#ue4-general

1 messages · Page 484 of 1

dawn gull
#

@grim ore My problem with editing the materials is that i am only doing the effect in certain worlds not all of them

grim ore
#

make duplicates of the materials then for that part of the world

#

making a game can be hard if you want it to have personality. All my projects are just default textures or world mapped test textures because I just don't want to spend the time to make them special lol

wary wing
#

What about rendering the 'special' objects to the custom depth buffer and swapping out the lit colour for the diffuse colour in a post-process material?

dawn gull
#

I think that this might work for me. thanks guys!

hushed hare
#

um fellas

#

am I tardo mode

#

or

#

is my engine bugged

#

I am dragging an actor into the game

#

into the world*

#

and it won't appear in the world outliner

#

nvm I was tardo mode

visual belfry
#

is there a snap to grid in blueprints or just in the overall level 🤔

velvet latch
#

I never had any trouble organizing my blueprints without any fancy tools. I just organize it manually as I go.

#

There might be something though, idk 🤷

plush yew
grim ore
#

they could, the smoothing is not a biggie but your stuff might look weird. the floating bones should be fixed if you plan on using them

plush yew
#

how i fix this Bind Pose thing

grim ore
#

use the suggestion, when you import check the Use T0 as ref pose

visual belfry
#

oh not for code, zodiac, but for laying out components

#

I converted some meshes into a blueprint and it picked an awful non-grid centerpoint >.o

plush yew
#

@grim ore Tnx 😀 alot

frank iron
#

Hi does anyone know how to code a double tap function? So if I double tap the screen, it activates an ability

velvet latch
#

Seems like this is for widgets though, hmm...

grim ore
#

use the input touch event to track how many presses with X time and do something based on that?

velvet latch
#

PlayerInputComponent->BindAction("LeftMouse", IE_DoubleClick, this, &YourClass::DelegateFunction);

#

This should also work.

#

You need to define LeftMouse in project settings btw.

grim ore
#

I wonder how hard it would be to expose the double click input event thingy to BP

frank iron
#

Wow this sounds complicated. For now I just have button lol

plush yew
#

....

#

just register the time between the 2 button taps lol

#

and check if the time is less than X

#

google is your frend

#

@frank iron

hushed hare
#

does the engine crash for anyone else upon stopping the simulation

frank iron
#

@plush yew thank you I will try it out

#

@hushed hare mine crashes when I use the exit commandline

hushed hare
#

yeah that's normal

grim ore
#

no crashes here from the engine itself

#

pretty much the answer to "does the engine crash when you do something normal" should be no lol

plush yew
#

VA: Parsing forever

hushed hare
#

I was wondering if anyone else was having the problem

plush yew
#

I love blueprints

plush yew
#

what do i do to stop UE4 from changing my bone transform

undone sinew
#

I love BSP 😃

plush yew
#

you can get some good looking furniture from Market place

#

ahhh !

undone sinew
#

Is it Hammer, or is it UE4 editor? 😄

plush yew
#

XD

#

maby its texturs

#

i am geting animation problem

#

one sec

viscid topaz
#

I am having some trouble with the automation system. I am trying my hand at automated feature tests. I have a test level with a single blueprint test in it, and it shows up in the session frontend and it runs correctly, with the test passing. However, once the test is done, even though its results are reported to the session frontend, the level does not close: I have to manually close the level's window. Does anyone know how I can make the level close when all the tests have completed?

undone sinew
#

Thanks. I started on Source years ago and still prefer alot of things from those days 😛

plush yew
#

hi any ideas for some mini project i can do that is not a whole game lol

normal burrow
#

notepad?

cunning siren
#

@plush yew Do a small 1 trick pony game. Something like Superhexagon or Temple Run.

autumn elbow
#

If I instance a mesh in 3DS Max, import it into Unreal, does it import as 1 object, or multiple?

radiant haven
#

Need Someones Personal Help UI

radiant haven
#

wow after need help

sonic ruin
#

NEED HELP LOL so my modeler he made this and transfered the texture but there all white textures need someone to help me as fast as posible I need the textures to be colored how he had them before he sent them to me!!!???

cloud cobalt
#

So, what do the textures look like ?

#

What does the material look like ?

pallid compass
#

Anyone know what default reference location for bones are?

sonic ruin
#

there's no picture on what it looked like before but he baked textures for it and sent them

cloud cobalt
#

So import them and create a material

sonic ruin
#

and this happens with any model I receive

#

so right click and Material right?

rotund scroll
#

you need to import the textures separately, pop them into a material

#

and apply it

sonic ruin
#

I did but I wil;l try again

rotund scroll
#

out of curiousity

#

how do your materials look on the inside?

sonic ruin
#

wait quick thing how do I create a new content browser so I have 2 in UE4

cloud cobalt
#

Create one material, with your textures, merge the material slots in mesh editor, and assign it there

rotund scroll
#

you dont have any textures in your model

#

material

sonic ruin
#

yeah i got rid of it before I sent it to you guys

#

cause it wouldn't work

#

but back to this do you know how I get two content browsers so than another appears

rotund scroll
#

in your main editor window look under the window

#

menu

sonic ruin
#

ok I got it thankyou

#

but it's a seperate tab I want it to be together just like 2 google chrome tabs are

rotund scroll
#

just drag it into your other tabs

#

if you want that behavior by default go into your editor settings and look under appearance

#

should be something where it says "main window" in the config

#

or new window

#

you can set that main window and it should by default pop it into the original window

sonic ruin
hushed hare
#

bruh when your collision is set to block all but you still fall through it

rotund scroll
#

@sonic ruin it's where it says "default"

#

change that to main window

sonic ruin
#

aghhhhhh thx mate

#

sorry for not realizing

latent flume
#

in unreal if I want to take a distance of object maybe 100000 convert that to a vector distance. should i just be able to make a rotation from a angle and change that vector to the rotation equivalent around vector(0,0,0)

primal prairie
#

What exactly does "build geometry" do?

weary basalt
#

Does anyone know of a comprehensive list of switches that can be passed to UnrealBuildTool.exe?

manic pawn
#

there isn't one, they keep adding random switches all over it

weary basalt
#

Is there ANY list that has basic descriptions????

#

UBT is such a mess

manic pawn
#

if you search ubt for [CommandLine( you'll find a lot of them

#

most of them are exposed like this, where -PGOProfile will now set the default for that var to true automagically

#

and there's generally a comment on them

weary basalt
#

Yeah i might do that. Ive chucked a thread up on the forums as well. See what that comes up with.

maiden swift
#

Reminds me of how many parameters in UE4 have no tooltip. 😒

#

Or the tooltip is just the name of the parameter.

weary basalt
#

Its the name of param because there is no tooltip 😛

#

Yeah its a pain.

maiden swift
#

Right, I assume that's the default.

weary basalt
#

UBT source code is all sorts of messed up though, at least in engine code its easier to follow.

normal burrow
#

sqlite_int64

#

Is more annoying than missing tool tips

#

Unless I’m the only person to see it next to any float hovered

weary basalt
#

The most annoying bug with the editor that i get is that any dropdown box will flicker like mad if it extends past the screen bounds and needs to auto correct to fit, sometimes i have to resize the editor window in order for it to work....

