#ue4-general

1 messages Β· Page 482 of 1

thorn vector
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if anyone can help dm me

grim ore
lethal breach
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Anyone know why I can't apply the latest update to 4.22.2? I keep getting an error. I have tried disabling my firewall and updating, it does nothing. I've tried rebooting my PC, running in administrator, etc. Nothing seems to work. I have given it several days since the hotfix went out and I still get the same error, google seems to be less than useful in this situation.

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I clicked the link and followed all of the steps, even contacted Epic, but nothing seems to work.

icy mulch
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Is it normal for grass to lag when I added to much grass

grim ore
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@lethal breach it's harsh but have you tried just uninstalling and then redownloading the latest version

lethal breach
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I have not, I'm worried it'll erase my project, I am backing up today, so I planned to in the next day or two, I'll likely do it tonight.

grim ore
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the engine is separate from the project assuming you created the project in another folder

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at the worst it will delete your plugins if you installed any to the engine

lethal breach
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Gotcha. They are all under my Github folder, so it should be fine then. I'll give it a shot - Thanks for the response!

autumn elbow
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@grim ore ... you posted a YouTube vid here some time ago about saving large custom objects. I think it was a GDC thing.. can you tell me again please?

plush yew
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This engine is coded by monkeys

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why the hell was character movement for acceleration and speed reversed

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Not talented enough to fix the stupidest of bugs

versed spear
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i can't even bundle my apks...

plush yew
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8 months of trial and error to get flying ai to work, the speed was incorrect for the past 3 months till I found this little bug out today

dry cloak
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Is it possible to Import a png into UE4?

plush yew
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Yes

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If its transparent use a .tga

blissful trail
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is it possible to change the landscape material within the level blueprint

brazen cairn
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isn't .tga a texture file ?

lapis bronze
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#gameplay-ai is really slow
Has anyone had problems with the MoveTo task in Blackboard?

thorn vector
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hi anyone can help me integrate advanced locomotion system into my project ?

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i tried for 2 months now and no luck so far

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i really need a helping hand

potent wing
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guys,how do i change a first person character into third person character safely without making any error? does changing the mesh right away is fine?

blissful trail
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how do i detect if a object is moveable with a linetrace ?

steel patio
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If you can line trace to it then you can cast to it, then ask it what you want to know

blissful trail
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trying to gix that

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fix

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fixed it with get mobility

bleak steppe
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Hello! Can anybody tell me which software to use to create displacement maps?? can substance maker come handy?

dim arch
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yes substance designer

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can bake out displacement maps

tall pendant
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pretty much any software can bake out heightmaps

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true displacement maps (with overhangs etc) however not so much

near trout
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Would anyone have tips for stopping volumetrics from point lights in interior rooms leaking to other rooms?

thorn vector
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anyone can help me integrate advanced locomotion system with my project i tried various method for 2 motnhs and 3 weeks now

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i really need help

plush yew
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does anybody have there game on steam yet?

wet widget
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I need a bit of help please, I'm new and still learning, and now I'm in the process of making my first ever game. I'm trying to make a static camera that dosen't move with the character, Is there a way to use a seperate camera instead of the one that is in the character blueprint ? Cuz I want my character to move but don't want my camera to move with him.

rotund scroll
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you could use the pawn class instead

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add a player controller to it

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and then have the player controller know about cameras in the level

wet widget
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Okay I'll try it

willow stump
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Hey guys, what to do when there is a huge fps drop after placing a directional light in the scene

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basically from 120fps it goes to 6

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and I have no other directional lights.

serene birch
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You didn't lie, that IS a massive FPS drop XD

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Check draw calls between the two

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Directional lights are like very expensive to compute shadows for

willow stump
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Is there any way to check the memory usage on screen?

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but yeah the draw calls are fine imo

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like this is the weird part

manic pawn
grave nebula
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Don't question Thy Editor!

manic pawn
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has anyone tried to fix the bp tab history yet?

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you double click a node to jump to that function and then the back button does not work

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it's the most infuriating thing in the world

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the problem seems to be that it is completely wrong designed (it has a history per graph instead of a single global one that allows jumping between all blueprints and all graphs??????)

opaque salmon
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any tips on why a destructible mesh might just disappear after initiating destruction? Almost default settings and materials are set, made the destructible material extra visible for testing

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doesn't seem to be much online for this issue, just various issues involving the chunks, not having the whole mesh disappear

cobalt turtle
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hello

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any ideia why?

wary wave
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the assertion failed line will tell you why

cobalt turtle
wary wave
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the fact it isn't in the project is the problem

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since the project is still trying to load it

cobalt turtle
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how can i delete the reference to it? i am not using these at all

grim ore
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is this a C++ project or BP project?

cobalt turtle
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i use both, but i think the base was c++

grim ore
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close the project, delete the build and intermediate folder, and re open it and see if it recompiles and can package

kindred viper
cobalt turtle
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k, ill give feedback in a min

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😒 same error

bitter iris
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I believe they're set correct

grim ore
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@bitter iris What is your Loch map?

bitter iris
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That's my main map people play on

grim ore
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and you have no code moving players? that is a game map and when you hit play it just loads it in and you can play?

bitter iris
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if i play without dedicated server ticked it works

grim ore
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@cobalt turtle my only guess is there is more info to your log that we can't see that has the info that is what is actually wrong. Paste the full log to pastebin or look for more errors

cobalt turtle
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i'll do so. thank you

grim ore
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try it with dedicated server and on one of the clients open up the console and type open Loch and see if it opens that map

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the only thing I could think is the dedicated server is not opening the correct map and then when you tell the clients to connect to the server they open the incorrect map but that should not be the case if your editor settings are like that

bitter iris
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If I start Dedicated server, console command "Open Loch" it works

grim ore
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all of this is from the editor right?

bitter iris
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yeah

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shall i try standalone?

grim ore
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you can but it should work fine this way

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what map do you have loaded when testing this?

bitter iris
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Loch

grim ore
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well that eliminates that option lol

bitter iris
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πŸ˜‚

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Standalone works

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o.O

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I'm going to try a client from menu

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Ahh its my menu.. fook

grim ore
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yeah super weird because when testing here PIE ignores the server map and just loads up the other map I am currently in

bitter iris
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Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Create_ReturnValue". Blueprint: Menu Function: Execute Ubergraph Menu Graph: EventGraph Node: Add to Viewport
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetPlayerController_ReturnValue". Blueprint: Menu Function: Execute Ubergraph Menu Graph: EventGraph Node: Set bShowMouseCursor

grim ore
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oh

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are you trying to run those on the server perhaps?

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maybe the server is trying to load up stuff but failing and causing the issue, UMG/Viewport are not valid on the server

bitter iris
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Thats my main menu code

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woops it didnt paste

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That's the menu level bp

grim ore
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are you seeing the error on the server? I would assume that would be due to the server coming up (no players connected yet, and then you are asking it for the first players controller when no player exists)

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none of that should play on the server anyways and the server has no concept of UI

bitter iris
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Those errors just come up in play in editor

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I've had it working before so I'm confused on how I can go abouts settings up the main menu now

grim ore
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well a menu itself should always be client only so you should make sure you restrict any menu code from running on the server

plush yew
grim ore
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as for this failing I dont know when you call it but it's possible it's being created before you player itself so either remove the player controller reference as the owning player or have your player create it when it's alive

plush yew
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imagine having ur admin privileges open like that

weak gale
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Hi, I'm struggling with something in blueprints and was wondering what channel would be best for asking those kinds of questions in. Would I be best off with the blueprints channel or is there a dedicated help channel?

bitter iris
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Pretty much I have soons the game loads, it loads the menu through the menu.umap level bp

grim ore
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@weak gale yes to both. There is #blueprint or you can just ask in here and see if someone knows the answer

weak gale
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ah ok! Thank you!

runic iron
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Hey guys,sometimes the default character ground detection isn't fast enough and my custom character hangs out in the air for a second in his jump loop animation. The issue doesn't happen when I reduce the gravity scale.
Is there a way to make the default detection faster or do I have to make a custom one ?

weak gale
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does it fix itself after the jump animation, or do they continue floating until they jump again?

runic iron
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Yup everything works fine, after a second it transitions nicely to my landing anim. I would just want to reduce the little hanging in the air on the ground period. It's just during a second but it looks weird lol

midnight bolt
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Is anyone aware of free open source ue4 fpp game projects? I want to have a look at how people go about certain things

weak gale
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What might be happening is that your anim tree is going from jump to fall to land, and certain jumps dont need that middle falling anim but it plays anyway due to it being the only place to go

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Try setting up a branch that goes directly from the jump anim to land anim that is true when the jump anim is complete and ground detection is true

runic iron
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I see what you mean, but it happens even when I jump from some height which gives the time to first transition from jump to fall way before the second transition from fall to land

weak gale
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I see

runic iron
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The weird thing is that when I jump in place it works perfectly fine

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it's when I'm still inputing a direction when he lands that he hangs for a second

weak gale
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are you available to voicechat? I might have a few ideas

runic iron
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Unfortunately no 😦

weak gale
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Cause I'd bet that its a problem with the anim graph

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thats ok πŸ˜ƒ

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maybe theres a weird loop that is triggered when the landing to moving anim is triggered

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im assuming there is an anim that goes directly from walking to falling in case the character walks off of a ledge?

