#ue4-general
1 messages · Page 486 of 1
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
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
yo guys
anybody know of a good way to have default values for components you spawn via blueprints?
took a look at it, but isnt quite what I need
what Im trying to do is to add a physics constraint to where Im aiming on click
but I want it to have some default values, so as to not have to set them manually in bp
so what's the issue exactly? you can set default values
It'd be cleaner if I could extend physics constraint actor, set default values via details, then add this new bp actor on click
but cant do that with bp
Im trying to add component, not spawn actor
but I will try with spawning, as long as physics constraint can constrain a component in a different actor from itself, that would work
whats up guyss
I need some helppp
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
er disable physics then scale then reenable ? xd lol no idea never messed with that
as in I want to use an input to affect the scale while in game
i need physics enabled to pick up the actor too
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best location for dlls lol
whats the path for that 
Project/Binaries/Win64?
Where do I actually get the examples mentioned here: https://docs.unrealengine.com/en-US/Resources/ContentExamples/Animation/index.html
Overview of the samples provided in the Animation and Physical Animation Content Examples.
?
@tiny pier it's in the examples project thing
What examples project thing?
go to ur epic games launcher
then go to unreal
then go to learn ors omething
then search for 'content examples'
this
Yeah, I see it, thanks.
How is this model? Made it myself
does someone know how to rebuild a skeletal mesh?
@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.
Or maybe you just have to scale the nav mesh up a bit
@plush yew it's pretty good apart from the torso, that looks 18+ lok
Guys can anyone how to make the enemy character attack me when nearby instead of just following me
In this video we extend our AI and make them able to add damage to the player. From here you could add damage to the AI themselves and do all sorts of cool e...
@lament slate
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
missing group information
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.
Are there any easy alternatives to launch character?
Or is clamping the players max velocity the best way to go?
@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
you could also use a curve or timeline if you want minute control
@twilit mica try this https://www.lluisgarcia.es/ue-tools-addon/
, https://github.com/xavier150/Blender-For-UnrealEngine-Addons
can someone tell me whats the solutoin?
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@next cloak You could try using the Construction Script. It fires off when you place the actor in the editor
what types of lights are you using? have you tried testing in the editor with that shader model and setup?
does the mesh itself disappear or the material on it?
Idk actually
It just disapper
I can click it and has hitbox...
Its just not visible
then chances are the material is not compatible with ES2
the other option is your skeleton is not compatible with ES2 now
does the output log show anything when you switch?
No
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
the first one would show an error in the output log, the 2nd would show an error in the material editor
Alright so I7-7770 & gfx 1070. Is that good enough to realistically create a game in unreal?
No problems with mesh
these are 2 separate skeletal meshes tho right?
so you have it fixed then? you said its on another mesh that is the same and it works
you said you have it on an other mesh and no problems with mesh
@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
No then u misunserstood it?
maybe. Where did you get the model from?
I made it myself
https://answers.unrealengine.com/questions/848288/skeletal-mesh-is-not-visible-in-mobile-preview-aft.html?sort=oldest might be of some help, if you are beyond the 4 limit for max influences you need to fix it for mobile targets. there are links in there on how to do it in Maya, Blender, and in the engine
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
@grim ore think it’s worth 800$?
for those 2 parts or a complete machine?
The complete machine. 16g ram, 250 ssd 1tb hdd
it doesnt seem horrible. I would still say a ryzen is a better "value" in the end if programming just due to the # of cores you get for the price but what you have there is perfectly good
16GB ram is about the minimum you want to dev on tho if you plan on making anything above the basics so keep that in mind in the future
I’m trying to get it at 650$.
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
spec wise the 7700 and 1070 are a good pair for normal game dev
@grim ore you can still create a high end cinematic experience on a weak rig 😛
The Ryzen build I was going to get is 2000$. So if I can get this and upgrade a bit on the ram I think I’m better off
@obsidian nimbus 😛 I can work on my 840m laptop in bed as well but it doesn't mean I would enjoy it lol
I was doing that last night working on learning landscapes and materials and ooof... dual core 2.4ghz mobile CPU with an 840M was uh.... 1 material change required 5 minutes of compiling the material lol
once its all compiled its not that bad 😛
you are correct on that one 😃
well landscaping is something else than cinematics
once the materials got compiled it was not too bad, painting the landscape was a pain because "hey even tho we compiled lets redo the compile since it's now using a layer blend on a landscape while you are drawing"
u can render the cinematic at full frames/full cinematic quality. this also takes more time on a weak rig tho 😛
at a certain point you just need better for productivity and sanity lol
sooooo happy 1060 laptops are getting super cheap, a 1060 is such a sweet spot for a GPU
yea laptops get dusty and cooling paste is often crap tho, and the intentionally make it harder to fix those things these days
like superglue all components
ilike laptops but also hate em a lot more
first thing I do on a new laptop, even from the factory, is repaste it
yea they put the cheapest paste on 2000$ laptops
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?
