#ue4-general

1 messages Β· Page 492 of 1

undone sinew
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if I do retargetting, it would be in motion builder

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UE4's built in is, not good

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its not terrible

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but its not really usable

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I figured changing the skeleton would be better, than retargetting 100 animations in motion builder

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but I guess I have to try it all to know

grim ore
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the good thing is in theory once you get a good workflow you have a good workflow

autumn elbow
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I take it you've seen the Livestream for retargeting on Ureal's YT?

undone sinew
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I've seen an unreal youtube video about retargetting

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unless there is more than one video, then the answer is probably yes

autumn elbow
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That one ?

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I mean, there are a few, so I guess any vids would help. LoL

undone sinew
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no

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I watched the video that is specifically about retargetting

autumn elbow
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oh ok, cool

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if you skeletons are roughly the same, then it should work.

undone sinew
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it isn't that it doesn't work

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its an issue of quality

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Distortions

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even with animation, animation scaled, and skeleton

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its still not ideal

plush yew
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anyone else had isses with Aicontroller>Blackboard>SetValueAsVector?
can'tgetit to update it's value from outside the blackboard

autumn elbow
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What kind of distortions ?

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skinning breaks?

undone sinew
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in Motion Builder, and like with a few other programs, you have IK sliders to fix issues.

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I don't see that option in UE

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It seems like wrists are the most screwed up areas

autumn elbow
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Unreal only brings in the baked bones.

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as far as I know, but there is a new animation system that I havn't looked at yet

undone sinew
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The other issue is that, on top of that, I have to have 3 copies of each animation

lapis bronze
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UE4's built in retargeting is actually very good

undone sinew
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We are all entitled to our opinions

autumn elbow
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LoL

lapis bronze
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its a fact though

undone sinew
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Motion Builder is better, and thats a fact

lapis bronze
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im sure it is

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i'd imagine having to use the default unreal skeleton at all means you have bigger problems

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retargeting is great in a pinch, or for making new animations from existing ones

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holy shit im high, broken english

broken shadow
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No it's "High, how are you" πŸ˜„

lapis bronze
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dont use Art v1 or v2

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its a mess

dim plover
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What's the alternative to Artv1/2?

lapis bronze
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there's dozens of rigging suites for Maya

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I just get by with the built in one, HumanIK

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but there are better ones

dim plover
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Alright, haven't looked into the stuff myself. I just assumed Art would be preferred with UE4.

lapis bronze
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it would be, if it actually worked

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Its a hot mess of python code that breaks itself

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AVOID, you will thank me later

undone sinew
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Well, if this didn't work out, my plan was to use a custom skeleton, and just retarget in motion builder

mint sequoia
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@dim plover I use akeytsu, its a whole software package that does rigging and animation, if you're up for learning new software then its an awesome program

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So nice to work with

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Bit of a learning curve

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The rig wont be compatible with other software, but of course the skeleton/weights/animations are

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If you need complex out of the ordinary rigs that you'd need a proper TD for though, it probably wont do it, though most auto rigging tools don't either

dim plover
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I'll give it a look. It's quite cheap with a perpetual license too.

mint sequoia
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Yep

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I come from Maya myself, and am a 'proper TD', and its nothing like Maya at all so it still took time to adapt but worth the time

pseudo void
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In the more recent versions, when creating a blank project ambient audio is added in by default. Is there a way to remove that? If not then deleting the Audio folder isn't a big deal. Just wondering

visual belfry
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@mint sequoia how is akeytsu for taking say a paragon character out of ue4 and making some new animations? I've played with it before but haven't bought yet

mint sequoia
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@visual belfry Don't see why it couldn't do that just fine

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There's a trial if you want to try

cunning siren
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Would you guys suggest importing built scenes into unreal from blender, or importing individual modular assets and assembling it in unreal?

icy mulch
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Hey can anyone make me a 3d model please

misty creek
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@icy mulch

icy mulch
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@misty creek I don't see anything

normal burrow
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look at pin eds, you ask for help there

wild kestrel
weary basalt
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Error

wild kestrel
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503?

dim plover
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Works for me now, if that matters.

abstract relic
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Good for me as well

plush yew
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how do i select a face in brush edit mode?

mint sequoia
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I don't suppose there's any form of blendspace with 3 axis lol

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Tucked away somewhere

plush yew
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yes there is and not tucked away at all

mint sequoia
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Blendspace 3D 2D (and there is no 3D) only has 2 axis, fyi

plush yew
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i see

mint sequoia
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For floating in space, flying with a wing suit (with true angular velocity), etc

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That's when it makes sense

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I can always fudge together a viable solution, would have been nice tho

plush yew
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im checking out akeytsu, looking pretty promising

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how does it compare to maya when it comes to animation?

mint sequoia
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Its different, but much more intuitive

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It excels in doing cookie cutter character stuff

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They're still developing it, so there might be missing features

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Esp. for mechanical stuff

plush yew
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i see, cool

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and it creates a mannequin skeleton?

mint sequoia
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It has a UE4 skeleton template, yes

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You'll definitely want to watch their training vids

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Also has a walk cycle generator

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Which saves time

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Haven't tried it myself yet

iron merlin
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Hey guys, how do I make actors persist throughout entire game? I'm trying to create projectile pools that will exist throughout the whole game.

teal tulip
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so yeah answerhub is broken

weary basalt
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Clear your cache, it worked for me after i did that.

teal tulip
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It get worst

serene birch
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I saw it break in real time

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was looking a page, then I followed a link and it broke

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maybe I even broke it myself 😎

rancid lynx
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is there a way to set an absolute Min and Max brightness for a map? id like to try a map with directional or skylights as secondary options,

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why is "world light .1 - .9 such a difficult thing X_x

fringe pivot
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FMath::Clamp?

rancid lynx
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ive explored most directional light and skylight properties, i can get very decent results that are technically semi correct, but i dont want all that mess, i just want a "flat brightness" modifier with even lighting from all angles. supplimented with spotlights or skylights

serene birch
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that's not very PBR I guess

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lights are additive with each other

rancid lynx
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pbr is great sometimes, but in 90 percent of games, it looks like cheap trash.

serene birch
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cheap trash ...

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lights are additive with each other

rancid lynx
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sure. ive mixed skylights, world lights, directional lights. i can get very decent results.

serene birch
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having a hard "light amount on all pixels drawn in the screen" would basically require changing entirely how the engine renders things

rotund scroll
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closest thing is probably GI but I don't think you'll be able to go beyond that

rancid lynx
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i dont want to jiuggle 18 sliders. i just want a flat option to start as default.

serene birch
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you can get the min light I guess with some ambient lighting effect

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the max though? no way

rancid lynx
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Gi doesnt mix well with the other types sadly.