#

So annoying.

hushed hare
#

hey fellas is it possible to change the center of a static mesh created by combining actors?

weary basalt
#

Not in the Editor no. You would need to export it to a modeling program and manually change the Origin yourself.

hushed hare
#

oh wow I didnt even need to

#

I spent 20 minutes here trying to line it up in perspective view

#

then realized

#

I could go into orthographic view

#

and line it up perfectly

dark sun
#

RayTracing: If I get an RTX card does that allow me to DEVELOP with RayTracing enabled and the game gets the advantage of it, or does it mean if the game wants to use RayTracing, it must have an RTX card?

grim ore
#

the card must support DXR to use DXR is what it comes down to, for displaying/using

#

and I specify DXR because some 10x0 GTX series cards support DXR

#

DXR is real time so you as the developer need it to "see" it, you can still turn on the options you just can't see them which would be weird. The end user needs support for DXR to see it in your packaged game

dark sun
#

Ok thanks

#

@grim ore i've seen your profile pic before. Youtube videos perhaps?

native tendon
#

WTF Is?

grim ore
#

Perhaps!

magic scarab
#

I am currently having some trouble with ue4s device manager. I am simply trying to create a new device and it keeps saying "Failed to add the device!" i cant seem to find anything to debug this or any documentation online

sonic ruin
#

Also another question how would I change the Vehicle you spawn with so right now I have chosen the vehicle car template thing and I want to switch that vehicle to the ship i modeled can someone help me with changing the standard vehicle to a different one?

#

I have set up the animation blueprint and the Physics asset is complete what else do I do I can’t seem to find anything on the internet

#

I have chosen the “Vehicle” blueprint for my game^^^^

grim ore
#

the maps and modes in your project settings controls the default pawn

sonic ruin
#

Ok I swear I was looking at that before

grim ore
#

if you are using player starts then the default pawn will spawn in

#

if you are not then it might just have the vehicle in the world at launch and have auto possess turned on

sonic ruin
#

Ok thank you

magic scarab
#

@grim ore would you know anything about the Unreal Frontend?

grim ore
#

I do not. I used it once for making a build dedicated server button and never touched it again 😦

magic scarab
#

i assume it just worked fine

sonic ruin
#

@grim ore I go to default pawn class and I don’t see my blueprint??? Any suggestions?

grim ore
#

is your blueprint a pawn or character?

sonic ruin
#

How would I check? XD sorry

grim ore
#

when you made it you chose a parent class. you can also open it and look in the top right

sonic ruin
#

Where would that show or be?

#

Wait you mean open the model and it would show?

grim ore
#

is this just a model?

#

if so swap out the model in the default vehicle blueprint

sonic ruin
#

Ok

grim ore
#

I thought you made a completely new pawn or character. Yes there should be a mesh component in the default blueprint for the vehicle in the template, you can change out the mesh in there

sonic ruin
#

@grim ore in the “Vehicle BP” or just “Vehicle”

#

To swap out meshes

grim ore
#

I dont have the template created here, I would think the one in your maps and modes for the default pawn would be the one you want to swap out

#

@plush yew we would have to have more info on how your stuff is set up and where you are trying to set these targets

sonic ruin
#

Ok so I moved it there is no more Sedan anymore now it’s a ship but I can’t move it and the camera doesn’t move?

#

And it’s also not focused on the ship the camera is looking at the ships side

grim ore
#

so you just swapped out the mesh in the blueprint with a new one?

sonic ruin
#

Correct

grim ore
#

so this is in the Sedan Blueprint? and is your new mesh a skeletal mesh like the old one

sonic ruin
#

Yes it is a skeletal mesh

#

And it’s the sedan blueprint

grim ore
#

is your new vehicle a wheeled vehicle with wheels set up?

sonic ruin
#

It’s not a wheeled vehicle

#

It’s a ship

grim ore
#

then swapping will not work, the vehicle template is set up with a wheeled vehicle

#

is this supposed to be a flying ship or ?

sonic ruin
#

Or land ship

#

Which Blueprint should I use than?

#

The flying ship one blueprint I think it is?

grim ore
#

well that one is flying but yes it would work

magic scarab
#

update i can add a linux server device, but obviously cant launch it on windows

sonic ruin
#

Ok

magic scarab
#

i cant add any windows device still confused

grim ore
#

what are you trying to add?

magic scarab
#

creating a windows server device in ue4's device manager

#

"Add unlisted device"

grim ore
#

Is this another machine on the network?

magic scarab
#

no same machine

sonic ruin
#

@grim ore is there anyway I can just change the blueprint without creating a new project so I won’t lose my progress on this game?

grim ore
#

@sonic ruin sure you can migrate over the one you want from another project, duplicate it by hand, or just make a new pawn and set it up.

sonic ruin
#

So create a new blueprint than just transfer the files like level files and such to the newly made UE4 File right

grim ore
#

you can make the new project, like the flying one, then right click the flying character and migrate it to your existing project

sonic ruin
#

Ok thank you saved me lots of time

rotund scroll
#

a general thing you can also do is to copy blueprints and paste them into nodepad, then copy the notepad text into an editor

sonic ruin
#

Ok

rotund scroll
#

I think all of the editor UI has this enabled

#

so you can even do the same for stuff like brushes

grim ore
#

@magic scarab I think you are not going to find any help 😦 Device Manager seems to be completely unsupported and undocumented outside of epic. Even trying to add a new device matching an existing one fails

sonic ruin
#

@grim ore I did what you said and now there’s nothing spawning in I can just move the camera and fly around there is no ship not spaceship nothing

#

I add the ship in but I can’t control it

grim ore
#

What did you do? Migrate something in from another template?

sonic ruin
#

I first created the Flying blueprint than I migrated both the “Flying” and the “Flying BP”

grim ore
#

Ok. So in your old project you now have a flying bp you want to use?

sonic ruin
#

Yes

grim ore
#

Ok so in the map is the old vehicle in the level or did you remove it

sonic ruin
#

If your talking about the Sedan it is removed

grim ore
#

Ok so drag the flying bp in and it should show the flying ship. You can then set the auto possess option in the blueprint to player 0 and see if it works.

sonic ruin
#

Where’s the auto posses option in the blueprint

grim ore
#

That is th flying game mode blueprint, not the flying vehicle bp

sonic ruin
#

Where would the Flying vehicle BP be in that folder there is the ship model and the Flying game mode blueprint?

grim ore
#

I don't know where it is in that template, you might have to look around. Did you test that blueprint to make sure it might work for you? You can always put your mesh in it and hit play and see if it will work

sonic ruin
#

I put my mesh in it and when I click play this is what happens

#

why is it this hard to put a damn working ship in UE4 lol

#

Any idea you know what the BP looks like

#

Like an emblem?

grim ore
#

I don't. Maybe it might be easier to make a new pawn and add in simple movement nodes to move it around.

sonic ruin
#

Any tutorials on that you know how to make a lawn? And how to add nodes to move it around?

grim ore
#

If you look in the flying pawn blueprint or the fps character or tps character they show the movement input nodes. You basically take the input from the key as it comes in then add movement input in a direction to the pawn and it moves.

sonic ruin
#

Ok

upper wasp
#

Does anyone want to help work with me on an unreal project I'm making?

sonic ruin
#

What about adding a pawn @grim ore ?

sonic ruin
#

nvm got it

plush yew
#

hi

upper wasp
#

henlo

sonic ruin
#

@grim ore thx so much it works thank you!!!!!!!!!!!!!

hushed hare
#

Hey fellas how can I find the size of a box collision in unreal units?

plush yew
#

How many branches can one behavior tree hold?

abstract relic
upper wasp
#

💯 💯 💯

wispy moon
#

Hi is it possible to have more than one ToolChain installed like i have v12_clang-6.0.1-centos7 installed but if i install v13_clang-7.0.1-centos7 it replaces it in the environment variables, because i have projects on 4.22 and 4.21

abstract relic
hushed hare
#

fellas I finally did it

#

I made the level generate as the player moves through it

#

I set the range super low so you could see what was happening

#

and I only did one room so far

#

only problem is

#

(I made it delete chunks behind the player too)

#

It doesn't get rid of the outer chunks

#

I can fix it though

#

nvm it says infinite loop detected

#

bruh

hearty storm
#

How would you change the material on your landscape during runtime?