they should put the paste in the system specs but they never do
which part are you asking about @plush yew
@grim ore ```
the camera shakes and it shows him shocking you and it fades out
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
fade the same, there is a fade for cameras built in
where what is the shocking and the jellyfish moving around like its shocking? Is it just a simple animation?
its not thirdperson
it sounds like animations
it must be a camera animation
sure you can use a sequence for all this as well
hold on can i show you a video?
you can but I don't think it would change anything. There are always more than one way to do anything
LittleBigPlanet3 New Spongebob Squarepants LBP3 Who's in Squiwards House! and where is Spongebob and Patrick going? A Spongebob Battle for Bikini Bottom Time...
It starts where im talking about
Can you tell me how to do that?
@plush yew how are your wheels setup?
@plush yew what does your wheel blueprint look like? have you tried it without a custom collision mesh and using the default circle?
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.
well it's definitely weird you are using capsules instead of spheres, for the wheels
but ignoring that have you tried the wheel setup with the default collision mesh (nothing) and letting it create one
nope
Lol
U know which buttons correspond to xbox controller s?
Trying to map out some things but not sure which one is which
Like which is x button in the input
@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
Ty @grim ore
@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
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
Procedural level generation starts off hard and gets so much harder as you want to add more
I am trying to add dead end detection and holy frik this is hard
Component names actually came in handy for once
Is there anyway to test/See UI for mobile games without having to go through the lengthy process of launching it on a mobile?
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
is there any blueprint that just says "go to X Y Z"? Or do I have to do a loop to do it
? moving with a nav mesh or just poof teleport?
moving, not teleport
if using a nav mesh Simple Move To works, if no nav mesh then you have to move it yourself
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
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
yea
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?
@grim ore
hey is there any youtube or twitch channel to watch someone just building a map or game in ue4?
@modern sinew Every instance has its own variables, setting the array on that copy won't affect the rest
http://prntscr.com/obhnqh http://prntscr.com/obhnx3 why dont work
Does the button not do anything
oh wai
t
uh
The public connections is 0
that might be a problem
idk I haven't done networking in a while
@grim orety
Anyone know how to make an endless array? One that you can keep adding numbers to?
@hushed hare idk
try setting it to one
@grim ore still here?
Could anyone help me? My frame rate is 20-30fps and vehicles are moving slower than usual
eh? Unreals default array type is already 'endless'
I think he means of dynamic size
it is dynamic size
@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
@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
are you moving things on tick
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
@dark depot yes I'm using ticks for vehicle movement
use delta time like hex is telling you then
@wet widget I didn't make the models is there any way to reduce its quality
@dark depot not sure how to use delta time
@merry gazelle was it you who made the black friday game? Looks like it's done fairly well https://www.youtube.com/watch?v=ssUpZ-3_keA maybe this will make people play the game
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https://blueprintue.com/blueprint/gte_qxwj/ @wet widget so this my movement code, how would i use delta seconds?
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...
it will make it alot slower but then you will be moving at a constant rate that is frame rate independent
so you make the speed greater
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
There's a node called GetWorldDeltaSeconds
the return value is
what you need
I see so I still keep the event tick but then get delta seconds and multiply by speed?
or maybe someone stole your idea lol
where is the best place to find testers for your games?
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.
