#ue4-general

1 messages ยท Page 487 of 1

serene birch
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aka the command git cherry-pick --abort

lusty carbon
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I typed that but nothing happens

cloud cobalt
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CTRL + C

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You're in the gitk process here

lusty carbon
cloud cobalt
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Good

lusty carbon
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ok now what?

cloud cobalt
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git status

lusty carbon
cloud cobalt
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Okay, remove that "gitk" file that you created by error

lusty carbon
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how?

cloud cobalt
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Windows explorer

lusty carbon
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okay done

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Stranger?

serene birch
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this won't help you exactly right now but

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did you push your work to some online git repository? like github or bitbucket or gitlab?

lusty carbon
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no

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all local

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is there a way to restore my stuff??

serene birch
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your stuff isn't lost so yeah

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though you have a conflict in some files

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but you should find a remote host to upload to

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git isn't a backup mechanism, especially if you keep all work on the local machine

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in a month of work, you could have deleted the whole thing by mistake or lost your disk

lusty carbon
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you're right. but right now im almost having a heart attack

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all I need is help restoring my latest

serene birch
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you can restore your month work, but lose the "sequencer work" commit by doing a reset

lusty carbon
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No problem

serene birch
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and return to the "sequencer work" and remove the other work with another

lusty carbon
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what?

serene birch
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well I just mean switching from one work to the other

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you can do it freely

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so your work is safe ๐Ÿ˜ƒ

lusty carbon
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sure sure

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just let me know how

serene birch
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getting both work at the same time is the tricky part

lusty carbon
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what's that mean?

serene birch
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git reset --hard545fefb should do the trick

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wait

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git reset --hard 545fefb

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better ๐Ÿ˜ฎ

lusty carbon
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what will this do?

serene birch
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this will return your "master" branch to the state of the 545fefb commit which is the work you did

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which doesn't include the "sequencer" stuff

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but includes the rest you are looking for

lusty carbon
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ok

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is it destructible?

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cause ur the only hope ive got

serene birch
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if can be pretty destructible but the sequencer work still exist on another commit ID so you can do the command for it too

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you shouldn't lose anything else here though since it removes local changes

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and you have none

lusty carbon
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bottom line. am I going to end up with the same version I had today before I ruined it all?

serene birch
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just don't go doing git reset commands wildly ๐Ÿ˜ƒ

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you should

lusty carbon
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as in before my commit

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ok done

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where is it now

serene birch
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well it should just work now

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like, it's already done

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open UE and check

lusty carbon
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oh god

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thank you so much

bitter edge
plush yew
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how to make my character main in my scene? (free roam camera to my camera)

bitter edge
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I meant seam not scene

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sorry for the confusion

lusty carbon
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@serene birch for fuck's sake bro. I can't have those git heart attacks any more

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you saved my day

serene birch
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worked? ok

lusty carbon
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worked like magic

serene birch
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good

true leaf
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I have like 3 git backup servers ๐Ÿ˜‚ it's not worth losing 500 hours of work

cloud cobalt
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Most Git problems can be fixed locally if you know how

lusty carbon
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jesus christ man. If it wasn't for this discord channel I would have lost it

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well I know nothing about git. and learning it seems like a life long thing

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all I do is commit my changes locally as a back-up method

manic pawn
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how did you actually manage to get into the state you were in

lusty carbon
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Stof told me what to type in the terminal

manic pawn
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oh no I mean like before that

lusty carbon
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oh

manic pawn
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having a commit go missing like this doesn't happen from normal git usage ๐Ÿค”

lusty carbon
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that was the easy part

copper flicker
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I backup the easy way... on my external drive XD

lusty carbon
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I must have clicked something wrong, idk I was distracted

serene birch
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I think you "reset" your local branch back one commit

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how though? ยฏ_(ใƒ„)_/ยฏ

lusty carbon
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I think I committed my latest work to a previous commit and it maybe overridden it or smth

serene birch
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I'm not a fan of Source Tree because I know non "technical" people using it, and they constantly get in trouble with it

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so there must be something bad with the tool

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though it might just be git too ๐Ÿ˜‰

lusty carbon
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maybe, but it's the only way I know

cloud cobalt
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Sourcetree is fine, other than being slow as fuck

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GitKraken is outright better now imho

manic pawn
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smartgit > sourcetree

serene birch
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I still think SourceTree isn't clear enough when you are doing stuff "in progress" in git

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like a rebase with conflicts and the like

manic pawn
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gitkraken is nice for simple usage but would be a bit br_egg when it's time to merge an engine update

golden minnow
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Hi! , how do I post an ad in "looking for talent?

lusty carbon
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Anyway, I got my heartbeat rate back to normal. I can go home now.

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thanks to everyone who was involved in saving my shit

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ciao

wary wave
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@golden minnow - read the pinned post

golden minnow
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wow,ok thanx, the pinned post?

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I can not find it, I'm sorry.

misty stone
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if you're on mobile press the dots and press pinned messages

golden minnow
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ohhh! ok, thanx ๐Ÿ˜ƒ

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ok, I got to find it, thank you very much friend

copper flicker
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I like the concept of Compensation: Unpaid. Job Type: Permanent.

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forever unpaid..

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sounds like my dream job

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and some people even ask for skills and experience for such dream job

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haha

wary wave
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people shouldn't even be allowed to post those, haha

zinc rivet
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It looks like you're trying to post a "permanently unpaid" position. Approximately 0 positions have been filled with these requirements since the 13th Amendment was ratified. Please adjust your expectations before trying again.

sudden agate
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expect everything, give nothing

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sounds like 10 year olds that want to do the 100th Open World MMO

wary wave
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yeah, but this one is like GTA

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not like those other ones

vernal relic
soft crescent
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@wary wave full agree on banning the unpaid posts

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they clog up the actual paid ones

zinc rivet
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open-world-mmo like gta + minecraft with bullet hell elements

soft crescent
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also kinda pointless, because the chance someone with the experience and skillset you're asking for is going to respond to that is close to none

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and the people who will, are probably very inexperienced to a huge detriment

cloud cobalt
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^

serene birch
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you could make a chan for those unpaid ones, that way everyone could just ignore them easily ๐Ÿ˜„

zinc rivet
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"#looking-for-passion"

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swipe left

sudden agate
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"I want to make an MM-"
swipe left
block

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"I want to make a Minec-"
swipe left
block

blissful trail
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im getting a warning when casting to a widget then removing it from parent

boreal topaz
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how can I pull up >= function

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having trouble searching for it

serene birch
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Bloodstained is in forward rendering it seems \o/

blissful trail
misty stone
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@blissful trail what is 'Test'

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Is it a widget?

blissful trail
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yes

misty stone
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iirc you can't cast to a widget

blissful trail
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oh ok

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is there an alternative method of removing a widget with another widget ?

misty stone
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is the code shown in the widget you're trying to remove?

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does that make sense?

ember notch
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Does UE4 have an anticheat?

soft crescent
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have you asked google?

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i can bet you'd get an answer faster than you'd get one here

cloud cobalt
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It does not, @ember notch

ember notch
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Does anyone know a good one?

blissful trail
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easy anticheat ?

wary wave
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anticheat is anything but a magic bullet though

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the best anti cheat is robust programming from the start

visual belfry
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or you could only design couch coop games

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they have the best anticheat system: a quick slap to the face

blissful trail
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Firebob137 (Daniel) i got this working but if there are 2 of the same widget then it removes both

ember notch
visual belfry
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you need players before you have to worry about cheating ๐Ÿคท

misty stone
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@blissful trail I DM'd you a possible solution

ember notch
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One wants to test it out, which programs GTA V Mod menus ...

true leaf
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Tbh anti cheat is very dependant on your particular game, there isn't really a simple solution. I just keep most state on the server and I'm careful to not trust the client.