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i just want to cap lightness and darkness basically

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is there a way to cap absolute lightness and darkness? exposure isnt the same thing

serene birch
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did you try looking at the tonemapping options?

rancid lynx
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yea but i didnt see any kind of min or max settings. just a offset slider

serene birch
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I still don't really understand what you mean by "max light"

rancid lynx
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max brightness for any pixel displayed i guess.

serene birch
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since all lights are additive, min light is just a matter of setting a "global ambient light" effect emiting the "min light" you want

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you want to remove whites?

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just make a custom LUT based color grading table

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that has no blacks and no whites

rancid lynx
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where would i set gloval ambient light ? how would i emit light across all objects evenly?

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wouldnt that require seting every material ?

serene birch
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you can tweak your skylight to just light up everything for a minimum value I guess

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or try changing the Color Grading LUT

rancid lynx
teal tulip
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skylight and 4 directional lights what

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the skylight is ambient light

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there is post process aswell

rancid lynx
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im pretty happy with these results.

serene birch
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I remember an artist that didn't like the look of the skylight so he added a green shadowless directional light from under the ground to simulate some form of GI for the grass terrain πŸ˜›

rancid lynx
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i was just hoping for a world wide mix and max brightness cap.

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thats what i did also

serene birch
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the Color Grading options have stuff you can use to wash out the darks/shadows and the bright spots

plush yew
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Hi, did anyone had the problem, when pressing Play, even with current camera location, that teleports you to the player start location? If so, how did you fixed?

rancid lynx
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no shadow 4x directional lights NSEW

nova lantern
rancid lynx
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thanks. ill check this out also

teal tulip
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yeah the 4 directional lights arent free

serene birch
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Use Offset in minor amounts to make your shadowed or darkened areas a little lighter. If you want things to look a little hazy or have more bloom, then you can set a higher value, conversely if your scene is overly hazy or has too much bloom you can lower the value to subtract color from the scene.

rancid lynx
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oh damn thats brilliant.

serene birch
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try looking at the post processing options for setting a general lightning look in your game

rancid lynx
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any idea how he limited the light coming out of that mesh light that ?

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probably from his character materials i guess.

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but the video title makes it sound like its a light effect, not a character material. anyways. ill stop spamming.

teal tulip
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is a post process

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is a material that affect the whole scene screen

rancid lynx
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a postprocess volume with another material ?

teal tulip
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I think yeah

rancid lynx
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ok thanks. ill check those next.

thin tendon
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Hey guys I need help. When I import my character created in blender. Once inside the engine it is Super big. How can I fix this so it scales correctly from blender?

abstract relic
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Set scene unit in Blender to cm

thin tendon
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thanks I will give it a try

runic iron
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Don't forget to apply scale too

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(before exporting, it's CTRL+A in object mode iirc)

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Also do all scaling in Edit Mode if possible, had some issues due to this but applying transform should be fine if you did it in object mode

abstract relic
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Don’t scale in object mode or you’ll have a bad time 😜

thin tendon
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How do I change the scene units I can't seem to find it

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nvm

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found it

worthy ginkgo
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Hey! Can there be an actor in the map without a transform? Unreal's documentation mentions that if the root component of an actor is not a scene component, then the actor has no transforms. But how can it be an Actor if it's not in the world?

serene birch
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it is in the world, aka it can be found in the UWorld list of actors

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it just doesn't have a position

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that's not weird πŸ˜ƒ

cursive dirge
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Well.. Actor class itself has scenecomponent

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I doubt you can get rid of it

worthy ginkgo
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Sorry I am coming from Unity and this was bit different as Gameobjects NEED to have a transform. πŸ˜…

cursive dirge
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Your actors have it too in practice

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Via scenecomponent

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(It is named root component on your actors hierarchy)

worthy ginkgo
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But can this scene component be removed?

serene birch
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that's an interesting thing to try

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what if you don't ever set a RootComponent basically πŸ˜ƒ

cursive dirge
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well, you can't really rely on docs for things like this

worthy ginkgo
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Okay! I'll try this when I get home. Still quite confusing after coming from Unity lol. W

cursive dirge
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docs can be super outdated with their info

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basically the true answer is in the source code

serene birch
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yeah, experiment !

cursive dirge
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just examine actor class from engine sources

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or the classes it inherits

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answer lies there

worthy ginkgo
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Okay!

serene birch
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the docs do imply that it's not possible though

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since RootComponent has to be a SceneComponent

cursive dirge
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I very much doubt you can get rid of it

serene birch
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and all components of an UActor have to be attached directly or not to the RootComponent

wary wave
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it certainly used to be possible

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I'm not sure that it still is, or if there's much value in it

cursive dirge
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in ue3?

wary wave
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UE3 and 4

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but I suspect it hasn't been this way normally for some time

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IIRC all actors get a scene component added to them by default now if they do not have a root component set

bitter iris
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What are the laws around adding guns into a game? Do you have to get a licence per gun? What makes it need a licence? The name or the model?

serene birch
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the docs say the first component you add becomes the root too, so the first component you add has to be a scenecomponent

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at best it seems you might be able to make an actor without any components

cursive dirge
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you can't assign actor component as root component

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afaik anyway

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it has to be derived from scene component

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as the actor class base is SceneComponent

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you can see that there if you have github access

worthy ginkgo
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So an actor needs a transform to exist in the scene.

cursive dirge
serene birch
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it's more that right now, an actor cannot not have a transform

cursive dirge
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there are bunch of checks if the root is valid

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so it's possible you could just put null pointer to it if you use c++

serene birch
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there might be a lot of code that just doesn't want to work with an actor without a valid rootcomponent though

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it'll be hard to spot those

worthy ginkgo
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Hey! I get a 404 error in that github page. Is it valid for you?

cursive dirge
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I quote myself now: "you can see that there if you have github access"

serene birch
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you need to validate your github account to access the source

worthy ginkgo
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Okay! Thanks! I'll take a look!

cursive dirge
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you can still examine the source code that ships with the engine too if you want

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but github is often easier to navigate if you don't have VS open

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basically, you need to have github and epic accounts, then you go to ue4/epic accounts settings and request github access to your github account

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once they validate it, you'll be able to browse and fork ue4 source code on github

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you need this to access 3rd party ue4 forks as well

plush yew
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i forgot who tried to help me, but to whoever it was, i found the problem.

cursive dirge
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anyway, for the rootcomponent thing, what I'd do myself is to just c++ actor and set the rootcomponent to null there, see what happens when you then add that to your map

serene birch
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science!