#

like the texture on the ground of the farms

sudden agate
#

Material Parameter Collections

hearty storm
#

and footpaths and such :?

sudden agate
#

well, footpaths would be separate objects

hearty storm
#

can you change the landscape material ingame? I hear a lot about not being able to edit terrain

sudden agate
#

Since a few versions, Landscapes have a tickbox "Create Dynamic Material Instances"
Try getting the Material of the Landscape and change its parameters

plush yew
#

Hi, how to remove an actor xD

timid pilot
#

Can ue4 be installed into Windows Server?

cinder beacon
dim arch
#

world settings killZ ?

cinder beacon
#

From were i can edit killZ@dim arch

#

Woww

#

Nice 👍🏼

dim arch
#

killz will destroy any actor which goes below it

cinder beacon
#

Ok how can i make it respwan if it get below the Z

dim arch
#

that is more complicated, bind an event to actor destroyed, send a respawn request, process respawn passing playercontroller in and spawn and posess a new pawn at a respawn point

cinder beacon
#

😅😅😅 damn

#

Can you help in team viewer

dim arch
#

no

cinder beacon
#

Ok thanks ♥️

glacial pecan
#

how can I zoom precisely in Unreal?

#

pressing W or S once makes a huge jump

#

mouse wheel is even worse

cinder beacon
#

Edit the speed of the camera

#

In the right corner

timid pilot
#

Nobody have Windows server with ue4 installed?

glacial pecan
#

@cinder beacon super, thank you!

cinder beacon
#

ur welcome

glacial pecan
#

omg it doesn't work with the mesh editor

timber glen
#

Hi all, is this the right place to ask about some shader math?

glacial pecan
timber glen
#

thanks! 😄

primal prairie
#

What exactly does "build geometry" do?

wary wave
#

builds geometry, i.e. for brushes

cinder beacon
plush yew
#

I made a mess 😰

#

my character now moves in T-pose

#

anyone know hot to fix it?

#

Don't u set animations ?

sudden agate
#

your character is showing dominance

plush yew
#

Hey how to spawn a simple cube what's destined to be destroyed ?

cinder beacon
#

Guys

plush yew
#

@plush yew I tried to use animation blueprint, assets or custom and set animation but the mesh won't move

#

🤔

#

is it possible that I had destroyed the skeleton?

#

@cinder beacon I assume you imported the mesh assets? You need to set 'use complex collision as simple' on the meshes, your character is running into the collision box of the meshes which is just an approximate cube or other shape that surrounds them.

cinder beacon
#

This comes when i import an 3d file

glacial pecan
#

Can I "migrate"/import an asset from a different project without opening that project and selecting migrate?

cinder beacon
#

@plush yew

thick knoll
#

Morning All!

Does anyone know why my pixel depth offset goes black at certain angles?
This angle is fine

plush yew
#

Hey, why my ue4 editor crashes ? ```cpp
UStaticMeshComponent* simpleMesh;
simpleMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("SimpleMesh"));

glacial pecan
#

how come my stat engine doesn't show poly count anymore??

wary wave
#

@cinder beacon - please stop posting the same thing over and over again

#

it looks like you have collision of some description in the world

plush yew
#

what is the reason because I get bad size on the player start? 😦

cloud cobalt
#

Overlapping with geoemtry

plush yew
#

it means that player start is inside a geometry cube or something?

cloud cobalt
#

It collides with geometry, yes

plush yew
#

ty very much, I have found the 3d mesh that collide with player and I removed it : )

vernal relic
#

who can help me with post processing

dawn gull
#

I need help with a thing. I am trying to get my friend able to work on my ue4 project but i know there is liek a server that you connect to the server through ue4 nad edit stuff. How do you do that?

honest vale
#

what on earth are you trying to say? 😄

misty stone
#

@dawn gull best way would probably be to use github

dawn gull
#

It would make me upload it very time though right?

#

if i made just a small upate?

honest vale
#

what are you asking?

#

do you want to share assets?

wary wave
#

seems like he wants version control

#

i.e. Perforce

dawn gull
#

maybe? i'll try that. Is it free?

wary wave
#

for up to 5 users

dawn gull
#

ok

#

i only have 2 me and my friend

honest vale
#

don't you need to self host it?

wary wave
#

yup

dawn gull
#

idk

#

ok

#

the files are on my pc

wary wave
#

server can be on your dev machine though, no biggie

dawn gull
#

yeah

#

but i was reading sothing about ios dev for mobile on the docs

#

ah darn it i gtg

forest swallow
#

Anyone know how to rotate a bone for a specific animation and only that animation? My spear attack animations are too high.

cinder beacon
#

The building was colorful but suddenly it beamed dark !, ( The lights in front of the building should be on also !) what is the issue?

#

☝🏼☝🏼before

wary wave
#

you built lighting, right?

honest vale
#

I'm guessing there are no proper lightmap UVs on the mesh

wary wave
#

probably

#

...and if they built lighting, there would be warnings in the logs explaining as much

rustic imp
#

anyone know how I can make it so a decal does not show in a reflection

wary wave
#

I'm pretty sure you can't

junior solstice
hidden aurora
#

Does someone knows how to use Two bone IK with aim offset in order to keep left hand on the gun?

wary wave
#

UPrimitiveComponent::GetOverlappingActors() has two definitions

#

they are identical

#

what manner of sorcery is this?

manic pawn
#

one is for TArray and one for TSet

#

don't seem identical to me tho

wary wave
#

AHA

#

that's the difference

#

I was looking at the two for a good five minutes

hidden aurora
#

How can i make the hand stay in the gun, i looked for two bone ik but i dont know how to set it up

wary wave
#

normally it's in the animation

hidden aurora
#

The player anims don't fit perfectly

cloud cobalt
#

Bone IK might be what you want, yes

hidden aurora
#

Yep im using fabrik

#

But i dont actually know how to use them, i mean i do know but not in this case

cloud cobalt
#

Use a socket on weapon as target, get location on anim BP tick, use fabrik to snap the bones to location

hidden aurora
#

I´m using that it works as it should but

#

Now that im using aim offset in some offsets the hands goes oof

cyan cargo
#

So I use Unreal at work primarily and we just got an Azure Kinect in... I'm not a great (barely existing) C++ or C programmer, primarily a blueprints person, but any ideas on best how to get stepping on integrating the camera with Unreal?

#

Was thinking of trying it with Unity, but I'd prefer Unreal if possible

#

It literally came out days ago so not many resources out there besides the docs

quaint hull
#

so I have just noticed something weird when using high walkable floor angle (80 in this case) the problem is the character walks super fast the higher the angle is, I was trying to do a simple prototype where I could walk on walls but looks like it doesn't work this way

#

I assume the problem is that the character movement works in the x y vector, so if it adds 100cm in the X vector independant of the angle it will walk 100cm

karmic basalt
#

Relating to Vive controllers in Unreal, is Motion Controllers Thumbstick only detected when the player presses on the Thumbpad or is it launched any time the player touches it?

gleaming lotus
#

I see a lot of requests for it on google from the past, but is there a way to collapse all folders in the world outliner with a hotkey?

plush yew
#

there is no off-topic?

frank iron
#

When's the game jam?

plush yew
#

I need someone who speaks english as main language, i have pretty random question

frank iron
#

I speak anglais as my main language @plush yew

plush yew
#

So if i name bay/gulf by someones name/surname how i name it?