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In my game, when clients 'shoot' I actually trust them to provide the exact ray coordinates of the shot so there's no weird latency issues, but the server makes sure that the ray is 'plausible' i.e. within a short distance of where the server thinks the character is at ... For example. So cheaters can't tell the server they are sniping from the sky or something lol. But there's not a universal solution for something like that ๐Ÿค” also I agree I wouldn't worry about it until ppl are actually cheating basically . Which won't be for a long time ๐Ÿค—

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Also my solution doesn't prevent aimhacks and that but my game doesn't really have true aiming anyways so it really depends

plush yew
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why does it import meshes as a single object while i uncheck combine meshes

calm widget
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maybe merged in export?

plush yew
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yep,had to restart blender and export it again

next cloak
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anyone know if you get physics constraints to ignore initial location and rotation

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basically as if you were to put the constrained actors together before simulation

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so it just acts like a rope

timber minnow
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hi everybody , the occlusion culling doesn't seems to work on my foliage , is it normal ?

dire cosmos
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Does the Material graph not support for loops?

cloud cobalt
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Nope

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Use the custom node for that

dire cosmos
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thx

placid locust
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Does anyone know how to export a rigged character from ue to Maya?

cloud cobalt
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Right click -> Export ?

placid locust
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I exported the fbx, in blender it works bu t in maya it has issues

cloud cobalt
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You probably need to change the axis config on importing

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Or re-export from Blender with the Maya setup

soft crescent
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or scale

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read the docs tho

plush yew
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interfaces pls

ember notch
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How do you like the name The world of Lights for a survival game?

plush yew
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Doesn't fit

sudden agate
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I'd imagine some intense lights with that title

boreal topaz
grim ore
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You skipped tutorials and reading the docs on how the input system works?

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I guess the actual wrong is you don't know how the input system works. That is an Action Input defined in your Project Settings called PickUpObject.

boreal topaz
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does it matter if im in third person or first

grim ore
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this is input, it doesn't even matter if you have a player or not technically lol

sinful plank
boreal topaz
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thank you ๐Ÿค—

frank iron
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UE4 is such a pain in the ass. I dont get why the game runs differently in viewport compared to standalone??? Like the timers! They get stuck in standalone but work in viewport????

silver relic
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i wanna see picture one shadow detail all the time. but when i step back it blurs out. seems like some LOD stuff? anyone know how to increase the viewable shadowdistance?

sudden agate
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Cascaded Shadow Maps

silver relic
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but i dont really see a change in that, when i tweak on those

sudden agate
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Decrease the Distance

silver relic
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dosn't really help

sudden agate
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it does

silver relic
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there is still a semi-hard change when i pan around the scene.

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like a LOD pop

sudden agate
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yes, thats what cascaded shadow maps do

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you cannot have unlimited shadow distance

silver relic
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๐Ÿ˜ฆ

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i just want it very far then ๐Ÿ˜›

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i just dont understand why its not possible to not have that LOD effect on shadows. i get that it might be performance heavy, but i just need to do a camera pan without shadows popping up everywhere

plush yew
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what is the difference between the 3 cameras?

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Rig Crane, Rig Rail and Cine camera actor?

young stratus
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Hey

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Is there anyway to make a top texture layer not disappear over distance?

plush yew
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Is there something that can make my camera stay straight and not rotate?

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In third person

spare sun
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wdym by not rotate

young stratus
spare sun
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like when you move the mouse? Or when the character moves? or

young stratus
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Im losing too much detail here

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theres got to be a checkbox or something...

sudden agate
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@plush yew Rig Crane and Rig Rail are used for physical Camera Movements

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the cran moves on the rail along a path. the camera is attached to the Crane, while the Crane can extend and rotate its arm

plush yew
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I see

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ty very much : )

timber minnow
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hi everybody , the occlusion culling doesn't seems to work on my foliage , is it normal ?

young stratus
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Okey nevermind I got this, useless chat bah

grim ore
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for anyone who has used the Gameplay Abilities Systems, is there no way of getting around having to have a C++ character to add the Attribute Set?

proven hamlet
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Hey Guys! I have a question about the epic leaderboard! I have downloaded ue4.19 from github and am trying to use this plugin with my game.. im not sure on how to implement this into my game please help! im stuck

everytime i do a build of the ue4.19 in vs i get 2 errors.

1.Severity Code Description Project File Line Suppression State
Error UnrealHeaderTool failed for target 'UE4Editor' (platform: Win64, module info: C:\UnrealEngine-4.19\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor.uhtmanifest, exit code: OtherCompilationError (5)). UE4 C:\UnrealEngine-4.19\Engine\Intermediate\ProjectFiles\EXEC 1

and 2.

Severity Code Description Project File Line Suppression State
Error MSB3075 The command "....\Build\BatchFiles\Build.bat UE4Editor Win64 Development -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command. UE4 C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets 41

grim ore
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those are not the errors you are looking for

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plus you can use three ` marks before and after code to format it easier to read

proven hamlet
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sorry @grim ore

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im really not sure on how to proceed from here

grim ore
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those are the end results of the actual error, the actual issue would be above that

proven hamlet
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hmmmm okay @grim ore can you maybe explain why i am getting those?.. im so confused. i used the epic leaderboard plugin and a source build from github a tried to build the ue4.19 and its says im midssing the plugin but i put it in the plugins folders?

grim ore
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I dont know why you are getting the errors you posted, those are generic "something went wrong above here so we cannot finish" errors.

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you need to look thru the output and error logs and see what they say

proven hamlet
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okay thanks

timber minnow
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hi everybody , the occlusion culling doesn't seems to work on my foliage , is it normal ?

harsh tiger
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does anyone know how i can show and hide the joystick widget? on the main menu the joysticks dont show which is perfect. but once i go in game, they still dont show up

plush yew
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hi guys anyone know how to use this node I want to toggle english/spanish

grave nebula
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Erggh what was unit conversion of UE4's force to get equivalent in kilonewtons again ?

blissful trail
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is it possible bring a widget in front of another widget when clicked ?

grim ore
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if the widget is in the same widget you can change the Z Order. If it's not in the same I don't know if you can change the viewport Z Order.

blissful trail
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damn

grim ore
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all I can think of is to remove it from the viewport and add it back in with the new z order

abstract relic
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I could of sworn thereโ€™s a Set Z Order node

grim ore
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there is for slots but not viewports that I can see

abstract relic
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Ah

visual belfry
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I can see the layers panel, but even after assigning actors to a layer there's no layers category in their details

rotund scroll
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@plush yew have a switch on it

rain coral
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How do i make my weapon bounce when moving ?

faint ingot
#

Hey guys, I'm having a bit of trouble working out a workflow in my head for making assets. I have maya/3ds max, substance painter/designer and z brush available to me. Any tips would be super helpful!