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because if so the event that starts that loop may still be firing when you land

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Im guessing that if this is the case, the event that triggers that anim is set to not moving

astral phoenix
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Hey! is there any way to change sections to higher og lower when u allready made the landscape? πŸ˜ƒ

runic iron
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Can I send you a DM to show you my anim graph ? πŸ˜„

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It'd be easier I think lol

weak gale
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of course you can!

runic iron
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Thanks a lot !

weak gale
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of course!

astral phoenix
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any1? :/

weak gale
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sorry 😦

faint cedar
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Does anyone know if it's possible to have apex cloth which only collides with the mesh its on

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i.e. ignores outside forces?

latent moth
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Is building from source still needed for 4.22 to run dedicated servers?

grim ore
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source is required for dedicated servers, yes

sturdy ingot
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Do I type here if I have questions relating to problems with my engine?

latent moth
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Thank you @grim ore I was hoping that with the recent steam changes it wasn't anymore.

grim ore
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? steam changes

sturdy ingot
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If anyone can help: I am having issues with my engine where Shaders never stop compiling. If I make a material and save the engine will crash due to compiling shaders. I know it is just my version of the engine or pc as I installed the engine on another machine and things worked fine. I have reinstalled the engine and the problem persists.

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I am not sure how to fix this.

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It must have happened after a update as this problem is recent.

grim ore
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does it do this on a new blank project? Create new project -> Blank BP -> Make a new Material -> save?

sturdy ingot
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let me double check

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yes it does

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it seems that this happens with all projects even empty ones

grim ore
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when it first started up did you give it permission to access the network like it asked? compiling needs access to the local machine and I have seen issues before from that

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but it should not cause the crashing, any crash logs?

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they might be right tho, your machine might be out of date on the drivers

sturdy ingot
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i didn't see anything regarding to permission to network

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there was nothing on startup regarding the permission to access the network

grim ore
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well at this point you need a crash log or error report or something to try and narrow it down, alternately look into changing the video drivers but we have no idea if that is causing it. Technically compiling the shaders is 100% cpu but displaying them is GPU so shrug

sturdy ingot
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alright

mental kettle
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I just found a bug where you can't select the face of a BSP mesh in the geometry editing mode D:

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It was working an hour ago, ehh

grim ore
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hit the T key on your keyboard and try again

mental kettle
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Lmao it worked

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Thanks

grim ore
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Click on the Settings button on the bar, you toggled Off Translucency selection

mental kettle
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Yep, thank you man

sturdy ingot
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So that's awkward @grim ore there are no crash logs

hard steppe
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Hey guys not sure if this is the right channel. I am wanting to pause the game to pull up menu/equipment screen with character playing idle animation. Question is what's the best way to handle it in a nutshell? Do you suggest level streaming? I tired to handle it under character bp but I can't pause the game(so enemies don't attack) and play the animations. Any advice? And going for FF15 menu style

icy mulch
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Can some one generate a landscape

cursive dirge
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many can

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for sure

icy mulch
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I'm looking for a height map that would have like a island

cobalt turtle
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hey hey

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my final scene doesnt appear when playing my built version

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it works on the editor tho

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any clues why this might happen

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the game just closes when transitioning

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no errors or warnings while packaging

plush yew
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How do I make a game like For Honor but sci fi themed and with a wider range of combat options and guns in 3 days with the help of terrain generation algorithms and neural networks to do most of the modeling for me

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What if my life depended on it

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lmao

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its multiplayer

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Do you know what For Honor is

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Except in my mine its sci fi combat with no sword

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There is a halo themed energy sword maybe

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Lol

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not exactly

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What's replication

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Lol

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oh

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So btw

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I wanna do it in C++

cursive dirge
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sure, do everything the hard way πŸ˜ƒ

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I mean, if you haven't done any of this before

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you are really jumping to the deep end of the pool

plush yew
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what if I use both

cursive dirge
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c++ is not that hard but it depends on your background

plush yew
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But mostly cpp

cursive dirge
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all I'm saying, do small prototypes and projects for mechanics, learn the engine, learn multiplayer

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and then try something like that

abstract relic
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Geez. What crazy crap can you make if you can prototype that in 3 months 😜

whole quarry
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oh this is gold

thick herald
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iron pyrite?

hidden heart
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Unreal Slackers is more like Unreal Shit Talkers now

cursive dirge
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it's weekend

thick herald
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Should be able to knock out a few prototypes over the weekend then πŸ˜„

plush yew
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whats the thign called where you can work with others on same map ?

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multiplayer level editor thingy

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the new update

bleak widget
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end of weekend in Vladivostok )

abstract relic
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Art doesn't make the game. I say as an artist πŸ˜›

cursive dirge
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those mechanics probably rely a ton on the animations tho

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you can't make it feel good without them in place

plush yew
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@abstract relic danke

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@abstract relic thanks

normal burrow
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It works not so well without lan nedag

plush yew
mossy nymph
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meaningless stats

plush yew
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lol

storm venture
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quick question:
A is a parent of B. B is a parent of C.
Does plugging C and A into this return true?

rotund scroll
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by the power of transitive property... yes?

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I mean you could test it as well

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would probably be faster than asking πŸ˜„

storm venture
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yeah i figured.. i need a way to find a direct parent

rotund scroll
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why not just plug b in instead of a?

storm venture
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i have a Master_Item which has children for each type of item, Master_Weapon, Master_Food, etc.
I wanted to make sure that a chosen item (ie Food_Item_01) is being put into its proper Master_X class

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i can do it other ways, i just liked the idea of checking for the direct parent

rotund scroll
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so I'm not sure where to ask this, but has anyone ever heard of a rule for how long a given subtitle stays on screen? in relation to word count or otherwise

storm venture
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personally, i read the subtitle slowly and use however many seconds it took me

rotund scroll
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yeah I think that it has to be taken into account that the subtitles stay longer than the dialogue

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but how much longer?

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especially when it's consecutive

storm venture
grim ore
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yep look into proper subtitles rules like for the ADA and such

rotund scroll
storm venture
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haha, i never realised subtitles had so much depth to them πŸ˜›

grim ore
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yep yep stuff like "the recommended subtitle speed is 160-180 words-per-minute (WPM) or 0.33 to 0.375 second per word. " is in there

rotund scroll
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it's another damn rabbit hole

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πŸ˜„

grim ore
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there are people out there who handle subs professionally for video content, Alexanders wife is one for example, same with gaming

rotund scroll
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35 characters per line, max 2 lines seems like a pretty good indication as well

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appreciate the help!

spark sonnet
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Anyone here who could help test if my multiplayer game is working? Very quick

rotund scroll
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you can test it with yourself

amber tangle
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Anyone have a pointer where I could start with this core dump I'm suddenly getting?
ue4 assertion failed: !geventdrivenloaderenabled || !defaultdata || !defaultdata->hasanyflags(rf_needload)

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No hits on the web that seem relevant, not sure what exactly went wrong there

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no other errors in the log, it basically loads, displays that, and goes away.

spark sonnet
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How?

bitter iris
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was there a cull change in 4.22.3? 65000 cull was what i was using, now 25000 cull is the entire map..

cursive dirge
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4.22 in general has reworked rendering

bitter iris
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super annoying

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now i have to go through an change all my culls

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Okay its not my culling. its the engine

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Standalone is fine but editor is showing everything

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why

jolly lichen
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Can anyone reccomend a pipeline of training for VR gun mechanics? So far I've seen rigging and such to make the gun, but to implement it into VR animations with a mag and what not, I'm totally lost

glad brook
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Unreal got no tutorials

full falcon
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Oh, they got them, they are terrible.