I managed to solve the movement speed, thanks @dark depot and @wet widget . However, my framerate is still really bad
Goes below 20FPS at times 😦
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
are you spawning all those things and destroying them or reusing them
there is alot of htings you can use to debug this
Yeah make sure you destroy the cars once they're out of vision (if you're making a endless runner)
what are your own pc specs
you dont want to go off the fps when ran in editor. try stand alone
^
this doesnt look like alot tho so i would use the stat commands and other profile tools
unless you are running this on a potato... in which case you know why its running like crap
my specs are AMD cpu and GTX 960
AMD cpu doesnt mean anything
Yeah sorry let me find the right number
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.
yeah even with that you should be running faster
is it stats game?
what do you mean by stats game?
that will show you what things are taking in milli seconds
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
maybe you are spawning more then you think
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
like the arrow points where the vehicles spawn
I can't delete actors in child tiles since they are locked to parents
ill show you whats happening
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
I couldnt delete the arrow actors in child tiles so i had to move the spawn under the map lol
yes im following VIRTUS endless runner
oh that explains why
but i changed everything and tried to do my own things
follow something else
is there any way to delete actors in child blueprints ?
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
there are many reasons why performance in editor can be bad
if you have a blueprint debugger on, that can take more resources then an average game
if your output log is getting spammed with messages/warnings and/or errors
that kills your framerate like you wouldn't believe
whoever suggested "Standalone" . Thanks I get better frames on there. 40FPS
i have a networked game, i started it standalone, with logs printed to windows console, and i was at 60 FPS
then i typed in log LogNet veryverbose
which showed every single network action message
and my framerate dropped to 1,5 FPS
point being: some ways to measure performance are completely unreliable
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
arrows are not usually actors, but actor components
and they can be ticked EditorOnly
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.
yes but i cant delete them since its inherited from parent
you can edit the parent, but i suspect you're doing something strange there 😄
lol i dont know how to explain lol
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.
I know sounds very nerdy XD
hi, I have a problem with animation bps
cna I change the skeleton that the anim bo si based on?
bp **
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
this duplicates content and is a needless waste of time..
#animation might be a place to ask
neah, i never ask anything in other rooms
they do seem dead
not cuz of that, but I can get admins teaching me how not to write there
I prefer to ask in the most generic room
where it's ok to talk anything, without censorship
hopefully...
😄
lol I trolled this channel so much there are some people that will not respond to any of my questions.
@grim ore I went with the i7/1070. Got it for 750$.
I’m just learning lol, I ain’t gonna make the next masterpiece of graphical quality anytime soon
that should work well enough for a while 😃
What is the best way to check if a bool array has at least one true state?
Afaik there are no binary masks in blueprints.
Ah man. I tried it on my mobile for the first time and I'm getting 12 FPS :(
Should I shoot for having every asset be green when viewed in the lightmap density view mode?
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.
@frank iron did you look into profiler or stats commands? They will help you find the issues.
Transparency can be a big game killer on mobile.
would this be an adequate tutorial for the engine? https://www.raywenderlich.com/771-unreal-engine-4-tutorial-for-beginners-getting-started#toc-anchor-001
I'm trying to look for something where I can learn to use the engine
I don't really mind videos either
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
an hour of FFXIV for "research" on landscape materials has been very helpful 😃
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
are Epic still on holiday?
Does epic install vs alongside the engine or no? I can't remember
Can someone tell me what a vector does and how it sets?
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Depends which Vector you mean 😃
What kinds are there?
I have a problem with not being able to finish a project
Every time I start one
I eventually either can't figure out a problem
or find out someone else already did it
and get discouraged
and just quit
Also making a game is pretty hard when you can't do 3D modelling
@silent frost what kinds of vectors are there?
Check that link, and it'll list a load of different ones. Mathew's WTF series is brilliant as they are short, precise explanations.
so instead of starting another unfinished project should I just make a C++ project and start studying the templates in it
@hushed hare I can imagine there's many of us in a similar position. You're not alone.
I wanna build a team but I can't pay
someone needs to make a tinder for indie game devs
Ok @silent frost but how would a vector choose a models location to store?
Check out the #looking-for-work maybe, @hushed hare ? Might find a modeller willing to help
That, I'm afraid @plush yew I don't know. I'm a noob
Isn't there a Get Character Location node?
@hushed hare do you need to finish a project ?
Yes but a vector only has a return mode @silent frost
I don't need to
Node
I am just mad at myself for losing interest or gettingg discouraged so easily
You can split the pins into the 3 different vectors
So you can use set vector to attach get location to vector then attach the vector to something else?
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.