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I've found a few resources saying to make a low poly first and then making the high poly in z brush but other resources are saying to do it vice versa

true leaf
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@rain coral well if its a first person game, just write some blueprint code that changes it's local position based on a sine-wave block being fed by a timer (a float that increments by the tick Delta) . Make the timer only tick while you are moving. That should be a decent start

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Then you can fiddle with the degrees-per-second rate (period) and amplitude of the sine-wave function for the weapon to make it sway more or less.

rain coral
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@true leaf is it better to do it like that, or to make an animation

true leaf
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If it's a third person game just attach the weapon to a socket of an animated bone

rain coral
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its fps

true leaf
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That's what I do. My game is actually third person like Squad and like the original build of squad, you can toggle first person which just hides the head mesh and puts the camera there (change boom distance to 0)

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It's a little hacky and means crosshairs won't line up perfect but it works for my game lmao

shell compass
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@blissful trail if you add a widget to the viewport through BP, use the down-arrow on that node to expose the ZOrder value

true leaf
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It's not good for guns

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My game has no guns

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With guns you should have a dedicated floating gun model like half-life style

rain coral
#

oh

autumn elbow
true leaf
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So the iron sights can be lined up exactly how you need and such

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@autumn elbow your unreal engine folder is probably in a path with a & somewhere

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Or the parent folder to all the projects

autumn elbow
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I checked the path.. there is no &

faint ingot
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might be a space

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they don't like that

true leaf
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Absolutely no part of the entire entire path can have an ampersand

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The entire path isn't being shown on that gui but the backend is interpreting it

autumn elbow
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Its a normal windows path

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there is a space..but the engine added it

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space between the a and the 4

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and there is a dot in 4.22

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but that's added by the engine, not me

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weird right ?

rain coral
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@true leaf thx

true leaf
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Np. It's POSSIBLE to do first person guns and attach them to a socket, but basically if the iron sights don't align you will need to go in blender/Maya and change the animation keys which -sucks- so I have heard. So it's easier to have a separate floating gun model for first person so you can tweak it in UE4 only and then if it's a multiplayer fps game, other players will not see that but will see a different gun actor (same mesh) being attached to your hand socket and if the iron sights are a bit off from their perspective they won't be able to tell like it's not a big deal at all. Hope that makes sense lol

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I'm pretty sure that's the standard thinking. Read about how squad did it and how they do it if you can

mortal mountain
#

where do you limit editor fps? i cant open the console

grim ore
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Engine - General Settings in Project Settings for the frame rate

visual belfry
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does that limit it even when packaged?

grim ore
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as far as I know it does as it's part of the project settings and not just the editor

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but it can be overridden based on options, the screen settings, and other things of course

shell compass
#

Okay, so I have this strange input issue I've been struggling with and can't figure out. I can bypass it, but I'm still quite curious as to why it happens.

I have this input action binding in my Player Controller:

InputComponent->BindAction("MenuUp", IE_Pressed, this, &ABasePlayerController::MenuUpPressedBinding).bExecuteWhenPaused = true;

And then in my Character BP, I have a MoveForward axis event that causes him to move forward.
Both of these listen to W.

But this causes stutter whenever I try to move. If I remove the W binding from MenuUp or move the MoveForward axis event into the player controller BP rather than the character. It works fine.

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So I could move it into the PC, but structurally, I think it makes more sense to have the move forward inside the character itself in case I want some different functionality for when inside a vehicle or something.

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Oh, and the weird thing is... if I log the Axis Value for InputAxis MoveForward, it gives me 1 on most frames, but on some it gives me 0. So that's what causing the stuttering

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But as I said, if I change the MenuUp Action Binding (which only triggers a dispatcher in the c++ and nothing else) it reports 1 every frame that W is held down

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And it's so weird because an IE_Pressed action only happens once when the key is first depressed. It shouldn't affect anything on a frame by frame basis

normal burrow
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Yo axis events fire every frame

shell compass
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Yeah, that's for sure

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But not action events

normal burrow
#

Hm rereads

shell compass
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tldr; an action mapping in my PC causes an axis mapping in my Char to not fire on some frames ๐Ÿ˜›

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Or well, it fires, but with no Axis Value

normal burrow
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Maybe you need not swallow input

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If you want to pass same key event up stack

shell compass
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Yes I've tried that, even though it should process the character before the pc

normal burrow
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Input priority?

shell compass
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Tried that just now ^^;

normal burrow
#

Btw by swallowing I mean consume. Canโ€™t remember what term ue4 uses for it

shell compass
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Yep it's consume

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It doesn't seem to be that issue though...

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I have no idea to be honest... it's completely baffling to me

normal burrow
#

Hrmmph

shell compass
#

might create a new project to see if I can reproduce it

normal burrow
#

Good idea

shell compass
#

Haha it was super easy to reproduce

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Gonna report it as a bug. It has to be.

silver relic
#

๐Ÿ˜ƒ i have a cube falling to the ground. it falls when i play the game. but how do i make it fall when i run a camera sequence? for a render.

autumn elbow
#

is there a way to stop a physics object from going through the floor....even a litle bit

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i can force it through by dragging it...but is there a way to say.."Always stay above" no matter how much the player drags it down ?

shell compass
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Yes a few. One would be to increase the hit box of the floor

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So it's thicker.

autumn elbow
shell compass
#

Another would be to change the "grip" on the object, so it's more like a HL2 phys gun rather than just fixed in front of the player

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Yep you need to change the grip

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I don't know exactly the best method, but maybe something with phys constraints?

autumn elbow
#

change to physics handle i guess...

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I'm using physics Constraints now

shell compass
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Ah yes

autumn elbow
#

Cool Thanks!.. I'll try the handle and see what happens

meager loom
#

can i turn off motion blur ?

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when im making the game and i click "play" theres SO MUCH blur when i turn around

hidden aurora
cloud cobalt
#

Set itensity to 0 in pp volume

hidden aurora
#

Or that

cloud cobalt
#

Definitely that

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Since the defaults only apply if you have no PP volume

hidden aurora
#

That bool is general

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Will afect everything

grim juniper
#

Plus you might still want at least a tiny bit of motion blur

grim ore
#

No Motion Blur for You! ๐Ÿšซ

cloud cobalt
#

@hidden aurora No, it isn't ?

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Just tried here - motion blur off in project settings default, enabled in PPV, works fine.

hidden aurora
#

Oh really? thanks for the tip

cloud cobalt
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It's just a default for if you don't have a PPV, or have a PPV but haven't changed the relevant settings

silver relic
#

why do i get these wierd shadows?

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they apear when i build production lighting

cloud cobalt
#

Bad lightmap UVs

silver relic
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oh ๐Ÿ˜ฆ ok

hidden aurora
#

Bro it so satisficing when things work

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Finnaly after like 3 hours

frank iron
grim ore
#

that would be the instruction count needed for this material on an object that is dynamically lit. So if you are not using static lighting then this would be the cost for that material on that platform for that material under those circumstances as far as I know

timber minnow
#

hi everybody , the occlusion culling doesn't seems to work on my foliage , is it normal ?

grim ore
#

according to the internet the foliage tool instanced meshes do not get occlusion culled

hidden aurora
#

nevermind

#

added a delay of 0.2 sec and it works

thorn topaz
#

Where is Cast defined in engine code?

normal burrow
#

can't browse to declaration?

thorn topaz
#

no it's not working

normal burrow
#

Runtime\CoreUObject\Public\Templates\Casts.h

thorn topaz
#

thanks

plush yew
#

hey does anyone know in ue4

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how to lock the framerate to a certain framerate

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and if it drops under this framerate

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it slows the whole game down

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to compensate

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like an old arcade game

proper crane
#

Isn't that what Vsync is for?

plush yew
#

vsync

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is that what that is?