#

If name is Darwin

#

or surname Hawkins

#

is it Hawkins Bay/Gulf or what?

frank iron
#

Yes like that

plush yew
#

Is it wrong if it is like Bay of Hawkins

frank iron
#

Any would be fine

#

But Hawkins bay sounds better

wary wave
#

Bay of Hawkins would be incorrect

#

unless the local area is called 'Hawkins'

plush yew
#

How about if i am naming ocean

#

if my ocean is Grelance

misty stone
#

Hawkins Bay is correct either way

plush yew
#

Is it like Ocean of Grelance or just Grelance Ocean? It sounds weird for my but maybe because i am finnish?

misty stone
#

Grelance Ocean

wary wave
#

the latter, unless there is a place called Grelance

plush yew
#

does it sound weird for you?

#

many ocean have that ic in the end

#

atlantic, pacific, arctic

misty stone
#

they're just the names

#

having ocean after it doesnt affect it

wary wave
#

Indian and Southern don't end in 'ic'

plush yew
#

they have N in the end

misty stone
#

but you don't have a Souther ocean

grim ore
#

if this is just a game, name it whatever you want lol 😃

#

We have Bay of Pigs and we have The Indian Ocean in real life, whatever works works 😃

autumn elbow
#

What's the easiest way to duplicate and save game mechanics ?

#

Say I have a FP setup..

#

And I would like to setup a new Unreal project and use all the stuff I made.

#

Gamemode , character, controller, widgets

misty stone
#

go into the files and copy and paste them

autumn elbow
#

I can migrate, but I still have to hook it up

#

If I copy and paste, with the dependencies hold?

misty stone
#

maybe?

autumn elbow
#

LoL... I'll try now

#

Well.. it does copy, but I still need to hookup everything again

#

I suppose I need to use Python to automate , huh?

lament slate
#

Hey guys what's different between tpose and original pose in mesh mixamo

grim ore
#

you can look into making the project a template for future use. you can copy/paste the entire project and rename it.

fringe pivot
#

@grim ore hey, by chance, do you have any tutorial about creating layered materials based on height?

next badger
#

Hmm. I need some help on import. Is there some setting i need to set to import the LODs when using Reimport?

#

Cause now i only see LOD0

#

please don't tell me i need to delete the asset and import back from the scratch

grim ore
#

@fringe pivot I do not. Art stuff is one thing I don't really cover 😦

next badger
#

Oh. found!

fringe pivot
#

@grim ore ahh pity, i'll keep searching, can't find anything that worth yet

ocean hemlock
#

?

#

please

next badger
#

@ocean hemlock um...it's on github

ocean hemlock
#

really?

#

where

grim ore
#

yeah I wish I could do more but Art is really really not my strong area and materials, especially complicated ones, are really art driven

mortal tinsel
#

Is there any good extensions to help me make giant world maps like, ten times the size of World of Warcraft

next badger
#

@ocean hemlock oh...nope. seems only the v2 is there...

ocean hemlock
#

oh

next badger
#

@ocean hemlock then what about launcher?

ocean hemlock
#

yeah but i dont have the right engine version

edgy lark
#

@fringe pivot what about a height lerp node?

ocean hemlock
#

to download plugin

next badger
#

oh...jss...they loked it up as a plugin...

fringe pivot
#

@grim ore well I think this is more technical than artistic, what I am trying to figure is how to display a different layer of the same material according the terrain elevation.

next badger
#

@ocean hemlock ok, lemme find it

ocean hemlock
#

thanks

fringe pivot
#

@edgy lark I'm almost clueless about this bro, I would need an article that cover the basics, that's exactly what I'm looking for

#

but I will check that anyways

grim ore
#

uhm.., I could swear there was a UE4 document on height based landscape

fringe pivot
#

probably, but UE4 docs are like WTF

plush yew
#

I have a .fbx model but is black because I don't have the UVmap

grim ore
#

is it supposed to be like 0Z - 100Z is this material then it lerps to another material at 100Z - 200Z and etc?

plush yew
#

there are bathroom stuff so, I want apply a white material on them

#

Can I apply a material on a .fbx file without a uvmap?

fringe pivot
#

@grim ore that sounds simple, no idea if it works like that though

next badger
#

@ocean hemlock umm...there are no such

ocean hemlock
#

what do you mean

next badger
#

@ocean hemlock it's not a part of the distro...probably a generated file, not sure

grim ore
#

damn. Normally you use a height map for layer blending in the landscape but I am sure you can use world height as well just got to find it lol

ocean hemlock
#

ill just download the older version

#

thanks anyway

hidden sentinel
grim ore
#

which one, the Vector + Vector node?

#

drag off one of the vectors on the left, type ADD or +, and select the correct node

fringe pivot
#

press the plus in the numpad, not sure which one is this

#

right click and when the contextual menu appears press +

gleaming lotus
#

I see a lot of requests for it on google from the past, but is there a way to collapse all folders in the world outliner with a hotkey?

grim ore
#

shift clicking the folder doohicky seems to do that for me

rotund scroll
#

yeah

#

shift click collapses all folders

plush yew
#

to check if my character is crouched for animation, should i use "is crouching (charactermovement)" or "get is crouched"?

grim ore
#

the is crouching targets the nav movement component (CMC in this case) while the is crouched is a boolean set by the character when it crouches. I would say the first due to the way the default TPS character is set up using the "Is Falling" to determine if you are jumping

#

Which is better is a toss up but the first way mirrors the way epic set up the default anim graphs

hidden aurora
#

How can i clamp the look up down axis?

mint raptor
#

General question, if Unreal can support RTX for lighting why can't it use the same thing for Audio? I'm thinking you could get two birds with one stone here or am I missing something?

manic pawn
#

how does using rtx for audio make sense 🤔

plush yew
#

@grim ore thx

mint raptor
#

@manic pawn Well VRWorks Audio has used RTX cores to help processes their Path Traced audio

#

Since Unreal has integrated that for lighting... my thoughts are it could deal with audio too.

cloud cobalt
#

Sure

#

Just need to write the code

mint raptor
grave nebula
#

hardware accelerated raycasts are way to valuable to waste those on audio.

mint raptor
#

but I'm thinking it is already done for lighting, just use the same casts for audio?

grave nebula
#

~~

mint raptor
#

Unless it needs to be done twice once for each?

cloud cobalt
#

It's entirely different

mint raptor
#

A trace is a trace?

cloud cobalt
#

Real-time lighting is extraordinarily hard, and every line of code is extremely specialized

#

They're not traces, as in gameplay traces

#

They're massively parallel ray casts

mint raptor
#

So you are saying because the code is so specialized it can't possibly be extended to include using the massively parallel ray casts for Audio?

cloud cobalt
#

It would be very different code for audio

mint raptor
#

can't*

cloud cobalt
#

I mean I don't know if you've ever written lighting equations or audio processing, but both of these things could not be more different

mint raptor
#

So when the trace hits for light it has to know physical properties for how the light will bounce, etc.. and the same would have to be done for audio so I guess the deal isn't so much with the tracing but the math being done once the trace hits and different math would have to be done for audio so no real optimization there.

junior solstice
sudden agate
#

Ray casting for audio is the most useless shit I've ever read lol

mint raptor
#

Why?

grave nebula
#

in current realities, yeah raytraced audio is a feast in a time of plague.