It's actually GetActorLocation (not GetCharacterLocation) btw
What is a Vector in Unreal Engine 4 Blueprints? Source Files: https://github.com/MWadstein/wtf-hdi-files
10 minutes into messing with C++ and I already crashed the engine
Can someone please do a Kingdom Hearts fan game featuring KH3 Sora?
nice save game object does not get lost when updating app on android. I was worried about that.
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?
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
I'm aware if I did use told set id need to get the bumps in the grass to all lead into eachother
if anybody answers can you @ me, thank you )
@hushed hare I feel ya pain. I'm now on my 3rd project. The first 2 were abandoned.
third project here too
I'm also a programmer with very little 3D modeling/animation skills.
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.
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.
Every project I start from now on will have it's own discord server to keep me organized
Probably a Trello board too
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.
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.
notion.so is the website
Didn't know about Notion. 😀 I'll look it up.
Yeah I didn't know either until recently.
@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.
epic
Added you as a friend 😀
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?
anyone know how i track down memory usage in ue4?
mine just climbs ~10mb a minute
if i leave it open overnight it crashes
@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.
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
the more you add the worse it gets like i said for me turning off system manage page filing fixed it for me.
ok thanks, ill flick it off
well not off but set the amount manually to the amount of ram you have.
PlayerInputComponent->BindAxis("MoveForward", this, &ASpherePawn::MoveForward); im getting red squigglys under PlayerInputComponent, what did i do wrong?
nvm
Forgot
How do I snap an object to the ground?
Like if its floating, how do I force it to touch the ground
End?
"Out of memory", apparently
has someone an idea how to reduce the amount of influences?
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)
@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.
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?
Would there be anyproblems making imposters with VR?
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
Does anyone know where can I find / buy UE4 melee combat animations like in Mordhau and Chivalry?
Nowhere
Both game have incredibly complex anim setups
You won't buy anything like that, it's completely dedicated to one game
aah.. animations.. a choke point for me
im trying to change my foliage size via the grass types but they arent changing size why is that?
the size is applied when painting. it doesnt change existing ones
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
yeah, you can set your box collision to ignore certain types of actors, or to only collide with certain kinds of objects
Erghh wasn't it bugged when min and max size are the same ? @bitter iris
doesnt matter what i put it too doesnt work deathrey
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.
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?
Hello everyone
Im willing to pay anyone now to help me fix my game 😦
whats wrong with your game?
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)
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
@grim ore TPS template runs at 50FPS
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
-_-
yo dj,instead of sending faces like that,why dont u google ur question
@azure shore http://bfy.tw/OSxB
kinda hard to understand whats on your picture @plush yew
i import a mesh into ue4,and the pivot is so far away for no reason
its cause of the origin point
where did u import it from?
did u make it yourself or downloaded?
downloaded
u have blender?
yep
u know how to set origin points?
never heard it
XD
Hi can someone help me i got an error on building the project ? Pastebin -> https://pastebin.com/2w3QinNT
but i will search it
I did try and theres not much specific help for widgets online
well import the fbx into blender and just make it so the origin is in the middle of the mass or something
Drop downs are combo boxes in ue4 umg and there is plenty of info out there on how to handle them
yes its basically just one click of a button
https://youtu.be/GWJbNuWXgrY pivots
@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
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.
Just found the "Bulk Edit Via Property Matrix" tool in ue4. Mind. Blown. lol
@jade hawk planar reflections need to be put directly onto the surface
So I need to go into the mesh and add it there?
Hi, is it possible to set minimum landscape LOD?
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
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
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
Any idea what I've done wrong here? D:
guys i need low price gun sounds packs
youtube and audiacity are your friend to make free gun sounds :3
the first errors are intellisense errors and might not be related to your compilation error
filter them out
Well that just leaves the bottom error.
aren't there other non intellisense errors?
nope
@plush yew i am diying to get realistic gun sound with realistic effects
Uff
like this one
its shit
and not realistic at all
38 Gun Sound Effects all in one Kit for your post production audio needs. A free gift to you from Exploring Filmmaker! Please take a minute to support the creation of this free product by subscribing to our YouTube channel: http://www.YouTube.com/ExploringFilmmaker
you're welcome
@plush yew https://youtu.be/kqIs3ji2JQ4?t=66 demo of some of them
Filmmakers LOVE guns and they are a big part of lots of movies. I recorded some cool gun sounds with my buddy Chad from Green Light Shooting (see link below)...
