#ue4-general

1 messages · Page 486 of 1

rotund scroll
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you'd expect to have a corridor where at least 2 people could walk done side by side

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you also have no way to break line of sight by way of cover since putting anything into the corridor leaves 0 space for traversal

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it may not be integral to your gameplay currently, but you may want to consider making them wider so you allow for more gameplay opportunities from the player's side

next cloak
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yo guys

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anybody know of a good way to have default values for components you spawn via blueprints?

rotund scroll
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there's a tickbox for that

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"expose on spawn"

next cloak
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took a look at it, but isnt quite what I need

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what Im trying to do is to add a physics constraint to where Im aiming on click

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but I want it to have some default values, so as to not have to set them manually in bp

rotund scroll
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so what's the issue exactly? you can set default values

next cloak
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It'd be cleaner if I could extend physics constraint actor, set default values via details, then add this new bp actor on click

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but cant do that with bp

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Im trying to add component, not spawn actor

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but I will try with spawning, as long as physics constraint can constrain a component in a different actor from itself, that would work

half plank
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whats up guyss

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I need some helppp

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I have an actor that I'm trying to change the scale of, I can do it but when I activate physics I can't do it for some reason

plush yew
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er disable physics then scale then reenable ? xd lol no idea never messed with that

half plank
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as in I want to use an input to affect the scale while in game

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i need physics enabled to pick up the actor too

sharp crest
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best location for dlls lol

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whats the path for that TheSeaestThinkWeird

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Project/Binaries/Win64?

tiny pier
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?

sharp crest
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@tiny pier it's in the examples project thing

tiny pier
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What examples project thing?

sharp crest
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go to ur epic games launcher

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then go to unreal

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then go to learn ors omething

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then search for 'content examples'

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this

tiny pier
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Yeah, I see it, thanks.

plush yew
radiant haven
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does someone know how to rebuild a skeletal mesh?

plush yew
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@plush yew Maybe try going to your project settings -> navigation system and then add a supported agent. On the character movement component of your AI character blueprint under nav movement -> movement capabilities make it the exact same values. You can try decreasing the Nav Agent Radius, to see if it gets rid of this spot, also you probably will have to untick Update Nav Agent with Owners Collision on the character movement component.

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Or maybe you just have to scale the nav mesh up a bit

frank iron
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@plush yew it's pretty good apart from the torso, that looks 18+ lok

lament slate
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Guys can anyone how to make the enemy character attack me when nearby instead of just following me

misty stone
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@lament slate

plush yew
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Guys i have an issue i need resolved. I made a low poly man in blender and rigged him, but when i import it into UE, It says import failed

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missing group information

lament oxide
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Does anyone have some general advice on controlling a characters movement attributes for high speed gameplay mechanics, such as a grapple hook or wall run. At the moment I use launch character and just add velocity but getting a balance of making the player start to move at a high speed to begin with but not too much that the player gains too much momentum and goes flying off and the player loses all control is difficult.

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Are there any easy alternatives to launch character?

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Or is clamping the players max velocity the best way to go?

next cloak
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@lament oxide if you're adding speed in some kind of loop, then multiplying the speed to add with 1 - (currentSpeed / maxSpeed) should make you accelerate faster in the beginning, then slowing down until reaching the speed cap

rotund scroll
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you could also use a curve or timeline if you want minute control

queen tundra
radiant haven
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can someone tell me whats the solutoin?

faint ingot
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@next cloak You could try using the Construction Script. It fires off when you place the actor in the editor

grim ore
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what types of lights are you using? have you tried testing in the editor with that shader model and setup?

radiant haven
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have a problem

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Skeletal mesh idappears in ES2 Preview

grim ore
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does the mesh itself disappear or the material on it?

radiant haven
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Idk actually

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It just disapper

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I can click it and has hitbox...

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Its just not visible

grim ore
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then chances are the material is not compatible with ES2

radiant haven
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Uhm havent set amterial yet

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So noaterial on it

grim ore
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the other option is your skeleton is not compatible with ES2 now

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does the output log show anything when you switch?

radiant haven
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No

grim ore
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then I am at a loss. Either you have too much weighting on the skeleton at 4.21+ is hiding it on mobile or your material is not compatible

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the first one would show an error in the output log, the 2nd would show an error in the material editor

radiant haven
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Well i had thos problem earlier

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And now ive got an other mesh

cunning siren
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Alright so I7-7770 & gfx 1070. Is that good enough to realistically create a game in unreal?

radiant haven
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No problems with mesh

cunning siren
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Gtx*

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7700*

grim ore
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these are 2 separate skeletal meshes tho right?

radiant haven
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?

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No one

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Its a person

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With a ameuture

grim ore
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so you have it fixed then? you said its on another mesh that is the same and it works

radiant haven
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What?

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Again sry

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Havent said that it works

grim ore
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you said you have it on an other mesh and no problems with mesh

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@cunning siren that CPU and GPU are fine for working in UE4 for most things. You will not be creating a high end cinematic experience due to the GPU but it will work for probably 95% of the stuff you want to make

radiant haven
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No then u misunserstood it?

grim ore
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maybe. Where did you get the model from?

radiant haven
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I made it myself

grim ore
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I wouldn't rule out the material being an issue as well since I have no idea what yours looks like but it should be the issue above or the material if it just poofs

cunning siren
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@grim ore think it’s worth 800$?

grim ore
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for those 2 parts or a complete machine?

cunning siren
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The complete machine. 16g ram, 250 ssd 1tb hdd

grim ore
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it doesnt seem horrible. I would still say a ryzen is a better "value" in the end if programming just due to the # of cores you get for the price but what you have there is perfectly good

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16GB ram is about the minimum you want to dev on tho if you plan on making anything above the basics so keep that in mind in the future

cunning siren
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I’m trying to get it at 650$.

grim ore
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well cheaper is better of course lol. I can't really comment on prices due to location, quality, if its new or used, blah blah

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spec wise the 7700 and 1070 are a good pair for normal game dev

obsidian nimbus
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@grim ore you can still create a high end cinematic experience on a weak rig 😛

cunning siren
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The Ryzen build I was going to get is 2000$. So if I can get this and upgrade a bit on the ram I think I’m better off

grim ore
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@obsidian nimbus 😛 I can work on my 840m laptop in bed as well but it doesn't mean I would enjoy it lol

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I was doing that last night working on learning landscapes and materials and ooof... dual core 2.4ghz mobile CPU with an 840M was uh.... 1 material change required 5 minutes of compiling the material lol

plush yew
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Is it weird to say cheers if your not british?

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sorry wrong channel

obsidian nimbus
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once its all compiled its not that bad 😛

grim ore
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you are correct on that one 😃

obsidian nimbus
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well landscaping is something else than cinematics

grim ore
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once the materials got compiled it was not too bad, painting the landscape was a pain because "hey even tho we compiled lets redo the compile since it's now using a layer blend on a landscape while you are drawing"

obsidian nimbus
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u can render the cinematic at full frames/full cinematic quality. this also takes more time on a weak rig tho 😛

grim ore
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at a certain point you just need better for productivity and sanity lol

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sooooo happy 1060 laptops are getting super cheap, a 1060 is such a sweet spot for a GPU

obsidian nimbus
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yea laptops get dusty and cooling paste is often crap tho, and the intentionally make it harder to fix those things these days

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like superglue all components

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ilike laptops but also hate em a lot more

grim ore
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first thing I do on a new laptop, even from the factory, is repaste it

obsidian nimbus
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yea they put the cheapest paste on 2000$ laptops

plush yew
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I have a question. So this guy made a game where you try to avoid a jellyfish from spongebob, and if Big Lenny, its name, catches you, the camera shakes and it shows him shocking you and it fades out as you respawn. Is this done by level sequence?

obsidian nimbus
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they should put the paste in the system specs but they never do

grim ore
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which part are you asking about @plush yew

plush yew
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@grim ore ```
the camera shakes and it shows him shocking you and it fades out

grim ore
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camera shake can be done with the camera shake class built into the camera manager, it can also be done using a simple timeline and movement of the camera or player

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fade the same, there is a fade for cameras built in

plush yew
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where what is the shocking and the jellyfish moving around like its shocking? Is it just a simple animation?

