#ue4-general
1 messages Β· Page 480 of 1
@honest vale i havent yet. I try do this dynamic
what purpose it serves?
why not just use the stock ue4 class for it
(UPhysicalMaterial)
I wanted to try out raytracing but I cant seem to enable it on 4.22.3. I have only GTX 1070 Ti but I should be able to try it out with it , right? I have latest drivers and it should be enabled for my project. I have tried setting the -dx12 on shortcut, Default RHI is DX12, Ray Tracing and skin cache are enabled. Changing console commands does nothing. No setting change anything regarding raytracing. No sure what else I can try
I am watching a youtube video where the guy is showing raytracing settings with GTX 1060 in ue4
@sacred smelt please keep it on the channels, I don't have time for one-on-one help
@honest vale should work on GTX 1060 6GB+ on with recent nvidia drivers
oh it does? Nice
I mean, it'll be super slow
but they added RTX support from that upwards
you can't realistically play RTX supported game even on 1080Ti
I paste in header:
class UPhysicalMaterial* BarrelPhysicalMaterial;
So how fast way i can reference to my class UBarrelPhysicalMaterial?
as it's too slow
nobody knows what is your UBarrelPhysicalMaterial
@sacred smelt
or why you even insist using it
UBarrelPhysicalMaterial : public UPhysicalMaterial and I need to reference this from DestructibleComponent.
but why you do that?
wait, you're inheriting a class from itself?
wow, bad pasting π
why you inherit it
you don't have to do that, just use UPhysicalMaterial unless you actually need to extend that class
better yet, you shouldn't do that
UBarrelPhysicalMaterial : public UPhysicalMaterial```
Eh?
well, he's obviously just trying random things
seems that way
you can't write code by just mashing random shit together and hoping something sticks
anyway, if you can't set the physmat directly to the destructible mesh so that it gets inherited by the generated chunks (I don't know if you can, would try it first anyway), then your only option is to just set the physmat manually to each new simulated chunk
Ah about the raytracing. Havent updated windows 10 to 1809 of course π
Hello, i have a problem on a map on my project, as you can see on this screenshot, our NonStraming mips are really above what they should be, as an exemple, on another map, with the exact same props, our streaming pool actually have something inside (not a 0%), does anybody know if there is a fix for a problem like that? Nothing seems to stream, so i guess the textures are always fully loaded into Unreal
Im using a bunch of these which are being controlled by integers. when I come back from tryin to do it again it doesn't work correctly. is there a rule or restriction on using the same timeline twice?
if you copied and pasted it, did you check the contents are actually intact?
How can I fix launch errors? :o
seems like your destructible component might be a nullptr
are you making the component in the constructor with createdefaultsubobject?
Yes @rustic imp
run your game in DebugGame Editor and see where it breaks when running from within VS
@rustic imp visual studio dont grab any breaks
yes
I guess set a breakpoint where you set the destructible mesh of that barrel and see where it goes wrong
can't really tell you more from that screenshot
how difficult would it to be make a locker room game. WHere you have to sign a log to enter the room. pickup something and store it in an inventory (3 max spaces) take it to a scale, zero out the scale and weigh it. if the weight doesnt match a specific number you have to fill out a document
Is it possible to run blueprint code consistently, regardless of which level is loaded without needing to just have the code start again every time you load a new level? I'm looking for persistence of things happening on another level since I want to split my hanger/landing system or interior locations into a different level from the primary levels.
Really, all I want to do is just update float values and vectors, doing very rough estimates where things would be so when the player returns to the level, those objects have moved closer to their destinations, or certain behaviours such as conflicts can be resolved using simple statistical models.
Part of me wonders if I could just do level streaming, but I'd like some of these objects to be "larger on the inside" and I don't know how to fake that in ue4.
Anybody here used lighting scenarios?
hello everyone.
im brand new here, and I don't know where to go, but I need some help with my code. I'm using C++ in VS 2017 and getting a weird error. Is there anyone I can talk to or somewhere I can specifically head? Pls don't say Google or inbuilt error identifier, I have tried aha
Sorry for sounding stupid
in here?
ill do both in case haha
ignore the errors beside the first one
they're just ones that don't affect it at all
related ^
Why in the crash log does it just say UE4Editor_ProjectName instead of the actual call stack?
@plush yew can I pm you?
@lament hamlet Post the Output log, not the error list
Actually you moved to cpp already nvm
hi, anyone knows how to capture mouse x and y to use in blueprint, without need to click
right now the position is only captured when i click...
SetInputModeGameOnly
right, okay
that would mean i have to click on UI to get it focused again @thorn topaz ?
if you have UI as well, use SetInputModeGameAndUI
thats what i had, but needs to hold mouse to capture
I've encountered this before as I recall, I don't think there is a solution
iΒ΄m getting this error: Setting up Unreal Engine 4 project files...
GenerateProjectFiles ERROR: Unable to find a valid installation of Visual Studio. Please check that you have Visual Studio 2017 or Visual Studio 2019 installed, and the MSBuild component is selected as part of your installation.
DrΓΌcken Sie eine beliebige Taste . . .
Could anyone say me please how to fix this?
did you try doing what it says
MSBuild is installed
you should have the game dev with c++ workload selected in the vs installer
yeah i have this

i have vs community 2019 installed
same
i have the source code an an other drive that should not make any problem?
fixed i found an other msbuild.... in the install option....
Default tool is vs 2017. If your project was built with 2017, you need 2017
There is also a way to make it use 2019 but dunno where to find it
had anybody used the sequence recorder before?
dudes and ladies, I have a project that's been upgraded to 4.22.3 by a colleague, building the lightmass works for him but for me it stops after doing the skylight radiosity.
any clues?
Check your output log.
I'm using about eight different structs, relating to matrices, tensors and mathematical constructs and navigating them is getting a bit confusing.
Is it possible to change the color of variables and struct-wires in much the same way that standard variable-types already have differing colors?
Thank-you.
Anyone knows if the multi-user editing supports landscape modifications ?
So far I havent been able to get specific part to work, and when I tried to save the level while connected to the server it literally restarted my computer after 8 minutes of being frozen xD
@dim dragon everything in the engine can be changed. It just depends how deep you are willing to go
@kindred viper If a guide exists, I'd be happy to follow it. All I want to do is change the editor colour of a user-defined struct in bp.
My guess though is they're all classified as the same colour and there's no system differentiating them.
They're not differentiated.
Well there is info out there about it, I can't link you as I just collect info and it wasn't so much useful to me at the time. But if you want to split the colours of the pins to different ones per member, then you are going into deeper territory of re-writing the K2_Node stuff also.
https://gyazo.com/ea03b58aea7877ff6ef7ebe93c6bc880.gif
does anybody know why this is happening with sequence recorder
Ah. I just want userdefinedstructs to be treated differently depending on the type individually. It gets confusing.
Quats are a different colour to tensors, for example.