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might include explosions

cursive dirge
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if it compiles and doesn't break in all directions, it's at least giving you some indication it could work

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if it breaks immediately, no need to examine it further

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in general though, if you need something that doesn't need transform, I would never consider using Actor for it

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actors have tons of overhead

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you basically have to have some good reason for doing that

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and simply having "manager" on the level isn't one, you can afford it having transform just fine

next badger
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Is Answers broken again?

serene birch
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has been for a couple hours it seems

next badger
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on attemp to log in

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jss -_-

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Epic staff aware?

copper flicker
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hi guys

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why doesn't this work?

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why doesn't DO SOMETHING happen after 1 second?

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it doesn't wait for the delay

next badger
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@copper flicker well, delay does not work that way

copper flicker
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oh crapshits.... why

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that would be my logic there...

next badger
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cause...you need to get output from "completed"

copper flicker
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EVENT is something taking 1 second, nothing should happen before that 1 sec finished

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ok, what do u mean...

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how should I use Completed in this case?

next badger
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you calling an event...that has nothing to do with its completion

copper flicker
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but I need this event to last 1 second, and meanwhile, Unreal to wait

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how do I do that

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in fact, can I skip the delay and use a timer or somthn?

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:d

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πŸ˜„

next badger
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you can, timers are better for it

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generally you time a function

copper flicker
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hmmm.. this is getting complicated

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haha

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I'm getting animation lengths and delaying things based on that

next badger
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cause ue4 is async (most engines are)

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if you're using timeline -> make a timeline and trigger events by it

copper flicker
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so you mean

next badger
copper flicker
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this is a completely different thing

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I;m not using a timeline, I'm grabbign animation sequences

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anyway, at least now I understand the bug I had

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thanks!

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my AIs were behaving well.. unless they had a short path

next badger
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Calling an event, it like sending a message. It does not set deadline for it to be completed.

copper flicker
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yeah..

next badger
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last image - will add a delay between event call and "do something"

copper flicker
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yeah... sad days man

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πŸ˜„

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I was trying to use an event to make things cleaner

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so if delays don't work in events...

next badger
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you aware that you can generate event in the animation sequence directly?

copper flicker
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maybe the most efficient way is to replace the event with a macro or something

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no, I was not

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can I do that in BP?

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oh, wait, no... I don't want to edit the anim sequence itself

next badger
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dynamically? no...i think no

copper flicker
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I want to automatically grab its length

next badger
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just the length?

copper flicker
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and I'm not using an anim BP

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I just need to trigger an event at the end of an anim

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reliably

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O o

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oh, maybe I can make 2 events. one before the anim. one after.

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and then use a delay between 2 events

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πŸ˜„

distant cobalt
next badger
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@distant cobalt have you assigned a material to landscape?

nova lantern
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can anybody help me ? whenever my enemy lost sight he starts shaking

copper flicker
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@next badger I'm not using montages

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so... I updated my system.. things seemed to work fine, but they still aren't

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it's like... something about these delays is unreliable.. or more like my logic is faulty πŸ˜„

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it should be a simple.. AI Idles. AI Plays Anim. AI Moves. AI Plays Anim. AI Idles again..

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in reality, they often mix these states

nova lantern
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oh k

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but its in the pack 😦

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why its not working

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anyways i will figure it out thx for ur time

copper flicker
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so.. sometimes I get an AI Moves without previously Plays Anim. And without changing state

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anyway, complicated to explain, sorry to spam

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πŸ˜„

grim ore
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if you want an event at the end of an animation that is what anim notifies are for, no efficient way to get around that

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@nova lantern when it loses site of the player I assume, is he trying to move to a new location then trying to move to the player then back to a new location then.. etc in your BT?

nova lantern
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@grim ore he is idle

grim ore
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so your BT shows him in the idle state without it trying to do anything else?

nova lantern
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yes

grim ore
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maybe you are trying to play your idle animation over and over then from the start?

nova lantern
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yes

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he is supposed to hold his gun

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@grim ore BTW love ur videos πŸ˜„

grim ore
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πŸ˜ƒ

boreal topaz
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i setup a random float in range. is there a way to force it to go all the way out to the 4th? decimal 1.0001

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sometimes it does other times it goes to the third

copper flicker
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@grim ore anim notifies are supposed to be set up inside anims, right?

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manually..

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and are anim specific

grim ore
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correct

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but they can share the same notify

copper flicker
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anywya, my problem, it seems is that I have events inside events inside events...

grim ore
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like end of idle1 -> do something, end of idle2 -> do something

copper flicker
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I just need to stop using Delays

wary wave
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delays are satan

copper flicker
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but it's weird, cuz my system almost works... with delays

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yeah

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but also easy

grim ore
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almost is why delays should be avoided

copper flicker
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in fact, delays are one of the reasons I started using Unreal XD

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haha yeah

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I was thinking.. wow, no Coroutines!

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easy coding! easy cooldowns for everything

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πŸ˜„

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so now I'm a bit confused, cuz... I do a LOT of delays, and they work.. usually

bitter iris
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usually πŸ˜‚

copper flicker
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it's not like Unreal skips them

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O o

calm widget
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That's what they want you to think

copper flicker
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wait wait..

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I have always used timers as macros with delays inside

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and these timers work fine... in Events

nova lantern
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use triggerS like this

copper flicker
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like this is a delay followed by a delayed macro

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why does this work

nova lantern
copper flicker
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TZ, use Snipping tool.. nobody can see that tiny text

distant cobalt
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i have a landscape material i have a question how can i make displacement for stone and no displacement for grass

nova lantern
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@distant cobalt STOP SPAMMING

distant cobalt
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im not spamming

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kek

nova lantern
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from yesterday u r asking same q

plush yew
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So I have this problem:
When I play in viewport my blueprint triggers the parent class beginplay but when I play in standalone it does not.

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Someone on the internet said something like, it might be happening if you set the parent class under the class settings and not create a child blueprint with the right click I suppose.

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so it does call the parent begin plays of another class

frank iron
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Anyone here know how to make Google play services sign in work for game?

next badger
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@distant cobalt well, you blend different channels, if you don't need displacement for grass put there black color

distant cobalt
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http://prntscr.com/oftieh

I have stone, and grass in one packed now is the question how can I do that because the displacement immediately on the material is no matter if there grass is at clear that is not only on the stone but on the grass too (ps should only on the stones).