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Sorry Matt.

glad brook
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True

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Unreal tutorials for beginners : I will assume you to be pro c++ coders

full falcon
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This intro is terribly written, and read. Or neither, just terrible on its own merits.

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I wonder if anyone watched this, and then approved it.

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Then I wonder, was it a 'Great, exactly what we are looking for!' type of approval?

real mesa
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I imported a .PNG, but how do I get it to show on the screen?

lapis bronze
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every UI tutorial on youtube covers that somewhere

full falcon
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This academy official intro is complete garbage. I mean, it imparts some knowledge. Barely.

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Its of completely average random video quality

grand canyon
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No debug symbols? Madman

midnight mantle
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random question; what attracted you guys to UE4?

abstract relic
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It’s pipeline. Reducing compartmentilation of overarching departments.

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And it’s shiny

weary basalt
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^^ Pipeline is a big one and also the fact its open source was a major attractor.

tall pendant
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but it's not open source πŸ˜›

meager topaz
normal burrow
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Yet it’s not closed source

split wedge
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i got the combo box to fill with supported resolutions how can I make it so that when i click on a resolution it changes?

sudden agate
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use On Selection Changed

errant mist
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Guys! Can someone help with profiling? What is "World tick time" -> "Self" ? I just can't google it anywhere. All the inclusion times are really low (all about 3ms summarized), but Self is like 9ms and I just can't find where it comes from

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it happened after updating project from 4.19 to 4.22, and I'm fighting the performance for about a month already, and still haven't succeed :/

crude knot
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hello good day guys I need to hire someone to develop Gerstner Waves I have ready the equation I need someone to add physics please send me a private message to those interested

wary wave
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there are free options in the forums already, mind

lusty carbon
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I have a VR menu widget with widget interaction line and I want it to disappear once I open the level (by clicking Start button). how?

left citrus
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Does anybody know how Geometry Caches are loaded/paged within the sequencer? When scrubbing quickly on a larger alembic, I'm getting pretty consistent crashes and 100% crash rate if I import from frame 0.. I presumed the frame 0 because it's loading the WHOLE cache in, but I see no reason why it would need to load the entire thing?

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I'm on a 2080ti and I get "graphics drivers crashes" type errors.. however the cache isn't enough verts to cause concern usually..

wary wave
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not the foggiest, but showing the crash error message may shed some light

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I wouldn't be surprised if it does load the whole thing

lusty carbon
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cause it won't get rid of the widget interaction in my hand once desired lvl is loaded

wary wave
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if you open a level nothing after 'open level' is going to be executed...

lusty carbon
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hmm

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so i suppose I need to put it in begin play of my lvl bp?

wary wave
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I wouldn't use level blueprints at all

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(almost ever)

lusty carbon
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So how should I do it?

wary wave
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but I would seriously consider order of execution when implementing things

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well, I don't know what you're doing, so I can't exactly say

lusty carbon
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I said it before. ill say again

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I have a VR project with a separate menu lvl. got widget interaction on my motion controller

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that means a laser beam coming out of my controller to press buttons and stuff

wary wave
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gotcha

lusty carbon
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I need it to disappear once lvl is loaded

left citrus
wary wave
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well I would have the menu itself handle all the menu functionality - either the widgets, or if it's an actor

left citrus
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Funnily enough, the crash at 0 only occurs when we have a camera in the camera cuts track (I wondered if generating the little thumbnails along the sequencer required it to sample the alembic several times (forcing it to fully load?))

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when that one happens, I get this and no UE4 crash error, it just hard crashes to desktop

lusty carbon
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@wary wave that is exactly what I am trying to do in the image.

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changing the order of execution with the open level in the end says cast failed

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I feel I am doing something wrong with referencing the widget interaction in the first place. do i even need to cast?

wary wave
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ah @left citrus - that video driver crash is a known one, and it's a pain in the arse

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it is related to thumbnails but Epic has never solved it

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it seems to happen spontaneously on certain hardware configs

left citrus
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@wary wave ahhh okay, at least it's a known bug, I can take some comfort in that! I might jump into the engine source and try to strip out that thumbnail generation..

wary wave
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@lusty carbon - you would probably want to cast, yes

lusty carbon
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what am I doing wrong then?

wary wave
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I'm not sure exactly, but I guess it's because you're loading a new level and then just opening the menu again

lusty carbon
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not sure how to cast to actor BP_MotionController

wheat fulcrum
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I mean

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what is it?

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is it a literal controller, the player character, what?

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if it's a literal controller, you may want to get the player controller

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or rather

lusty carbon
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It's a widget blueprint event graph

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I am trying to make the widget interaction component disappear once button is pressed and level is loaded

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that simple.

wheat fulcrum
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have you tried getting the player controller?

lusty carbon
wheat fulcrum
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what does the warning say

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oh right

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always fail so pruned

lusty carbon
sudden agate
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MotionController is not a PlayerController

lusty carbon
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umm does anybody know how to cast to a motion controller ?

sudden agate
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motioncontroller is prolly a component, not a controller

serene birch
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is that the default Motion Controller BP from the "demo" assets for VR? if so it's basically just an actor used to display your virtual hands if I remember well

lusty carbon
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@serene birch Exactly

serene birch
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with some code for handling grab and motion and the like

lusty carbon
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It's an actor yes.

serene birch
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your error seems to imply you are trying to cast the Player Controller

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you'll need to find the Motion Controller actor another way

lusty carbon
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nonono scroll up

serene birch
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ah right

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your image CLEARLY shows you are trying to cast the Player Controller πŸ˜›

wheat fulcrum
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hmmm

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try and cast to the pawn

lusty carbon
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which image?

wheat fulcrum
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I wonder if the controllers are children of the pawn Hmm

serene birch
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there are two hands πŸ˜„

lusty carbon
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As I said, scroll up.

serene birch
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they are "extra" actors

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look at the Motion Controller code

lusty carbon
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but fails to cast

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what am I missing here?

wary wave
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characters owner isn't going to be a motion controller

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so that cast is guaranteed to fail

serene birch
#

but it compiles fine at least πŸ˜ƒ

wheat fulcrum
#

MotionControllerPawn is your VR Pawn. When the Pawn is created (on Begin Play) it spawns two instances of MotionController_BP, one for the Left hand and one for the Right hand, and attached them to the MotrionControllerPawn. The MotionController_BP contains, among other components, a Motion Controller component, which is the link the the physical motion controller for your system (if you have an Oculus, that would be the Touch controller).

lusty carbon
#

ok. I'll make it clearer: What in the world do I need to plug into the Object slot?

wheat fulcrum
#

so if that's in the BP for your pawn

serene birch
#

look at the Motion Controller blueprint and the like

wary wave
#

you need to plug the motion controller into it...

#

if you need to cast anything at all

serene birch
#

pretty sure they "register" themselves to a variable in the Pawn or something

wheat fulcrum
#

yeah

#

if they don't, then just add it in

#

so like

#

man

#

this is why I don't fuck with vr

wary wave
#

this is nothing to do with VR, not really

serene birch
#

yeah

lusty carbon
#

didn't get a solution. im only more confused now

dim arch
#

streaming ina huge mesh

#

like 2m polys

#

whats the best way to get it running smoothly

wheat fulcrum
#

I'd say stream less polys

dim arch
#

would it be a good idea to split it up?

wheat fulcrum
#

but that isn't helpful

#

probably?

#

wtf are you streaming that is 2m polys?

wary wave
#

splitting it up will probably help

#

2 million is a lot

dim arch
#

the polycount is kinda fixed, it can be split up though

wary wave
#

sounds like it can probably also be optimised

wheat fulcrum
#

did you recreate the surface of the moon?

dim arch
#

no, a city

wheat fulcrum
#

oh lord

#

as one mesh?

wary wave
#

I was about to say 'two million tris is a small city'

wheat fulcrum
#

you're a god

wary wave
#

as one mesh is insane πŸ˜‚

#

yeah, should split that up

dim arch
#

well, my colleague did it, we are working on the smart city project in tencent

wheat fulcrum
#

split that shit into blocks or some shit

#

and then probably setup some imposters

dim arch
#

but the data is being streamed in as a meshcomponent, meshcomponent doesnt have any LOD functions, not sure if it has view culling etiher

#

pretty UE doesnt cull mesh faces if they aren't in camera, just mesh objects, right?