Or rather, they need to be.
hey guys, got a simple but really furstrating problem
debug messages just won't show up in PIE, in the past just resetting UE4 would fix this, but now it doesn't work at all
I've tried doing EnableAllMessages in the command window
is there a button to not overlap mesh while editing?
like to not clip meshes to make it faster
has anyone else ever encountered this editor bug and know how to get around it?
ProoDz joins the convertation.
Hey r some materials laggy than others?? Im very noob dont say im trollin
Guys, I need to make a good screenshot of a game with all the stuff placed on map . But there is a problem with particles. For example muzzle flash, spawns ones and it's very difficult to catch that moment. Is it possible to freeze all the particles on level or reset them all at once? Or any other advice to make a screenshot with particles enabled
Note, that I'm tring to make a screenshot in editor, not in game
Why not record a video then save the frame you want that looks good?
@thorn topaz We place our characters in static pose. Anyway, that issue with one-burst particles is making it hard to catch that moment
The only way I see, is to quikly make a screenshot after I press Play
What's the issue with what I suggested?
The problem is that all the particles burst once at begin play, but it would be much better, if I could enable them in editor without hitting play
Pick your battles Dirt
@thorn topaz Found out that I can reset all the particles in editor at the same time by using Shift+/ shortcut
I have a question, and i hope someone knows, i had planar reflections activated, but disabled it later
now i'm seeing this https://i.gyazo.com/7cae170521436ddd5572f542ee70f88a.png on my ocean
i think its due to planar reflection, wich is disabled.. is this a 4.22 bug or am i doing something wrong? π€
I think I had stuff like that too when I tried a planar reflection
like if the map still had a reflection capture object around I couldn't get rid of π
you could try deleting the file holding the light stuff computation for the map and have UE4 rebuild lighting I guess?
Guys does anyone know how to add force to an object but also make it have physics?
C++ btw
Hi, guys ?
?
Which of composants of my PC are used to compile a C++ UE4 code ?
100% cpu
as many cores and threads and clock speed as you have
and using other software as many other computers you have as well
wait what?
Does anyone know a way to add force to a actor/pawn/character that also has physics(gravity)
C++
just don't use it if you aren't paying for it, it will slow down your builds if you are not paying for it
these debug messages are just incredibly frustrating, so, I did a little test
loaded up a project from the source that I'm using, it prints a debug message when it overlaps a point, fantastic
put in my code, the one that's completed, that was just working, no debug messages
ever
in any case
something got disabled
I don't get it
hell00, anyone help?
I just don't get it, I didn't do a single thing to the debug messages, why would they just cease working period
because the event that calls the debug never gets called?
no I mean
no debug messages at all
no matter what I do, even if you go into blueprints and just crap out a debug message
it doesn't show, the entire UI is gone
check the log checkbox and does it show in the log?
log checkbox?
well the log checkbox if using BP, if using C++ which code are you using?
I'm sorry I'm new to all this, I'm using CPP
this code was working perfeclty fine until a bit ago
nothing is getting sent to the output log
tick thing?
AddOnScreenDebugMessage should show in the output as well right
it should be noted
reverting back to the old code doesn't do anything, the code that was working fine before
there's some sort of setting really deep that's just been disabled, I've tried many, many, things to try to make it appear again, it just refused
what parts of the pc does lighting build even use?
because in this one map I have its just broken
and no offense but I wouldnt even bother trying to suggest why, Ive asked so many times alll over the place and nothings worked so
must be my bloody pc
GPU/CPU
Hey guys. Not sure if this is the right channel.
I am looking for someone to help me playtest my game. There is a steam Build ready to go. Windows 64 bit only. I'd also like to watch through discord screen share.
I'll add you as friend first
whats the fastest type of terrain to make?
What would be the best way to handle level stream loading with the loading screen plugin
Would ue4 work on reactos?
ask questions
basicly with my character hud (shooter game) my resolutions are messed up
in full screen thigns appear much different than in small window
i just want everything to be correctly placed with a good aspect ratio
when dead, the red screen covers everything in full screen but not in the other
i want everything same
and same with other stuff like weapons
@everyone hello?
Has anyone tried skeletal mesh sockets for clothing?
I know the optimal is a modular character but are sockets viable at least?
how is your widget set up? @amber rivet
chances are you need to set up your anchors to corners instead of fixed
@everyone doesnβt work mind you π be patient
can someone confirm or deny this: when you press Esc, it exits out of the current PIE instance, that instance is completely gone
I'm trying really hard to figure this whole "why is the debug thing not showing" and I just don't know, it just keeps freaking out, my only guess would be that it stops working because another PIE instance is going
I'm like, on a time limit here, and this simple debug message issue has taken 4 hours of my time
Confirm
This engine is straight up infuriating, it literally makes no sense! I used to have this code that was working, and now it just refuses. I have tried line by line remaking the code from scratch, and AT RANDOM things just stop working
and I mean literally at random
basically I'm trying to extend PainCausingVolume
what are you doing and where is it going wrong
I have a code that says "volume entered" when you enter it
I had a much more complicated code, right, but that bit should just work
and it does work
except for when I add the complicated bit back
and then it stops working, I remove it again, literallt ctrl + z
and nothing
it stops detecting the volume as entered
I'd have to take it to dms
Hey guys, not sure where to post a question about source unreal engine
alright, lemme try posting it here with all sensitive bits redacted
@plush yew #engine-source ?
ty
ah actually, just give me a few mins, I need to actually get to the specific part that it breaks down
which means I need to copy and paste every single segment of code into my new project with the same exact code
to see where it falls apart
are you adding to overlap events in the constructor? try doing it in the beginplay instead, lots of people get issues cause of that
nah so the general thing I'm doing is
I add a timer, then I call things through the timer
what do you mean with timer on tick?
I don't use tick
I can't, it's way outside of the scope of this assignment
I have a 0.1s timer
is there a secret error log somewhere that'll prevent debug messages from showing again
like here's the basic issue
I have timercode that only has one line saying "timer code executed" right
then I add complex bit after "timer code executed" and that timer code executed line no longer appears
I ctrl z, remove that complex bit
and the timer code executed line no longer works
even if the code is completely identical to when it DID work
and then it continues to be broken until I restart UE4
how does that make any sense
they are completely identical
AND NOW THE COMPLICATED CODE WORKS
literally all I did is Ctrl+Y it again!