Lightshot

Captured with Lightshot

copper flicker
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I can't get a timer by function name to work..

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πŸ˜„

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and replacing all my delays with timers.. omg

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I think I never managed to get timers by function name to work...

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they don't do anything

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and I'd need a unique timer for each delay?

grim ore
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it depends on what you are doing I guess

copper flicker
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a custom animation system..

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I think it's easier to handle delays and checks for everything

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dunno..

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O o

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my system seems to work fine.. until it's disabled at a distance

hidden tendon
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@distant cobalt You can use a lerp node to mask where the displacement appears.

plush yew
worthy ginkgo
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Hey! When designing levels using the Viewport, or when Editing Assets, whenever I switch from Perspective to any of the Orthographic Views such as Top, Bottom, Right, Left and so on, the View becomes Black, even when the Rendering mode is set to Lit. Is this a Bug? Or Am I Missing Something?

calm widget
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How does the material look on the object?

worthy ginkgo
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It's the same case with the World Editor.

grim ore
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that is going to be normal, you will have to change it to unlit

worthy ginkgo
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Okay! So this is the Correct Behaviour when Lit?

grim ore
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It's the expected one yep

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it's why it normally defaults to wireframe

worthy ginkgo
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Thanks! I just started with Unreal and your videos are really Helpful!

grim ore
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it's only the main viewport that does it, maybe they broke it at some point lol

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I never ever every used it 😦

plush yew
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When I use inputs on the parameters of this function, the BeginPlay of a parent function doesn't fire. How weird is this. The function is not being called at all. The Tick of the actual object does work but its BeginPlay doesn't.
And this only happens in Standalone not in Viewport.

worthy ginkgo
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Yeah. It happens in the Main Viewport AND the mesh Viewer. But the Blueprint looks just Fine.

grim ore
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yep but the mesh viewers use custom lighting

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soo.. i think it's meant to be like that

worthy ginkgo
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Weird it's like that. Hopefully they'll make it work in the future Update! thanks again!

grim ore
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I was trying to see if it was always like that in older videos and... Epic skips right past lit and goes to unlit when showing it off lol

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nope they must have changed it, version like 4.2 when lit would work properly

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yep its a lighting thing, I guess they changed it at some point when adding DX11/12/sm5. dropping down to ES2 for shaders lets it work correctly

regal hollow
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hey dudes! and dudettes, are there any people here who are working on VR projects? or have a good tutorial for setting up the motion properly WITH a character body?

azure shore
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can anyone help me make a backup of my project in github?

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do you just simply upload the project folder or?

thorn vector
#

anyone here use trusky plugin before?

grim ore
#

When using CPP and BP, what is the execution order for Events that exist in both like Begin Play. C++ Begin Play then BP Begin Play or? also when Super is involved how does that muck it up lol

thorn vector
grim ore
#

compass being the one on the top that rotates?

thorn vector
#

yep

#

anyone know how to make the pointer on the compass to show the current coordinate?

grim ore
thorn vector
#

ouh i've managed to rotate the compass what i wanna know is in the pic above the compass there's a pointer showing the current coordinate i wanna get the coordinate of that

grim ore
#

well that looks like a distance not a coordinate

#

or maybe I don't understand

misty stone
#

could you do smth like get actor rotation and bind that to the number

thorn vector
#

wait let me try that

misty stone
#

that's not exactly what you'd need to do but just a basic starting point ig

grim ore
#

well the video I showed has getting a target and putting a line on the compass for the location/direction of it. You can get the length / distance from the player to the target and put it on the UI

misty stone
#

it's the rotation of the compass, not distance to target I think

grim ore
#

oh yeah you are right that looks correct on that screenshot

distant cobalt
#

from who can i become parallax textures?

rotund scroll
#

you need to take the rotation of the world North (whatever you set that to be) and compare it either the player camera's forward vector rotation OR the player character's forward vector rotation

#

then you need to translate that value into a scale going from -1 to 1 in materials

#

the arrow pointing is static

grave raven
#

Hey, was Animation Rertargeting with different bipeds removed from UE4?

rotund scroll
#

it's the image that moves @thorn vector

grim ore
#

@grave raven it's the docs site, not you, a large amount of it is in progress of moving

grave raven
#

Ah, thanks!

light vigil
#

Hi everyone! Could anyone please explain the use case differences between a Multicast event delegate and a regular event delegate?

#

I am having trouble understanding when I would use one over the other

digital anchor
#

multiple functions can be bound to a Multicast, only a single function to a regular delegate

dawn gull
#

I am trying to get a source built version of UE4 and I am doing the GenerateProjectFiles.bat and i get this: C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Current\Bin\Microsoft.Common.CurrentVersion.targe
ts(1175,5): error MSB3644: The reference assemblies for framework ".NETFramework,Version=v4.6.2" were not found. To res
olve this, install the SDK or Targeting Pack for this framework version or retarget your application to a version of th
e framework for which you have the SDK or Targeting Pack installed. Note that assemblies will be resolved from the Glob
al Assembly Cache (GAC) and will be used in place of reference assemblies. Therefore your assembly may not be correctly
targeted for the framework you intend. [C:\Users\Bubeboi\Desktop\UnrealEngine-4.23\Engine\Source\Programs\UnrealBuildToo
l\UnrealBuildTool.csproj]

#

sorry to interrupt

grim ore
#

install the SDK or Targeting Pack for this framework version

#

soo....

dawn gull
#

what sdk though?

grim ore
#

framework ".NETFramework,Version=v4.6.2"

dawn gull
#

trying to find that...

grim ore
#

run visual studio installer, click on the add components section, scroll down the frameworks, check the 4.6.2 targetting pack, and install

dawn gull
#

thanks

grim ore
#

ok that is the 2019 installer, click modify

dawn gull
#

ok

grim ore
#

so Modify -> Individual Components -> .NET -> .NET Framework 4.6.2 targeting pack -> Install

dawn gull
#

ah thanks

grim ore
#

you will also want to make sure you have the windows 10 or 8.1 SDK or both installed if you do not

dawn gull
#

ok i think i do already

#

ok finished trying the thing again...