#

I mean the renderer will draw only the triangles it sees, but it needs that whole mesh in mem to read from

serene birch
#

the GPU will do the culling but it has to do it by triangle

#

maybe once mesh shaders are used πŸ˜„

#

you should consider splitting the full mesh into smaller "meshlets" I guess

#

so allow some culling to happen

dim arch
#

yea I figure the perf will increase if it has a smaller mesh it needs to cull

sudden agate
#

Whats wrong with with rendering a whole city as one mesh?
If Unreal cant handle it, then Unreal is shit alex

dim arch
#

I figure people are gonna have a lot of problems with dense meshes now all the film guys are using unreal

#

I think also limiting the camera pitch will help, because if it pitches towards the horizon you have to render millions of buildings

serene birch
#

I don't think the engine is the issue here for a streamed mesh

#

the GPU is the one that will have difficulties πŸ˜›

dim arch
#

most 3d map viewers have a limit on the view pitch because of that

serene birch
#

yeah, though UE4 has some form of occlusion culling that can help with that anyway

dim arch
#

well there is a hw limitation, but also the render path and LOD/Culling functions can be optimized

serene birch
#

though it would required the world to be split in the first place

dim arch
#

its possible to split the world, probably will need to do it by block, because if we make each building an actor it will hit the actor limit

#

problem with OOD, need to use some kind of data orientated thing, because the actors will bloat so much

serene birch
#

there's an actor limit?

dim arch
#

I heard there is yep, either way all the unnecessary data per object will bloat out too hard

serene birch
#

you probably can just have a single actor holding the map meshes as individual mesh components anyway

dim arch
#

right

#

not sure if toggling component visibility, or creating/destroying them is a good way of culling them though

#

I guess once they're all components the ue4 view culling will improve compared to one whole mesh

#

is there any documentation about the culling system ?

#

nv, found it πŸ˜…

serene birch
#

yeah that page describes all more or less

#

@lusty carbon as far as I know, you are probably using the MotionControllerPawn which is the player pawn

#

if you look at this one blueprint you'll see it has two variables you can use :

#

so, just get those variable values from the pawn πŸ˜ƒ

dim arch
#

I guess the culling system is efficient enough, so if I cant reducethe triangle count, I will have to disable rendering features to improve the framerate

serene birch
#

to get "performant" big maps, you'll probably want one last thing UE4 does on baked levels

#

making big "LOD" meshes for long distance models

#

though doing it in runtime? not sure how to

dim arch
#

you can build a SM object during runtime

#

its just a matter of moving the LOD pointer to a new address

#

but the LOD isnt too useful, as it's all box geo already, cant simplify it any more

serene birch
#

you probably want simplified meshes for the long distance to lower triangle count πŸ˜ƒ

#

hmm

dim arch
#

maybe billboards

#

making each building a billboard at a certain distance will probably be more expensive though

serene birch
#

the thing is UE4 doesn't limit itself to lods for landscapes, it also makes big merged meshes and lod that πŸ˜›

astral spindle
#

hi, i was wondering if it was possible to use unreal engine with a rtx in the 2nd slot of my mother board

dim arch
#

its 4 verts and a texture or 8verts

#

@astral spindle do you mean dedicate a GPU just for one application?

#

you can use UE4 with 2 RTX GPUs if that's waht you mean

astral spindle
#

@dim arch yes, cause i am planing to get one but i will put my old gtx titan as the display card but want to use the rtx as the procesing card

dim arch
#

that I am not sure, you can't make a GPU array of different GPUs, having them run independently may be possible but I dont think so

#

on my laptop I have integrated GPU and a Nvidia one, so guess it's possible

left citrus
#

me again... "setup.bat" in the engine source downloads a bunch of files. Say then the download is interrupted (hypothetically speaking), can anybody think of a reason it would refuse to recommence? Just sits on checking dependencies for ages, then "downloading, 0% 0 mib/s"

#

where's it downloading files to I might try cleaning the half downloads out

woeful sparrow
#

anyone have tutorials about particle system and abilities????
does anyone have this??

#

anyone have??

bitter iris
#

youtube

left citrus
#

"Checking dependencies..." for almost an hour

neat ruin
#

Can I set the good quality rendering for an animation if my my GPU barely handle the lit mode? I mean just to wait for frame after frame rendering

lusty carbon
sudden agate
#

those are probably cubemaps

lusty carbon
#

how to use them?

sudden agate
#

look at the material

lusty carbon
#

how to apply this to my sky?

sudden agate
#

by setting the material of your skybox to your sky material

lusty carbon
#

There's Skylight and BP_Skysphere

sudden agate
#

you only need the mesh of the Skysphere, not the BP itself

#

the BP is heavily wired with the corresponding material.

lusty carbon
#

Can't seem to apply those materials to my sky.

#

Raildex can you be more specific ?

#

I have a scene with the default BP_Sky_Sphere.

sudden agate
#

you only need the mesh of the Skysphere, not the BP itself

lusty carbon
#

You're only confusing me instead of being helpful bro

#

What do you mean "you only need.."??

#

There's already a BP there when I made the project.

#

Do you want to instruct or toss subtle clues around?

wary wave
#

chances are nobody in here knows anything about that marketplace asset you're using

#

the blueprint probably has some kind of setting

#

(which will update the material)

lusty carbon
#

I am using the default sky sphere blurprint that's all

wary wave
#

the Unreal one?

lusty carbon
#

And those marketplace assets are some SkyHDR materials

#

Yes the unreal one

#

not Godot one

wary wave
#

those textures are probably not compatible

lusty carbon
#

not compatible ?

wary wave
#

they are probably intended for the supplied mesh and blueprint in that folder

lusty carbon
#

It comes with Brushify pack. from UE4 marketplace. From Free for the month section

#

They've got to be compatible.

#

nevermind though. thanks

wary wave
#

that screenshot you posted above has a sky mesh and material in it

#

the textures are likely intended for that mesh, and will be mapped to it's UVs

lusty carbon
#

If you're curious what I did: I changed the Static mesh and the Material in the default SkySphere BP and it works

#

to the ones in my previous screenshot., yes

#

That's what I was looking for

wary wave
#

okay, so you're using the Brushify mesh and material in the Unreal skydome

lusty carbon
#

yes

wary wave
#

is it intended to work that way?

lusty carbon
#

Can't see a better method

#

no idea

wary wave
#

right, in which case I assume that blueprint is probably doing absolutely nothing now

#

since it mostly exists to control material parameters in the supplied default sky material

#

which probably don't exist in the Brushify material

lusty carbon
#

I've no idea.

#

I'm no pro. but I follow common sense. I click the sky, I see it's a thing called BP_Sky_Sphere. I then go ahead and replace the skydome mesh and material with the ones I got with Brushify. and it works.

wary wave
#

you could probably have just dragged the Brushify sky mesh into your map

#

and removed the UE4 blueprint

lusty carbon
#

yeah whatever

wary wave
#

you need to scale it appropriately

frigid epoch
#

should the spikes be disconnected after i extrude them to save on the poly count or will that cause problems?
I've been doing that for a while but havent noticed anything wrong with this way

shell harbor
#

(this is unreal engine, not blender)
But I don't think poly count wont be a big issue hahah

serene birch
#

it's an interesting question in regards to using the model in UE4 (or probably, any other 3D engine) though πŸ˜ƒ

copper wing
#

hello

#

i have a question

#

like has anyone ever built their own game and released on steam?

wary wave
#

lots of people

copper wing
#

i mean in this server

wary wave
#

still several people

#

do you have a follow up question?

copper wing
#

yes

#

i was wondering, after releasing your own game, do you get the final build added onto your steam account? and do game devs beat their own game?

wary wave
#

No, it isn't automatically added to your own account (but you can give accounts access manually)

#

and some people do

#

a lot of people are sick of seeing the thing after 2+ years working on it, hehe

copper wing
#

well yea since they know the ins and outs lol, i understand, and when you say it isnt automatically added to your account, do you have to have another steam account as a dev?

#

and then have it added to your main account?

wary wave
#

it normal for a publishing account to be totally separate from normal user accounts

copper wing
#

oh ok, thanks and i will read that link,

copper wing
#

oh thanks, is it possible to make one now or wait till you are close to publishing a game or while you work on making a game?

wary wave
#

you can make one whenever

#

but you usually do it when you have a product

regal mulch
#

Packaged Linux Server: Warning: Hitch on async loading of StaticMeshComponent /Game/Maps/Level_.......; this export was not properly precached. when ServerTravling seamless from old to new map.

frank iron
#

hi, I have a question, how do i reduce forward motion of my characters, in an endless runner game when they jump ontop of a moving vehicle?

regal mulch
#

Anyone ever had that and knows why? Don't even know how I would "properly precache"

copper wing
#

oh ok thank you for helping me @wary wave i totally appreciated that

wary wave
#

np

copper wing
#

i been wondering that for a while lol

thorn topaz
#

why are our project function calls missing from the crash log?