#

things will look a bit different in two decades, but for now.. heh.

sudden agate
#

Because hearing isn't that important. No one cares whether the audio reverbs realistically. It just has to sound reasonable

cloud cobalt
#

It's not useless, to be honest

#

It's just something that few games need

mint raptor
#

@sudden agate Sounds like personal preference, the same thing could be said about lighting... yet.

cloud cobalt
#

Nah

#

Sound is already great in many games

mint raptor
#

"great" by current standards? Lighting has been great too

cloud cobalt
#

No, great as in good enough for almost every player and game

mint raptor
#

IDK unless you say the same thing for both lighting and audio it doesn't sound like a consistent argument to me. Ray Tracing lighting is about copying the physical properties of light to enhance realism and not have the artist worry about that, like wise with Audio.

cloud cobalt
#

Stuff like dynamic reverberation depending on the room has been present in a lot of games for a solid decade

#

And no, RT lighting is not "copying physical properties"

#

It's just a different way to render the same equations

sudden agate
#

Rt doesn't omit artists either

mint raptor
#

from certain work yes, not all work.

#

They are mimicking light?

#

to a larger degree not perfectly

cloud cobalt
#

DXR (RTX) does not fundamentally bring better quality

#

It's important to understand that

#

There's no reason the lighting looks better, or different

mint raptor
#

I'm still confused as to how it is not about mimicking the properties of light behavior ?

cloud cobalt
#

Every game did that since the dawn of 3D lighting.

#

Almost every UE4 game has ray-tracing already

#

What do you think Lightmass does ?

#

DXR is just real-time ray-tracing (so that moving lights can get 80% of the quality of non-moving lights)

#

It doesn't result in better lighting, it just enables nice lighting in scenarios that weren't feasible before

#

The actual lighting equations are entirely unchanged

mint raptor
#

Sure, current Ray Tracing is in the context of real time.. not baked

#

I'm not sure why you bring that up though?

#

In terms of RTX

cloud cobalt
#

I'm just making sure you understand DXR doesn't make lighting better

#

The quality is not getting better

mint raptor
#

I never said that I said "great" by current standards? Lighting has been great too

#

Meaning old baked lighting has been great

#

to the point of the guy saying real time path traced audio is pointless

cloud cobalt
#

Old baked lighting still has better quality than DXR, and always will

#

That's my point

#

Raytraced audio won't make audio better

#

It will allow for more scenarios

grave nebula
#

The guy has a point about it being pointless.

mint raptor
#

So then he must think RTX is pointless too?

#

Otherwise I don't think he is consistent

cloud cobalt
#

DXR isn't pointless at all

grave nebula
#

Nope, that is extrapolation.

cloud cobalt
#

It's just not resulting in better lighting in terms of quality

mint raptor
#

@cloud cobalt Exactly it isn't pointless, and neither is real Time audio RT

#

I never used the world better btw

cloud cobalt
#

Let's just make this simple.

#

Ray-traced lighting, or audio, or anything, is useful for dynamic scenes

#

If your audio source doesn't move, using DXR for it is entirely useless

#

As in, colossal waste of resources that brings nothing

mint raptor
#

sure

#

but in the context of the new RT stuff I thought it was obvious we mean dynamic scenes

#

same thing for Audio

#

of course it is pointless to do it for static scenes

cloud cobalt
#

The thing is, most games aren't that dynamic

mint raptor
#

and?

#

so most old games don't benefit from the new tech? New tech isn't really being made for old games?

cloud cobalt
#

Not talking about old games

#

Talking about games, generally.

mint raptor
#

Old games meaning games prior to RTX tech

cloud cobalt
#

Game design isn't going to change because of DXR

rotund scroll
#

I mean you're probably gonna run into some processing power bottlenecks

cloud cobalt
#

Games are static because designing dynamic games simply isn't that great. Level design has immense value

versed spear
#

anyone have info on restoring in app purchases? Buying is working but restoring is not.

grave nebula
#

Original question was:General question, if Unreal can support RTX for lighting why can't it use the same thing for Audio? I'm thinking you could get two birds with one stone here or am I missing something? And you are missing a point, that these are two entirely different systems, not connected in any way. Besides, in view of low demand of such feature/vs complexity of its implementation/vs availability of targeted platforms/vs bias between other features, it is pretty safe to call it absolutely pointless for consumer games in a context of overseeble future.

mint raptor
#

Well I think that is a personal preference between static vs dynamic on games so i won't really bite on that. Time will tell what direction games will go in

#

@grave nebula I'm past that

#

I get it

rotund scroll
#

dynamic games are not going to have the same quality that an experienced hand will

#

preference or not

grave nebula
#

Then quit trying to prove that it is great feature then. It is pretty clear that it is without any arguments. It is just not the time yet.

mint raptor
#

It is a great feature, for dynamic games, now the argument has moved that dynamic games are not as good as static ones...

rotund scroll
#

no that's just me saying that because you mention your opinion about them

plush yew
#

Is is weird to use blueprints on indie games?

rotund scroll
#

not at all @plush yew

cloud cobalt
#

@mint raptor It's not about preference. Dynamic games simply pose immense challenges, and we're way past the peak of procedural games being cool

#

Designers found out that no level design results in shitty levels

rotund scroll
#

hopefully the fad can die down eventually

mint raptor
#

@cloud cobalt Like I said I'm not getting into the debate between Dynamic vs Static

rotund scroll
#

until year 2200 when quantum AI has perfected level design

plush yew
#

Does anyone know Dave Microwaves Games?

manic pawn
#

that will happen a lot sooner than 2200

rotund scroll
#

2050 then

manic pawn
#

maybe even before that

rotund scroll
#

2045

#

last offer

mint raptor
#

lol

#

Tomorrow

#

Time will tell guys..

#

We don't all need to be prophets

rotund scroll
#

2050 range was predicted by Kurzweil

#

I think it's feasible that it happens around that time

#

but yeah it might happen sooner, depending on how much effort we put into developing quantum computers

mint raptor
#

On that topic I think the effort is there

mossy nymph
#

And teaching the AI to properly evaluate "fun" when it comes to this subject

manic pawn
#

the ai will just perform learning itself

mint raptor
#

I'm an AI that properly evaluates fun?

manic pawn
#

generate 5 million games and see which one is liked most

rotund scroll
#

generate the concept of a "game" first though

mint raptor
#

only takes maybe 4.56 billions years of evolving a neural net.

#

give or take

rotund scroll
#

quantum AI would probably be able to do massive generational leaps

manic pawn
#

we just need more gpus

mint raptor
#

More Qubits

karmic basalt
#

Does anyone have any idea what the name of automatic spectator camera systems is? The kind that focuses on the most active/important part of the game?

#

I'm currently calling it Action Reactive Spectator mode but that's not help me to research the concept.

wet widget
#

What part of this spectator mode do you need to research ?

fringe pivot
#

I really suck with materials.
How can I do something like this but using the whole set of textures for each layer?

sudden agate
#

material functions

#

and using Material Attributes

fringe pivot
#

mind to elaborate? that doesn't really help me

sudden agate
#

it does

#

Use Material Attributes

#

Construct your layers in Material Functions which return Materil Attributes

#

you can then Layer Blend them the same way

fringe pivot
#

Ok thanks, will research a bit about them

sonic pagoda
#

its the only "true" way to test multiplayer(i know you can have various standalone games on 1 machine, but its not the same)...