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its not thirdperson

grim ore
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it sounds like animations

plush yew
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it must be a camera animation

grim ore
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sure you can use a sequence for all this as well

plush yew
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hold on can i show you a video?

grim ore
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you can but I don't think it would change anything. There are always more than one way to do anything

plush yew
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It starts where im talking about

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Can you tell me how to do that?

grim ore
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@plush yew how are your wheels setup?

plush yew
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nvm

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then

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I just wanted to know how the developer did that but nevermind then

grim ore
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@plush yew what does your wheel blueprint look like? have you tried it without a custom collision mesh and using the default circle?

thick rampart
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I have downloaded a starter kit for UE4, and this is my first project.
I created a variable for the player team in a blueprint, and wanna know how "Cast To" works... I need the object, and don't understand: how do I know what to set as the object?

If I search on the internet everyone say "player character", "player controller" or something like that, but none of them is working in my case.

grim ore
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well it's definitely weird you are using capsules instead of spheres, for the wheels

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but ignoring that have you tried the wheel setup with the default collision mesh (nothing) and letting it create one

tacit harbor
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Hi

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Anyone online

grim ore
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nope

tacit harbor
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Lol

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U know which buttons correspond to xbox controller s?

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Trying to map out some things but not sure which one is which

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Like which is x button in the input

grim ore
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@tacit harbor gamepads are based on the location of the button, so it would be face button bottom, or face button left. X on an xbox would be face button left

tacit harbor
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Ty @grim ore

grim ore
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@plush yew in your wheel blueprint, at the top remove the cylinder (clear it) and this will tell UE4 to use a sphere instead and see if that helps

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I have no idea why it's the wrong direction, Your cylinder seems correct my only other idea is your rotation on the bone for the wheel is rotated when coming in but it doesnt look like it in the skeleton

tacit harbor
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@grim orewhich onc is left analog clicking

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For xbox

hushed hare
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Procedural level generation starts off hard and gets so much harder as you want to add more

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I am trying to add dead end detection and holy frik this is hard

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Component names actually came in handy for once

frank iron
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Is there anyway to test/See UI for mobile games without having to go through the lengthy process of launching it on a mobile?

grim ore
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change the screen size option in the UMG editor to see what it looks like it editor. Alternately you can Click on Play -> Mobile preview and preview it like that. You can go into advanced settings under play and changfe the game viewport settings to match a mobile device

modern sinew
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is there any blueprint that just says "go to X Y Z"? Or do I have to do a loop to do it

grim ore
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? moving with a nav mesh or just poof teleport?

modern sinew
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moving, not teleport

grim ore
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if using a nav mesh Simple Move To works, if no nav mesh then you have to move it yourself

modern sinew
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Because my new game is, wen you restart, there's a clone of you that does what you did for each of your prevous iterations, to allow you to do multiple things at once

grim ore
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for something like that, since you want it to replay how you want it, you will probably want to save the important information as it goes along then play it back manually

modern sinew
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yea

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The main probem I have now is, ok, so I want to hand off the various arrays to the most recent duplicate, but have all the others retain their individual arrays, how do I do that?

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@grim ore

plush yew
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hey is there any youtube or twitch channel to watch someone just building a map or game in ue4?

grim ore
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@modern sinew Every instance has its own variables, setting the array on that copy won't affect the rest

junior solstice
hushed hare
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Does the button not do anything

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oh wai

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t

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uh

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The public connections is 0

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that might be a problem

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idk I haven't done networking in a while

tacit harbor
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@grim orety

modern sinew
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Anyone know how to make an endless array? One that you can keep adding numbers to?

junior solstice
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@hushed hare idk

hushed hare
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try setting it to one

radiant haven
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@grim ore still here?

frank iron
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Could anyone help me? My frame rate is 20-30fps and vehicles are moving slower than usual

wary wave
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eh? Unreals default array type is already 'endless'

plush yew
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I think he means of dynamic size

wary wave
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it is dynamic size

wet widget
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@frank iron use delta time to avoid changing the speed of cars with the framerate. But for the low FPS Idk maybe you don't have a strong enough PC to run UE at 60 FPS

frank iron
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@wet widget no what happened was I put some scenery into my game and my fps ingame dropped and cars move slower but my characters speed is unaffected

dark depot
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are you moving things on tick

wet widget
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Well check if your cars use delta time and if you're the one who made the models make sure to optimise them by reducing the amount of polygons in them

frank iron
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@dark depot yes I'm using ticks for vehicle movement

dark depot
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use delta time like hex is telling you then

frank iron
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@wet widget I didn't make the models is there any way to reduce its quality

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@dark depot not sure how to use delta time

dark depot
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ue4 has auto lod tools but the best bet is to learn to model

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... then read the docs

plush yew
frank iron
dark depot
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you should just go out and try to learn how to do it yourself. if you cant figure this out how do you expect to finish a game. like i said read the docs or go to the learn tab there are also alot of videos on this subject... but since you just want the answer and not learn multiply speed by delta seconds...

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it will make it alot slower but then you will be moving at a constant rate that is frame rate independent

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so you make the speed greater

wet widget
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Yes he's right, But what you need to do is get the world's delta seconds and multiply it by the speed like he said

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There's a node called GetWorldDeltaSeconds

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the return value is

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what you need

frank iron
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I see so I still keep the event tick but then get delta seconds and multiply by speed?

plush yew
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or maybe someone stole your idea lol

versed spear
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where is the best place to find testers for your games?

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I have not had any experience with google play yet and our game is going on sale tomorrow. I wonder if it will get placed on the sale section. That would help us get the feedback we need. I have tried Facebook groups with a post to our free version but it got overlooked. It seems difficult for new indie devs.

frank iron
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I managed to solve the movement speed, thanks @dark depot and @wet widget . However, my framerate is still really bad

dark depot
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well step one is good then. for the rest look at the docs for profiling tools built into the engine. also i would look at what you want your target specs to be your rig needs to be better then that because of editor overhead

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are you spawning all those things and destroying them or reusing them

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there is alot of htings you can use to debug this

wet widget
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Yeah make sure you destroy the cars once they're out of vision (if you're making a endless runner)

frank iron
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They destroy after 30s

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but ill double check

wet widget
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30s is a lot

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I don't think they'll stay that long on screen

dark depot
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what are your own pc specs

versed spear
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you dont want to go off the fps when ran in editor. try stand alone

dark depot
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^

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this doesnt look like alot tho so i would use the stat commands and other profile tools

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unless you are running this on a potato... in which case you know why its running like crap

frank iron
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my specs are AMD cpu and GTX 960

dark depot
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AMD cpu doesnt mean anything

frank iron
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Yeah sorry let me find the right number

versed spear
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when you profile it will most likely be your movement if your calling simple move to every frame. like read said there is not much going on so my guess is it is something in your event tick.

frank iron
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AMD FX-8320E 8 cores

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8GB ram

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clocked @ 3.2GHZ

dark depot
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yeah even with that you should be running faster

versed spear
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is it stats game?

frank iron
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what do you mean by stats game?

versed spear
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that will show you what things are taking in milli seconds

dark depot
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imagine it has to do with how your spawning things or something else. run the profiling tools. and run in standalone to see if you get the same drop

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maybe you are spawning more then you think

frank iron
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I think i know why its running so slow. I couldn't delete actors in the children tiles I created so i had to keep the extra actors on

dark depot
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so nothing is getting deleted