@rustic imp this is the kind of stuff I'm talking about
it doesn't make any sense at all
does UE4 work with quantum mechanics or something
at any point did you delete intermediate so you could make sure all the compiled code was fresh?
but it has nothing to do with the code is what I'm trying to explain
intermediate?
but it probably does have something to do with the code
I'm pretty sure ue4 timers work since I use them on the daily
Mathew means the Intermediate folder that's in your project root
it holds your generated files and such
okay I'll post the code but I gotta delete it after a bit
well if it works now then you should be good
no no no this is for a job test I'm doing lol
if you didn't sign an NDA no one cares
ah well, that's true
//Just adding in a backup timer
void AVolClass::ActorEnteredVolume(AActor* Other)
{
Super::ActorEnteredVolume(Other);
GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("Volume Entered"));
// Start the between timer if not active already
if (!GetWorldTimerManager().IsTimerActive(TimerHandle_BetweenTimer))
{
GetWorldTimerManager().SetTimer(TimerHandle_BetweenTimer, this, &AProleTestPainCausingVolume::BetweenTimer, 0.1f, true);
BetweenTimer(); //call this immediately, guarentees someone's touching so we can create TouchingActorsDelayed safely
}
}
well ya see
I just had to teach cpp and ue4 to myself
lol
void AVolCode::BetweenTimer()
{
if (bPainCausing)
{
TSet<AActor*> TouchingActors;
GetOverlappingActors(TouchingActors, APawn::StaticClass());
so your message doesn't pop on screen sometimes you say?
where are you binding this function to the overlap
GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("Howdy") + FString::FromInt(GetWorldTimerManager().GetTimerElapsed(TimerHandle_PainTimer)));
// Stop timer if nothing is overlapping us
if (TouchingActors.Num() == 0)
{
GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("Howdel") + FString::FromInt(GetWorldTimerManager().GetTimerElapsed(TimerHandle_PainTimer)));
//Gonna save us an ovverride by just doing this variable backup shuffle
float backupInterval;
backupInterval = PainInterval;
//Set PainInterval to what's on the timer as that's how much damage they're "owed", CausePainTo will automatically do the necessary * damagePerSec conversion
PainInterval = GetWorldTimerManager().GetTimerElapsed(TimerHandle_PainTimer);
//Two options: UseDecimals = true will round to nearest 10th, if false then it will be floored to a whole number (meaning time under 1s will be ignored)
if(UseDecimals) PainInterval = FMath::RoundHalfToZero(PainInterval * 100)/100;
if(!UseDecimals) PainInterval = floor(PainInterval);
for (AActor* const A : TouchingActorsDelayed)
{
CausePainTo(A);
}
//Set it back to the original PainInterval
PainInterval = backupInterval;
//Clear both timers, we don't need either and we don't want remaining time on PainTimer either
GetWorldTimerManager().ClearTimer(TimerHandle_BetweenTimer);
GetWorldTimerManager().ClearTimer(TimerHandle_PainTimer);
}else{
//We have overlapping, so we fill up TouchingActorsDelayed with the same rules as TouchingActors regularly
TouchingActorsDelayed.Empty();
for (AActor* const A : TouchingActors)
{
if (A && A->bCanBeDamaged && !A->IsPendingKill())
{
// Copy from PainTimer() except for a one small change - we add to TouchingActorsDelayed instead of doing pain
APawn* PawnA = Cast<APawn>(A);
if (PawnA && PawnA->GetPawnPhysicsVolume() == this)
{
TouchingActorsDelayed.Add(A);
}
}
}
}
}
} }else{
//We have overlapping, so we fill up TouchingActorsDelayed with the same rules as TouchingActors regularly
TouchingActorsDelayed.Empty();
for (AActor* const A : TouchingActors)
{
if (A && A->bCanBeDamaged && !A->IsPendingKill())
{
// Copy from PainTimer() except for a one small change - we add to TouchingActorsDelayed instead of doing pain
APawn* PawnA = Cast<APawn>(A);
if (PawnA && PawnA->GetPawnPhysicsVolume() == this)
{
TouchingActorsDelayed.Add(A);
}
}
}
}
}
}
the thing is
this whole thing fundamentally does not really matter what the code says
the code has no errors
because it works
it just sometimes says "nah, and if you try doing literally naything else, also nah"
HOWEVER the funky thing is this
I have a "volume created" code
this always works
no matter what
what stops working is the volume entered code
and this persists through multiple PIE instances
and deleting the complex bit so it's just simply creating a timer doesn't fix it
it stops detecting volumes entirely
that's why I'm asking you where and how you are binding it to the overlap event
oh it's right there, when you enter the area
also you're not changing your actors in between right, only the code
nope
so does this stuff actually persist through PIE?
because it's entirely different game instances
it really shouldn't
Yo, I'm so dumb. I set up idle > walk > run animations with a blend space... But now there's a slight lag between each animation. That works for walk > run, but from idle > walk it's like the character REALLY has to think about whether he wants to walk or not and takes the slowest first step ever.... Any insight on this?
no it doesn't persist through PIE, only things that persist is stuff you do in the constructor
or you know stuff that you store in assets
a class has a constructor
if the object gets created
yea I know that
in your blend space what are the values you are using for your blending? IE if using speed where on your speed axis is your walk set to? @cunning siren
I'm just saying why would it persist?
but it also gets run for blueprints is what I mean, which can persist through your assets
oh there is a blueprint attached to this, yea
e.g. if you bind to a dynamic event in constructor and create a blueprint of it, even if you delete the binding code ,the event could still be bound
is there a way to do a full reset
if you get what I mean
esc apparently doesn't cut it
I guess the money question is whether what you just described would interfere with volume enter and such
it shouldn't since this is a function from the base class
@grim ore Idle 0, walk 175, run 350. I've got maxspeed set to 175, then on left shift change to 350.
Interpolation is set to 1, which works well going from run>walk>idle. But it causes a lag going idle > walk > run, where the first step animation is really slow, and the transition to run causes you to slide forward all of a sudden (or appears to, visually. it's just the animation desyncing from the actual speed)
@cunning siren for testing purposes if you move walk down to something silly like 25 or 50 does it still do it?
sec
@rustic imp I just pieced the code back line for line and now it works fantastically... for some reason
I quit lol
Except I don't because I want this job ughhhhh
Let's hope this is just a weird thing that never comes up again
It's C++, it's always like that
@grim ore That seemed like a step in the right direction. However, moving down the walk causes me to get a blend on the running side of the animations at walk speeds.
no this was definitely UE4
not cpp
I'm sorry but I don't see how anyone would actually prefer this engine, it seems to be held together with duct tape
but ah well, if I gotta work in it, I gotta work in it
@cunning siren you can technically add another walk in there at the original spot but I am thinking its the blending in that is weird π¦
it's just inexplicable error, like
how does that even make sense
it just doesn't happen, and then suddenly it happens, and nothing has changed
because it is C++
it's just bewildering
like I actually literally just copied the lines 1 by 1
well hopefully they let me use blueprints or some shit lol
well I mean as long as their way works
that being said, the next part of this test is to literally invent my own way to get around Volume limits lol
@grim ore You're amazing. That worked.... So I moved down the running start point a bit, and the transition into walking and running is fine. Walking to idle is fine, but running to walking/idle the running animation keeps playing way after he's stopped....
oof
Is it possible to have two characters in the game with the same controller ?
Controller as in Player Controller or Controller as in Input Device?