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no i think vsync is just

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synchronizing framerate with monitor

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i want the game to fking slow down and wait if a frame is dropped

proper crane
lapis bronze
#

yeah just un-optimize your game like most UE4 projects and you should get that same effect OMEGALUL

visual belfry
#

There was a minimum desired frame rate I saw in the project settings today... Probably not the effect you want but I'm curious now

latent flume
#

Do anyone know a quick dirty way to read the content of a save game file?

rain coral
#

Anyone know how can i access public variables/functions from another object with blueprints ?

grim ore
#

Get object -> access variable?

rain coral
#

Doesn't work

#

cant find the variable

abstract relic
rain coral
#

Ayy

#

thx

quick trellis
#

Hi:)
Can anyone help me with this android crash ?
java.lang.UnsatisfiedLinkError: dlopen failed: cannot locate symbol "bsd_signal" referenced by "/data/app/com.ParsleyDEV.Cubereeno-1/lib/arm/libUE4.so"...

midnight bolt
#

can someone kindly link me to tutorial on how to make such background AA fire effect? i can make projectile, it's how to trigger it so it shoots randomly in background

wary wave
#

You don't need a projectile

plush yew
#

Its such a loaded question, I dont even know how to answer it

wary wave
#

Just particles

plush yew
#

I can say its not a particle effect for sure

#

You can use a 2d plane with a texture panner

#

Which is what I use, and it achieves the same look without any performance loss

wary wave
#

It is absolutely a particle effect

plush yew
#

It absolutely is not

#

Do I need to show you?

wary wave
#

A 2d plane with a panner creates layers of alpha that are totally unnecessary

plush yew
#

drawing that many particles is an even worse performance hit

wary wave
#

No

plush yew
#

Yes

#

Like its so much worse

#

In every way

wary wave
#

It's really not. That's kind of the point of particle systems

plush yew
#

Youre still going to end up using alphas in a particle lmao

wary wave
#

If your particles are causing performance issues you may want to review what you're doing with them

plush yew
#

Besides each particle being drawn is two triangles

#

Its better with a 2d plane

#

You have one texture on a 2d plane, you move the UV to go to a different "sky bolt" or whatever

cloud cobalt
#

Triangle count is irrelevant in performance at these levels

plush yew
#

Its all one texture

#

Youll end up saving plenty of polys not to mention you arent drawing several different alphas from different textures as you would with particles

#

And saying "triangle count is irrelevant" is dangerously wrong

cloud cobalt
#

... If you have 10 000 particles, that's 20 000 triangles

#

That's basically 1% of your triangle budget on PC

plush yew
#

If you have 20 2d planes doing the same effect, it would be 40 triangles

cloud cobalt
#

The difference between 40 and 20 000 triangles is small for a modern PC game

plush yew
#

Doesnt matter

#

You have to save on every poly

cloud cobalt
#

A full-screen alpha plane has immensely higher cost

plush yew
#

If you just waste polys its going to throw performance in the trash

#

Do me a favor

#

throw 20 fire effects from epic's starter pack into a scene

#

Watch performance dip

autumn elbow
#

I saw a GDC vid, and they mentioned ASYNC LOADING. What is ASYNC Loading?

plush yew
#

@plush yew probably yeah, but we definitely chose 2d planes with one material over particles for our scene because the particles took off way too much performance

#

Like the only reason Id say use particles is if its really close to the player

#

If its general background effects from far away, I would use 2d planes

cloud cobalt
#

If you put the effect directly in the skybox, it's fine, just don't put giant alpha planes over the sky because that is definitely slower than 20 000 tris

plush yew
#

We have our own way of rendering the sky

#

thats the thing

#

We have to use a different method because of how our game works

cloud cobalt
#

As long as you don't use transparency over large pixel counts for no reason at all, that's fine

plush yew
#

We use stretched 2d planes for the flak fire, then another plane for the explosions, which are flipbooks

#

We manage to get around 90fps on the scene

#

If you were thinking like massive planes, no

#

That would be impractical

cloud cobalt
#

Then it's literally doing the same thing a particle does, rendering wise

plush yew
#

Except its less polygons

cloud cobalt
#

I would take 10x more polygons before adding a single material instruction

#

Literally

#

What's your triangle count right now ? 5M ? 10M ? More ?

plush yew
#

You are remaking a game?

#

Oh cool

#

Im remaking a game too

#

Yeah

#

Battlefront

#

Thanks

#

I dont think I have any of my contact info on my channel

cloud cobalt
#

They'll just have it dropped from wherever you release it later

plush yew
#

We aren't releasing it

#

Good to know

#

Thanks

amber rivet
#

Ey someone

#

Any help on how ti implement a fire animation on my 3rd person shooter

#

Shooting anim

copper flicker
#

I'm trying to disable my AI BP.. render it a brick, at X distance from Player

#

what's the best way to do this?

#

disabling tick and stopping anims is not enough

#

I'm thinking of maybe destroying the actor and spawning a stand in...

#

as a last resort

#

but I'd like to know if there's a better way

rotund scroll
#

there's always a better way

copper flicker
#

...

rotund scroll
#

if you can handle losing information destroying the actor might be a good solution

#

but if not you might need to implement logic that turns off behavior and anim trees

copper flicker
#

I have no trees

#

just the BP

rotund scroll
#

so you don't have animations either?

copper flicker
#

all custom made inside the bp

#

it's a simple AI

rotund scroll
#

right well just gate it off with a boolean or a state change

copper flicker
#

not as simple man, everything is supposed to be gated already

rotund scroll
#

so what's not working

copper flicker
#

but the BP is still far from being a brick

#

dunno why..

#

I presume the movement component is still computing

rotund scroll
#

if it should be working but isn't, you should try debugging

#

goes without saying that you can turn the movement component off/eject it into space/set walk speed to 0

copper flicker
#

I have a mesh, a sphere that's detecting players, and a movement component

#

well, and of coruse, the cylinder

#

I don't want to turn the speed down....... I want to STOP the component from calculating anything

#

not the same thing

rotund scroll
#

then remove it

copper flicker
#

also, maybe the navmesh is computing stuff?... a

rotund scroll
#

navmesh isn't computing anything until it receives logic

copper flicker
#

I can't remove it, I have to freeze it

rotund scroll
#

to be fair none of your logic should execute if properly gated

copper flicker
#

the AI has to be re-activated

#

I don't know if it's really the logic... I have a pretty simple AI

rotund scroll
#

it is really the logic

#

it can't be anything else

#

movement component isn't going to start moving on its own

#

it needs logic to facilitate that

copper flicker
#

yea, so the creature is not moving

#

BUT!!! it's still expensive

#

๐Ÿ˜„

#

it's not a brick

rotund scroll
#

use behavior trees

copper flicker
#

no thx

#

I just need a way to disable my simple BP

meager loom
#

hey

copper flicker
#

maybe with deactivate and activate...

#

dunno if it works that way

rotund scroll
#

you could try

glossy oriole
#

Hi, what are bad things in UE 4 which make stronger to another game engines like cryengine, unity???

copper flicker
#

haha you mean good things??...

#

cryengine has close to zero docs and tutorial coverage

#

unity has a ton

#

unreal has a ton

#

other than that.... it's more a matter of what YOU need for YOUR project

glossy oriole
#

What about graphics in level in UE , cryengine is awesome in real time people are saying ,

rotund scroll
#

if you google it you can find all of this information

#

including demo projects for every engine

copper flicker
#

graphics are more limited by your art direction and budget..