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?

frank iron
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like the arrow points where the vehicles spawn

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I can't delete actors in child tiles since they are locked to parents

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ill show you whats happening

dark depot
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you can delete whatever you want.. its more a matter of knowing how. are you following a tutorial or anything for this . you might want to look at the learn tab And maybe some good youtube tuts to learn more about the engine before diving into things you are not understanding atm

frank iron
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yes im following VIRTUS endless runner

dark depot
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oh that explains why

frank iron
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but i changed everything and tried to do my own things

dark depot
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follow something else

frank iron
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is there any way to delete actors in child blueprints ?

dark depot
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get a reference to them like anything else. but in the end something like this i would spawn a set amount of cars and stuff you want then reuse them when they go off screen i imagine this is a mobile game no need to spawn and delete things if you dont need to

mossy nymph
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there are many reasons why performance in editor can be bad

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if you have a blueprint debugger on, that can take more resources then an average game

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if your output log is getting spammed with messages/warnings and/or errors

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that kills your framerate like you wouldn't believe

frank iron
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whoever suggested "Standalone" . Thanks I get better frames on there. 40FPS

mossy nymph
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i have a networked game, i started it standalone, with logs printed to windows console, and i was at 60 FPS

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then i typed in log LogNet veryverbose

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which showed every single network action message

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and my framerate dropped to 1,5 FPS

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point being: some ways to measure performance are completely unreliable

frank iron
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i see, i think my issue is that i cant seem to delete extra actors which means im spawning 2x as many cars as i need to

mossy nymph
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arrows are not usually actors, but actor components

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and they can be ticked EditorOnly

versed spear
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now that you got that figured out you going to want to think about what read said. Find a system that works for you where you can reuse actors instead of constantly spawning new ones and deleting them. Maybe use the distance from you main character.

frank iron
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yes but i cant delete them since its inherited from parent

mossy nymph
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you can edit the parent, but i suspect you're doing something strange there 😄

frank iron
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lol i dont know how to explain lol

plush yew
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any cool ideas for some kind of mini challenge to help me learn? I have this medieval scene, I did some stuff with vertex displacement for fire and I think the vignette is cool, I just want to learn something not too hard.

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I know sounds very nerdy XD

copper flicker
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hi, I have a problem with animation bps

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cna I change the skeleton that the anim bo si based on?

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bp **

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oooook.. I think I figured it out. it's not possible. either retarget, which doesn't work for 2 completely diff skeles, or simply make a new anim bp each time you have a new skeleton O o

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this duplicates content and is a needless waste of time..

dark depot
copper flicker
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neah, i never ask anything in other rooms

versed spear
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they do seem dead

copper flicker
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not cuz of that, but I can get admins teaching me how not to write there

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I prefer to ask in the most generic room

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where it's ok to talk anything, without censorship

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hopefully...

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😄

versed spear
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lol I trolled this channel so much there are some people that will not respond to any of my questions.

cunning siren
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@grim ore I went with the i7/1070. Got it for 750$.

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I’m just learning lol, I ain’t gonna make the next masterpiece of graphical quality anytime soon

grim ore
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that should work well enough for a while 😃

next badger
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What is the best way to check if a bool array has at least one true state?

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Afaik there are no binary masks in blueprints.

frank iron
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Ah man. I tried it on my mobile for the first time and I'm getting 12 FPS :(

faint ingot
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Should I shoot for having every asset be green when viewed in the lightmap density view mode?

dry shuttle
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I keep getting an error when trying to build a game. Its the same error no matter what settings i use. Does anyone know how to fix this.

versed spear
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@frank iron did you look into profiler or stats commands? They will help you find the issues.

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Transparency can be a big game killer on mobile.

fresh hatch
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I'm trying to look for something where I can learn to use the engine

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I don't really mind videos either

fresh hatch
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alright

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thanks a ton ill check those out

grim ore
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Materials are seriously kicking my ass lol 😦 Stuff I think should be easy, taking 2 materials and making the 2nd one randomly layer on top of the other, are beyond my grasp heh

grim ore
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an hour of FFXIV for "research" on landscape materials has been very helpful 😃

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it really comes down to a capable artist doing art stuff to make something look good. All of the textures in here look like stuff I have been using they just have actual art design behind the flow of the level and doodad placement to cover up seams and such

soft crescent
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are Epic still on holiday?

torpid vortex
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When 4.23?

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On the edge of my seat for Chaos

cunning siren
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Does epic install vs alongside the engine or no? I can't remember

plush yew
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Can someone tell me what a vector does and how it sets?

silent frost
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Depends which Vector you mean 😃

plush yew
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What kinds are there?

hushed hare
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I have a problem with not being able to finish a project

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Every time I start one

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I eventually either can't figure out a problem

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or find out someone else already did it

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and get discouraged

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and just quit

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Also making a game is pretty hard when you can't do 3D modelling

plush yew
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@silent frost what kinds of vectors are there?

silent frost
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Check that link, and it'll list a load of different ones. Mathew's WTF series is brilliant as they are short, precise explanations.

hushed hare
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so instead of starting another unfinished project should I just make a C++ project and start studying the templates in it

silent frost
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@hushed hare I can imagine there's many of us in a similar position. You're not alone.

hushed hare
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I wanna build a team but I can't pay

cobalt scaffold
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someone needs to make a tinder for indie game devs

hushed hare
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exactly

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I have friends who can do everything but 3d modelling

plush yew
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Ok @silent frost but how would a vector choose a models location to store?

silent frost
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Check out the #looking-for-work maybe, @hushed hare ? Might find a modeller willing to help

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That, I'm afraid @plush yew I don't know. I'm a noob

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Isn't there a Get Character Location node?

cobalt scaffold
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@hushed hare do you need to finish a project ?

plush yew
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Yes but a vector only has a return mode @silent frost

hushed hare
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I don't need to

plush yew
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Node

hushed hare
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I am just mad at myself for losing interest or gettingg discouraged so easily

silent frost
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You can split the pins into the 3 different vectors

plush yew
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So you can use set vector to attach get location to vector then attach the vector to something else?

silent frost
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Umm.....without testing that theory I can't be sure. As I say, I'm pretty new. Only going off the brief knowledge I have.

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It's actually GetActorLocation (not GetCharacterLocation) btw

hushed hare
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10 minutes into messing with C++ and I already crashed the engine

plain elbow
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Can someone please do a Kingdom Hearts fan game featuring KH3 Sora?

versed spear
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nice save game object does not get lost when updating app on android. I was worried about that.

lime gull
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To anybody who has made a 2d game, tile sets don't have to be pixels do they? Like can I do a cartooney grass texture (draw ill show an example) as a tile set? And is there a better way?

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Rough example) but could I make it so I can customize the length of something like that with a tile set, or should i try something else

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I'm aware if I did use told set id need to get the bumps in the grass to all lead into eachother

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if anybody answers can you @ me, thank you )

autumn elbow
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@hushed hare I feel ya pain. I'm now on my 3rd project. The first 2 were abandoned.

hushed hare
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third project here too

autumn elbow
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I'm also a programmer with very little 3D modeling/animation skills.

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What I've learned, from watching tons of GDC vids on YT, is without structure, the entire game falls apart. So, @hushed hare , I'm starting with pen and paper.

hushed hare
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That is a great idea

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I am gonna do that with my next project

autumn elbow
#

Write it all down. Make a Game Design Document. Collect concept art. Collect style boards. Add a whole bunch of channels for 3D

#

Meet people, make friends. Comment on people's work in the Showoff room.

#

Play games that are similar to your ideas.

#

@hushed hare when you start to get frustrated, or loose sight of your path... take a look at your GDD, and Inspirational Art that you've collected.