Assertion failed: Pair != nullptr [File:g:\ue_4.22\engine\source\runtime\core\public\Containers/Map.h] [Line: 476]

UE4Editor_Core!FWindowsErrorOutputDevice::Serialize() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79]
UE4Editor_Core!FOutputDevice::LogfImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:71]
UE4Editor_Core!AssertFailedImplV() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:101]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:439]
UE4Editor_ff2
UE4Editor_ff2
UE4Editor_ff2
UE4Editor_ff2
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4643]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1464]
UE4Editor_ff2
UE4Editor_ff2
UE4Editor_ff2
UE4Editor_ff2
UE4Editor_Engine!FTimerManager::Tick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\timermanager.cpp:602]
UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:1627]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1618]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3967]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:168]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
manic pawn
#

no symbols for the project modules?

#

somehow

thorn topaz
#

That would be UE4Editor-ff2.pdb right?

manic pawn
#

yeah

thorn topaz
#

ez fix, thanks πŸ˜„

lusty carbon
#

Is World settings a per - level setting?

visual belfry
#

yes

lusty carbon
#

I can't delete foliage

shell compass
#

It's so satisfying to come back to some BP mess you made earlier and be able to vastly simplify it by applying what you've learned since back then

#

But at the same time you can't help but cringe at your old mess and how clueless you were back then

#

Back then: Cast everything! Now: Interfaces!

sudden agate
#

Back then: Interfaces!
Now: Components and Event Dispatchers!

shell compass
#

Those are nice too!

#

One can get by on just using casts, but there's a whole world of tools that makes more sense to use in the right place. And it's awesome when you learn about those and when to apply them

regal mulch
#
int32 GEnableMacroUVDebugSpam = 1;
static FAutoConsoleVariableRef EnableMacroUVDebugSpam(
    TEXT("r.EnableDebugSpam_GetObjectPositionAndScale"),
    GEnableMacroUVDebugSpam,
    TEXT("Enables or disables debug log spam for a bug in FParticleSystemSceneProxy::GetObjectPositionAndScale()")
    );

How does one again set this to a default value? Ini?

#

Cause it's on by default which is annoying

#

Also does someone know where the ProjectLauncher profiles are stored?

slim elk
#

Sorry if its the wrong channel, but, apart from Unreal Academy, what other sources would you recomend for learning more about UE4 (specially mid-advanced stuff for a programmer with experience on C++ and other engines)

thorn vector
#

this month free assets is out

boreal topaz
#

whats the best way to restrict an area I can drop a specific item

#

like I want to drop this rock on a scale. and nothing else can be dropped on the scale

serene birch
#

define "dropped" πŸ˜„

#

like

#

you probably coded the "drop something" code

#

so just code it to refuse dropping more if there's already a rock there I guess

tardy sapphire
#

Do you guys know how to send commands to an Android device from the PC? Imagine I press F on my keyboard and my character on Android jumps.. is that possible?

wary wave
#

you'd need some kind of client / server setup

tardy sapphire
#

Any leads, maybe smth in Unreal documentation? πŸ˜ƒ

tight salmon
#

Hey guys, I created Blueprint class derived from C++ class and when I change C++, the BP does not reflect the changes.

serene birch
#

might need to restart the editor

tight salmon
#

In constructor I set rotation and location of Camera, but it does not change it in BP.

#

I tried Asset Actions > Reload.

boreal topaz
#

@serene birch using inventory and want to drop my rock on this scale, but I don't want an apple or anything else to be placed on the scale

serene birch
#

but is there physics? can an explosion knock away the rock or the like?

#

do you want to prevent an explosion sending an apple on the scale too?

#

it's kinda tricky πŸ˜„

tardy sapphire
#

Do you think it'd solve the problem?

wary wave
#

no idea

plush yew
#

lol this plugin is free

boreal topaz
#

@serene birch no explosions, no Michael bay

tardy sapphire
#

Its free on Github but the same guy put it for 8 bucks on Marketplace

#

Which is weird lol

#

Why free on one site and priced on another

serene birch
#

then I think you'll want to have a variable in your "plate" actor that says which other actor was dropped on it

#

and refuse to drop another if there's one already

errant ice
#

Does anyone know if Virtual Texturing will be a thing in 4.23 ?

grave nebula
#

doubtfully.

errant ice
serene birch
#

might be present, experimental/partial

errant ice
#

Would be so cool

serene birch
#

well present in an experimental or with partial support only

#

kinda means it's not a good idea to use it in 4.23 πŸ˜ƒ

errant ice
#

At least they are working on it. I can also remember that there is already VT for baked lighting πŸ€”

cursive dirge
#

@grave nebula why do you say that? haven't people tried this on source built 4.23 already?

#

of course it'll be experimental first

#

like about any new tech

grave nebula
#

it is in dev rendering, not merged into 4.23 yet

#

unless i missed the merge

cursive dirge
#

ah

#

@grim sinew you've used this, right?

#

but yeah, if it's not merged in yet, it may as well miss that target now

#

it's actually pretty rare that Epic includes anything new after they've split the branch already

grave nebula
#

My bad, was merged 20 days ago.

cursive dirge
#

ah ok

grim sinew
#

Uhh... hi! Yeah it'll still be experimental of course like anything new but... far as I can tell it's almost feature complete. Only a few PVT things they need to add in still.

cursive dirge
#

so how's the tooling itself? you have tools on the editor to assemble the atlas for it?

#

and it works for regular meshes now, right?

#

not just on landscape?

grave nebula
#

PVT tooling is quite easy to work with, but seems incomplete. Some crucial things were missing at the time I tested it. Not sure about regular VT.

errant ice
#

So if it was merged 20 days ago VT will probably come out in experimental?

quick ermine
#

Sorry to disturb you i have already post an question like that but i have some issues with the htlm5 export.I export it it goes fine with an iframe to view it but i want to put the file on the word press web site of my society.IS there any possibility with code or another to put the htlm5 project on wordpress (so the user can click on a button and boum he can see in a frame the 3D space .Thanks for the answer and sorry my english is bad πŸ˜ƒ

steady owl
#

Is it normal for garbage collection to cause fairly noticeable hitches every now and then when playing in editor?

#

Not much going on with my game, just a few AI and myself in a small map

#

It hitches every now and then (never after a particular action) which gives the impression of a sudden movement input change, but in fact it seems to be from GC Mark Time on the game thread

#

Is this normal for PIE / development builds? I'll test a shipping build now to verify

#

I see some solutions on answer hub say to run -NoVerifyGC but would this not mean that GC doesn't run at all for a game which would cause all memory to eventually be used up?

#

Surely for a simple game with not much going on, it shouldn't cause such a hitch? (the hitch is only really felt when moving input left or right as it happens, causes the input to "snap" forward too far after the hitch ends)

grim ore
#

the easiest way to answer this is to package and test it outside of the editor, let us know if it happens

#

and no I would not say that is "normal" but PIE is not representative of final performance, it will always be worse. We also have no information on your machine or current running processes so you could have something like a slow HDD flushing out stuff with anti virus causing issues

steady owl
#

Thanks!