#

yay it is working thanks

#

now that i am building it another 6 hours of waiting! my favorite part

upbeat tendon
#

I am wondering when it is best to use an actor component and when I should use another actor like how the shooter game does for weapons

#

It seems to me I would be better off implementing components unless I want to drop or could swap the weapon and mesh

faint pier
#

Hello, i created dynamically by cpp some hierarchical instanced mesh components that reads a map file and create my level, for some reason the instances are flicking on the screen, the problem is gone if i use instanced static mesh components, but i would rather not lose individual LOD, any hints why this is happening?

hushed hare
#

I'm not sure if I have a bug or something

#

My axis events are firing on tick

#

when they aren't supposed to

#

I have a scroll wheel axis event

#

and it is just constantly firing instead of only firing when I am scrolling

#

action events aren't working I think

#

keyboard ones arent I guess]

#

Ok they do when I am possessing one character but in another one it doesn't

#

yeah I made R print a string on pressed and nothing got printed

#

You can see its literally just that

#

and nothing comes out when I spam it

#

or just press it once or whatever

wary wave
#

axis events fire on tick, this is normal

hushed hare
#

no

#

its not

#

Axis events fire every frame when the input is triggered

#

like

#

If you have an axis event bound to your mouse moving

#

It only fires on tick when you are moving your mouse

#

Mine moves no matter what

#

And my input actions don't work

#

My mouse ones do

#

But the keyboard ones don't

#

it just randomly started working

#

must've been an engine bug

#

ok this is weird

#

it only works when I click the blueprint during runtime and then click the viewport again

#

and it isn't even working right

plush yew
#

I've got escape bound to a menu button but it boots me out every time I play my game to test it. Obviously I'll just rebind it to something else ATM but later on it'd be nice if I could just hit escape and only have the functionality of my game be relevant rather than the editor. Does anyone know if I can change the escape button?

#

I found it, finally! I used to have a problem with ALT as well, turns out ALT S is a bind.

upbeat tendon
#

i am trying to create some nice screenshots, i thought i would use Photo Mode from the asset store, some of the characters i have have hair and clothing simulation which goes a little crazy, it would be good to freeze all of this simulation

upbeat tendon
#

ah solution, find all actors with a skeletal mesh and call stop simulation on them

brave shale
#

@plush yew Yeah you can see this information by pressing Settings->Engine Scalability Settings

plush yew
#

I'm doing hair customization and for that I'm just spawning an actor with a certain static mesh related to the hair option. I'm having trouble getting these options into a list that can be cycled through by clicking a button. I can make a struct with "Actor" as a variable but if I can't set the value of that variable once I switch over to a data table

upbeat tendon
#

i am thinking about building a new pc, i seem to be getting close to what this laptop can do without me spending half my life waiting, i've stuck with intel and nvidia for sometime, is it worth going with amd and radeon now?

plush yew
#

This is the setup right now but it doesn't seem ideal. I can't figure out how to get all of my hair options in a list with corresponding integers

hushed hare
#

why is it so hard to use Rinterp

#

this doesn't work for soem reason

plush yew
#

how frequently is it updating?

hushed hare
#

every time I press R

plush yew
#

as far as I know this would mean you'd have to press R every tick in order to get an accurate interp

#

On R press just start a function taht checks if your current rotation is equal to the target

#

and if it isn't then loop the node

hushed hare
#

the delta time is connected to event tick

#

i dunno this whole thing is glitchy I think my engine is corrupted or something

#

there is no reason for it to act how it is

plush yew
#

if it's hooked to event tick then what functionality does R have

hushed hare
#

it triggers the node that the output of the Rinterp is connected to

#

im just using event tick for the delta time

plush yew
#

yeah that's what I said originally then

#

your R interp is happening once, when you press R

#

so hook it up to a loop that updates every tick until it reaches the desired point

hushed hare
#

no

plush yew
#

As in, one tick of the interp

hushed hare
#

I dont think that's how it works

plush yew
#

All that event tick is doing is giving you the value of delta seconds based on the information you provided

hushed hare
#

it was working just fine earlier

plush yew
#

You said pressing R should do the rotation. If all that pressing R does is set the rotation equal to that rinterp node

#

then you are getting one tick

#

so you need to set up a loop

#

so that you get multiple ticks

#

could even do a branch like "is R held" or something

inner scaffold
#

Change it from pressed to down

hushed hare
#

inFinItE lOoP dETEcTEd

inner scaffold
#

Then it will update every tick because it’s held

hushed hare
#

I have it snapping to a grid so it is only gonna turn 90 degrees

#

But I want a smooth rotation

plush yew
#

use a delay of world delta seconds

hushed hare
#

wait a sec

#

this is apparently an infinite loop

#

ill just hook it up to tick

#

with a branch

plush yew
#

its not infinite if you have a branch

#

that checks if you're at or within the desired rotation

#

"so hook it up to a loop that updates every tick until it reaches the desired point"

hushed hare
#

I have an InputAxis bound to Mouse Wheel Axis

#

It is constantly active

#

and that is leading to some strange outcomes

#

It is always outputting and the axis value is 0

#

which leads to stuff as seen above

inner scaffold
#

Scripting the logic just seems so much easier. Lol

hushed hare
#

I already fixed the rotation problem this is something else

inner scaffold
#

Ahh

hushed hare
#

I don't understand why it is constantly firing when my finger isn't even on the mouse wheel

broken stream
#

how can i Detach mesh or weapon that its in the socket name, like pressing a key then it drops to the ground ? any help

grim ore
#

axis @hushed hare ?

#

Axis events are polled events, they are firing every tick, polling for input, and returning that input in the value. You would want an action if you just want it to trigger on action

hushed hare
#

bruh

plush yew
#

In the past when I did multiple colors I just made multiple materials. So red and blue shirt were two separate materials. But I always understood that that wasn't particularly efficient. So now I'm attempting to do color changes through textures but I'm struggling to find a resource that explains how this should be done

grim ore
#

by materials do you mean materials or separate textures? the way you used to do it

broken stream
#

do you know how to remove somthing that is in a socket name MathewW ? πŸ˜„

plush yew
#

I'd create a new material that was identical to the prvious one but had a different base color

grim ore
#

then you would use a material instance. Do it the same way but that base color would be a parameter now, right click it and convert to parameter.

plush yew
#

My current understanding is that I could make one shirt material and several different colored textures and just apply those to the singular material

grim ore
#

you can then access the material that is on your mesh and set that parameter to any value it would take, in this case another color.

plush yew
#

Thanks! That should get me moving. I bet you have a video about these I should've just gone straight to your channel

grim ore
#

assuming you wanted to do this at runtime. If doing this at design time it's the same way with instances you just make multiple instances rather than multiple materials and then adjust the color in the details for them