#

As you work on your game, you will get more game ideas.

hushed hare
#

Every project I start from now on will have it's own discord server to keep me organized

#

Probably a Trello board too

autumn elbow
#

Make folders and keep all your ideas. You can get to them when you finish a project.

#

You can even combine the ideas instead of abandoning. Add your new game, to your Last some how.

#

Also, show your work off. It's a good way to get feedback.

silent frost
#

Some sound advice @autumn elbow

#

I've been using Notion for all my ideas, projects, trello style boards, agendas etc. It's pretty much a one-stop shop for all my needs. Available in browser, mobile and desktop apps.

autumn elbow
#

Didn't know about Notion. 😀 I'll look it up.

silent frost
#

Yeah I didn't know either until recently.

autumn elbow
#

@hushed hare I forgot to mention... Epic has released tons of art- both dev and production. There are also Tons of free models and animations online. You can even borrow stuff from other engines like Unity. theFree3D.com rips PC games and posts game assets. Of course you can't use it for your final game, but you can use it to PITCH your game idea to others. It's a great way to get other people interested in working with you.

hushed hare
#

epic

autumn elbow
#

Added you as a friend 😀

soft crescent
#

Hey so I'm changing the state of a level upon the player reaching a certain part of it, and I'm thinking of storing the parts that change in a sub level and streaming that in upon a trigger being hit?

#

Is that a good idea?

crisp fable
#

anyone know how i track down memory usage in ue4?

#

mine just climbs ~10mb a minute

#

if i leave it open overnight it crashes

versed spear
#

@crisp fable Thats unreal for you. I have found that setting page file in windows to the amount of ram that I have helped in my case. We are getting to a point were UE4 is so unstable that soon it will not be usable.

crisp fable
#

i dont think it is, it's something i've done - it's not a blank project

#

in fact i've found unreals stability to be excellent - whenever it crashes it tells me why

versed spear
#

the more you add the worse it gets like i said for me turning off system manage page filing fixed it for me.

crisp fable
#

ok thanks, ill flick it off

versed spear
#

well not off but set the amount manually to the amount of ram you have.

distant loom
#

PlayerInputComponent->BindAxis("MoveForward", this, &ASpherePawn::MoveForward); im getting red squigglys under PlayerInputComponent, what did i do wrong?

distant loom
#

nvm

plush yew
#

Forgot

#

How do I snap an object to the ground?

#

Like if its floating, how do I force it to touch the ground

weary basalt
#

End?

plush yew
#

didnt work

cloud cobalt
#

"Out of memory", apparently

radiant haven
#

has someone an idea how to reduce the amount of influences?

prime gust
#

is there a way to set a static mesh by its name to some other static mesh socket by c++ or bp command?
for example attachments on a gun

#

(beginner question)

plush yew
#

@lime gull I don't know if anyone answered you, but 2d assets do not need to be pixels. A tileset could be made from something like the image you showed, but it may need a little more symmetry in order to line up correctly. In my project (which happened to be done using pixel images), I made two edges and a center piece so that they could be easily connected regardless of length. The center piece was placed in multiple times. But you could use more than one to change up the ground.

bitter ice
#

Random question. Demo files, are they split into bins? I'm looking at a games demo files and it's split into files like: _start.bin, 1.data.bin, 1.hdr.bin, Lobby.comp. Is this a common pattern?

bitter iris
#

Would there be anyproblems making imposters with VR?

lament slate
#

Hello help needed

#

I created a box collision in which if the character goes it takes his damage but even when the bullet from my gun goes through the box collision it takes the damage

#

How to solve this

placid locust
#

Does anyone know where can I find / buy UE4 melee combat animations like in Mordhau and Chivalry?

cloud cobalt
#

Nowhere

#

Both game have incredibly complex anim setups

#

You won't buy anything like that, it's completely dedicated to one game

placid locust
#

I'm looking for the animations only

#

Left swing, right swing, stub, etc..

still moth
#

aah.. animations.. a choke point for me

bitter iris
sudden agate
#

the size is applied when painting. it doesnt change existing ones

bitter iris
#

I'm using Landscape Grass Types there is no painting

#

it's auto put on the landscape

lament slate
#

I created a box collision in which if the character goes it takes his damage but even when the bullet from my gun goes through the box collision it takes the damage

#

Does anyone how to stop that

still moth
#

yeah, you can set your box collision to ignore certain types of actors, or to only collide with certain kinds of objects

grave nebula
#

Erghh wasn't it bugged when min and max size are the same ? @bitter iris

bitter iris
#

doesnt matter what i put it too doesnt work deathrey

grave nebula
#

Naa I remember there was an issue with grass instance scaling. Something either min and max the same isn't working or anything below 1 wasn't working. Something like that. You will figure it eventually.

lusty carbon
#

Hi! I have a VR project I want to upload on the web. something like webGL. is there a way to do that in ue4?

hollow bloom
#

Hello everyone

plush yew
#

Hi

#

Is there a book that made the unreal engin program built on it?

frank iron
#

Im willing to pay anyone now to help me fix my game 😦

still moth
#

whats wrong with your game?

frank iron
#

It runs @12FPS on my mobile device

#

i tried everything to optimise

grim ore
#

mobile HDR is off?

#

I guess the pertinent questions would be, 1) what device and 2) what is the performance of a blank/basic scene (FPS/TPS template map)

frank iron
#

yup mobile HDR is off

#

Samsung Galaxy A5

bitter iris
#

anyone here working with VR?

#

would it be okay to use dynamic lighting?

grim ore
#

you are not "supposed" to as they are higher performance cost and with VR you have the maintain the high FPS. No one can say for sure for your project tho, you would have to test

frank iron
#

@grim ore TPS template runs at 50FPS

lament slate
#

@still moth Yeah how to do that

#

Make the box collision ignore other actors

azure shore
#

hi can anyone tell me what dropdowns are actually called in widgets?

#

is it combobox?

#

widgets are generally a nightmare for me

#

I have no idea how Id put stuff in dropdowns and stuf

plush yew
#

why the pivot so far away?

azure shore
#

-_-

plush yew
#

yo dj,instead of sending faces like that,why dont u google ur question

prime gust
#

kinda hard to understand whats on your picture @plush yew

plush yew
#

i import a mesh into ue4,and the pivot is so far away for no reason

prime gust
#

its cause of the origin point

#

where did u import it from?

#

did u make it yourself or downloaded?

plush yew
#

downloaded

prime gust
#

u have blender?

plush yew
#

yep

prime gust
#

u know how to set origin points?

plush yew
#

never heard it

#

XD

#

but i will search it

azure shore
#

I did try and theres not much specific help for widgets online

prime gust
#

well import the fbx into blender and just make it so the origin is in the middle of the mass or something

plush yew
#

specific help?

#

watchu mean dj legend

azure shore
#

I dont just come straight here for everything

#

each feature of a widget

plush yew
#

u wanna make a drop down menu right

#

@prime gust can i do that automatically?

grim ore
#

Drop downs are combo boxes in ue4 umg and there is plenty of info out there on how to handle them

prime gust
#

yes its basically just one click of a button

grim ore
storm burrow
#

@bitter iris I am working on a VR Title. You should only use dynamic lighting if you have a veeeery well optimised game/scene or if you have a very simple artsyle

jade hawk
#

Any advice on why my planar reflection is not showing in game. I set it below the water line and it looks nice in the editor. When I jump in game though it looks way different.

frail sun
#

Just found the "Bulk Edit Via Property Matrix" tool in ue4. Mind. Blown. lol

sudden agate
#

@jade hawk planar reflections need to be put directly onto the surface

jade hawk
#

So I need to go into the mesh and add it there?

tough talon
#

Hi, is it possible to set minimum landscape LOD?

sharp crest
#

why when I use my custom game state the game is frozen

#

and when I switch back to the default one it works

#

I only added 2 vars to my custom ones no other changes

#

4.22

grim ore
#

Which game state did you use for your parent

#

Also the same question for your game mode

#

You need to make sure your game mode and game state have the same basic parent setup. Either **Base or the non Base version but they have to match

next cloak
#

yo, anybody know if physics constraints can move with the constrained component?