Yes as in PLayer controller
@cunning siren I don't know 100% how the blending works on Blend spaces so I dont know if I can be any more help, I know how to change it on animations themselves in the anim graph lol
I have a big problem. it seems my pc is incapable running any maps bigger than well, starting areas of levels. I can run small maps with ilke 50fps so thats great, but as I progressed making the level I cant run it now without awful fps
Hi guys i'here to improve my Unreal engine skills, I am a "noob" right now :( is there someone can explain me some basic concepts ? I am Italian sorry for any grammar errors ;(((
is there anything I can do other than "updgrade your pc"
@native creek as far as I know it's one player controller object to one character, I don't think they can share. What is the reason for needing this?
@azure shore use level streaming with a ton of smaller maps and low settings and low scalability and... no pretty much you need to upgrade
is there a way to swap out a class for another one?
great
cus I use super low settings and a bit of level streaming, even with the first chunk of level fps goes right down
and lighting build broke for the map
I'm trying to make a simple moba setup and I'm unable to make my character move because my setup is a pawn that holds the camera and a character wandering in the world and when I click on the screen I get the x/y locations and set them, I hope I explained well, thanks for the help
what do you mean @brazen juniper
@shrewd mauve nothing you need is in here? https://docs.unrealengine.com/en-US/index.html / https://academy.unrealengine.com/home/dashboard / https://www.youtube.com/channel/UCBobmJyzsJ6Ll7UbfhI4iwQ ?
I got a volume here, it seems to be a class assigned to a group
a group that consists of an actor and a text box
(sorry I'm new and trying to figure out exactly how it's done here)
it should be possible to just swap it out for another class right
if this is a blueprint and you want to change the base class you can do it in class settings
I don't get what you want exactlythough
@native creek you can pass the inputs to another object, like your character, if that is what you are asking. Just take the input in your camera and pass whatever you need from that to the character in the world you are trying to move
well they want me to recreate DamageCasuingVolume as an AActor
they already have two damage sources here, simple cubes
but why are these 2 separate things? if they are
so I'm wondering if I can just swap out the volume class they have there for my new aactor
That is essentially what I've done but I couldn't get the logic quite right
The casting thing is a bit hard for me
it sounds like you should have 1 character with the camera and then handle it all from there
if it's a blueprint you can change the base class, otherwise I don't think so
Or may be I'm not doing it right
@grim ore thx
Alright I'll try it then thanks a lot @grim ore
No it's a static mesh
Uuh a question, is I download an asset and I import in the program as well
it will open the editor
yea that'll open the class I wanna swap out
Can I modify? :D
ah
@shrewd mauve modify how ?
@shrewd mauve it depends on the asset, if it is a mesh then no
You can play around with it and you can export if it's allowed
wait class settings
sorry I'm stupid but where is that button?
this is my dropdown
Uhm if resize the asset I can't go inside or make an entry or something like that
?
@shrewd mauve you can change transform information on a mesh like location, rotation, and scale
that's funky, the Parent Class is listed as "Damage Type" but it's clearly a custom class
@grim ore Yooo figured it out. I set up a timeline in the maxspeed setters to do a gradual float increase from walking speed to running speed and reverse on release. So now the animations fit, and it's more like a GTA5 walk/run (think realistic inertia)
Thanks for your help, man!
gotcha, I was going to see if changing it from 0->max all at once would help
problems with animations is they are all different and there is like no universal fix for problems since every problem is different π¦
man of all the things to be stuck on, this one is the weirdest lol
actually no the last thing was the weirdest
who'd have known the coding is the easy part lol
I think this is just a lack of knowledge expressing it more than issues with the engine
I agree lol
the debug thing, I think that was different, but this bit, it's just a very strangely placed thing, I dunno how to fix it quite frankly
I'm trying to just change its "type"
basically given this
where the white is some word
which is also the name of the class
the left hand column is Label, the right hand is Type
I looked up how to change the Type, but no dice
I'm assuming Type relates to what cpp class it'll use, which I'm trying to swap out
because, well, under Type is links to the cpp class
if the blue square means static mesh, then the question should be how to change the type of a static mesh
but nothing comes up with a search like that
you can change the class in the class defaults like mentioned before, but you might not get the result you want
Yea but the class defaults don't have your own custom cpp classes
in your cpp class
I think you can replace the instances with another actor type (there's a contextual option for it), but aside from them already being a blueprint which you change the parent type of, that'd be it.
lol if you are trying to change your class in CPP, then just change the class or parent in CPP
assuming that is what you want, otherwise why not just make a new class and use it? or are you just trying to change an existing item in the world from one class to another which would be scary
The scary thing is what they want tho
I keep forgetting he is trying to do this in CPP without knowing CPP
Yea I'm trying to do exactly that lol, idc if it loses what it has
It's already a generic actor
But it has a class that represents a volume
hi guys, i tried looking up how to bake a material to a texture, but unsure which method to use since the developement of ue, how can I bake out my base color to a texture jpg file?
Could always deep dive into editor scripting and write a tool that automates replacing instances with your new class
^
since I doubt you want to (or can) modify the native class to subclass your desired class.
I honestly think this is overcomplicating the problem
I just wanna create an Actor with a CPP class attached :x
This should be pretty straightforward, it's a generic actor, can't I specify what kind of Actor it is?
I mean they already did it in this test :x
oh dear
oh yea I don't want to do that
I want to extend it ofc
you don't rewrite Object in Java
so why rewrite Actor in Unreal
right click in content browser
create blueprint
choose your cppclass as parent
drag the blueprint in the scene
you need the blueprintable specifier on top of your class for this
Or. Or. !!OR!!
You can search your custom class in the place mode tool and put it down just like you would a light.
If that's all you wanted, my bad.
anyone's used SocketCluster Client plugin?
Hey folks
Does anyone have any example of a complex character with hair simulation?
I'd love to take a look at the physics asset of that
do any of the paragon characters have non-cloth hair simulation?
does anyone know how to add force to a actor/pawn but also have gravity, C++ btw
I askedd that question 3 times and gotten no response
have you seen the function literally called AddForce?
what have you tried and how has it not worked?
could anyone help in getting a simple overlap event trigger upon overlapping an object with a certain tag. The absolute basic works and it is indeed colliding with the wall to my left.
however it is not detecting that it's hitting the tag
@opal berry for starter try asking in the proper channel
the wall does have the correct tag with the correct spelling
and the collision is set to generate overlap events
Why am I unable to attach a static mesh to a skeletal mesh socket?
I do exactly what the docs here say
https://docs.unrealengine.com/en-US/Engine/Content/Types/SkeletalMeshes/Sockets/index.html
Locators that can be added to SkeletalMeshes to use as attachment points for weapons, effects, and more.
With the SM selected I click in the socket and it says ""cannot attach actor to self""
@lament oxide could you try a tag without spaces?
just tried it. no change, removed capitals as well
it's weird I've used tag based overlaps before but this one just isn't working
it's a static mesh actor
Try with the component pin in the overlap event
changed it component pin. no dice either
I just did all of them and other comp seemed to do the trick
has anyone ever dealt with actors overlapping eachother?