@cunning siren 😍 ma Dude !
😃
Anyone got any idea on that compile issue? I have no idea where to even look....
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.
maby you have to contact google to make that happens ?
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.
Found my issue. Turns out VS is useless at catching specifics pertaining to the reflection system. smh
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Catgeory = "Item | Collision")
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
Curious about correct use of levels and maps
Would you make a separate map for a main menu at the start of the game?
yes
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
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
😃
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
I'll try out our options, thanks again!
I'm looking for source code for the game engine, which structure is
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
run as administrator?
🤔
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
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?
Yeah,
Fix up redirectors
or whatever
I tried that,
But I'll try what you tried, Scotty
🤦
Ah Ok, thanks @plush yew
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?
🤦 🤦 🤦
I'm in no means ready, just asking. How do I know if I'm ready for a big project?
I dont have a manager
Then don't start a big project
Not unless you have a lot of time and money
And nothing to put it towards
Virtually you are a bot EHHHHH
Yea
Watch ssundee I got that joke from hin
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
crap
These are no good
They're from 3 minutes ago
?!
I wish man
So go to autosaves?
All right, so this looks about right
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
eeep a few days between backups?
👍
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 😅
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
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
I'm looking for source code for the game engine, which structure is
Thank you
Why sometimes code write in cpp works only after reopen editor (project)?
You need to use live++ for reliable hot reloads
thanks @abstract relic
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!
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
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)
heres a startercontent material i duplicated https://i.imgur.com/eppCWMj.png
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!
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
there are 5 texcoords, some feed into multiply, others done
dont*
there are several UV texture samples
okdoke
i cant understand why
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
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
It's ART, ART is hard
im really struggling to learn ue because its trivial things like this that just stop me dead
but im determined, thnaks for your help
yep yep 😃
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?
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
@grim ore thanks very much, it makes sense now you put it in a simple sentence
for a tiling texture it's not going to matter too much since you can adjust the texture coords 😃
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
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
nice
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
whats a good console command for looking at what is making up the triangle count in a scene at runtime
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
for example in statistics
you can see exactly what makes up what
but at runtime
that doesnt seem to work
how to break down that triangle count?
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
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?
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....
@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
Use custom render depth to draw outlines. Pawel's excellent article: http://www.michalorzelek.com/blog/tutorial-creating-outline-effect-around-objects/ Sampl...
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
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
just turned light to static and 200k went to 130k so you definitely got me in the right track
shweet
theres probably a point where deferred will perform better, but i'm assuming this is stuff with quest yea? hardware restrictions
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
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
so for a scene with a lot of dynamic lighting deferred is better?
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
@normal burrow good point
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?
how you gathering CoM?
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.
hm yea not sure how it collects that
reverting. I'm turning off save on compile globally. damnit this is frustrating
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?
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.
Anyone know of any good resources for setting up melee combat?
there is the action rpg example by epic
Does it show off Anim BP's for combat and whatnot?
i think so
Will have a look, cheers
hah.. people consistently making better games with unreal, really triggers the unity crowd, doesnt it?
using unreal triggers me lmao
This crowd usually don't take the unity bashing bait. But nice try 😛
its not bait
im hooked the wrong way lack of documentation broken or abandoned systems bug after bug with every new release the list goes on
i havent had those issues, but i havent been using unreal for a couple months, been busy with other stuff
yea its my falt I use paper 2d on a 3d engine
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
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 .
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)
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
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?
@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
Strange that it;s just that one import in that case. Not sure what else to suggest, sorry.
@remote fulcrum what's your armature's name in Blender? It must be literally "Armature"
ah... it's not armature... tho that didnt cause an issue with the other ones 
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.
Good to know - was that it needed to be named 'Armature' in Blender?
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?
Parent Child Relationship. Cockpit is the main parent and everything else gets attached as diagramed
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.
If I do a divide by 0 will the player's game crash?
anyone messed with the experimental midi input plugin detailed here? https://forums.unrealengine.com/development-discussion/audio/117240-setting-up-a-blueprint-midi-manager-with-4-14-version-of-midi-device-support-plugin
Discuss and get help with the new Audio Engine, sound design, third-party tools/middleware, and share what you're working on!
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!
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"
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
@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
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.
play mode
@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.