#

Cooking the shipping build now

#

Running a high end machine with a M.2 drive and no other running process other than UE4 (almost nothing else installed on the machine) so I don't think it's that

#

It does seem to be commonly reported though in editor so I'll see if it happens in game

dim plover
#

For me, lazy loading some particular assets while PIE causes noticeable hitches that aren't present in a packaged build.

steady owl
#

Can you define a common situation where you'd lazy load something - is it intentional or something UE4 does?

dim plover
#

Just whenever I call the Asset Manager's RequestAsyncLoad (or whatever it's called). It's actually only on some particular assets.

grave nebula
#

@steady owl GC hitching, in PIE, editor, or packaged, is in any case not normal.

steady owl
#

Found this from Rama which is exactly what I'm experiencing

#

And there are many other cases that I can see of people reporting

#

I believe I remember it on past projects- it's only really noticeable when you are moving your aim and it happens

#

It's not like a 1 second hitch or something, just a jolt in your input

#

I definitely ruled out any gameplay code or camera shakes at this point and it does seem to be the GC after running the profiler

#

But the game is extremely simple at this point, with very little going on

#

May be intentional though

#

Or at least an expected thing in editor

#

I'm testing with a shipping build now to verify, it's been driving me crazy for months

#

Always was that "bug" I thought I had in my input code πŸ˜„

spiral crest
#

sorry to ask this question here but and i know that you made a guide for that
but is there someone i can ping(mention) in #virtual-reality

#

to help me

cunning siren
#

Hey guys. What is the typical size of a character in Unreal games, relative to the default capsule?

dim plover
#

Well, 1uu (Unreal Unit) is 1cm.

spiral crest
#

sorry to ask this question here but and i know that you made a guide for that
but is there someone i can ping(mention) in #virtual-reality
to help me

cunning siren
#

Yeah, I know that it's 1:1 in cm, but the character is from Mixamo, just a placeholder. lol

#

So I'm not sure of the dimensions, tbh

grim ore
#

@spiral crest we have no idea what you are asking in here about

#

@dim plover well you do know the size of your capsule so you can go based on that

velvet latch
#

If you're talking about at here or at everyone, don't do it.

grim ore
#

@dim plover you can also in the orthographic views (top/side) hold the middle mouse button and drag from 1 point to another to get a size

sudden agate
#

@cunning siren the default character capsule has a size of about 1.80m.

grim ore
#

lol I mean to tag chemical not floss 😦

cunning siren
#

What size is the default capsule?

grim ore
#

all of this only matters if you are using human scale items so if you are doing all the props and you don't care, make it whatever you want πŸ˜› within reason of course

spiral crest
#

@velvet latch no don't worry

cunning siren
#

Well it's a human character.

#

I just resized the capsule to 188 half height.

#

Sound about right?

grim ore
#

humans range in size so that doesn't matter πŸ˜›

spiral crest
#

@grim ore you mean you didn't understand the question right?

cunning siren
#

Gotcha. I set the half height to 90, and scaled the mesh down to fit.

#

Thanks.

velvet latch
#

Does anyone know if there's an easy way to get rid of the gun holding pose from all the animations in the official Animation Starter Pack?

#

Or if there are any other animations that would fit the UE mannequin for simple prototyping. Like taking damage and death animations because those don't exist in the starter content.

#

Oh I see. But then those would end up in T pose, no?

#

Right.

#

Can you just copy and paste the rigging from another animation to those parts?

#

Anyways I'll experiment, thanks for the suggestion.

grim ore
#

you can make a new animation asset in the editor as well from the default stuff or just go ragdoll for the deaths lol πŸ˜›

velvet latch
#

It's just for quick prototyping anyway, I just code πŸ˜›

grim ore
#

for prototyping then does it matter if they are holding a weapon lol

#

I keep forgetting if the IB assets use the default skeleton, if so steal animations from there

velvet latch
#

IB?

keen stream
#

hey, my project started to not want to compile out of nowhere, i was just testing by compiling c++ code and launching the standalone game preview while suddenly it said it needed to compile some dll. then it said it couldn't delete something. i closed the editor and now when i try to open up the project, i get a boatload of messages in a window i can't close. i can't compile the project in vs because it throws 90 "unable to find mspdbcore.dll" errors, about which i couldn't find anything useful / that worked on the internet. any help, PLEASE?

#

all of this without me doing anything

grim ore
#

sorry IB = Infinity Blade assets that epic released for free on the marketplace

#

@keen stream did you try restarting the PC?

keen stream
#

yeah, twice

velvet latch
#

I'll check them out thanks.

grim ore
#

and are you opening the project with the .uproject file or the SLN file?

keen stream
#

if i open the .uproject it bombs me with a window that i can't close that's full of corrupted modules

grim ore
#

delete your intermediate and binaries folder in your project and try again, it should try and recompile them

#

if you get the same error,s maybe your engine became corrupted

keen stream
#

already tried that but i'll do it once more

#

yeah i know but if i try to recompile it or the project it gives me those stupid errors

grim ore
#

ok so then if you restarted and deleted intermediate and binaries and the error is on compile we would have to see the errors messages during compile

keen stream
#

aight i'm building it rn, if it gives out the error again (which i think it will) i'll post it here

calm widget
#

Anyone know why ue would not generate lightmaps for an object? Import options generate lightmap uvs checked, it creates the channel but it's blank, and object is black after baking.

#

No, the uvs seem proper i think

#

I could generate the second channel in blender but i'd prefer skipping this for 20 ish objects, cause i did just notice it's the same on many of them. Some dont even get the second channel after reimporting

cunning siren
#

How hard would it be to get a guitar hero gameplay clone as a widget?

grim ore
#

@calm widget does it show proper mapping for UV0 in the mesh editor in UE4?

#

you can always use UV0 if you have it set up properly, you don't have to have a separate light map channel

calm widget
#

Well, i think so. it was just quickly thrown together really so not the best job

grim ore
#

weird and it doesnt generate the UV1 when you tell it to?

calm widget
#

No, tried reimporting rechecking the settings on many different meshes and most of them just stay at channel 0 not even creating a second channel. One object did create second channel but it was just blank

grim ore
#

super weird. Does UE4 still try and use a 2nd uv channel for the lightmap then or does it stick to the 1st channel because the 2nd doesnt exist?

#

because that looks ok to me, I would assume if it only has 1 it can't use a 2nd and should atleast use that one

calm widget
#

I think in the case of the object that created the scond channel it tries to use that one, but after baking that object is pretty much just black

grim ore
#

yeah which makes sense if it has no valid uv channel. do the ones like this one atleast bake our right with the default channel since it doesnt make the 2nd one?

#

might want to take the time and put an answerhub bug report up with the model if the engine won't generate it, or toss it up on here and someone might be able to see if they can figure it out.

calm widget
#

the ones without a second channel seem somewhat properly lit. im not sure how this relates but i had a lot of problems with other meshes that when i added a baked normal map to them the lighting went completely crazy. So i dont use normal maps any more

grim ore
#

oof. this is way over my experience level with art but it does seem... off

calm widget
#

quite old pics. i got new models, they're so simple anyway so they dont really need normal maps so i skipped them. but i guess ill just submit a bugreport and maybe generate the lightmaps in blender. thanks : )

wind siren
#

is there a best practice for sky backdrops using equirect images? I've tried a few times and it ends up looking bad. Just a sphere with the texture applied? When I try an HDR or DDS cubemap it looks like crap.

calm widget
#

this one explains hdri with lighting etc quite well

#

not really in depth but anyway

wind siren
#

thanks! It seems like every technique has a "gotcha" that ends up killing the situation. HDRs limit the resolution, DDS cubemaps have bizarre edges, etc

#

I've built up this huge collection of equirectangular projection skies and every way I try to use them ends up failing. Maybe I just need to keep grinding away at it.

calm widget
#

Hm, well i just tried using a hdri from hdrihaven. It seemed quite off after importing it. Doesnt look proper at all. But the starter content hdri's works quite well. maybe some import settings? not sure

grim ore
#

There is a panoramic plugin to support the 360 stuff but I dunno if it works for this 😦

keen stream
#

i'm back with my issue, these are the errors it spits out for no reason really...

#

can't compile the engine or the project

velvet latch
#

Why does changing the rotation of a joint in one animation sequence change them in all other ones? I don't get how the UE4 animation editor works and there's no documentation anywhere it seems like.

grim ore
#

that error is related to the command line compiler not being valid, try reinstalling the C++ tools for your visual studio version @keen stream

keen stream
#

if i install 2015 it messses it up even more

#

should i try with 2017?

grim ore
#

are you sure you didnt change your target type to something other than win32/64 ?

keen stream
#

i didn't do anything

#

literally was testing something, went afk 10 minutes, came back, pressed play and it broke

#

nothing changed, not even the mouse moved

grim ore
#

well first something changed, even if you didn't do it the drive might have gone bad and ate the compiler

#

and I would say uninstall all versions of visual studio and reinstall 2017 assuming you are using 4.18 or higher

keen stream
#

if that would've happened, more things should've broke

#

yeah, 4.19

grim ore
#

I am sure you could hack it back together if you wanted, when you first start compiling it shows you which directory it is using for the compiler for that build session you can go in there and make sure the file is there and if not find that file somewhere else and put it in. or fix up your environment variables to only point to the correct folder. Maybe even rebuilding the VS solution file from the .uproject might point to the correct place.

wind siren
#

sigh. I got it working, was fighting with the colors forever, turns out my skies looked like crap because I was using them to light the scene... and I forgot to turn off auto exposure. Chalk up another hour of waste to that wonderful feature.

