usually download levels from the Web

grim ore
#

if you downloaded it from the web, it should have instructions. If not what file format is the level in? .uasset, .umap, etc.?

ember notch
#

How i make that my enter car works in multiplayer?

ancient magnet
#

@cloud cobalt can u send me that link pls

cloud cobalt
#

What link ?

#

I told you I don't do that

ember notch
grim ore
#

Do you know how RPC and replication works in UE4?

ember notch
#

no

#

please help

grim ore
#

there are tutorials on the Learn tab that you can break apart and there are a few networking videos on the official channel

ember notch
#

ok thanks do you know how to use cast in multiplayer?

grim ore
#

#multiplayer might be of more help as well once you get into it

#

cast doesn't care if it's single or multiplayer

plush yew
#

Y this piece of wank project take 4 hour to back up

flat idol
#

dont copy everyting but the important pieces only

ember notch
#

It's now working with multiplayer my enter car

young saffron
#

I hope you guys can help in some way, because I'm stumped. I've been having this issue with UE3 and the terrain tool where the terrain setup layers/heightmap aren't visible in the window (rising storm 2 SDK, but also had it with UT3 editor a long time ago)

upbeat tendon
#

is it possible to get the player state from the player controller?

digital anchor
#

looks like so

minor solar
#

Hey, anyone know a solution for making the player follow the ground while sliding from plain ground to a slope (So that the character doesn't leave the ground when it sorta "hits the edge" between where the slope starts and the plain ground ends)?

#

alright, thank you I'll give that a shot!

#

oh

#

wtf

#

I just unchecked "Maintain Horizontal Ground Velocity"

#

and it worked

#

lol

#

oh wait

#

nvm

#

๐Ÿ˜…

crisp arrow
#

Anyone have any experience with the localization system? Are there any common reasons as to why a piece of text wouldn't get localized, even though it shows up in the translation, and similar strings are all translated successfully?

minor solar
#

ok I think I explained the problem pretty bad. So I have this mechanic when that makes you slide (like in COD or Warframe) whenever you crouch while sprinting. It works by launching the character with a certain amount of force (I'll send a picture). The problem that I'm having is that if I use this and the jump halfway through or just do it of a ledge, the friction is basically almost 0 since I'm in the air so I get launched a quite long distance (which you're not supposed to do).

#

the Jump Force is 0 and the Launch Force is 2000

#

yeah yeah

#

working on it ๐Ÿ˜„

#

wait

#

what does "falling latteral friction" do?

#

and what does that mean xD?

#

so air friction??

#

btw the thing you suggested didnt work :/

#

Oh ok i know what the problem is

#

I gotta change the air resistance or whatever

#

so that that is higher

#

yes

#

exactly

#

it maintains the velocity if its in the air since then it doesnt get affected by the ground friction

#

oh

#

yeah

#

thats true

#

yeah just thought of that

#

or

#

I have one already

#

xD

#

but what is the variable for air friction tho?

#

ok so I have Jump ZVelocity and Air Control Boost Velocity Threshold

#

the first one just controls the jump force right?

#

mhm

#

I must have use it whenever I'm in the air tho

#

because its not just when I jump

#

I get launched even if I just slide of an edge

#

yes

#

ofc

#

so

#

if my velocity > (amount)

#

then just subtract

#

pog

#

ok I'll try

#

brb

placid arrow
#

when i package my game in shipping mode, defaultengine.ini isn't copied into the game
is there a reason why, how can i fix this please? it contains all the config for onlinesubsystem, so without it...

plush yew
#

I have a question

#

my toolbar where all the stuff is gone, like the geometry, player, etc to drag into the viewport

#

how can i show it again?

zealous cloak
#

You could go to the view menu and hit modes

plush yew
#

Thank ye

zealous cloak
#

There is also a lot of actors in the content browser that you can drag in

radiant fable
#

emissive materials contributing to lightbuilds now - the solution? i remade a supremely basic emissive master material, ran instances from that then boosted all by a power of 10
https://gph.is/g/Z21Dbnv

unreal sonnet
#

Do you guys ever look at a game sometimes and be like "Man I know exactly how to do that, I could totally..." and then remember that you don't have the endurance to see it all the way through nor the marketing skill to get people to play it even if you did make it so you just kind of get a little jaded and burned out? I feel that way a lot these days.

weary basalt
#

Making games isnt easy. Even moreso by yourself.

manic pawn
#

"I know exactly how to make this simple thing!"
100 hours later..

plush yew
#

can I make a wall visible only from one side?

manic pawn
#

put geometry only for one side

plush yew
#

where can i do it?

manic pawn
#

in the program you used to model the wall

plush yew
#

ah

#

can't I do it in unreal engine?

wet berry
#

Can the Unreal engine launcher folks revert whatever change they put in that tries to figure out when to automatically pop up/minimize the launcher?

#

Because it's kinda obnoxious

bitter iris
worn cape
#

so ... i try to find sth...
https://youtu.be/j8gjvKyaQuU?t=25
i try to find this highlight material, but it isn't in the content examples any longer, as it looks like
anybody with a good hint ?
i don't need more than that ...
i find the shiny_highlighted as is, and some more, but this one is missing

Email: tesladev2323@gmail.com A quick and easy way to get a basic outline for an object, ready for interaction.

โ–ถ Play video
#

so if i don't find it, i need to find out, what it is, huh ?
let's see

grim ore
#

@bitter iris look for a radial progress bar tutorial to handle how to do that in umg.

bitter iris
#

Yup jsut saw that

#

Except if the value is 1.0 it breaks

grim ore
#

what breaks?

bitter iris
#

its no longer radial

grim ore
#

well that looks like a normal vertical wipe not a radial wipe, it works when its not 1.0?

remote mason
#

can you detect if two images overlap in a HUD?

grim ore
#

not easily