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
because you didn't increase the lightmap resolution on the surces that receive shadows
lighting in UE 4 101
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
Foliage shouldnt use baked shadows
yo, physics question for you guys
This room use to be lit up normally now its completely black
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?
Yeah when i walk in there its completely black
An overview of the Lighting example level, example 2.1: Static Light
Was cable component meant to simulate physics of some kind of is it just a visual thingy ?
ai ai cheers
cable component has physics. it reacts to physics collisions atleast
@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
This is fog sphere made in post process volume
This is post process material, how to make all black transparent like additive blend mode?
guys
my camera yaw only rotates in like 45 degree angle max
did I turn something on accidentally
where
in your material
Does anyone know why my landscape looks different in editor mode and play mode?
Is marked as visible in game and that ?
Sure
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
Should be enough to start it, though of course you might feel limited
Stuff like using C++ or static lighting will definitely make you want better hardware
ive a nvidia 480
Basically the best hardware you can buy is what is recommended
Is it hard to make a open world game or a game like Red Dead Redemption 2?
might be 470 dont think 480 exists lol
@ember notch - that game took a team of hundreds of professionals several years to make
@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"
@ember notch yes, but dont expect it to be good in 2 years if you are working alone
depends on you
Open World(tm) isnt something you should be developing anyway. only professionals should work with Open World
Hey Fellows i hope you guys are fine 😃
@ember notch Puzzle games would be an excellent start
i am facing a little problem in sequencer, can i discuss that here?
you could, but there's also the #cinematics channel
I am facing this weird problem with the sequencer renderer, can any one help me, what is causing it go un responsive?
Please watch the video for better understanding. it is only few seconds long
Everything works perfectly, but when i press render it stop working.
hey, do you guys all use multiple monitors when youre using unreal engine? how beneficial is it?
can increase productivity
i use one screen for main game view one for the other stuff
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
I struggle to work without two displays
I would personally lean towards three 22" displays
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
is it possible to show the files in a specific folder inside of a widget ?
like a menu
and folders that are actually part of your PC, right?
yes
i dont know specifically, but i'd imagine so
also is there any way to have an auto update system
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
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?
this is post process material
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!!!
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
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
no - you'll have to use their system for uploading builds
not really, you just use some simple little app to bundle and upload the files
ok
i get like 10 hours free a week and i just want to release this thing especially as i have now paid rofl
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
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 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
other way around
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
Yep
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
Using an Aim Offset, a character aims a weapon in the direction of your mouse or controller.
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
What's the worst that can happen if I don't update UE4?
Not much ?
If you don't have any bugs and don't need a particular new feature, it's fine to not update
I would like to have one huge node with references to all assets in my viewport. Can I do that and how?
Urgent! I need source tree masters to help me recover a disastrous loss
you mean git ?
yes
git reflog
you made the commit? good
Lost all of it. it's not in the list
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
it basically shows you the "history" of your locally selected branch
how does that help me?
try the gitk <stuff> command to find your missing work
where <stuff> is the hex code in yellow
as you can see here my latest commit appears to be 23 Jun
I must have done something wrong. how can I revert this?
I think your work is in the commit of the second line
what second line. It's 19 Jun
nah I mean in the git reflog output
try the gitk 545fefb command and see if that's what you are looking for
btw here's the Atlasian tutorial for the git reflog command in case you need it : https://www.atlassian.com/git/tutorials/rewriting-history/git-reflog
Reference logs, or "reflogs" are a mechanism Git uses to record updates applied to tips of branches and other commit references.
the first commit is your missing work?
then you can probably just cherry-pick it
git cherry-pick 545fefb could work
if you don't have some conflict 😃
I sure hope your right man
no it's not gone because you have it's ID 😃
cause it's a month progress
If you have a month worth in a single commit you're doing it horribly wrong
But it's still not lost
ok, how do I save it from here?
you are more than one person working on that project?
just me
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
ok...>?
that "broken commit" do you know what is in it?
Im a total git noob brother. I need practical guidance to recover my stuff
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
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)
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
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
something I don't like in Sourcetree is that it makes it pretty hard to see you are doing some operation 😢
Did you have local changes before runnign commands here ?
use git cherry-pick --abort to cancel that
he gave a screen of sourcetree earlier that points to seemingly no local changes
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
the cherry pick I asked you to do conflicts so it's best to "clean up" the state back by aborting it