#

as in, if one constrained component is simulating physics and the other isnt, can the physics constraint component be part of the moving component

#

asking cause Im getting weird behavior with the rotation of the moving component if the constraint is part of the static actor

cunning siren
plush yew
#

guys i need low price gun sounds packs

#

youtube and audiacity are your friend to make free gun sounds :3

serene birch
#

the first errors are intellisense errors and might not be related to your compilation error

#

filter them out

cunning siren
#

Well that just leaves the bottom error.

serene birch
#

aren't there other non intellisense errors?

cunning siren
#

nope

plush yew
#

@plush yew i am diying to get realistic gun sound with realistic effects

#

Uff

cunning siren
#

you're welcome

plush yew
#

@cunning siren 😍 ma Dude !

cunning siren
#

😃

#

Anyone got any idea on that compile issue? I have no idea where to even look....

plush yew
#

what issue ?

#

ahhh !

versed spear
#

anyone here experienced with deploying games to google play? Looking for any information on how to get our game listed on the "games on sale" section. Currently our game is on sale but not showing in that section.

plush yew
#

maby you have to contact google to make that happens ?

versed spear
#

ok I will try that. I just went to the site to contact them but the chat will be available tomorrow. They are off on the weekends.

cunning siren
#

Found my issue. Turns out VS is useless at catching specifics pertaining to the reflection system. smh

UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Catgeory = "Item | Collision")

plush yew
#

None of the above was a sentence. It's hard to help you if you don't describe what you need. But seeing as you mention source code, this is most likely not the right channel.

#

Hi I'm looking for source code for the game engine, which structure is

primal prairie
#

Curious about correct use of levels and maps

#

Would you make a separate map for a main menu at the start of the game?

sudden agate
#

yes

grim ore
#

it would be a smart idea as that lets you use it's own game mode

#

Level streaming is a consideration tho so keep that in mind

primal prairie
#

Thank you!

#

And then if it would flow into a lobby (thats actually a 3d scene) ?

#

oh i just realised you are the youtuber 😄 @grim ore thanks for all the videos you make, have looked at them a lot

grim ore
#

😃

#

levels are independent of each other unless you use level streaming so you need to figure out how you want it I guess. you can have a standalone scene that is the menu then have it load in the lobby scene as a separate map sure

primal prairie
#

I'll try out our options, thanks again!

plush yew
#

I'm looking for source code for the game engine, which structure is

brave birch
#

Okay.... I'm having a really stupid issue

#

Every time I try to save anything,

#

It gives me a "failed to save" error

#

And doesn't save the project

#

It has 100% deadlocked the entire project

primal prairie
#

run as administrator?

brave birch
#

🤔

#

I'll try that

#

I just tried hard-deleting a particular file though,

#

It may have potentially gotten corrupted

#

stupid green texture

#

🤦

#

The following assets failed to save correctly:
/Game/VirtualRealityBP/Maps/BoarZone_BuiltData

#

This has been the same issue I've had for 24 hours now

#

And nothing I does even affects it

silent frost
#

There's a way to fix/resolve references isn't there, by right clicking the asset in the Content browser? Or doesnt that do what I think it does?

brave birch
#

Yeah,

#

Fix up redirectors

#

or whatever

#

I tried that,

#

But I'll try what you tried, Scotty

#

🤦

silent frost
#

Ah Ok, thanks @plush yew

brave birch
#

I'll also try running as administrator

#

I haven't gone that a go yet

#

Oh,

#

I actually--

#

Okay so parts of this project are imported

#

Would that affect it?

#

🤦 🤦 🤦

plush yew
#

I'm in no means ready, just asking. How do I know if I'm ready for a big project?

brave birch
#

uh

#

ask your manager

#

yeah just bite the bullet

#

Lol

plush yew
#

I dont have a manager

brave birch
#

Then don't start a big project

#

Not unless you have a lot of time and money

#

And nothing to put it towards

plush yew
#

Virtually you are a bot EHHHHH

brave birch
#

I'm a bot?!?!

#

:(

plush yew
#

Yea

brave birch
#

damn

#

Captcha: Are you SURE you aren't a robot?
Me: sweating

plush yew
#

Watch ssundee I got that joke from hin

brave birch
#

I used to lol

#

Ages and ages ago

#

Ok wait hey I'm getting distracted

#

I have an issue to solve

#

So Scotty I'm going to try to
"copy a file
copy another build data
rename it to that
put it in the folder
open your engine"

#

Although it's kind of vague I don't really understand what you mean

#

I'm brand-spanking-new to UE4 so I'm barely following

#

But I'll do my best

#

Sorry

#

All right

#

So I would need a build data uasset from a different project??

#

I'll have to make one, I don't have a second yet

#

👍

#

I mean I moved the project file to open from a github folder for the sake of source control

#

But it should be fundamentally the same right?

#

Lemme check

#

I don't see--

#

oh found it

#

It was one more folder in

#

Yeah I have a backup, uh,

#

umap and uasset

primal prairie
#

What about

#

File > Validate Data?

brave birch
#

crap

#

These are no good

#

They're from 3 minutes ago

#

?!

#

I wish man

#

So go to autosaves?

#

Now it's delete-drag-drop?

#

well probably,

#

delete-copy/drag-drop

#

frick

#

💀

#

This is gross

#

I wish I had anydesk

#

Or knew what it was

#

P sure I don't have any

#

👍

#

ok actually

#

You know what,

#

I do appreciate your offer to help and I appreciate everything you've done for me up until now but I'm not confident security here

#

I'm just gonna restore from a backup,

#

The whole project is on github so it's start-over time from a few days ago

grim ore
#

eeep a few days between backups?

brave birch
#

👍

#

Thank you again, Scotty

#

and yeah 🤦

#

we're way too new at this

#

I don't have any industry-standard experience yet, myself,

#

But I'm trying to get there

#

And, painfully and slowly, it's happening

#

I'll be making backups more frequently from here on out 😅

grim ore
#

even if you don't want to commit to the github repo you can still commit your daily work to your local repo and not push it

brave birch
#

Actually I may have done that fairly recently

#

oh wait

#

Okay, so I did do that, but the issue was that there were conflicts and it never would let me go back to a specific restore point because I fucked it up,

#

I didn't know I needed to restore step-by-step backwards

#

So yeah I'm stuck between a rock and a hard place

#

I'm lucky that I get to start over from a few days ago at this point

plush yew
#

I'm looking for source code for the game engine, which structure is

grim ore
plush yew
#

Thank you

sacred smelt
#

Why sometimes code write in cpp works only after reopen editor (project)?

abstract relic
#

You need to use live++ for reliable hot reloads

sacred smelt
#

thanks @abstract relic

stable spire
#

using datasmith to import sketchup model to ue4. The sketchup model has a super small grid when imported, so textures end up the wrong size, anyone know how to I fix this? https://i.imgur.com/N7FBYVo.jpg Would really appreciate any input because I'm new to this and these initial problems are the most demoralising!

grim ore
#

I would assume the "super small grid" is the default material on the mesh and your UV map on the model being super odd

#

so you need to make a more appropriate UV map for the model, or scale up the material you put on it using the texture coordinates

stable spire
#

im not sure its possible to edit uv maps in sketchup

#

so I've been trying to fix it using texcoord

#

but i cant get that to work (im new)

#

where the hell do i feed texcoord?