I'm trying to get the physical object around this character
the guy above?
you can do the same in cpp
Called when another actor begins to overlap this actor, for example a player walking into a trigger.
yea I'm working with that rn
add a dynamic delegate to that with your own function you want to call
is this attached as a sort of event?
the lightswitch example had a component overlap
it was kind of funky looking tbh
this looks like something you'd throw in tick
in you beginplay, do OnActorBeginOverlap.AddDynamic(this, &MyClass::MyFunction)
ah yea so it's the same thing then
then that MyFunction will get called when something overlaps
because if you do it in the constructor, a blueprint inheriting from this class will have the event attached to it and baked into the asset, if you later remove that delegate from your constructor, it could still be attached to the blueprint since it was constructed with that constructor
:o
It's safer to add all dynamic delegates in the beginplaay
you don't need them in editor anyway
is there any place that says what the function should take as args
seems to be tossing me an error
and the UE4 docs just don't mention it
AActor* OtherActor
the page I linked before shows it takes a FActorBeginOverlapSignature
if you look it up, that's a delegate with one actor pointer
google is your friend
I'm trying man but these docs are pretty hard to navigate
it keeps tossing blueprints at you
and assumes if you're using cpp you just "know"
there's seperate pages for cpp and BP
Complete resources for learning to use Unreal Engine 4
yea I know but the BP is so in depth and cpp is so brief
if you need to find a class just type it in google and add ue4 c++ to the end
well
for cpp
you have the entire freaking source code available
what more do you need
for BP as well of course, but not everyone that uses that should know cpp
well source code doesn't just do it by itself
sorry dude I'm just like, I've been at this since 9am, I've been overall at this for a few days, and it's all due tomorrow and I'm stressed af
learning an engine and language at the same time is a bit tricky :x
this wiki is also great https://wiki.unrealengine.com/index.php?title=Main_Page
well, who applies for a job he doesn't know anything about as well lol
well
here's the fun part
as soon as I'm down with this, most of my work won't be with cpp
at least, not directly
it's not like this is my first ever game yanno, I've worked with other engines, this one's just a little... tricky
and I'm also having to learn it within a week
along with a new language
I don't usually have that deadline π
the test is testing your resourcefullness
I know it seems like I'm coming to you guys for everything, but really I've done the lion's share of this coding doing exactly what you've described - referring to source code, breaking it down, that kind of stuff
and I'm still doing that
but when you get stuck, you really get stuck, and some stuff just isn't documented like that debug error
that took up most of my day trying to figure out something that still doesn't really have an explanation ._.
it just "works" now even tho all I did was copy and paste my old code line by line
well, problem solving is very important in game dvelopment
Just wondering, have you been using HotReload -- the compile button in editor?
yes
Well, you gotta stop that. If you change the c++ stuff, close the editor, build in VS, reopen editor.
Yes
ah I'm using VScode
Or use live coding if only cpp file changes
Still, compile with editor closed
Otherwise it creates some frankenstein dlls to run the editor with often times broken shit
:0
The idea is great, but it doesn't always work so well
such is life :(
for the record, I'm not a novice coder or anything, this is just a new workflow
I'm used to not using a viewport IDE whatever for my programming
my main engine is entirely code, no moving symbols or anything
that's fundamentally where most of my growing pains are coming from here
not only do I need to learn the UE4 hierarchy tree, it's also a component system, it's also integrated with the Editor, then it's also written in a language I've not used lol
considering all that, I think I'm doing pretty alright so far :D
thank you so much for saving my booty tho
Hot reload sucks dick of you change header files
is there a way to do full compile from within editor?
Happy to help, I'm off now though, feel free to use the #cpp channel for specific coding help, I'm in there a lot as well
Not really a proper way no
yea no worries, I'll see how far I can get with this collision stuf,f the rest should be easy
I just need to rewrite AActor to be a APainGivingVolume or whatever
and that code just already exists, I canp robably copy and paste most of it from APainGivingVolume
just need to convert how it actually detects the impact, since it's completely different
and yes I don't literally mean C&P it, gotta change quite a bit, but the basic structure is there
oh this is funky, I still don't think I attached the Actor correctly
if the actor is within the sphere, is the sphere now the actor's collision area?
yeah pretty much
except it doesn't seem to react to the overlap event
#include "ActorVolumeHack.h"
void AActorVolumeHack::BeginPlay()
{
Super::BeginPlay();
GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("ActorVolumeHack Created!"));
// set up a notification for when this component overlaps something
OnActorBeginOverlap.AddDynamic(this, &AActorVolumeHack::OnOverlapBegin);
}
void AActorVolumeHack::OnOverlapBegin(AActor* MyOverlappedActor, AActor* OtherActor)
{
GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("OVERLAP!"));
}```
I created a sphere, put the actor in the sphere, set the class to Actor Volume Hack
the BeginPlay debug message does happen
but OverlapBegin's one doesn't
and I have it set to Generate Overlap Events
Did you setup its collision properly?
overlap events are only triggered when an actor begins to overlap something
if it is always overlapping, it can never trigger
it is 'OnBeginOverlap', after all
I think so
what do you mean if it's always overlapping?
my other player actor doesn't start the game inside the thing
if that's the case, then so long as both actors are capable of overlapping (i.e have collision channels set), then the event should trigger
if an actor starts inside an overlap trigger, is it pure chance that it may be loaded in before the trigger and thus working?
is it wasteful to have inventory items hold irrelevant data?
i have several types of items that id like to share the same Struct but that means food will have blank weapon data and vice versa
SO the solution was that I had to add a static mesh component to the actor
not the actor to a static mesh
it is wasteful yes, but unless you have 10000 items, it's unlikely to matter in the grand scheme of things especially when you use unreal
still bad design
welllllll
sometimes it doesn't matter whether the design is bad
depends on what you're gonna do with it
so let's say I got myself like 50 ways of handling these objects right, and I wanna genericify it
if I have ItemShop
@manic pawn thats good to hear. i'm going to be using probably about 8-10 different "types" of items, each with very unique data (probably between 5-50 variables each), all stored within a single Structure
I fundamentally do not want different handling for food items and armor items and whatever
well that's going more towards
now
if the difference between doing that and just having "item"
is that food has a damage variable
that's not used
then yea, I'd definitely rather have that
it makes life infinitely easier
having 500 variables when you don't need to is not nice at all
well, depends on how many variables
5? fine 500? not so fine
also you can have the same core base class Item and extend it with Weapon and Food and such
then you can have ItemSlot take Item
uh wait, entity-component, do you guys do things that way too or nah
i currently have a Master_Item with a child for each type of item
but i want everything in a data table so I have a unique data table for each type of item
there's a global "item data" struct of item data that all items have (name, weight, etc.) and each type of item has its own unique struct with the global "item data" within it
im finding it to be a pain because the code is getting thicc from all the types of items
are you making subclasses for general item types
yes
I can't imagine you'd have that many required generalized vars/functions unless you were making the next Skyrim or something
The hierarchy is
- Master_Item
- Master_Weapon_Item, Master_Consumable_Item, etc
- Weapon_01, Weapon_02, Consumable_01, etc
trying to actually handle the data turned into a shitshow, each of the classes in tier 2 of my last message needs their own DataTable since they have their own unique structs of data, which means whenever i do anything with an arbitrary item, i need to figure out which class its from
which i thought should be easy, since I have an Enum on my Master_Item which says what is what
but since Structs cant be wildcards, I need unique functions for returning data for every type of item
you ever work with SQL data tables
not in ue4 before, but ive messed with them in school way back
it's not that much of a shitshow if you have a weapons table, a potions table, etc.