#

on another machine

cloud cobalt
#

Or sync projects with source control on two machines, right-click uproject, launch

#

Also the only way to test Steam sessions

sonic pagoda
#

yeah thats what i thought, but really wish i didnt have to do that, for client projects, pushing their 30gb build to my repo

#

is just unreasonable

cloud cobalt
#

It's not like you're working without source control anyway

sonic pagoda
#

yeah, actually thats a good idea

#

ill try it

#

thanks stranger

frigid epoch
#

can someone help me with a blueprint problem im having?

fringe pivot
#

@frigid epoch just ask mate

wide gorge
#

is there a trick to quickly hiding scene objects? I click the eyeball icon in the World Outliner and the object is hidden in Editor view but still shows up during a Play test

sonic pagoda
#

@wide gorge set hidden in its details

fringe pivot
#

untick rendering > visible

wide gorge
#

haha ok that did it thanks

frigid epoch
#

i found a tutorial now anyway

mint sequoia
#

How do you disable this ridiculous behaviour when hitting PIE in new window, the window pops up on the monitor with the mouse over it, it should always be on the main monitor

little warren
#

Hey guys is it possible to check for overlap event with something set to ECR_Block? Like unitys OnCollisionEnter and OnCollisionExit

#

or do I have to have 2 different components for that

dim plover
#

There's a Hit event.

little warren
#

is there something like it but for exiting?

grim ore
#

I know it can be condensed into functions or other stuff but I am not an artist. The Tex Coords are just used to tile the materials to look better (using 0.05 for the values). The main numbers here is the Divide from the World Position is determining how high up that layer goes, so the top (dirt) goes up to a height of 5, then the next layer (grass) goes up to 300, etc etc. lol

#

then it just lerps it all together into one massive output

#

I tossed a little plane at 0 Z with a light blue transparency just to make it look like water at ground level because why the hell not lol 😛

rich nymph
#

hello there.

i'm currently profiling our title in a mobile platform. reading the ue4stats file in the frontend, I see that most of the time goes to the AfterPrePass, in the RHI::Submit function. I don't know exactly how to read this, as there're several other things that seem to affect performance (dynamic shadows, directional lights, etc). anyone with some dirt in their hands with profiling stuff here?

fringe pivot
#

@grim ore amazing!
Will try to replicate something like that

#

Actually I am already trying something, what I can't figure is how to use the whole set of maps rather than a single texture.
Someone said use material functions, but then those nodes does not have an input pin so how do I connect the height data wherever it comes from?

grim ore
#

material functions should have input and output pins for whatever you want as far as I know

fringe pivot
#

They do when you are editing them, but then once you drop one of those in another material they don't.
I guess the height data don't need to pass through them? I'm clueless lol

versed spear
#

so apparently to restore in app purchases you must drag off the fail pin on the make in app purchases node and use a switch on Einapppurchusestate from the completion status pin on the make in app purchase node then from the "already owned" pin on the Einapppurchasestate you can set any variables you need that identify that the user has paid for an item. geez what a pain.

grim ore
#

no issues here with multiple ins and outs, just add more outputs

fringe pivot
#

good job man, I just hate everything related with materials lol

grim ore
#

I am glad for materials and the material editor, without it I could do nothing. I tried many many times to try and learn HLSL with Unity and I just cried with all the math and jargon lol

fringe pivot
#

I am skipping the height part, right now what I'm trying is to mix dirt and grass in a random pattern.
What nodes would help on this?

#

I'm stuck here kappaross

abstract relic
#

I’d love to know this magic button too 😜

grim ore
#

oof no such thing as random

#

but you can lerp with a noise pattern

#

well I guess you can make a random noise and use it but performance for noise nodes suck compared to a texture you can sample

#

but anywhoo you lerp between the 2 textures using a noise input as the alpha

fringe pivot
#

cool, ....trying

grim ore
#

it's for UDK but it explains the theory behind variations

abstract relic
#

That’s annoying

#

udk still looks better than unity

grim ore
#

obviously the better the source noise the better the result

spark sonnet
grim ore
#

read the pinned message at the top

normal burrow
#

and follow its instructions

spark sonnet
#

Thanks

lament slate
#

Hey in a blendspace I closed view port and asset details by mistake. How to open it

#

Manually

storm venture
#

does anyone know if there's an event that is only called on actors that are placed in the level?

#

i have an actor that can be placed or spawned but i need to know which of those it did

abstract relic
#

You do that in the level bp. Check actor basically

grim ore
#

@lament slate all windows should be able to be opened back up by the windows menu at the top

quaint hull
#

what's with the way the sun light works? the first cube is so much further than the other but the size of the shadow is the same?

hidden aurora
#

yikes

grim ore
#

shadows are based on direction and distance to the light source. As your directional light is so far away this is expected.

quaint hull
#

ah I see, it's gonna be a pain to do what I want

#

compositions are very unrealistic with the directional light

grim ore
#

don't use a directional light

quaint hull
#

is it possible to get a big spotlight?

#

like use it as a sun

grim ore
#

there are spotlights yep, probably no where near as powerful as you need but you can try

#

you can always fake shadows as well if you need something specific, like with decals or a mesh and a material

quaint hull
#

yea I will have to figure out a way to boost the light on those spot lights they are always so weak

upper wasp
#

anybody interested in helping me with an open world rpg project?

misty creek
real mantle
#

Q: if I package my game without pak (with content folder as uassets), can I just add uassets later and they will be detected by the AssetRegistry?

plush yew
#

If i make a armature in blender. combine it with a mesh, and import into unreal, will it import the bones also?

ashen steppe
#

the meshes you paint with the foliage tool are supposed to be less expensive than if you directly drop them to the scene?

real pasture
#

Quick question, besides Youtube and Udemy is there other places to go for tutorials?

lunar palm
#

Not sure where to put this in any channel, but everytime I move this cube a ltitle bit (or any object for that matter) a bit, it moves by 500 on whatever axis instead of 100. Anyone know how to fix this? This is after using the landscaping tool.

#

I tried reducing the strength, but no luck

abstract relic
halcyon flame
#

does anyone know why the list assets node isn't returning any assets in a directory full of 450+ meshes? I already checked with 'Directory Exists' and confirmed I've typed the path correctly for the containing folder.

real pasture
#

@abstract relic Do you happen to know any other ones?

undone sinew
#

Is it possible, to spawn brushes, in-game?

#

xD

#

Could that be added in via code?

soft crescent
#

halp

#

how do i disable vertex snapping from a drop down menu

#

i enabled it by accident on a dropdown menu

grim sinew
#

@undone sinew No, since brushes require a map rebuild every time you add one. Use static meshes like a normal person.

#

You almost never want BSP in your final map.

autumn elbow
#

I'm trying to make the ropes and metal fastener that you see in the pics..

#

In vr the player will be able to put 2 parts together to build a weapon. Some parts won't snap..they will kinda just float in place. I would like those piece s to have duct tape binding the 2 objects

#

I'm currently looking into the Spline Tool... any one have thoughts on a better more performant way?

rose tapir
#

??? im trying to make "Darts" cricked mode what the best way to make the trigger only able to be used 3 times?

sudden agate
#
if(field.hitcount <= 3) {
getPoints();
} else {
dont();
}```
rustic imp
#

guys I keep getting these errors, even after fixing up redirectors and removing local cache, and rebuilding the whole project, anyone know how I could fix it

wary wave
#

what in the heck did you do?

cloud cobalt
#

@rustic imp Fixing redirectors is not a "fix", really, it deletes the moving/renaming information

rustic imp
#

our artist moved some assets around, then this happend

cloud cobalt
#

Moved or renamed files leave a redirector file behind to tell users of the asset the new location

wary wave
#

sounds like he moved them around in windows

#

they need to be put back where they were

cloud cobalt
#

You then need to resave the user assets, every single one, before using "fix redirectors"

#

"Fix redirectors" if you haven't resaved every asset using moved content will break them

wary wave
#

but also those asset names? Blabla_B_SM11111112?