#

ive tried editing all the values in the existing texcoords

#

and ive tried plugging in a new one in various places

#

ive literally been at this for hoursand now I'm here to beg for help!

grim ore
#

it looks like there are already texture coordinate nodes in there, adjust the U and V tiling on them

#

if this is a normal material without all the fancy stuff the texture coordinate node goes into the UV input on the texture sample

stable spire
#

there are 5 texcoords, some feed into multiply, others done

#

dont*

#

there are several UV texture samples

grim ore
#

okdoke

stable spire
#

i cant understand why

grim ore
#

doesnt change what to do

#

you have more than 1 texture in there

#

so it might be making one macro texture larger than another then blending them together for more variety

#

which is exactly what the top part is doing as this looks like a weird variation on a landscape texture

#

the base color texture sample, more than likely what you "see" when you see the material on the mesh, has no texture coords going into it so it's going to map based on the UV mapping directly which you say is too small. That node should have a texture coords plugged into it with a different tiling value

#

of course then your normal map should get the same texture coords plugged into it so it has the same scale or it's going to look weird

stable spire
#

i figured out everything up to the last part on my own, but couldnt get it work so I assumed I was completely wrong

#

I've plugged the texcoord into the normal sample aswell

#

and it works instantly

#

i wish i was exagerating when i say hours of headache

#

thankyou so much

grim ore
#

It's ART, ART is hard

stable spire
#

im really struggling to learn ue because its trivial things like this that just stop me dead

#

but im determined, thnaks for your help

grim ore
#

yep yep 😃

stable spire
#

little further question, looking at this https://i.imgur.com/cvmV4tM.png, with the left being the mesh from sketchup and the right being the default floor on a blank level, would you say the uv map on the sketchup is too big or too small?

forest holly
#

hi guys

#

Is it corrupted?

grim ore
#

the uv map isnt too big or too small, it's supposed to be correct for the amount of detail and surface space you want the textures to take up on the model

stable spire
#

@grim ore thanks very much, it makes sense now you put it in a simple sentence

grim ore
#

for a tiling texture it's not going to matter too much since you can adjust the texture coords 😃

stable spire
#

i just need to figure out how to have it import with the correct sizing so i dont have to go about duplicating and tweaking every material i have

#

wish me luck

stable spire
#

I think ive found a solution; if i import the model WITH textures, it seems to scale the textured zones' uv maps properly

#

now i can sleep content

grim ore
#

nice

stable spire
#

i tried that before based on something i read online, but it didnt work. now that I was using textures to fix a different problem, the old problem is fixed and i shan't question it because im all out of steam

#

sweet victory

sonic pagoda
#

whats a good console command for looking at what is making up the triangle count in a scene at runtime

abstract relic
sonic pagoda
#

dude

#

i know how to do that lol

#

and i know how to see the triangle count

#

i mean

#

how can i break down

#

that triangle count

#

you can see exactly what makes up what

#

but at runtime

#

that doesnt seem to work

normal burrow
#

break down as in find out whats attributing to it?

#

unless your certain Reinaldo triangle count may be the wrong thing to focus on if this is optimization related. may want to check overdraw and shader expense

shy silo
#

not sure if this is the right place to ask, but how would I go about highlighting the object being hit with a trace under cursor?

halcyon flame
#

has anyone ever experienced the focus for certain actors being off center? I was adding some small components (that I've since deleted) and when I press F to focus on these actors the camera blatantly no longer pivots around their center of mass....

sonic pagoda
#

@normal burrow yeah.. i mean im just confused, if i set my character mesh to hidden, the tri count drops to 30k, and unhidden its 200k, but the character mesh only has 20k tris

#

so im just confused as hell

#

to where all those extra tri's are comming from

#

its a local 4 player game, so having 800k tris is unacceptable (just on the character being rendered).. that is a test map as well.. theres nothing in the scene

normal burrow
#

unsure how many times a single mesh renders to fill the gbuffer in deferred reinaldo. if your using forward rendering, its possible that the number of lights affecting the model may trigger multiple passes of it

#

but i've never used forward in ue4, so don't know if it uses a add style specular method

sonic pagoda
#

im using forward... ill check that out

#

oh yeah lighting definitely affect it

normal burrow
#

yea, wouldn't hurt to check the docs on it for things to watch out of. not sure how it blends lights.. but most of the time there will be a limit to how many can be drawn on an actor before re-rendering is neccisary

sonic pagoda
#

just turned light to static and 200k went to 130k so you definitely got me in the right track

normal burrow
#

shweet

#

theres probably a point where deferred will perform better, but i'm assuming this is stuff with quest yea? hardware restrictions

sonic pagoda
#

no im actually working on a pc game right now... i just "figured" forward would be better for a simple top down game

#

from the docs, ue4 says forward is just faster... but maybe i misinterpreted it

normal burrow
#

ah yea, only if you intend on limited amounts of dynamic lights

#

the upshot to deferred is that lighting is handled in a final combination pass instead of per object. completely screen space i mean

sonic pagoda
#

so for a scene with a lot of dynamic lighting deferred is better?

normal burrow
#

essentially yes.

#

just keep in mind that shadows are mostly irrelevant between the two

#

same overhead afaik

#

but lighting itself is faster on deferred. you do give up ability to do transparently lit things though

#

this is my interpretation anyways, would recommend making sure the triangle count correlates to frame time though

sonic pagoda
#

@normal burrow good point

halcyon flame
#

asking again in case anyone has ever seen this issue... added an arrow component that completely threw off the CoM of my actor. since deleted but it still doesn't focus on center... anyone ever seen this before?

normal burrow
#

how you gathering CoM?

halcyon flame
#

I'm not, I just mean when I press F to focus on an actor, and pivot the view around (I do this a ton) it's clearly off

#

I have some plain meshes elsewhere in the scene where centering the view still works properly.

normal burrow
#

hm yea not sure how it collects that

halcyon flame
#

reverting. I'm turning off save on compile globally. damnit this is frustrating

upper wasp
#

I have this inventory button blueprint, so whenever I press a key, it shows the widget, but when i press the key again, it duplicates it, how can I make it so when I press it the second time, it will go away?

fringe pivot
#

So if I want to attach different static meshes to a skeletal mesh at runtime, but some of those meshes don't fit properly and need to be rotated or translated in different ways, how can I do this? How can modify them in the editor to fit correctly in the socket?
Figured it out I think.

#

@upper wasp you are probably just creating a new instance with every click, hard to tell without showing your stuff

#

What you really need to do is to create the widget just once, and then in your button onclick event you check widget visibility and add or remove it from the viewport accordingly.

ruby folio
#

Anyone know of any good resources for setting up melee combat?

versed spear
#

there is the action rpg example by epic

ruby folio
#

Does it show off Anim BP's for combat and whatnot?

versed spear
#

i think so

ruby folio
#

Will have a look, cheers

still moth
#

hah.. people consistently making better games with unreal, really triggers the unity crowd, doesnt it?

versed spear
#

using unreal triggers me lmao

abstract relic
#

This crowd usually don't take the unity bashing bait. But nice try 😛

still moth
#

its not bait

versed spear
#

im hooked the wrong way lack of documentation broken or abandoned systems bug after bug with every new release the list goes on

still moth
#

i havent had those issues, but i havent been using unreal for a couple months, been busy with other stuff

versed spear
#

yea its my falt I use paper 2d on a 3d engine

still moth
#

ive always felt that if someone wanted to make a true 2D game that there are enough great 2D engines that focus on 2D that they'd be better off using

#

theres so many components devoted to 3D on unreal that i just dont think the outcome would be as good as a polished 2D engine where developers are focusing on that, and that only

versed spear
#

your right but I do like blueprint system

#

yea our release is 2.5D

#

one thing that rely bugs me is texture streaming for flipbooks. It loads the lowest mip map every time it first loads. It looks horrible but there are hacky ways around it.