that's normal
thats what i have at the moment, but in DataTables
people have been doing that shit since DnD
when you used to literally roll on a table
to get randomized items :p
lol true true
im a bit restricted with how i design this because most items can be customized, so i have a unique struct for each item type for dynamic data
so an "item" is really a Struct that holds a DataTable Handle for the default data and a sub-Struct with the Dynamic data of that item
my current roadblock is when i pick up an item and need to add it into my inventory. My inventory is divided into 6 arrays (will be more later) for each item type
as far as im aware, im going to need to code logic of "check for space in inventory, if theres space, check for existing item, if there exists the same item, stack them" 6 times
so i know ill end up needing to recode a lot of future stuff 6 times because of this
but the only alternative i can think of is to store all that data in a single struct
is there a help channel?
all of the channels are help channels
find what crashes it and fix it
I know it's a stupid thing to say but that's how it works
I have a backup save cause I saw this coming tbh
Hopefully you mean source control?
nope
oh and this crashes too, apparently it's my code? I dunno
but it's crashing on loading the project file
would code do that to it?
this really bothers me ```
6914664 out of 0 bytes used by permanent object pool.
CloseDisregardForGC: 0/0 objects in disregard for GC pool
Initializing TcpMessaging bridge
Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
Windows GetLastError: The operation completed successfully. (0)
if it exits with 0 then wtf is the crash for
the project file loads the module, if the module is bad then yes it would crash the project on load
then how do I debug a bad module?
Guys, when I create a model in fuse, it looks about GTA4 level of graphics. When I export it into unreal, it looks about Tony Hawk's Pro Skater level of graphics. What am I doing wronng?
you can open the solution file directly and fix any issues from there and then recompile and load the project
the solution file?
the visual studio solution file for your project
so you use Visual Studio Code?
yes
Is there a way to set "Browse to Asset" (CTRL-B) to select a defined Content Browser, e.g. only Content Browser 1, instead of selecting the asset in the most recently used Content Browser
open the code files in VSCode then, edit them and rebuild. It's same process in really any IDE you use
I'm a little confused, it crashes regardless of code
it crashes after compile tho, and it's fundamentally busted when I do that
remove the module from your .uproject file and see if it loads up . If it does then it is your module/code and you have to fix it
I'm sorta at my wits end, I've been at this since 11 am ._.
what is a module
the ue4 project file?
oh
modules file
the module contains your projects source code/C++ code for your project
okay I managed to open it by remvoing that file
okay apparently it's one of two cpp files that's causing this thing to crash
I just don't quite know how to figure out what line is doing it
it's an entire crash
@grim ore got any ideas about that?
I've been able to isolate it to those two cpp files
comment it all out, recompile, see if it works.
ok
repeat by uncommenting out lines until it crashes, fix crash
or logically walk thru the code line by line saying it outloud what it should do, and what it says it does, and see if it is correct when you hear it
because it's C++
it causes the compiler to crash and corrupts the module
that's absurd
that's not how any compiler should ever work
no error message or anything
Compilers do what you tell it to do, blame the person putting the code thru it
I straight up can't be blamed for the entire thing being corrupted, man, that's bonkers
compilers can be tough! just migrated over to linux server builds for my game. so fun. ue 4.22.3 too!
It crashes your compiler?
Oh, that's normal. There are almost always logs from the crash, though.
only deleting the module lets me out of it
Check your logs folder.
well my log says everything is fine
You sure it doesn't have like ====ERROR==== at the end?
It usually has that with the callstack.
[2019.06.28-01.04.29:460][274]LogWindows: Error: Fatal error: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 2572]
[2019.06.28-01.04.29:460][274]LogWindows: Error: UObject() constructor called but it's not the object that's currently being constructed with NewObject. Maybe you are trying to construct it on the stack, which is not supported.
finally found it
but what does that mean?
is it ok to use multiple reflection cubemaps in a level or should i use one large cubemap?
There's usually a callstack.
ohhhhh
You probably called new MyClass();
2019.06.28-01.04.28:496][274]LogClass: Could not find existing class ActorVolumeHack in package /Script/ProleTest for HotReload, assuming new class
[2019.06.28-01.04.28:496][274]LogClass: Function OnOverlapBegin is new.
[2019.06.28-01.04.28:496][274]LogClass: Function OnOverlapEnd is new.
[2019.06.28-01.04.28:503][274]LogOutputDevice: Warning:
Script Stack (0 frames):
[2019.06.28-01.04.28:503][274]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2019.06.28-01.04.29:460][274]LogWindows: Error: === Critical error: ===
apparently something up with the hot reload
how do I force a complete reload
err a complete recompile
You can rebuild your project (or engine) in VS.
You can also delete your binaries and intermediate and regenerate VS files by right clicking on the .uproject.
I gtg.
But you probably don't need to rebuild, just fix whatever was causing it to crash.
woot finally past the halfway mark for watching all the UnrealFest 2019 videos
Fellas I am finally done
I fixed the crash, I got past a bunch of the learning curve, all thanks to you guys
@grim ore I watched your video about getting a random point in the bounding box, and when I do It it only spawns it around the scene root, never anywhere else
Nvm i got it
yay
how can I make a 3rd party animation sequence work with my character?
after I retarget the animation to my character skeleton he looks like the hunchback of notre dame.
are you using a 3rd party character as well or is it the default UE4 skeleton and character?
it's a character generated with adobe fuse
and is the 3rd party animation something meant for UE4? targetting the default skeleton. If so then yes you are going to need to retarget the animation to your new character and probably need to fix the character to have a matching skeleton
as I understand yes, it's supposed to work with the default skeleton
then you need to fix your imported character more than likely, or try and retarget it to the default skeleton
I was watching a video about how to fix it but as always, it's outdated stuff
well Fuse is outdated, not much you can do about that
No I mean a video from Epic
they are using 4.8 there
I don't even have the tools they use there
well the docs are from 4.14 so those should be accurate
if you have the ability to fix the skeleton in the first place, in a 3rd party DCC program, that would be best. matching the bone structure would let your retarget work easier. If not there might not be much you can do if the original skeleton on the imported model is not good enough to retarget against
I mean if you have 35 bones in the UE4 skeleton and 15 in your Fuse skeleton you are going to run into issues
you could try retargeting the animations to the fuse skeleton but I don't know how well that would work
ok ty will try to fix it on blender
it would be ideal if I could use epic's skeleton in fuse but probably not possible
yep if fuse was continued it would probably support it out of the box. Might have to try and find another compatible character generator, most people have π¦
Wait fuse still exist?