#

@broken stream how are you attaching the mesh or weapon to the socket?

broken stream
#

its a weapon on a charector, that i like to drop when it get kild

#

a Ai charector

grim ore
#

yes but how is it attached, you said its attached to a socket

broken stream
#

yes a socket name in the skeleton boon

grim ore
#

ok so it's just a mesh you added to the blueprint itself

broken stream
#

yes

grim ore
#

so the biggest issue I can see is since you have it as part of the character even if you detach it , it's still part of the character blueprint

broken stream
#

hmm, so remove then detach

#

or somthing

hushed hare
#

input is weird

#

My scroll wheel is rotating it when I don't have them connected at all

#

it doesnt at first

#

and then it randomly starts to

#

I just wanna make a level builder

plush yew
#

So just to be clear, this is how it should work? This way I only have several material isntances rather than several materials for one object?

grim ore
#

yes and no

#

yes if you plan on using premade instances, no if you want to use 1 instance and just change the color variable in the material

plush yew
#

Ahhh okay. I'll do some more research then. Because yeah my goal is only to change the color value. And then farther down the line I'd like to be able to change the texture as well but at the moment color is the priority

grim ore
#

@broken stream to be honest a better way might be to just have the enemy spawn a copy of that weapon when they die, a normal unique copy that would be normally in the world I assume for the player to pick up. then you can destroy or hide the one on the enemy.

broken stream
#

ok i see

grim ore
#

@plush yew here is an example in the third person project, the default material for the player has a Vector Parameter called BodyColor https://i.imgur.com/CGLtILW.png

#

you can see the parameter there in the material, and on the left you can see the code I would use to set the parameter on the materials on the mesh

plush yew
#

This makes sense the only confusion I'm having is why it needed to be a material instance rather than just a material

grim ore
#

there are other ways as well, such as creating the actual dynamic material instance on the player when it starts then setting the parameter directly as you can see here https://i.imgur.com/2Jl7nTH.png

#

materials are fixed, material instances are compiled versions of the material with the parameters exposed to changes

#

so the material instance is what lets you change things inside of the material at run or design time

#

The material is the house with a white paint of coat

#

The material instance is the house with a white paint of coat and a dude next to it with a paint bucket ready to change that white to something else if you want it

#

@broken stream but if you were going to try what you were trying, you would at begin play spawn the weapon mesh or actor, attach it to the AI at runtime when it starts up, then you can later detatch it and it would be in the world (but this is way messier than just spawning in what you want)

plush yew
#

Your help is extremely helpful as always thank you so much!

grim ore
#

and yes I am sure I have a video on this somewhere lol πŸ˜›

plush yew
#

I actually pulled it up! It's now in my watch queue

grim ore
#

I was working on gameplay abilities today... and yesterday... and the last 2 weeks and I still hate how hard they are to use 😦

broken stream
#

the thing is that its a child of a base charector, so i want it in the code of that, so when somthing heapand it will drop this mesh

grim ore
#

you can have a variable on it that holds the mesh or actor and when it dies tell it to spawn it to drop it

#

I assume you want it to drop to pick up?

broken stream
#

no pick up

grim ore
#

oh so they just drop it for an effect?

broken stream
#

yes

grim ore
#

well you can still do the same or I guess do the other idea, you dont want it part of the character itself if possible but you want to spawn it in, attach it, then you can later detach it

#

your biggest issue is realistic stuff like collisions when you detach it and it colliding with the AI

broken stream
#

so hi got his heand up so when i pres a key lets say it drops it

#

if you understand

grim ore
#

yep detatching it from the component or actor would do that

#

but then you have to worry about to drop it using manual movement down or gravity which means physics which means colliding with the player

#

your hand is holding it, you detach it, you turn on physics, its now colliding with the players hand and it will go flying away from them

broken stream
#

have any cood for somthing like this i can look at

grim ore
#

I don't, I wouldnt even know how to make it right without custom animations or coding it. I guess you could put it on it's own collision channel that is set to just ignore the pawn (player/ai) so it would not collide with them but still collide with the floor

abstract relic
grim ore
#

hey there we go

#

but I am curious if that kinda tosses it from the player when it drops it

broken stream
#

let me look at this

grim ore
#

yep it spawns the item in front of the player to drop it

abstract relic
#

Foundational πŸ€·β€β™€οΈ hopefully enough to apply it to socket loc/rot

grim ore
#

yep yep every bit helps

plush yew
#

In the last version of my project I was working on physics for everything like throwing and dropping but that turned into a nightmare so this time around I'm going to be exploring other options

#

and doing throwing/dropping last

autumn elbow
#

Anyone come across a dial creation tutorial...that snaps to values?

plush yew
#

like a dial that you twist?

autumn elbow
#

yup

plush yew
#

idk how you want input to twist it, but in terms of twisting you could just set intervals that you want to twist at in a rotation variable

#

off the top of my head I'd have pressing E rotate it + 20 and pressing Q rotate it -20

#

but you'd want to set up a function that interpolates that rotation I imagine

autumn elbow
#

Oh yea...that part I know. LoL.

#

I'm interested in the twist part.. I'm doing vr .. I'd like to see how people implement it

plush yew
#

ohhhhhhhhhhhhhhhhhhh. Yeah that's on the input side then and I don't work with VR

autumn elbow
#

Kk, no prob.

#

I debating if I should do the snap on release of the dial, or...if the dial should take control of the hand for the moment and snap the hand along

#

The later is a bit more fancy

burnt pumice
#

anyone have issues with the Enable Input Node?

#

It is not working for me at all

midnight bolt
#

does anyone know where i could find some free 3D Mesh cloud assets? something to put in far distance

burnt pumice
#

Turbosquid maybe

#

use there search

midnight bolt
#

i see nothing interesting there, i'm thining of some kind of fake cloud, just a few polygons crossing over with nice transparent texture

#

kinda like smoke particles

burnt pumice
#

ok

midnight bolt
#

gonna be a bit tricky to put it together, but i'll see

autumn elbow
#

It will give you tons of clouds that you can stick on a plane

burnt pumice
#

niik you have experience with enable input node?

autumn elbow
#

I'm using 4.22, and my Enable Input works. @burnt pumice

#

What are you having problems with?

mint raptor
#

It doesn't happen on all stairs

#

but this type of stairs it does

#

I didn't notice it until now

#

not perfect but doesn't look as bad

modern sinew
#

How can I add gravity to an actor? I gave it a Movement Component and enabled physics and gravity, but it's still just floating

mint raptor
#

Is Simulate Physics on?

modern sinew
#

where

#

oh

#

it's greyed out

#

how do I fix that

#

@mint raptor

mint raptor
#

IDK what you are doing exactly? Screenshot of your Actor BP?

autumn elbow
#

screen shot @modern sinew

#

Make sure you have a Mesh added

modern sinew
#

I have a skeletal mesh

#

@autumn elbow

mint raptor
#

@modern sinew Does your mesh have collisions?