#

where? I'm always down to lean new things

#

never stream is not an option for me btw

#

tried it does not work in my case.

#

the way I found around it is by loading the flipbooks behind the loading screen playing through every sprite that will be used in that level

#

the problem I was having was that they were all being loaded into memory. It caused high ram use and engine ran horribly. So what I did was made all main characters never stream and all monsters in the game stream. That was the balance I had to go with and it runs now at about 700mb ram .

plush yew
#

is there a way to set world position materials based on the ORIGINAL position of the mesh only, i.e. ignoring any changes made in-game (such as being picked up by the player)

remote fulcrum
#

i need some help

#

i keep getting this error after trying to import an fbx with its own skeleton and animation, i selected "none" in the skeleton menu so it may create it's own, but it for some reason thinks im trying to match it with a different skeleton

#

it was exported from blender

silent frost
#

You don't have duplicate named skeleton, maybe?

#

Also, you have the correct skeleton assigned to the mesh, I presume?

#

Or is that literally on import that you get the error?

remote fulcrum
#

@silent frost error's on import, and there was no preexisting skeletons in this project file

#

and yes, i mean i exported the fbx from blender - the armature and the mesh, the exact same process worked for another model and it's skeleton

#

doesn't for this one tho

silent frost
#

Strange that it;s just that one import in that case. Not sure what else to suggest, sorry.

plush yew
#

@remote fulcrum what's your armature's name in Blender? It must be literally "Armature"

remote fulcrum
#

ah... it's not armature... tho that didnt cause an issue with the other ones IFthinking

autumn elbow
#

If I have to save multiple variables, lots of it. Why shouldn't I just put all of them in the game instance? It's easier to save and load. The alternative is in the actual blueprints where I have to make duplicate vars, and create functions to assign and save them.

remote fulcrum
#

@plush yew oh wow that did work

#

thanks

silent frost
#

Good to know - was that it needed to be named 'Armature' in Blender?

autumn elbow
#

Best way to save a actor tree? (Actor with added pieces)

#

I created IDs for everything, but I'm still having trouble packaging it in a Array Struct

#

The parent/child relationship is difficult to save...and then load.

#

Anyone have ideas?

autumn elbow
#

Parent Child Relationship. Cockpit is the main parent and everything else gets attached as diagramed

meager tinsel
#

Hey all! Do i need to add a certain plug in to see my call stack for BPs? I've been looking online and only found options for it under Window > Developer Tools which it doesnt not exist for me at that location.

vivid vale
#

If I do a divide by 0 will the player's game crash?

gilded plinth
#

I have it 100% working but i'm stuck trying to get clean continuous control data into an anim BP. For some reason I'm getting a consistent repetition of the same value before it changes and repeats the next value. Not sure what I'm doing wrong. If someone could give me a nudge in the right direction i'd much appreciate it!

coarse turtle
#

Anyone knows how to fix this issue with Procedural Foliage Spawner? "Unable to spawn instances. Ensure a large enough surface exists within in the volumn"

wraith field
#

Hello, I'm looking for some advise on how big a Unreal project can get and if it gets too big will Unreal have performance issues in the Editor?
I am looking at using Unreal for animation. We'd only be working in the Editor using Sequencer. We'd render out of Sequencer and never go into Game Mode. On a large animation project we could have 2500 shots. So right now as we look at Unreal we think each shot would have it's own unique Level and Level Sequence. So the question is, if we put that many levels and sequencer files into the Editor, will the editor performance degrade (get laggy, slower FPS in the viewport?
I unfortunately come from an animation background so i have no idea how big a big game project can get and what the challenges are with a lot of assets in Unreal.
thx

gilded plinth
#

@wraith field having files imported into your content browser shouldn't have any influence on editor speed, if by editor speed we're talking viewport or overall speed of navigating the ui

placid locust
#

Hello, I'm having issues with my landscape textures in play mode and I don't know why... help???
ive added 2 pics to show you how it looks in editor mode and in play mode.

wraith field
#

@gilded plinth Yes i'm talking about viewport FPS and overall speed of navigating the UI. That's good to know. Unfortunately it seems like some of the folks i work with are very concerned about Content Browser "clutter." There is obviously a clutter problem as it relates to finding what you are looking for but they are also very concerned that clutter will lead to poor performance in the Editor.

plush yew
#

How come when i built my lighting, my shadows went all badly shaped like this and my grass/ambient occlusion went real dark and weird

honest vale
#

because you didn't increase the lightmap resolution on the surces that receive shadows

#

lighting in UE 4 101

plush yew
#

But they were fine before,

#

it was only when i built the lighting

#

Also before i built the lighting the grass LOD was making the shadows disappear when i got too far but now its like it just broke

sudden agate
#

Foliage shouldnt use baked shadows

plush yew
#

Yeah i have no idea whats goin on

#

Like even my indoors just completely broke

next cloak
#

yo, physics question for you guys

plush yew
next cloak
#

I've got a physics constraint on a box in the air and on the player character

#

works fine, pawn can swing and all

#

but setting angular limits to locked will make the pawn swing around the point where it spawned, instead of around the actual physics constraint actor

#

Im confused 😄

#

@plush yew shot in the dark but did you check your view mode?

plush yew
#

Yeah when i walk in there its completely black

sudden agate
grave nebula
#

Was cable component meant to simulate physics of some kind of is it just a visual thingy ?

next cloak
#

nah, cable component is visual only

#

you do physics via physics constraints

grave nebula
#

ai ai cheers

sudden agate
#

cable component has physics. it reacts to physics collisions atleast

plush yew
#

@sudden agate So howecome it went from high resolution and correct lighting to super dark lighting and low res shadows from just building the lighting? Do i up the res somewhere to do with when i build?

#

Like this is what the grass use to look like with the correct shadows and lighting

vernal relic
#

This is post process material, how to make all black transparent like additive blend mode?

rustic imp
#

guys

#

my camera yaw only rotates in like 45 degree angle max

#

did I turn something on accidentally

sudden agate
#

@vernal relic use SceneTexture:PostProcessInput0

#

and simply add

vernal relic
#

where

sudden agate
#

in your material

vernal relic
#

sphere gradient 0-1 add scene texture

#

?

#

thank you very much!

placid locust
teal tulip
#

Is marked as visible in game and that ?

placid locust
#

Sure

meager loom
#

hey

#

i have a question : i have intel i3, 8gb ram and nvidia 750ti graphics card. Will that be enough to start with ue4 ?

#

and my friend got the same besides he has intel pentium

cloud cobalt
#

Should be enough to start it, though of course you might feel limited

meager loom
#

aaand... we created a 255x255 quad map xD

#

okay, thank you

cloud cobalt
#

Stuff like using C++ or static lighting will definitely make you want better hardware

plush yew
#

ive a nvidia 480

cloud cobalt
#

Basically the best hardware you can buy is what is recommended

ember notch
#

Is it hard to make a open world game or a game like Red Dead Redemption 2?

plush yew
#

might be 470 dont think 480 exists lol

wary wave
#

@ember notch - that game took a team of hundreds of professionals several years to make

cloud cobalt
#

@ember notch Well, how many people were needed for that

#

^

#

Looking at the credits menu for every game is a good metric of "can you do it"

#

And "how much time will you need"

sudden agate
#

@ember notch yes, but dont expect it to be good in 2 years if you are working alone

ember notch
#

What kind of games can i do when i alone?