cloud cobalt
#

Artists

rustic imp
#

yeah

cloud cobalt
#

So now - revert the renaming or moving

#

Or the redirector fixup alone (that's enough)

#

The correct process for renaming or moving is :

  • rename or move in UE4
  • CTRL + SHIFT + S to save everything
  • fix redirectors
rustic imp
#

ok, I'll tell him to keep in mind next time

cloud cobalt
#

Fix redirectors is not a required step in any way, it's just there to not have 1KB files lying around in Windows explorer

rustic imp
#

can I somehow fix this without moving everything back

wary wave
#

no

rustic imp
#

cause honestly I don't think he knows all the assets original location

cloud cobalt
#

Revert in source control

rustic imp
#

well shit

cloud cobalt
#

If you're not using source control, then yeah, you're fucked, you'll need to reset every single reference

weary basalt
#

UE4 shouldnt let you open it without Source Control connected 😛 😛

cinder beacon
#

The sun light is passing through the walls !.

cloud cobalt
#

@cinder beacon Your computer has a screenshot key 😃 Press alt + IMPR, and ctrl + V here

cinder beacon
#

Thanks 😂♥️@cloud cobalt

plush yew
#

What is the most performant way to implement health bars?
Should i use PostRenderFor() or use 3DWidgetComponents?

rustic imp
#

no we use source control, don't worry, just still sucks to do it

cloud cobalt
#

@plush yew Both will have identical performance

#

UMG is recommended though

polar hawk
#

please like and subscribe and remember to hit that bell

teal tulip
#

Yes please

wary wave
#

I am literally manually nativizing shit right now

vocal cove
#

Can I use niagara in character animation just like cascade?

#

I can't find a notify relative to niagara

sudden agate
#

make your own

next cloak
#

yo guys

#

is there any way to maximize currently active editor window?

#

like what f11 does in the viewport

#

or maybe theres a plugin for this?

cinder beacon
#

i downloaded this model but what is the proper way to import it to get the interior !

sudden agate
#

model the interior

cinder beacon
sudden agate
#

model it

cinder beacon
#

@sudden agate i can model the out surface

#

here is the files that was included with the download file , i just imported the first one .

frigid epoch
#

i keep getting the "accessed none" error when i try to call a function from another blueprint even though it works in the editor

sharp crest
#

what are the pros of encrypting files? @ me please

cloud cobalt
#

Ask questions

#

People don't DM others for you to ask them

sharp crest
#

what

cloud cobalt
#

If you have questions, ask them

#

Do you mean "pros" as in "reasons" ?

cursive dirge
#

pro: people can't unpack the files easily
con: you can't diff encrypted files (they get fully written over on new release)

cloud cobalt
#

Also con : people can still unpack the files

wary wave
#

he means tag him, not DM him

cloud cobalt
#

Yeah I misread the whole thing

#

Apologies @sharp crest

wary wave
#

IMHO there's bugger all benefit to encrypting the files except for end file size

sharp crest
#

@cursive dirge what does unpacking mean?
they can get the whole project source code?

cloud cobalt
#

No, they can decrypt the pak file and extract all content

sharp crest
#

content like blueprints?

#

or just images and stuff

cloud cobalt
#

Yes

#

Blueprints, meshes, textures, text.

sharp crest
#

TheSeaestThinkWeird really

cloud cobalt
#

If you're on PC, anything you publish can be extracted from its package

sharp crest
cloud cobalt
#

If you want to make it a 2 hours process instead of 10 minutes, yes

sharp crest
#

lol

#

the packaging process?

cloud cobalt
#

The "extracting your content from the package" process

sharp crest
#

ahh

#

so it doesnt really matter?

#

lol

abstract relic
#

Just makes it slightly inconvenient

sharp crest
#

I'v never heard of game blueprints being unpackaged

cloud cobalt
#

Extracting content from an UE4 pak file without compression is something anyone can do somewhat easily, you just need to call UnrealPak.exe on the file

#

Using encryption means the person needs to follow a tutorial and be familiar with debugging C++

manic pawn
#

restoring a blueprint would be quite a feat

#

I guess you could use the bp disassembler on it

cloud cobalt
#

Yeah, to be clear the graph will be gone

#

Just saying the actual Blueprint asset will be there

#

I don't believe anyone will ever use someone else's extracted Blueprint in a project

#

That would indeed be quite the feat

manic pawn
#

you could get something similar to when you type disasmscript BlueprintName in the editor

cloud cobalt
#

I would love having safe encryption on PC to release games that people can't datamine etc, but the short version is that the PC platform makes it entirely impossible by design

#

Hell, consoles aren't even completely safe either

manic pawn
#

no platform is safe

#

except for streaming

#

which would be really nice if that never went anywhere

cloud cobalt
#

Can you actually dump an unencrypted rom on PS4 ?

manic pawn
#

I can't, but I'm sure there is someone out there who has already figured it out

#

people rip models from ps4 games

cloud cobalt
#

I know for a fact the Switch is unsafe :3

#

Well, that's it then, no platform is safe.

#

One of the Destiny leads said on Twitter that they basically didn't give a fuck, and that game's datamining goes into wildly spoiley territory all the time

manic pawn
#

well if they package content that's not supposed to be released yet that's on them

#

I wonder if it makes sense to enable that pak index encryption tho

#

that should make it minimally more complicated to extract while having no disadvantages

sharp crest
#

@cloud cobalt if the graph will be empty then whats the point of doing that?

#

that means people can just get the textures meshes and stuff
which I dont really care about

cloud cobalt
#

@sharp crest I don't know really, depends on what you are afraid people will do.

#

If you're afraid people might steal your work and copy it in their game, I wouldn't be afraid of that

sharp crest
#

alright

cloud cobalt
#

We published all our code, a solid 120,000 lines of C++ code, and half our game's content, enough to actually kickstart a real clone of the game, and guess how many clones there are... 😃

sharp crest
#

if I encrypt will there it be harder to like change files for hacking?
like client side highlights and stuff (it's a multiplayer game)

#

lol

cloud cobalt
#

Changing files isn't a primary method for cheating anymore

#

And you can't prevent it, anyway

sharp crest
#

alright

#

thx

cloud cobalt
#

Cheat prevention is mostly lots of stuff on server with very careful netcode

#

And a good report + ban system

serene birch
#

you usually can just use Renderdoc to rip models and textures anyway 😛

cloud cobalt
#

Yeah

manic pawn
#

haven't yet seen a game capable of preventing renderdoc use

normal burrow
#

renderdoc, interesting

cloud cobalt
#

Hell, every AMD user on Linux has a fully open-source video driver and Proton.

#

Good luck bypassing that

manic pawn
#

renderdoc = supposedly a debugger but actually a fancy reverse engineering tool™

polar hawk
#

people are using renderdoc to rip models?

#

jesus christ

serene birch
#

well, you could 😮

manic pawn
#

there's probably a better way

cloud cobalt
#

There's a million ways, people who do this are usually working in the field and use the tool they're more fluent with

zealous spear
#

how can i add a body aura effect to a post processing material?

polar hawk
#

someone should go all in and write an article in-depth on how to rip apart ue4 games

#

not only would it be interesting, maybe it'd be incentive to prevent it

#

again not that its 100% preventable but

zealous spear
#

how can i add a body aura effect to a post processing material?

manic pawn
#

it can't capture some some too old apis

frank iron
#

Hi if you upgrade your UE4 engine to latest version, do you lose all your projects?

manic pawn
#

no of course not

serene birch
#

I found UE4 rather resilient to upgrading the engine for your old project

#

providing they aren't your super super old projects 😛

cloud cobalt
#

Yeah, the usual upgrade is change a few lines of C++, maybe change a .ini somewhere

cursive dirge
#

I just upgraded a a proto from 4.18 to 4.22

#

took me like 30-60 minutes I think to fix ~30 errors from api changes and needing to add more includes

teal tulip
#

Well if you upgrade you need a fresh version install why would you lose them?

cursive dirge
#

but yeah, in my case, I used physx directly in the project as well, it's not typical scenario for most

crude nova
#

Hi, I'm working on a scene on UE4 and I get some issues I can't deal with, what channel is the more appropriate to ask for help ?

teal tulip
#

Yeah the includes and header aswell cs managers are a nightmare

brisk pebble
#

Where can i ask something about a error im getting?

cloud cobalt
#

Depends on the kind of error but here's fine

brisk pebble
#

Im getting a LogHMD Error Splash ovrp_WaitToBeginFrame, what is this?