#

(More than an hour to my own stupidity)

grim ore
#

yay that's good to know they work tho

#

and yes auto auto exposure seems to be a biggie for people in here 😦

wind siren
#

It is absolutely critical that you turn off MipMaps and compression in the texture itself, too

#

then you can just stamp the equirect texture on a sphere with a 2-sided unlit material

#

make the sphere big enough so it doesn't interfere with actual landscape stuff, lock it to your camera x-y, and you're set

steady owl
#

Ok so tested my garbage collection hitch problem on a shipping build, I can't seem to notice it there but when profiling on the development build (using stat startfile which adds the big red letters PROFILING WITH GC VERIFY ON) the hitch does still happen. I then tried in the default Third Person template and the same spike does happen (though less- it's a 32 ms spike vs a 42 ms spike in my game)

#

So my question, if this hitch is to be expected in both PIE and development builds, how can I get an accurate fps chart in a shipping build of the game?

#

Since the console isn't available there

grim ore
#

make your own FPS counter?

manic pawn
#

use a test build or compile the shipping with stats enabled to track the hitch

steady owl
#

Fps counter is fine, I want the chart that I can open in the session frontend

#

@manic pawn Test isn't development right?

#

The other options are greyed out for me

manic pawn
#

no it's an extra config

steady owl
#

Ok thanks I'll look into it

manic pawn
#

you need to be using a source build for it

steady owl
#

Ahh

#

I'll leave it for now, would just love to be 100% sure that the hitch doesn't occur in Shipping

#

I'm assuming this happens in most UE4 games since it does happen on the default template

manic pawn
#

there's probably a cvar you can set to turn the gc verify off

steady owl
#

Yeah there is

grim ore
#

track frame time, if frame time > whatever print message?

manic pawn
#

which seems to be responsible for it

steady owl
#

Is turning it off not a bad idea as you should have GC on in a game right?

#

Or maybe it's just a small part of GC that's causing the hitch

#

According to UDK docs: While working on performance you should always have GC Verification turned off, otherwise you can expect massive hitching in Release builds at least every 30 seconds or so

manic pawn
#

the gc verify is an extremely expensive operation (far slower than the gc itself) that verifies that gc didn't end up with nonsense in dev builds

steady owl
#

Ah so it's not really intended for the actual game client?

manic pawn
#

turning that off isn't the same as turning off gc

steady owl
#

It's more to help debug / in editor?

manic pawn
#

no, it would never run in shipping

steady owl
#

Ahhh

#

Ok that answers a lot of questions then

#

And explains why the hitch occurs even in development build when using stat startfile

#

Thanks a lot!!

#

Mystery solved after months of tiny annoying hitches now and then πŸ˜„

#

I'm sure there's a way to run stat startfile with gc verify off

#

That should give a more accurate chart, using -NoVerifyGC while launching

#

Not sure if it gets re-activated when you run the stat startfile though

manic pawn
#

doubt it that wouldn't make any sense

grim ore
#

it sounds like even if it did there would be a message

steady owl
#

Yeah the big red letters usually show up when profiling saying Profiling with GC Verify on

#

I guess they are there for a reason

#

As it's a bad idea for accurate numbers!

#

I just always thought it meant that was general GC

#

Thanks for the help!

pale estuary
#

Hello ! Is UE4 good to make a 2D game ? like old japanese RPG ?

grim ore
#

if you spend the time and effort yes UE4 can make a 2D game like old japanese RPG.

#

If you wnt to spend less time RPG Maker or Unity are better suited for 2D out of the box.

cunning siren
#

Gah, how do you vix inversion on a camer?

#

camera8

polar hawk
#

you're trying to invert the vix?

cunning siren
#

Like, by default it's mouse move up, camera move down

#

I want to invert the way that works, so mouse move up camera move up

polar hawk
#

wait what, default is inverted?

grim ore
#

do we mean the camera in the game? when playing?. or the viewport

#

if you mean in game, you are making it go up or down so just invert it (multiply the axis by -1)

cunning siren
#

The camera in game. I created a toggle for fp/tp.

#

What axis?

polar hawk
#

yeah you got this

grim ore
#

the vertical axis input

#

if (in whatever FPS/TPS mode) -> multiply input axis value by -1

#

you have a mouse move input event, it should give you an axis value as on of the outputs. then you feed that into your whatever to move the camera/player/pikachu. you want the opposite to happen so you feed in the opposite value by multiplying it by -1

cunning siren
#

It's set to orient to character movement. I understand the idea of -1 axis, Ij ust don't know where to find that particular var

#

D:

grim ore
cunning siren
#

Sorry I'm dumb guys. I'm trying to do it in blueprint lol

keen stream
#

i'm back, i have "repaired" and reinstalled the c++ toolchain and now it's even more broken. the projects in the solution are unavailable and when i generate the visual studio project files i get this pile of crap

grim ore
#

you have an input for when you move the mouse, it's called LookUp. When it is called it gives you an axis value (-1 to 1.0)

#

you want to opposite of that so just multiply that axis value by -1.0

cunning siren
#

So, I've got that set up in the C++ class, and it works correctly on the TP controller.

#

But when in FP, it's inverted

grim ore
#

@keen stream we can't see the entire error but I would guess it has to do with the project/folder name

keen stream
#

i know, but i can't make the window any wider than that. it's pretty useless anyway

grim ore
#

you can scroll over and copy the entire thing

keen stream
#
Running C:/Users/Radu/Documents/UnrealEngine-4.19/Engine/Binaries/DotNET/UnrealBuildTool.exe  -projectfiles -project="V:/GitRepos/joc-dev/textx3Menu.uproject" -game -engine -progress -log="V:\GitRepos\joc-dev/Saved/Logs/UnrealVersionSelector-2019.07.01-21.36.08.log"
ERROR: UnrealBuildTool Exception: System.IO.DirectoryNotFoundException: Could not find a part of the path 'v:\gitrepos\joc-dev\saved\logs\unrealversionselector-2019.07.01-21.36.08.log'.
          at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
          at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
          at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
          at UnrealBuildTool.UnrealBuildTool.GuardedMain(String[] Arguments) in C:\Users\Radu\Documents\UnrealEngine-4.19\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 623
grim ore
cunning siren
#

Does this override the CPP?

grim ore
#

I have no idea what your CPP is but this same concept applies to CPP if you are handling your input in it

#

check if in whatever view mode you want to invert controls -> if in that mode multiply the input by -1.0 -> pass to input handler

cunning siren
#

Okay, I think I can do this in CPP. Why is it inverted inthe first place though?

#

That doesn't make sense

grim ore
#

check your default input settings in your project

cunning siren
#

mouse y is set to 1.0

grim ore
#

yep that's the opposite of what people are used to

cunning siren
#

tf are people used to?

grim ore
#

most people are used to inverted, -1.0 multiplier

cunning siren
#

So people are used to mouse moving up = looking down?

grim ore
#

yep that is the method for flying

cunning siren
#

Sweet jesus that'd make me sick.

grim ore
#

pull down to go up

cunning siren
#

Okay so regardless of my thoughts on that - it's doing the opposite.

#

The 1.0 is set, and it's doing look down when move up

#

as if it were inverted.

grim ore
#

welp you know the solution to the problem just have to get your inputs and outputs set to how you want them when you want them

dawn gull
#

Hey, sorry to interrupt, but I need help with a project I am doing. I am making a game where my character is a sphere but I want him to roll, and i need the game to be third person.

grim ore
#

create a new project with the rolling ball template?

dawn gull
#

I can't because I tried that and it made the camera move with the ball.

grim ore
#

that would be third person

#

do you mean fixed camera?

dawn gull
#

Yes, like the guy is moving and rolling but the camera stays the same rotation just follows him and moves up down and around when the mouse does, which is third person.

grim ore
#

definitely confused here 😦

dawn gull
#

So, fixed camera.