yep and it's not horrible if you combine it with mixamo, it's when you want to use UE4 animations that it breaks
I have googled that for months, there's makehuman which sucks and another one that seems to be decent but cost like $600 or something
Mixamo still exists? π
I know it's weird, it should have been shut down a while ago
Surely itβs eating money from adobeβs limitless bank account
those fuckers probably don't remember they have it running, that's the only reason it's still on
Hey now. Donβt bite the hand that feeds you and milks you dry
in the end if you just need something to work, especially for a placeholder, mixamo alone works well enough and Fuse can atleast let you generate something more generic. I've used it for a few game jams well enough
the biggest issue is the skeleton is just not compatible out of the box with UE4's default skeleton and animations so don't try and mix and match or you are going to have to fix it yourself
Is there any reason to use the default skeleton when mixamo generates one for you? Granted, you usually got to clean the skin and rig but itβs reusable at that point
animations
only if you need UE4 animations, like from the marketplace
Ah right. Most are designed to be mannequin compatible
also I don't think you can commercially use mixamo stuff
well not most, they have to be π
My heart goes out to those poor souls π
you can use it commercially in a closed end product, just not for resale of the assets themselves https://forums.adobe.com/thread/1992542
all things considered for a low budget indie they work pretty well. The only other real low budget alternative is the carnegie mellon raw files but they have to be cleaned up which is a ton of work
βCurrently in a limited duration technology previewβ
Epic should invest a 0.0001% of the money they get with fornite and develop a character creator software for the engine.
people have done that already, no reason for Epic to do it
even then it's so frigging subjective in terms of art for character creation
Thereβs character artists for a reason
No one that worth to buy
real games use real artists
We donβt condone slavery mind you π
it's just one of the costs of doing it right
I'm talking for the indie market of course, I'm sure there are decent tools for big studios
No real tools that indies don't have access to, it's the talented people using them
the ART toolkit and the new rigging stuff that Epic has provided for engine users are good examples of what they can contribute.
I fight with my inability to art every time I try and do something, I have done a ton of research to see what a dumbass like me can do for art and it always come back to getting someone with real skill to do it lol
Canβt deny, magic buttons are great
@grim ore do you have something published already?
honestly it's one of the reasons I really like stuff like the Material Editor and Niagara. It feels like programming when you make "art" so I atleast have a 5% chance of doing something that is not grey
nothing with UE4, none of the stuff I work on is for normal releases it's all training materials
isn't everything art though, aren't we all artists?
Mathew, you are quite literally a developer spawner
Coloured syntax doesnβt count pat!
but my code, it flows, like poetry, or fruit with very specific lighting
lol my winning game jam entry for art used Mixamo models, cubes from the default template for walls, a material I borrowed from Tom Looman just recolored for each level, the default Fire particle effect from the default template, and a model I made in modo that consisted of a floating cube with a triangle head on it.... I uh... art very poorly
just slow down
I am doing a jam next week, does anyone know where to get an asset pack?
I actually thing that was all the art in the game lol
when i need to art something, i intentionally go like a snail
wasnt there a ue4 gamejam pack?
there is!
Iβm concerned for these runny fruits you speak of
Thereβs also a ton of free assets in the marketplace
And several freebies per month
yeah, I have been collecting the free for the month packs, they're pretty good
what I really need is some kind of autorig for the epic skeleton, someone linked one but it was like 100bux
I personally just start blank on jams because repetition is key for me. I would rather just do stupid stuff well and learn than actually compete lol
right now I use the mixamo online autorig, but it generates a mixamo sekelton, not mannequin, and retargeting takes time
more magic buttons yea
I thought someone made a tool for that
yeah https://github.com/enziop/mixamo_converter but I guess it's for mixamo animations
well this converts the animations so they deform the epic skeleton correctly
but I am using the autorig, which generates a mixamo skeleton for the mesh
well I dunno maybe it works with a fuse character if you import it into Mixamo then export it out then blender it then wish you didnt have to do all of this
however that is useful, because you can use mixamo anims on the mannequin
Any word on the whole "fuse character looks great in fuse, looks like THPS2 in Unreal"?
I have no idea what the problem is. π¦
your material is not set up right
I've looked at all sorts of tutorials. Everyone does something different. The textures exported from fuse are even different than the textures that come back from Maximo after rigging.
:S
why people keep calling Mixamo Maximo
probably because it's still called mixamo
yep the merging is a known thing https://forums.adobe.com/thread/2632251
Mixamo and Fuse are just simply not a useful tool anymore for UE4. It's a bummer but that's just what it is. You can use them for placeholders or for base models/animation to improve on but out of the box they are just basic π¦
Think it would work to export from Fuse into blender, then to fbx into Unreal, grab the materials... Then upload&rig, and reimport the new fbx and get rid of those materials?
Long way of doing it, but provided I don't have a modeler....
the issue seems to be the model going into Mixamo merges the materials into one
meant mixamo lol
@cunning siren that's exactly what I am trying right now
@ashen steppe Let me know if it works man. Mixamo does some crazy stuff with the materials.... I just want the materials to be set up exactly how they are in Fuse before exporting D:
might want to see if you can just skip mixamo and rig it in blender
I don't even upload textures to mixamo when I use it
I'm shite at all things blender. π¦
Also note you canβt import materials. You gotta set it up in engine
I mean, I can plug the textures in where they go (where I assume they go based on the name...)
But it looks nothing like the fuse model once I've done it.
Also note blender defaults with 0.8 diffuse in materials, which makes things look bland with auto materials
Textures =! Material π
I know textures aren't materials. I'm not retarded lol. In the material blueprints, I can attach the textures, normals, etc. that got exported.
But Idk what to do after that to get the materials to look correct.
lots of art... lots and lots of art
Any good tuts out there specifically about that? I'm not against putting in the time to learn. I just don't know where to start with that.
Youβre just in luck
Controlling the appearance of surfaces in the world using shaders.
mad lad? rhymes
are the Fuse exported textures even PBR?
The option is there to export for Unreal
Mad lad is someone who is pathetically edgy pat
xD
maybe export out the textures from Fuse and open them up individually to look at them. Chances are the renderer settings they are using in fuse are no where near the ones in UE4. so lots of tweaking like roughness values and flipping glossy maps if they use them
Gah. I'm just gonna buy a udemy course lol. I can only understand half the language you're using.
I'm getting ahead of myself, it looks like.
dude I barely know half the language I am using lol
Youβll get there. It just takes time
At what point is Unreal not a headache? lol
Stockholm syndrome
if you focus on 1 thing intensely for a decade or so you can probably be good at it and not have a headache using it
It's why when you ask half the devs at Epic how a vertical box works in UMG they just look at you with glazed eyes and point you towards Michael Noland
Unity you can get games done by yourself. Has anyone ever done a game in Unreal with a 1 man team?