#

Could this be something because of VR? getting this error since i have my VR Headset

cloud cobalt
#

Yeah, that's clearly a VR error (HMD = head mounted display)

brisk pebble
#

oh, okey thanks!

crude nova
#

I have an issue with the landscape tool : my engine freeze when I release the mouse click and everything is going down in therm of performance. Do anyone have an idea ?

#

I work on the same scene with the same tool yesterday and it appears from nowhere today

plush yew
#

is there i way i can make the objects in my 2.5d sidescroller snap to a grid?

#

and i dont mean at runtime, i mean in my viewport placement

#

nvm i found it, but can i make the snap size more precise? the increments are too high

#

also it doesnt really snap to a grid but just moves them around in increments, this way i can have objects overlapping which i do not want

#

also a completely unrelated question, but is there a way to let running momentum carry over when crouching so that it slides a bit?

plush yew
#

okay as for the grid snapping it's in editor preferences > viewports and to snap to grid it's ctrl+end

#

so just wondering how to do running momentum now

frigid epoch
#

i still keep getting the "accessed none" error when i try to call a function from another blueprint even though it works in the editor :/

plush yew
#

basically i'm aiming to get a slippery floor effect with my character, and i think i'm supposed to do it with the ground friction variable in the charactermovement component, however, whilst i do notice a difference between 3 and 0.1, i notice no difference between 0.1 and 0.0000001 and it's still not slippery enough

ruby cairn
#

hey guys, does anyone know if the Facial AR Capture works with a Samsung s10, the unreal docs say it needs to be a iPhone X, bit it when it was released it was the only phone that could do it, but now the Samsung s10 is out i haven't been able to find if it works with it or not

plush yew
#

@plush yew on the capsule component? it's a character so physics is not being simulated on the capsule component and hence the setting doesn't make any difference (i tested it just now to make sure)

#

and there's no dampening component on any other component

latent flume
#

Does the UE4 have a accessible Artificial Intelligence Guide?

flat idol
#

Hi. Launcher is apparently worse than ever, i can no longer update from 4.21.2 when i press the button nothing happens (no error box just silent nothing). I've tried this a couple of times before, restart pc etc, nothing changed. So i have to reinstall the 4.21 version i guess. Would an update actually do just the same, like delete *.* and download latest?

latent flume
#

Like the behavior tree. I'm not fidnding it

grim ore
#

@flat idol are you trying to upgrade 4.21.2 to 4.22? there is no 4.21.3 that I can see

flat idol
#

Hmm, maybe i am mistaken then. The button says "update" i was expecting a version update.

grim ore
#

it looks like your plugins have updates

undone sinew
#

@grim sinew its not for a final game, its for prototyping designs

flat idol
#

Ah. My mistake then. I'm not used to the launcher that much sorry.

plush yew
#

@plush yew that's what i said i'm using

#

it's at 0 (min value) and still not nearly slippery enough

grim sinew
plush yew
#

@plush yew okay that works, now i just need to find the right balance between these two values ig

#

oh i see

grim ore
#

you don't even need to do any of that, get the character movement component variable from the list in the left

#

don't even need to cast

plush yew
#

yeah thats what i did now

lament slate
#

Can someone tell which is best software to create my own characters

grim ore
#

Max

#

or Maya

#

or Blender

#

Maybe Modo... come to think of it Fuse works

#

also character creator can work

#

... basically there is no best

#

the Marketplace is the best for me because I can't art

abstract relic
#

When was the last major update? 😜

#

The yearly .fbx scramble doesn’t count 😜

#

Bahaha

#

Better export and archive them. Your days are numbered

hushed hare
#

frig

#

When I drag the character around after ejecting, my chunks load. If I repossess the player and move around manually again, it doesn't load

#

im getting video of it rn

#

here it is manually

#

another wierd thing happened

#

watch the end

#

ill get screenshots of the blueprints

sharp crest
#

whats physics sub-stepping?

hushed hare
#

uh

#

idk

#

ok so here is where it triggers the new chunks to spawn

grim ore
hushed hare
#

this is the load box

sharp crest
#

accurate and stable, however, this comes at the expense of performance is not very clear lol @grim ore

hushed hare
#

and here is the spawn

sharp crest
#

should I use it for vehicles?

grim ore
#

did you read the technical details at the bottom of the page explaining it in detail

hushed hare
#

thats not the full spawn thing

#

but it is just that looped

#

kinda

#

it does that for each grid box around the chunk

#

ah you know what

#

oops

#

lemme go ther

thick rampart
#

I'm working on a role selection, and save the role as a tag.
Is it possible to get tags in another BP?
This is my first UE4 project, and I'm working on a door with permissions. Like you need a specific role to open the door.

bitter edge
#

I have an empty landscape that's relatively small. It's over a 100 draw calls though...Shouldn't it only be 1 draw call?

rotund scroll
#

@thick rampart pretty sure it's possible

#

you might have to get ALL tags and then filter on them

#

but that's still possible

thick rampart
rotund scroll
#

gimme a sec

thick rampart
#

👍

rotund scroll
bitter edge
#

@plush yew perfect

#

thank you

thick rampart
rotund scroll
#

it's an array function

#

since all tags are contained in tag arrays

thick rampart
#

Thanks! Sorry for all my questions :D
I should make a function like that in my door blueprint?

rotund scroll
#

tbh I think it already exists

#

it was at least complaining about me naming some of the things

hoary silo
#

Does anyone know how I would go about procedurally generating walls on the floors I was generating

grim ore
#

the same way just with a different item to spawn and a different location I would think

#

or just spawn a complete room lol

rotund scroll
#

center + get box extents to find corner vertices

#

then depending on your wall pivot you need extra math

hoary silo
#

I forgot to mention I only want them spawning on the edges of the floors

#

But Im sure you assumed that

rotund scroll
#

... yeah

#

still the same method

#

if you don't have box sized floors it's gonna get slightly harder

#

also doing this in blueprint will be an expensive operation if you scale it up

hoary silo
#

Surprisingly it wasn't too expensive

plush yew
#

Hey everyone

hoary silo
#

hi

plush yew
#

Where do I ask for unreal engine help

lament slate
#

Does anyone why the character flickers when I play the game

hoary silo
#

here

plush yew
#

Okay

lament slate
#

It flickers front and back

plush yew
#

because I'm trying to make a racing game in UE4

lament slate
#

Help plz...

hoary silo
#

I know why

rotund scroll
#

@hoary silo it gets expensive if you're doing it many times over

plush yew
#

but the car isn't controlled correctly

rotund scroll
#

so if you want to make several rooms in this way, it's gonna be ridiculously expensive

hoary silo
#

I cranked it up to 10000 floors and it generated fairly quickly

plush yew
#

The car reverses on its own

lament slate
#

Guys help me too my character flickers from and back when Playing