#

only one developer

sudden agate
#

depends on you

#

Open World(tm) isnt something you should be developing anyway. only professionals should work with Open World

supple tide
#

Hey Fellows i hope you guys are fine 😃

cloud cobalt
#

@ember notch Puzzle games would be an excellent start

supple tide
#

i am facing a little problem in sequencer, can i discuss that here?

wary wave
supple tide
#

Please watch the video for better understanding. it is only few seconds long

#

Everything works perfectly, but when i press render it stop working.

still moth
#

hey, do you guys all use multiple monitors when youre using unreal engine? how beneficial is it?

thorn vector
#

can increase productivity

#

i use one screen for main game view one for the other stuff

still moth
#

what size and resolution screens do you have? because i do some live streaming and i want to add a couple monitors so i can monitor the stream, chat, etc as well.. but im wondering what sort of requirements i should consider if im going to use it for game development as well.. my plan is to add a couple 16" monitors mounted sideways to the ends of a 27"

#

so, they wouldnt be full size, full resolution monitors, so im not sure i could really put the game view on one of those

wary wave
#

I struggle to work without two displays

#

I would personally lean towards three 22" displays

still moth
#

im getting a 27" 144hz 2k monitor soon to act as my main display

#

so, id need something to go with those, my idea was the vertical mounted 16" monitors which, when mounted vertically, would have the same height as the 27

blissful trail
#

is it possible to show the files in a specific folder inside of a widget ?

still moth
#

inside of a widget, like on the HUD?

#

or a menu in-game?

blissful trail
#

like a menu

still moth
#

and folders that are actually part of your PC, right?

blissful trail
#

yes

still moth
#

i dont know specifically, but i'd imagine so

blissful trail
#

also is there any way to have an auto update system

cloud cobalt
#

Updating is not a game feature, it's a distribution paltform feature

#

Steam, console, phone, your own launcher if you're not selling through a store

vernal relic
#

This is fog sphere made in post process, i need to fix 1 problem, it can be seen through the objects, how to fix that?

plush yew
#

how long to get a game on steam, once they verify my tax info

#

is it easy or hard? not talking in terms of success I mean just technically getting it on!!!

wide gorge
#

it doesn't take long, they can review the build files quickly to make sure it runs - the biggest thing is you need to have a visible pre-purchase store page for awhile before you can release it

plush yew
#

ok but would I be okay with just a zip downloadable file, it says I need to do weird stuff with steam sdk or something

wide gorge
#

no - you'll have to use their system for uploading builds

plush yew
#

oof

#

is that tricky? I just have a zip folder

wide gorge
#

not really, you just use some simple little app to bundle and upload the files

plush yew
#

ok

#

i get like 10 hours free a week and i just want to release this thing especially as i have now paid rofl

wide gorge
#

they have pretty good documentation on it in the Steam Partner website

#

yea I know the feeling, it's easy to release on somewhere like itch or gamejolt with just your zip

lament slate
#

Hey guys

#

When I change my camera angle the cross hair moves but the gun stays in the same position

#

So how to move the gun with the camera

honest vale
#

uh

#

attach the gun to the camera or something?

#

there are loads of ways to do this

lament slate
#

@honest vale But if I attach my camera to the gun the screen doesn't move

#

I mean with the mouse I can't rotate

#

Horizontally or vertically

wary wave
#

other way around

lament slate
#

I don't understand if I attach the follow camera to spring component to the character it works properly ,but I can't move the gun direction I mean the crosshair moves with the camera but the player stands just like the eye button in pubg

But if I attach the follow camera to the gun ske.mesh or to the character directly I can't do any camera movement

#

@wary wave How

wary wave
#

you mean this is a third person game?

#

you might have mentioned that 😐

lament slate
#

Yep

wary wave
#

in which case you need to determine the aim direction and everything else is handled in animation

#

this is not a 'one line answer' kind of deal

lament slate
#

But wait I can just make it fpp by attaching the follow camera to the character right @wary wave

#

But if I do that the screen doesn't rotate with the mouse

silver edge
#

What's the worst that can happen if I don't update UE4?

cloud cobalt
#

Not much ?

#

If you don't have any bugs and don't need a particular new feature, it's fine to not update

silver edge
#

I would like to have one huge node with references to all assets in my viewport. Can I do that and how?

lusty carbon
#

Urgent! I need source tree masters to help me recover a disastrous loss

serene birch
#

you mean git ?

lusty carbon
#

yes

serene birch
#

git reflog

lusty carbon
#

what?

#

I use source tree GUI

serene birch
#

well, use the git reflog terminal command 😛

#

what kind of loss is it anyway ?

lusty carbon
#

okay. then what

#

idk, I just commited my daily work like any other day.

serene birch
#

you made the commit? good

lusty carbon
#

Lost all of it. it's not in the list

serene birch
#

once you make a commit, it's saved in your local git repository for a long time

#

and you can use git reflog to track it

lusty carbon
serene birch
#

it basically shows you the "history" of your locally selected branch

lusty carbon
#

how does that help me?

serene birch
#

try the gitk <stuff> command to find your missing work

lusty carbon
serene birch
#

where <stuff> is the hex code in yellow

lusty carbon
#

as you can see here my latest commit appears to be 23 Jun

#

I must have done something wrong. how can I revert this?

serene birch
#

I think your work is in the commit of the second line

lusty carbon
#

what second line. It's 19 Jun

serene birch
#

nah I mean in the git reflog output

lusty carbon
#

oh

#

ok how can I pull it

serene birch
#

try the gitk 545fefb command and see if that's what you are looking for

lusty carbon
#

I got this screen. it's the one marked

serene birch
#

the first commit is your missing work?

lusty carbon
#

yes

#

how do i get it back

serene birch
#

then you can probably just cherry-pick it

#

git cherry-pick 545fefb could work

#

if you don't have some conflict 😃

lusty carbon
#

is it gone?

cloud cobalt
#

Calm down

#

Nothing is ever gone in Git

lusty carbon
#

I sure hope your right man

serene birch
#

no it's not gone because you have it's ID 😃

lusty carbon
#

cause it's a month progress

cloud cobalt
#

If you have a month worth in a single commit you're doing it horribly wrong

#

But it's still not lost

lusty carbon
#

ok, how do I save it from here?

serene birch
#

you are more than one person working on that project?

lusty carbon
#

just me

serene birch
#

from what I see, your missing commit was built on top of work done the 2019-06-19

#

and your master branch has one extra commit done after that

lusty carbon
#

ok...>?

serene birch
#

that "broken commit" do you know what is in it?

lusty carbon
#

Im a total git noob brother. I need practical guidance to recover my stuff

serene birch
#

it's the name of the most recent commit you put on your master branch

#

well recovering your stuff requires know what's in those two commits because they conflict together it seems

lusty carbon
#

I know what is in it

#

just some sequencer shots I took

serene birch
#

are you ok to lose that work? (I just say that cause then it's super easy to restore your other commit)

#

though it will never be really lost either

#

(at least for two weeks)

lusty carbon
#

I do have this tho. the Staged files are my latest stuff but im too scared to touch anything at this point

#

Im okay with losing anything as long as it restored to my latest work precisely

#

@serene birch I'm willing to give you remote access to my computer if need be. anything

cloud cobalt
#

First, make sure to make a copy of your entire project in its current state somewhere (that will include the git repo)

#

Then Git doesn't love local changes when doing operations

#

You just chery-picked something, so I have no idea what the current state of your local copy is - it has conflicts, too

serene birch
#

something I don't like in Sourcetree is that it makes it pretty hard to see you are doing some operation 😢

cloud cobalt
#

Did you have local changes before runnign commands here ?

serene birch
#

use git cherry-pick --abort to cancel that

#

he gave a screen of sourcetree earlier that points to seemingly no local changes

lusty carbon
#

what do you mean local changes?

#

I feel like I had overridden an early commit or something. no idea what I pressed I was distracted while doing it.

#

and now im left with a month old version

serene birch
#

the cherry pick I asked you to do conflicts so it's best to "clean up" the state back by aborting it