#

not by Unreal vs CryEngine

#

even Unity has a pretty good and versatile renderer nowadays

#

anyway, back to serious stuff... ๐Ÿ˜›

#

if I Deactivate the Mesh or the CharacterMovement.. and just Activate, that breaks both of them

#

I have to have a way to restart anims..

#

and movement

rotund scroll
#

breaks them how

copper flicker
#

oh wait, was mah bad

#

one sec

#

๐Ÿ˜„

rotund scroll
#

you should turn off your animation BP as well

copper flicker
#

how do I turn off anims

#

?

#

basically.. how do I stop the mesh component from playing?

#

I have no anim BP

#

I couldn't find a good way to customize it from my main BP..

#

๐Ÿ˜„

#

yet

#

and I only need a simple anim system

dim merlin
#

Hi, when exporting a animation to .fbx, only 1 frame is exported., why ? (4.22.3)

copper flicker
#

from what software Mich?

plush yew
#

hello

#

I get the message Please change the "Source
Lightmap Index" value or disable
"Generate Lightmap UVs"
in the Build Settings.

#

Where are the Build Settings?

rotund scroll
#

@copper flicker you can set the animation blueprint to null, you can set animation motion to use none instead of blueprint etc.

#

you need to execute that through logic though

copper flicker
#

if I set it to none I break things

#

I will have to recreate the mesh settings

rotund scroll
#

then set it to use anims and use a single anim

copper flicker
#

MBIdle basicallly, will disappear

rotund scroll
#

or switch the animBP to a single anim BP

copper flicker
#

I'm not using anim BP

#

I'm trying to stop current anim from playing

#

so far what I've done is disable and reenable all components

#

it works

#

it's much much better now

#

๐Ÿ˜„

#

but.. not enough

#

almost there..

#

disabling the mesh also stops the anim from playing.. at least visually

#

I have to make a qucik build and see

#

what the real performance is..

#

ok... pretty impressive. 200 AIs + world rendering, roughly 120 FPS on my laptop

#

without disabling them.. the performance would be close to zero

#

๐Ÿ˜„

normal burrow
#

vm for what its worth, when you don't have an anim bp, one is created for you

copper flicker
#

hmmmmmmm...

#

that's odd

normal burrow
#

so not really any overhead in having one

copper flicker
#

nono, I would love having an anim BP

#

๐Ÿ˜„

#

the problem is customisation

#

especially beldsapces

#

blend spaces

#

but not only that, in fact.. changing the mesh / skeleton is a problem with anim BPs

#

you have to create a new one

#

that's work. adn duplicated content

normal burrow
#

thats true with any animation file though

copper flicker
#

nope

tardy sapphire
#

Hey guys I'm tryin to launch on Oculus Go but the view is messed up, it seems the left and right images are overlapping and I cannot see anything properly, looks a bit zoomed in, not sure how to even Google this.

copper flicker
#

I want to load anims from one interface only

#

which is what I'm doing now..

normal burrow
#

ya but anims are per skeleton

copper flicker
#

yas

#

the problem with anim BPs is that you can't change the skeleton

#

you can only retarget

#

which is nonsense

#

๐Ÿ˜„

normal burrow
#

yea but animations are the same deal too ๐Ÿ˜„

copper flicker
#

with my custom system I simply load a new mesh / skeleton, and a set of new anims

#

what are you saying?

rotund scroll
#

it's like saying "oh I don't want a class managing this thing because the logic can exist elsewhere"

normal burrow
#

you can't play mannequin animations on some skeletal mesh without the same skeleton reference

rotund scroll
#

it's called make it work, make it neat, make it fast for a reason

copper flicker
#

I know

#

I have no idea what you're saying tho... O o sorry

#

๐Ÿ˜„

rotund scroll
#

make your code work first

#

then organize it

copper flicker
#

I don't want to play anims from skeleton 1 on skeleton 2

rotund scroll
#

then make it perform well

copper flicker
#

I want to easily change skeletons and anims, from 1 interface, without having an entire network of BPs to change

#

kinda like in 2D

normal burrow
#

do you use c++?

copper flicker
#

I don't speak C++

#

๐Ÿ˜ฌ

#

anyway, my system seems to work fine

#

and I've seen superslow clunky inefficient AIs don'e the 'Correct' way

normal burrow
#

yea just saying all the animation nodes that take animations, you can plug in references into these manually and not have them be hard coded

copper flicker
#

I just needed a lean and simple one

normal burrow
#

wihtout c++ i think you would need a copy of the same blueprint for each skeleton you want to pipe animations to though yes.

copper flicker
#

see..

#

it's not just a copy, it's a copy + rework

#

things to re-asign

rotund scroll
#

or you know, you could just add switches

#

and actual animation states

copper flicker
#

well, I can do well without a 'proper' anim system.

#

the only thing that's missing here is blendspaces

#

but I'm making a low poly game

#

I don't even need blends

#

I don't think I will have slow creatures that need to blend smoothly anim to anim

#

๐Ÿ˜ฌ

tardy sapphire
#

Hey guys I'm tryin to launch on Oculus Go but the view is messed up, it seems the left and right images are overlapping and I cannot see anything properly, looks a bit zoomed in, not sure how to even Google this. Reposting since it got a bit slided.

rotund scroll
#

but you will be using an anim bp regardless

#

so why not just take the extra 10 mins to set it up

copper flicker
#

that's a philosophical argument

rotund scroll
#

and actually future proof yourself

copper flicker
#

because of all I just mentioned

#

yes, I would prefer to go the correct way, and have an anim BP

rotund scroll
#

all the problems you're having right now is because you haven't bothered to set things up properly

#

just saying

copper flicker
#

I just don't know how to make it easy to customize

tardy sapphire
#

-_-

copper flicker
#

dude, what problems?

#

I asked about performance

#

๐Ÿ˜„

rotund scroll
#

yeah the logic for optimizing performance is easier when you can disable entire systems at once

copper flicker
#

yeah that's possible

normal burrow
#

anim bp will likely be faster than driving the rudimentary anims through skeletal component

#

but, it'll work for you it sounds like

#

but you would likely get better performance on animbp

rotund scroll
#

there is literally no point in trying to reinvent the wheel in order to squeeze out some phantom ms out of your game

normal burrow
#

the way it compiles things is very impressive

copper flicker
#

if I can't customize that anim BP so I can easily add new skeletons, without duplicating work...

#

that doesn't work for me

tardy sapphire
#

I am on 4.20 and enabling Instanced Stereo for VR gets my project stuck at 45%, left it overnight and didn't move at all.

normal burrow
#

yea it will take extra work vm

tardy sapphire
#

If anyone can help

rotund scroll
#

well then suffer your problems @copper flicker

#

I mean you clearly don't want the solution that is readily available

copper flicker
#

the animation systems seems built for large companies where wasting time is ok.