#

But The character moves

grim ore
#

do you control the camera at all? does the camera move at all?

dawn gull
#

yes

#

it is third person

#

the character is just invisible with a default sphere because I am too lazy to make a model

#

you control the camera

#

Sorry about the confusion

grim ore
#

so if you control the camera what is wrong with the third person template?

dawn gull
#

i just need the ball to roll

grim ore
#

so you want the rolling ball template but with the 3rd person camera that rotates around them and you move with the mouse?

dawn gull
#

yes, but it sounds like it would be easier to just make the ball roll in the third person template

#

Maybe?

grim ore
#

it mgiht, or you can move the camera stuff from the third person over to the ball template

#

the issue with the third person template making the ball roll is the third person template is a character and the ball is a pawn so you would need to remake the entire character since you do not want the character component

dawn gull
#

Ah, thats annoying. Ok how do I move the camera over to the rolling ball?

cunning siren
#

Question: Do you have to create a class for each object in the world? Say I have a bedroom full of stuff - does every item in the bedroom need to have a class?

grim ore
#

you really can't since the mouse look for that uses the character component for rotation

dawn gull
#

Darn it

#

ok

grim ore
#

ok so you can make it work it just needs tweaking

dawn gull
#

Ok

grim ore
#

your biggest issue is you dont have proper direction control and your springarm angles are not set properly

#

it might be easier to just use the TPP template and fake rolling a ball if it's just for looks

dawn gull
#

ok

#

Sorry, idiot question, what's TTP?

grim ore
#

Third Person Template

dawn gull
#

oh

grim ore
#

since it sounds like you want the third person controls the way it works you just want a ball instead of the character?

dawn gull
#

if i can change the texture of the ball, sure

#

because it is just a ball, with a texture. no custom models

grim ore
#

well thats up to you, you can make a custom material with any texture

dawn gull
#

yeah ok

grim ore
dawn gull
#

i just want the ball as the default sphere with the default size i can figure out the texture stuff by myself

#

dang

#

ok

#

Thanks i will use this

#

yeah that looks exactly what i need

#

bad english

#

That looks exactly like what i need

frank iron
#

how do you stop a 2d sound being played when a button is clicked?

dawn gull
#

wdym by that

#

make it like, a sound in just one area?

grim ore
#

you stop the audio component the sound is playing from. If you are doing something without an audio component, like a fire and forget, then you cannot

dawn gull
#

ok later i gtg

frank iron
#

@grim ore where can i get the audio component?

grim ore
#

how are you playing the sound?

frank iron
#

by using spawn sound 2D

#

and setting it to active

grim ore
#

that returns an audio component. Promote it to a variable. you can then use that variable later to stop it

frank iron
#

Thank you Mathew, it worked!

grim ore
#

yay stuff worked

dim plover
#

Press Briefing Room? Press Room.

cunning siren
#

If you're looking for a premade solution on that, you could probably re-use a courtroom asset

#

Good way to get on a list somewhere haha

#

Personally, I'm looking for a rock show stage model. But the only good one is hundreds of dollars.

#

Wish I could model 😦

cunning siren
#

What would be the BP call for "if input is coming from left thumbstick"?

grim ore
#

it depends on what the left thumbstick is

#

either action or axis would use an input event if you set it up in inputs.

#

alternately if you are using an axis input you can check for the axis value any time using the appropriate node for it

#

being a left thumbstick I would assume an Axis Event and you can check it's value every frame if you want and see if its > or < than your input range and that should indicate some input other than stationary

cunning siren
#

Well, what I'm trying to do is set Max Walk Speed in CharacterMovement to 450 if moved by the keyboard, but leave it at 600 if moved with a gamepad.

#

I want a "sprint" key on the keyboard, but pressure-based on the gamepad.

grim ore
#

set up 2 different inputs then?

#

JoystickMove and KeyboardMove, whenever the events are fired set the appropriate max walk speed

#

really weird 2 different control types tho

cunning siren
#

How do you even access Max Walk Speed in bp?

grim ore
#

it is in the character movement component

cunning siren
#

I know that, but I don't see a way to access it.

grim ore
cunning siren
#

I found it

#

I'm retarded, look over me

#

lol

#

Is there an "or" in bp?

rotund scroll
#

or as in a boolean comparison?

grim ore
#

All boolean operations are in there, yes

#

well I guess they would boolean comparators?

rotund scroll
#

semantics

cunning siren
#

Nah, I'm mis-explaining. I need some sort of switch that says "if x,y, or z is pressed, do this"

rotund scroll
#

you're looking for a switch then

grim ore
#

yes that would be an or fed into an if

#

drag off a boolean, type or, profit

calm widget
#

Hey, sorry to pitch in again. So made the lightmap uvs in blender. Imports successfully

#

But baked lighting looks like this

grim ore
#

holy hell those uv's lol

calm widget
#

well, they're lightmap packed

grim ore
#

yeah that's gonna give bad results from the looks of it 😦

calm widget
#

these are the uvs for textures

#

or, for the material i should say

rotund scroll
#

doesn't ue4 generate lightmaps for you?

#

or am I mistaken

calm widget
#

It should, but that was the problem i was having.. or still am. That it wont for some reason

grim ore
#

I can't tell but is there even any space around each UV island in the ligthmap one?

#

Are you actually having any problems not using the lightmap channel and just using the UV0 channel?

calm widget
#

there's space between each one, small amount tho

sharp cradle
#

How many AIs do you guys think unreal engine can handle? AI like Total War units for example, in my case fps goes 30 as soon as I reach 200 on screen together

calm widget
#

not sure i understand the question

grim ore
#

if you dont use the generate lightmaps option and you just use UV0 for the lightmap index does it work?

calm widget
#

hm, not sure how to do that? the source lightmap index is 0, and destination is 1, i tried change destination to 0 but it resets to 1

grim ore
#

that is for generating. under General Settings is the Light Map Coordinate Index value. That is the one it uses for the light mapping

calm widget
#

right, i just figured. building now

grim ore
#

I would assume on the ones that can't generate a new one it would be set to 0 and use the defaults

#

but the fact it can't generate one at all is a definite issue in the main UV map for some reason 😦

#

It might be smart to toss the mesh itself into #graphics and see if someone experienced with Blender or other DCC's can figure out the core issue

junior solstice
grim ore
#

@junior solstice you should link the item you want to move forward, a pawn in this case from the look of it. We don;t know where this is or what you are doing.

calm widget
#

that would make sense, but every object i tried this on seems to have the same issue, as far as i know it doesnt matter how the lightmap uvs look as long as they dont overlap. normal uvs dont overlap either so i dont really see what could be the issue with them. but i'll definately put it in graphics and see if someone got a clue. i have 2207 objects in my scene with overlapping uvs and they seem to be fine too

grim ore
#

@junior solstice but my guess is you are trying to call an input event directly which would be weird as well

#

overlapping UV's are just an issue if you want accurate lighting. if you don't care about the parts that are overlapped and the error does not annoy you, you can ignore it.

calm widget
#

yeah, im fine with it, cause its just for my foliage, but it seems to bring a great delay to building. or maybe its just writing all that to the log

#

any way to flag such warnings to be ignored?

rotund scroll
#

you can turn off warnings in the message log

grim ore
#

You could always just fix the overlap πŸ˜›

#

I never knew you could do that, so +1 to learning. I always just assumed you fixed a problem when it happened lol

calm widget
#

i dont fix problems, i hide and cry πŸ˜„

grim ore
#

holy hell lighting is hard. mucking around with stuff for lighting and default settings on the default chamfered cube look like ass

#

we need like 5 livestreams on how lighting works in the engine and how to get proper looking lights!

upbeat tendon
#

I am wondering what the best approach to extending the player start locations

grim ore
#

make 100 of them at random spots in the map?

#

welp looks like todays goal is to make a simple cube look good with static lighting in UE4 πŸ˜ƒ

upbeat tendon
#

i was thinking about creating a blueprint of a spawning area, meshes etc, somewhere to manage if a spawn is active etc

grim ore
#

if you handle your own spawning then yep making a custom "player spawn area" BP sounds like a great idea

upbeat tendon
#

what it be to create an actor and use an array of player starts ?

grim ore
#

if you have a default pawn in your game mode and any player starts in the level and don't override anything in your game mode then it will pick a random one to spawn in.

upbeat tendon
#

that i have control over,

grim ore
#

by player start I mean the ones that come with the engine, not any custom ones

upbeat tendon
#

i was wondering if i should extend the code in player start or create an actor to manage multiple spawns

grim ore
#

if you want just set the default game mode default pawn to nothing and handle it yourself

#

either one works. I would use a custom one since it gives the most control and I dont have to override the game mode

upbeat tendon
#

i extended the game mode to handle my character selection, now i am working on the game logic

rotund scroll
#

@grim ore what's the relation between super and subclasses when it comes to events related to inherited components? if a collision box has a collision in the superclass, and the subclass also has one, how does the triggering happen?

upbeat tendon
#

so i wanted to activate, so some bool that the game mode can check to see if active