#

Does it have a physics asset with collisions on the bones?

#

Also regarding my issue above, looks like my speed is dropping but IDK what makes it drop then go up then drop again? Collision issue?

#

My Step height should be more than enough at 40

blissful trail
#

i have a , and idk how to get rid of it

modern sinew
#

@mint raptor Do you mean a physics handle?

autumn elbow
#

on your skeletalMesh RedPandaz, is it set for physics?

#

@blissful trail a coma?

modern sinew
#

Ok, I hit Simulate Physics on the mesh, but instead of just falling down it ragdolled

#

@autumn elbow

autumn elbow
#

Oh.. is that a player character>

#

?

#

you dont have a capsule component

modern sinew
#

It's a duplicate of the player

#

that relays the actions of the player from before it was created

#

basically it just redoes what you did

autumn elbow
#

needs a capsule I think

#

copy the setup from your player

modern sinew
#

I did and it still ragdolls

#

While it would be nice to trigger a ragdoll, I don't want it to by default

autumn elbow
#

did you add a capsule component?

modern sinew
#

yea

autumn elbow
#

turn off simulate pyhics on your skeleton

modern sinew
#

for some reason that moved the camera down and made it so I can't move

autumn elbow
#

on your capsule, make sure those are your collision settings

#

can you send a screenshot , plz

modern sinew
#

Ok, I made it ignore Pawn and Physics Actor, and I can get out of it now, but if I go into it the camera gets all weird

autumn elbow
#

it should be pawn, and block everything

modern sinew
#

ok

#

Gravity is no longer working for the Duplicates

autumn elbow
#

can i see your blueprint setup

modern sinew
#

Like actual blueprints? or the settings? because I don't have any blueprints for it

autumn elbow
#

the settings

#

like my screenshot i posted

modern sinew
autumn elbow
#

yup

#

and the values of the collision for Capsule

modern sinew
#

currently OverlapAllDynamic

autumn elbow
#

I also just saw that your class is Actor..not pawn

modern sinew
#

should I switch it? It's supposed to move around

autumn elbow
#

what are you trying to do again>

#

?

#

you want this character is mirror to player character?

modern sinew
#

Ok, I'm making it so that the player does somethign, and presses Q. That resets the level and creates a version of them that does what they did that attempt. And you can put as many as you want, each duplicating a prior attempt

#

@autumn elbow

autumn elbow
#

Did you see this vid?

modern sinew
#

But no, I'm not uhh...

#

It's different

#

Anyway, so why isn't it being afected by gravity?

autumn elbow
#

try this,,,

#

Create a new Blueprint, Class will be character.

#

add your skeletal mesh

#

and add your duplicate component

modern sinew
#

ok, that one is falling now

autumn elbow
#

falling through the ground?

#

or landing on the ground?

modern sinew
#

landing

autumn elbow
#

ok great

#

and the rag doll isn't activating

#

?

#

shouldnt be activating lol

#

you can do the same thing with Pawn or Actor as the Class, but you have to make all thise components

#

Character will give it to you automatically

modern sinew
#

Now it's falling through the floor, even tho I changed it back to pawn (I'm trying to figure out how to make it so it doesn't collide with the player

autumn elbow
#

Player is a Pawn. in the collision setting for the duplicate character, on the capsule, set it to ignore pawn

modern sinew
#

Gravity doesn't seem to be affecting the ones I spawn, but I dragged one in by itself and it's falling through the floor

autumn elbow
#

make sure its above the floor.

#

when you drg it in

modern sinew
#

it is

autumn elbow
#

whats the floor collision type?

#

Default should be world Static

modern sinew
#

Wait, I changed Capsule Component to IgnoreOnlyPawn and it worked

#

Except the camera still screws up when I walk through it, but hey, small problem

#

do you know how to make a sorta bottomless array? because the only array I know how to make is limited

autumn elbow
#

doesn't fall through the ground for me

modern sinew
#

neither for me anymore

autumn elbow
#

oh ok

modern sinew
#

but how did you get it to idle like that? Mine just is frozen?

autumn elbow
#

i just copied the mesh from the PlayerCharacter to the DuplicateCharacter

#

It has animation blueprint attached

#

For Array you can use the Append node to add things to the Array

modern sinew
#

ok, I got the animation to work

autumn elbow
#

awesome

modern sinew
#

how do I get just one specific value from an array? the get just gives me the whole array

autumn elbow
#

GET node

modern sinew
#

yea, that just gives me the whole array

#

wait, I think I found it

autumn elbow
#

Thats to get 1 element from your array

modern sinew
#

yea, ok, I found it.

#

Need to get some sleep, but I

#

Ill try making the vector array tomorrow

plush yew
#

i'm overwhelmed, yet at home

hushed hare
#

what a bruh moment

#

but when I change it to translucent

#

and leave everything else the same

night pond
#

Hey guys, once I've packaged a game and run it until it crashes - where would I find the error log or the crash log?

cloud cobalt
#

Get the crash dump and debug it in VS

bitter cape
#

Does anyone know the command to print screen resolution on an IPad? Want to make sure I'm getting native resolution on device.

worthy ginkgo
#

Hey! I am trying to wrap my head around Player controllers in Unreal. Say I have a game where Inputs are different for different "contexts" like Inventory screen, In game, pause menu, skill tree and rthe same input is used across these contexts, but with different outcomes. Is it a good idea to have a separate unique player controller for each context resulting in multiple player controllers or have a single player controller handle everything across every context. Is it possible to swap controllers at runtime?

wary wave
#

you will never have more than one player controller per player

#

you don't switch them in and out at run time..