#

I'm just 1 dude

tardy sapphire
#

@copper flicker can you lemme get a little bit of help ๐Ÿ˜„

normal burrow
#

reverse vm

rotund scroll
#

anyone can use the animation system

normal burrow
#

its very powerfula nd extremely optimal

rotund scroll
#

I'm part of a two man team on my side project and we use the anim BP

#

you don't need to be a big company

normal burrow
#

in terms of performance and work throughput

copper flicker
#

ok, can anyone help then.... and clarify me on how I can easily switch skeletons?

tardy sapphire
#

Lol

#

I am on 4.20 and enabling Instanced Stereo for VR gets my project stuck at 45%, left it overnight and didn't move at all.

normal burrow
#

45 is compile shaders jemboy i think

tardy sapphire
#

I left it all night, nothing

copper flicker
#

imagine I have 100+ skeletons, and I want to spend 0 time making duplicates

rotund scroll
#

@copper flicker explain to me what you want to do instead of saying something like switch skeletons

copper flicker
#

ok, so I have let's say 100 different monsters

#

AIs

#

each with its own simple anims

rotund scroll
#

are they humanoids?

copper flicker
#

doesn't matter

rotund scroll
#

it does matter

copper flicker
#

they could be 5-pedals

rotund scroll
#

you're asking about skeletons

normal burrow
rotund scroll
#

so it does matter what they are

normal burrow
#

you might be misunderstanding skeleton constraints

copper flicker
#

I know, if I reuse a skeleton, if I make ONE to rule them all.. I could probably use anim bp

rotund scroll
#

you can still make SWITCHES

#

jesus christ man

copper flicker
#

what do you mean by swtiches?

normal burrow
#

skeleton file is just names of bones and their parents nothing more

rotund scroll
#

literal logic that will operate on certain conditions

copper flicker
#

ok, in that video... obviously, all are human, so all share the same skele

#

I don't get it tho..

normal burrow
#

skeleton file has almost no transform information vm

copper flicker
#

I thought we established earlier that it's not possible to change skele without duplicating anim BP

normal burrow
#

every mesh file stores this

copper flicker
#

I know

normal burrow
#

the ref pose is inside the mesh i mean, not the skelton file so all humanoids can mostly share the same skeleton

copper flicker
#

but the problem is an anim BP is built starting from a skele

#

and there is no easy way to change it

#

only retargetting

normal burrow
#

your going to have to do something to support multiple skeleton files if you need to. but maybe you don't need to?

rotund scroll
#

you're not going to share animations between a 4 pedal and bipedal skeleton

#

so your point is moot

copper flicker
#

I don't think u guys understand

#

like.. at all

#

haha

#

sorry ๐Ÿ˜„

#

I'm making not just bipedals and quads

#

I'm making all sorts of crazy monsters

#

that could have completely different skeles

rotund scroll
#

they're not going to share animations regardless

normal burrow
#

no we get this

copper flicker
#

exactly, no sharing anim

normal burrow
#

vm the animation blueprint can talk to the pawn

#

you can set up the way all the information is driven to the individual animation blueprints so that they are all shared in terms of blueprint access

copper flicker
#

my problem is again, the time it takes to make a new anim BP from scratch

#

or not scratch.. but duplicate, rename things, so on

rotund scroll
#

you're not going to duplicate them because they will not share animations

normal burrow
#

its a very small price vm, if your planning on pumping out more than 2 characters a day it might get cumbersome

copper flicker
#

I'm not sure.. what you're saying

rotund scroll
#

plus talking about scope

copper flicker
#

that I should make each skeleton from scratch?

rotund scroll
#

you're one guy trying to do the work of a professional studio

#

and then complaining that the methods are not simple enough

normal burrow
#

i'm saying the path where you are duplicating things like you don't want to will likely be more rewarding and less time consuming than you imagine

copper flicker
#

well, my method is simple enough

#

maybe not the most performant

normal burrow
#

then go with it, waht is the question though?

copper flicker
#

I would love to use an anim BP, but again...

#

the philosophical debate

#

๐Ÿ˜„

#

there is no question. cranz keeps telling me I should be working differently

rotund scroll
#

there is no philosophical debate here

normal burrow
#

making a abp for each skeleton is not as much work as your thinking. animation work is mostly all multi threaded

copper flicker
#

but really, in this context, the only thing I wanna understand is.. if there IS in fact a way, for me, to use anim BPs

normal burrow
#

but do keep on doing what your doing if it works ๐Ÿ˜„

#

your already using anim bps yea

copper flicker
#

making 100 anim BPs and all the network involved will take ages

normal burrow
#

no

copper flicker
#

maybe if I share skeles..

rotund scroll
#

you cannot share skeletons

copper flicker
#

and only have like 5 anim BPs

normal burrow
#

you can have your anim bp pull the animation off the pawn

#

you can change the animation that plays by reference, you don't have to hard set the states in the state machine

copper flicker
#

by share I mean make 1 skele that can handle multiple AIs

rotund scroll
#

that goes without saying

copper flicker
#

I do want just 1 state machine for all AIs

#

but anywya, I don't understand this

normal burrow
copper flicker
#

is there a tutorial? ๐Ÿ˜„

normal burrow
#

i have no state machine what so ever

copper flicker
#

ok lesssseeeee

#

wtf..

#

haha

normal burrow
#

you don't need all the lines and stuff

copper flicker
#

I need a tutorial that explains what you guys are trying to explain here... basically

#

๐Ÿ˜„

normal burrow
#

the anim graph can literally just be animation variable connected to play animation node then connect to output

#

you don't need transitions and the confusing stuff

copper flicker
#

I wanna see someone doing this

#

ok

#

but do you have to recreate this animgraph? for each BP?

normal burrow
#

no

copper flicker
#

it would be great if I could have 1 BP.. and inheritance...

normal burrow
#

you make the graph and then inside the skeletal mesh component you set the anim bp class to the graph

copper flicker
#

that's easy enough

#

but there's more to it

normal burrow
#

the event graph on the anim bp runs like tick does

copper flicker
#

again... I cna't figure this out on my own without some tutorial

normal burrow
#

you collect things that the anim graph needs

copper flicker
#

and I dind't find one yet

rotund scroll
#

@copper flicker animation blueprint state machine

#

google it

copper flicker
#

everyone making tutorials is pretty much doing the same thing. anim bp from scratch

#

cranz... you're being disrespectful

#

not helpful

#

๐Ÿ˜ฌ

#

sorry I had to mention it

#

I already looked at a ton of youtubes about anim BPs

tardy sapphire
#

Mate

#

Youre clearly not looking for help

#

So maybe instead of sliding let other people ask for help

#

If you know it all then go do it

normal burrow
#

putting a quick video together to show you vm

soft crescent
#

god this video is my favorite

copper flicker
#

@normal burrow awesome, thanks!!!

rotund scroll
#

@copper flicker you're clearly in over your head here. you're massively overscoping your project, and you're already looking at performance before you have even set up a structure for your project. then add to the fact that you're not willing to work with solutions provided to you while you keep claiming that you know better yourself

#

and you call me disrespectful

#

please

copper flicker
#

well, I was here asking specific questions

#

and you keep giving me philosophical advice

rotund scroll
#

I'm giving you very real advice

copper flicker
#

and then also send me to a generic google search

rotund scroll
#

I'm saying set up your structure

#

that's not philosophy

tardy sapphire
#

Generic google search seems to be what you need since you seem to be a total beginner

#

Take this guys advice and go get better

#

Instead of talking crap to him

#

Youre sliding the chat,

copper flicker
#

haha, ok... I can't talk to 2 guys attacking me at the same time

#

thx for helping

#

vm out

tardy sapphire
#

Cya

normal burrow
#

that variable Play Animation Reference

#

you can set that in the event graph from the pawn

#

if you want to control animations that way

#

this is effectively what the engine does for you when you don't use an anim bp

copper flicker
#

@normal burrow ok, so if the engine already does that automatically, is there any performance difference?

normal burrow
#

Trying to show you you don't need a big complicated state machine that your avoiding

#

you can do blend spaces and all that fairly straight forward

copper flicker
#

nono, it's not the state machine that's the problem

#

I think..

next badger
#

state machine is a bp...you can do it manually

copper flicker
#

can you se a variable to link to an anim from a blend space?