D:
The engine doesn't stop you from getting a game done no matter what size the team
Itβs easy to make a lazy clone yes
That's why I chose unreal over Unity. It's real easy for everything coming out of that engine to just be Rust with twist.
I chose Unreal over Unity because I really really like drawing code in Blueprints
I hate it so much. Coming from a C++ background it grinds my gears.
But it's so much faster and easier.
*I enjoy the pretty bp colours as well
I spend all day doing C# stuff for real work, I love love love BP after a day of work
Just makes me feel naked. Like I've got half written code in one hand and a bowl of spaghetti in the other.
lol
real work mathew?
you know, sitting at a desk typing away making code for people who don't appreciate it just so you can make money to give to people who don't appreciate it lol
But you do that so you can sit at a desk and play with neon spaghetti to do something you love and sell it to people who do appreciate it.
Positivity mannn
is there a concern with having Ngons in static geometry for my game? no concern with modeling robustness, just importing Ngons into unreal for SMs
What the frank is an Ngon
You should try and not have Ngon's because you have no idea how UE4 will triangulate it
best to do that yourself
as opposed to a quad or triangle. referring to static meshes
NGon is a face on a model that is not a triangle (3 sides) or a quad (4 sides) so something with 5 or more sides lol
would the issue be immediately apparent in unreal? if the risk is low I might risk it... there's a substantial payoff in this case.
Everything will be triangulated the moment you import it
yep its immediately apparent
this ngon is definitely planar. alright I'm going to try my luck. thanks as always @grim ore and others
you just have no control over what UE4 will do. you don't know what order it will make your triangles or where or what it will do to any weighting you have
I don't use weighting
Living on the edge that brave soul
but hell YOLO with this engine, at the worst it explodes and you lose the project but that's what source control is for
yep I realized you said static mesh after I wrote that lol
indeed. I back everything up totally every week or two
but hey it applies to skeletal meshes in the future so good to know atleast π
starting to get pretty large lol
by backup you mean source control right... right... offsite... 2 places.... right....
I have actual source control as well, and two mirrored backup drives. however, all are in the same apartment. that's the one lynchpin to my source control.
i'm sure they appreciate it mathew π know what you mean though
heh.. google "lost all my work, laptop stolen" or "lost all my work, fire" and uh...
but hey, backup and local source control is atleast better than nothing π so kudos!
We humbly request all photo or screenshots of the explosion (it happens to everyone eventually)
life has a 0% survival rate
at work they didnt even backup π¦ then I was like here is a batch file that will copy all the files to a hard drive atleast, do this every day or I can have it run it on startup. couple months go by and it never got ran soo.... Onedrive on the server to atleast offsite all the important stuff as it needs it lol
I mean it's not a large company but still financial data is important π¦
my mom moved her business and she did do backups locally do an external drive. That drive got banged around during the move and she lost like 3 years of financial data without any backup or recovery
nope she just had to start putting it all back in by hand from physical copies
damn.
...Iβd like to retract my former request for visual evidence of the explosion
lol π
yea i left my laptop on inside of its bag once with work and lost 3 months of work
yep It's why I try and backup backups if it's important. One of the places I worked at we had a local file server that would backup to a separate drive in the machine, daily it would remote backup to the cloud, and daily it would backup to another removable drive in another machine just in case lol
mainly because if something broke who the hell wants to waste time fixing or recovery or doing work again, /rude work
As much as I love blueprints being able to quickly look at my old code in source control with C++ was one of my favorite changes
if I lose all of my work I would be positively crushed.
I actually really like how visual studio shows you files that are modified if you are using .git, makes it easy to know when I need to push changes at the end of the day
Whoops didnβt realize discord was scrolled up
*losty
...*lost 
I think it can
you can force it and it sucks and it doesnt work but you can get text blueprints if you reaaaaally want them for no good reason lol π¦
when I used UE4 more, I constantly fought with BP corruptions due to changes on the c++ base classes
those were really funky bugs caused by that
I ultimately ditched BPs altogether because of those
I don't expect us to ever get blueprints being version control usable ever
as it was very discouraging to hunt bugs all day long that didn't exist in ANY code
Stupid question here probably, but what prevents blueprints from being saved in a format similar to C++ and then reopened in the blueprint window
they were just corrupt assets that fixed themselves once I redid the inherited BP's (which itself were just for easier setup for meshes etc, no BP code in them
i feel like the fact that we don't have serious serious visual programming languages out there as a standard is mostly just programmers being programmers
nothing stops that, and you can do that now with copy/paste or turning on the text blueprint asset option
they have option to serialize to text now?
the issue is people mainly want the text code for version control and with the way Blueprints work it's not going to be very effective
I know copy/paste deal but my issue was never in the actual BP code
in fact most of my BP assets didn't have any
I just used them as "prefabs"
the issue was that BP's themselves got often corrupt
physics got wonky etc
It's an experimental option and it's just for looking at them, you can't get them back in yet π¦
i wouldn't assume that it writes in a deterministic way though yea?
ah, looking at them doesn't help
you'd need a way to manually fix the issues
now if your BP corrupts, you are out of luck
with traditional code if I change a variable or move a function a source control system is pretty good at seeing the difference and noting the changes
you can only make a new one and recover things from the original by copy/paste
of course none of this happens on text based code
with blueprints you store a ton of "other info" like connections and locations of them physically in the editor space
you are always in full control
Ah that makes sense
It'd make an interesting project to dive in and look at how blueprints are saved, I don't think I'm good enough at programming outside of unreal engine to do that though
something as simple as moving 4 nodes to the left 10 pixels, or lining up BP wires to make them straight would make a ton of changes to the "text" blueprint asset even tho the "code" did not change
I like how Unity is approaching the visual scripting, they literally generate c# code from the graph, so if there's some funny business, you can manually spot and fix it easily
blueprints could generate human readable c++ for most parts too
but nativize blueprints isn't meant for such
plus it still breaks for most π
Epic has said they want to do this and support it, they know it's an issue but it's one of those find the right way to do it or not do it at all. They have been moving more and more code load/saving assets to more generic stuff, the text blueprint option for example exports it out as JSON
yep I can't wait to see the Unity VS stuff but I am super bummed it's going to all be DOTS stuff
yeah, it's kinda path they took now, time will tell how it goes
I want to say I tried the example project they released for the new VS DOTS stuff but I couldnt even get a gorram cube to spin so I gave up
you'd think it would be way harder for new users this way
It is going to be way harder but it's Unity so.........
hey new landscape tools after 10 years!
π
I judge how hard an engine is going to be based on doing a simple line trace and rotating a cube. If I can't rotate a cube I don't even give it any more thought
Idk
that's pretty easy on most engines π
i think that too many people out there judge engines that way
as a newbie to Unity, try and figure out a Line Trace in C# without using C# before, then try the same with Blueprints and UE4
I dunno, they got direct sample c# snippet for that
yep but knowing what "out" means in C# is a challenge as a newbie imo
well, you assume now that newbie in Unity doesn't know C#