#

set *

#

or do you have to manually connect anims inside the bs

normal burrow
#

yea you can do that with blend spaces too vm

#

you just have to show the pin

timber minnow
#

hi , does anyone knows if the occlusion culling works on folliage ? cause i can't make it work on my project ...

abstract relic
#

No. You use distance culling for them

copper flicker
#

@normal burrow there's no pin inside a blendspace tho..

#

and all the variables have to be recreated from scratch?

plush yew
#

show images of your issue @copper flicker and it's easier to help

timber minnow
#

@abstract relic ok , but then if there is some folliage behind a rock , it will not be occluded , only the distance culling works on it ?

copper flicker
#

so I made an anim BP. for some reason my character BP compilation time went up by a LOT.. and performance, comparing the anim BP with my custom animation system, is similar. might have even dropped a bit, not sure

#

and the game now crashes..

#

๐Ÿป

plush yew
#

who cares about compile time really unless project is huge

cloud cobalt
#

Dunno who you're saying that too, but when you get to 10min builds it's annoying

plush yew
#

ohhh I have nothing anywhere near that complex, what is that caused by? Lots of interdependence? Multiplayer maybe?

rotund scroll
#

lots of code, mostly

cloud cobalt
#

Lots of code, bad include practices

#

Just not paying attention to how compilers work get you 30 seconds of "changed a single line in a function" build time, which gets annoying real quick

plush yew
#

ah I don't use C++ maybe that's why, maybe C++ is slower to compile but more performant?

#

do you have ay things connected to the anim bp tick? @copper flicker

#

Keep the tick barebone, drive things through events instead, and if you need continuous execution then I suggest setting up timers instead

#

No joke,making teh execution of the tick longer by checking only 3-4 more variables legit dropped my fps from 58 to 24, this was one of my first projectsmany years back now but since then I have avoided ticks, even outside animBP, ticking an execution line can get super expensive

quick trellis
#

Is there anybody who export to android ?

plush yew
#

Never done it @quick trellis BUt explain the issue you're having and someone will most liekly be able to give an answer, or at the least nudge you in the right way

quick trellis
#

okey..
I started developing my first game ever with unreal engine 4, 6 months ago. I tested my game on four devices. OnePlus 5T, Samsung S9 and two low-end huawei. For every test app didn't crash. Until now.

1.7 I released my game on google play (Cubereeno). Google report me this crash:
java.lang.UnsatisfiedLinkError: dlopen failed: cannot locate symbol "bsd_signal" referenced by "/data/app/com.ParsleyDEV.Cubereeno-1/lib/arm/libUE4.so"...
FATAL EXCEPTION: main
Process: com.ParsleyDEV.Cubereeno, PID: 9840
java.lang.UnsatisfiedLinkError: dlopen failed: cannot locate symbol "bsd_signal" referenced by "/data/app/com.ParsleyDEV.Cubereeno-1/lib/arm/libUE4.so"...
at java.lang.Runtime.loadLibrary0(Runtime.java:994)
at java.lang.System.loadLibrary(System.java:1533)
at com.epicgames.ue4.GameActivity.<clinit>(GameActivity.java:6056)
at java.lang.Class.newInstance(Native Method)
at android.app.Instrumentation.newActivity(Instrumentation.java:1083)
at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2682)
at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2864)
at android.app.ActivityThread.-wrap12(ActivityThread.java)
at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1567)
at android.os.Handler.dispatchMessage(Handler.java:105)
at android.os.Looper.loop(Looper.java:156)
at android.app.ActivityThread.main(ActivityThread.java:6524)
at java.lang.reflect.Method.invoke(Native Method)
at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:941)
at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:831)

I tried the highest ndk (r18b) and sdk(SDK - 25.2, Platform tools - 26, Build tools - 26) that handle unreal engine 4.22. Also i tried NDK r15 to r18..
I use Gradle

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@plush yew

plush yew
#

Ok so this is a bit out of my experience, but I think this might be relevant;
https://stackoverflow.com/questions/39968996/java-lang-unsatisfiedlinkerror-dlopen-failed-cannot-locate-symbol-srand-refe

"To solve your issue, you can compile your code against the same platform than your APK's minSdkVersion."

#

@quick trellis

quick trellis
#

@plush yew I think Im stupid.. I dont get it xD

next cloak
#

yo, anybody know if its possible to have a physics constraint without the handles?

#

basically I want the linear limits to limit from the object location, not the location relative to the constraint when constraints were set

#

I know I could place them together at spawn, but I want to create constraint via bp at runtime

still moth
#

hmm, im trying to find some good game dev discussion

plush yew
#

Hey guys

#

This is really important beacause i need that for school tomorrow! I have packaged my game and when i open the .exe file on my Laptop its working. When i open it on a different device without ue4 its starting prerequisits x86

#

Its installing but it will not start on the other device

#

Help pls

timber minnow
#

hi , does anyone knows if the occlusion culling works on folliage ? cause i can't make it work on my project ...

wary wave
#

it does not

#

occlusion culling is not performed on instances

next cloak
#

fk guys

#

I finnaly figured it out ๐Ÿ˜„

#

the physics constraint shit

#

after two days hahaha

#

hype

plush yew
#

Guys

#

Can anybody Help me

still moth
#

i havent done anything with UE4 in months

vernal relic
#

who can help me with unreal engine 4

manic pawn
#

occlusion culling is performed on batches of foliage instances though

cloud cobalt
#

Ask questions @vernal relic

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And @plush yew

#

You need to install VS redistributables and UE redistributables

#

The second one should be in your package under engine binaries

#

The first one depends on your Visual Studio version

vernal relic
#

i need help with post process material

cloud cobalt
#

Ask questions

#

Show what you have, explain what you want, and what doesn't work

vernal relic
#

ok

#

second

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

cloud cobalt
#

It's a post-process

wary wave
#

it's post process, it renders over the top of everything unless you mask it

cloud cobalt
#

^

vernal relic
#

how

wary wave
#

custom depth is probably the only realistic option

cloud cobalt
#

Why is it a post-process ?

vernal relic
#

looks good

still moth
#

dont you need like.. terrain, and characters?

cloud cobalt
#

But why use a post-process for that ?

#

It could be a regular skybox

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Or the fog actor

vernal relic
#

this is atmosphere

plush yew
#

@Stranger do i really need that?

cloud cobalt
#

@plush yew Yes you really need that

vernal relic
#

how tyo mask it

still moth
#

why do you need atmosphere? the characters are make believe, they dont really have to breathe

plush yew
#

@Stranger iwvwn if it is packaged?

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@Stranger so i have to install it on my device or on every device i want to play on?

cloud cobalt
#

@plush yew The UE redistributables are part of the package and need to be executed before starting the game, the VS redoistributables are not packaged

#

Yes you need to install both eveywhere you play

#

Like every other game

plush yew
#

@Stranger ok thx

vernal relic
#

i think post process is the best for the atmosphere

cloud cobalt
#

Well no

#

Use fog for that

#

It literally does the same thing

vernal relic
#

i need to change size of atmosphere

cloud cobalt
#

Then move the fog around

silent frost
#

Best way to organise these imported content folders, in to one, without breaking everything? Move and Fix up redirectors in folder (on the folder I moved things from)?

vernal relic
#

is it possible to mask it,

#

?

cloud cobalt
#

"possible"

#

But really, use fog

vernal relic
#

how to change size

plush yew
#

@Stranger what version of vs Redistributable do i need

#

For Windows 7 or Adove

cloud cobalt
#

The one you have compiled with

plush yew
#

Above

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Where Can i see that?

#

Which version i have compiled with

cloud cobalt
#

Which Visual Studio version did you install ?

plush yew
#

I do not know

#

I have 4 different versions in my device

cloud cobalt
#

Check your output log in packaging to check which one is used

plush yew
#

Perfect

#

Thx

#

And when i have vs Redistributable on the other device do i have to do anything with it or just have it installed?

cloud cobalt
#

Install them, and install the UE4 redistributables inside your package

#

Then the game can run

plush yew
#

Do i have to have visual studio as well to install the vs Redistributable?

#

@stranger

cloud cobalt
#

No, of course not

#

You don't ask players to install VS

#

Just run both redistributables once

gloomy acorn
#

hey guys, i have an enum in c++ that looks like this

/** Ability type */
UENUM(BlueprintType, Category = "Enums")
enum class EAbilityType : uint8 {
    Primary            UMETA(DisplayName = "Primary"),
    Secondary        UMETA(DisplayName = "Secondary"),
    Ultimate        UMETA(DisplayName = "Ultimate")
};

and a struct in c++ that looks like this

USTRUCT(BlueprintType, Category = "Structs|Custom")
struct FAbilitiesInputSettings
{
    GENERATED_BODY()
        
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings)
        EAbilityCastType PrimaryCast;
};

i'm trying to set one of the members to a different value in blueprints, but it's not setting them for some reason.
is there anything missing that i need to add in order to change the value in blueprints?

plush yew
#

I might be wrong, but shouldnt it be "BlueprintReadWritable"? Someone tell me if it has changed

#

@gloomy acorn

gloomy acorn
#

no it's BlueprintReadWrite as i know

plush yew
#

Ok thx

#

@Stranger i Think i have visual studio 2017

#

Used for ue4

#

@gloomy acorn Aha maybe BlueprintReadWritable is used in other datatype declaration

gloomy acorn
#

i've never seen BlueprintReadWritable, i've always used BlueprintReadWrite everywhere ๐Ÿคท

plush yew
#

I haven't made a custom datatype in ue since 4.9 so my memory is most likely shot, also this reminds me maybe I should refresh my memory and do some small c++ projects this coming week

next cloak
#

anyone know what the blueprint equivalent of OnActorSpawned is?

#

or is there a better way to get some logic to fire when the actor is spawned

wary wave
#

BeginPlay

#

or ConstructionScript

plush yew
#

^

next cloak
#

beginPlay fires even for actors spawned during runtime?

wary wave
#

yes

plush yew
#

Yes, it fires when that actor is first spawned, whenever it is

next cloak
#

aah ok, that'll do then

#

construction script was giving me weird behavior

plush yew
#

You can't do castst or interfacing or events in constrctuion script becasue it runs the construction script as soon as you place the actor in the level, if you generate teh actor at runtime it will laod teh actor into the level after the construction script has run and immieditaly as teh actor is loaded it runs BeginPlay, you can look at it as a constructor (maybe not completely correct but similar enough)

#

Damn my typos are a plenty

pallid compass
#

If i have a rotator and i want to rotate all of its components around, say -90 so it goes from Y+ is forward to X+ is forward whats the best way to do that?

plush yew
#

Z don't change axes? @pallid compass

#

You want to rotate it all , even z?

next cloak
#

@plush yew yeah, thats what I thought, I was trying to call a node that did something to one of the components, but it didnt work since construction script is called before those are initialized

#

it compiled and didnt crash

#

but it was as if the node was ignored

plush yew
#

Here I shift all axes not just x&y, this should be right but I gotta warn you I have heavy pneumonia so I'm not very clearheaded today

lament slate
#

Guys can someone tell a website to get free Aim Offsets

plush yew
#

tell a website?

lament slate
#

Yeah

#

Where I can download

plush yew
#

How do you mean,

inner yacht
#

Anyone know why the engine crashes on startup something bout error HUNG and it tells me like d3d 11 device lost with a list of dll files such as core etc. I have dx12 and I upgraded processor from duo to quad.

plush yew
#

aha

#

Hmm ot sure @lament slate

lament slate
#

I mean there are no aim off sets in mixamo

#

@plush yew That says only for some skeleton

#

How to convert that skeleton anim offset to my skeleton anim offset

plush yew
#

@lament slate You should retarget your Mixamo character firstly

copper flicker
#

@plush yew thx! I have nothing on tick atm.. so that's probably why disabling it doesn't give me extra performance XD I have some delays only. what about delays? Should I replace them with timers for better performance?

plush yew
#

Well you could do that, I haven't actually tried measuring if the performance changes between using a timer or delay

copper flicker
#

so if nothing happens on tick.. I guess there's not much sense nativizing?

#

just wondering

plush yew
#

@lament slate THere should be retarget guides for mixamo characters - Unreal skeleton

copper flicker
#

what would I gain by nativizing a BP? in what areas?

plush yew
#

@copper flicker Yeah well if you don't have any execution order on the tick nothing happens except it fires it inot nothing, so performance costs from tick should be neglible then, Regarding nativizing I think the idea is to skip the overhead cause by the nodes, as each ode is basically a wrapper So I think you can win performance by nativizing any BP that has alot of things in it's graph

#

Let me copy an if node and paste in chat

#

Begin Object Class=/Script/BlueprintGraph.K2Node_IfThenElse Name="K2Node_IfThenElse_0"
NodePosX=864
NodePosY=112
NodeGuid=8BDEBE7B45A3350D5841F2BFFCD88BBC
CustomProperties Pin (PinId=13B42D184D8BA10EAEF1E3974E5FD98A,PinName="execute",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
CustomProperties Pin (PinId=6F3875EB4926387CF66C0E8B112B9C9B,PinName="Condition",PinType.PinCategory="bool",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="true",AutogeneratedDefaultValue="true",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
CustomProperties Pin (PinId=E0C7A5B84DB20E5F4C2E4AA4F0731627,PinName="then",PinFriendlyName=NSLOCTEXT("K2Node", "true", "true"),Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=

#

(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
CustomProperties Pin (PinId=3029B42C4CBD4D608BD65A9EF253AD87,PinName="else",PinFriendlyName=NSLOCTEXT("K2Node", "false", "false"),Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIs

#

Sorry for Wall of text

#

THis is one IF-node

copper flicker
#

fok my living sht

#

if I may say so!!!

#

๐Ÿ˜„

plush yew
#

๐Ÿ˜‚

copper flicker
#

so this is why everything we code in BPs is massively ineffective?

#

not that I could understand...

plush yew
#

One if node => 2000 characters, not sure if everything is actually read but honestly if even only 10% is read it will slow the process down

copper flicker
#

looks like a ridiculous amount of code

#

just so they can call it BRANCH

wary wave
#

it's not code

copper flicker
#

๐Ÿ˜›