#

different UI screens can have focus and handle interpretation of inputs by themselves

worthy ginkgo
#

What if it's not a screen? Like in final fantasy, when free roam controls are different from the battle mode?

sudden agate
#

I use a different GameMode for my Battle Screen and Overworld

#

with different Controllers

worthy ginkgo
#

Oh. So you have a player controller for each game mode and swap it?

sudden agate
#

i dont swap them myself. unreal provides it in the GameMode class

iron merlin
#

Hey guys, how do i create persistent objects? I want my projectile pools to persist throughout the entire game. What i currently did was spawning projectile pool into a persistent level. Is there an alternate way? Or proper way of doing it?

sudden agate
#

you can assign the Controller you want to use per GameMode

#

in c++ its a bit easier to swap them at runtime

#

i dunno if its even possible in blueprints

worthy ginkgo
#

So you change the game mode itself when changing to battle?

warm timber
#

I read somewhere that having more than 1 directional light kills performance, is that correct?

worthy ginkgo
#

@warm timber depends on the hardware, the type of lighting and complexity of the scene tbh.

warm timber
#

Of course, I mean generally speaking.

worthy ginkgo
#

I'm new to Unreal, but In my experience with 3D game engines in general, I'd say not that much. But prefer baked lighting to real-time whenever possible.

warm timber
#

I go real-time all the way, actually the first thing I do after starting a new project is to disable precomputed lightning

whole quarry
#

Why would you use more than one directional light? Also, is it static or dynamic?

warm timber
#

Can stand the building times with that enabled

#

@whole quarry sun/moon

wary wave
#

sun / moon can surely just use one directional light?

whole quarry
#

^

wary wave
#

I don't think you ever see much in the way of light from the moon so long as the sun is visible

warm timber
#

I guess I could use a single light, it would require some extra work

whole quarry
#

If you want to minimise the work amount, then just go for static day time? πŸ˜›

warm timber
#

I'm a lazy motherfucker but not at that point

boreal topaz
#

how can i have a random set object spawn each time the game is played. example: i have a cube that weighs 5 lbs and a cube that weighs 10 lbs. i want only one of them to show up

rotund scroll
#

create a factory

#

as in a factory class

#

that produces your cubes

#

and assigns them random values

#

and deposits them in the world

eager blade
rotund scroll
#

sure if you're not good at BPing I would suggest that

boreal topaz
#

Thanks to both

eager blade
#

Even if you're good at it, no point in wasting time reimplementing something like that. Unless you need practice.

rotund scroll
#

if you are I would almost always recommend doing it yourself rather than buying since you get more control for your project and don't have to rely on external factors

boreal topaz
#

it is free btw

rotund scroll
#

e.g. what if it's bugged or breaks

boreal topaz
#

but i do need the practice. ill probably try both and see what i like best. thanks for the help

rotund scroll
#

the training will at least make you understand what's going on behind the scenes

boreal topaz
#

yeah thats something i need to work on

keen stream
#

has anyone here stumbled upon this error and knows how to fix it? there is nothing useful other than a post saying "update your vs". it appeared out of nowhere and it prevents me from building my project:

2>c1xx : fatal error C1356: unable to find mspdbcore.dll```
wary wave
#

you probably haven't installed a necessary component of VS2015

keen stream
#

i'm using vs 2017 and i have compiled without a problem for a year and this error appeared this morning out of nowhere without any change whatsoever

#

i have updated vs to the latest version, yet it doesn't make any difference

cunning siren
#

This was a bug they fixed back in May. I would try completely uninstalling and reinstalling vs2019

keen stream
#

does vs2019 work okay with unreal?

dawn gull
#

Hey, sorry to interrupt but I have compiled a source built version of UE4 4.23.0 and i have run it and it has stayed at 45% for about an hour now. Help?

#

and shootie, it works fine for me

serene birch
#

from experience, 45% is around the time it complies all the required shaders to even display the editor or so

dawn gull
#

Should i keep it running for like, a couple more hours?

keen stream
#

yeah i would say leave it do its thing a bit more, halfway through it does the shaders

dawn gull
#

ok

serene birch
#

try it a little more yeah

dawn gull
#

k

#

also

#

is it fine to open a UE4 4.20.3 project on newer versions?

serene birch
#

it'll need to convert the project and it might break, and it might be difficult to return to the previous version

#

aka, backup it somehow (source control for example) before doing the upgrade

#

for major version changes mostly, 4.20 => 4.21 for example

dawn gull
#

ok i will try that

#

and also why is it so hard to just get dedicated servers for your game? this is what i am getting a source built version of unreal for

keen stream
#

oh man i feel you

dawn gull
keen stream
#

it's just one of unreal's things

#

yeah we've used that one too

dawn gull
#

did it work ok for you?

keen stream
#

the thing with dedicated servers is that it's a weird and seemingly unnecessary process, but once you get it working, it never breaks (at least in my experience)

#

yeah it works fine

dawn gull
#

k thanks

honest vale
#

60 mins to start up?

dawn gull
#

about

#

yessssssss

honest vale
#

does that include compilation?

dawn gull
#

no

honest vale
#

holy fuck πŸ˜„

dawn gull
#

compilation was about 4-3 hours

honest vale
#

you need a new toaster

dawn gull
#

oof

honest vale
#

even my ages old 2600k compiles in 45 mins

dawn gull
#

oof that is fast

wary wave
#

what in the heck are you running on?

dawn gull
#

motherboard wise?

wary wave
#

processor

#

I mean my old i7 will compile the engine in around 40 minutes, and will start a project in 2-3 minutes depending on size

dawn gull
#

oof\

#

cpu is AMD Phenom II X3 720 57 Β°C
Heka 45nm Technology

wary wave
#

the current project I have will compile shaders for about 40 minutes if it does it from scratch, but that's because it's enormous

dawn gull
#

o o f meme big boi

wary wave
#

that's like a $10 processor 😐

dawn gull
#

Motherboard=Gigabyte Technology Co. Ltd. GA-MA78GM-S2H (Socket M2)

serene birch
#

he had to rebuild the shaders from scratch though πŸ˜›

rotund scroll
#

I always set the priority on the shader workers to high so they finish fast

serene birch
#

that's why the version took a long time to run

wary wave
#

yeah, ouch - on hardware like that it'll take forever to do anything

dawn gull
#

f

wary wave
#

honestly it isn't up to scratch, it won't run UE4 games properly either

dawn gull
#

ee

#

runs goat sim fine

wary wave
#

Goat Sim is UE3

#

and a decade old

rotund scroll
#

goatsim isn't a good benchmark in either case

dawn gull
#

dang

#

i gtg but be back in 3 hours

wary wave
#

tbh, I'm surprised that UE4 even started on that machine; if the processor is that dated, what on earth GPU does it have?

ruby folio
#

Modular building assets. Would you group different models into sub folders?
f.ex, walls, roofs, misc blah blah

wary wave
#

I'd first group them by set

#

and if the set was particularly large, then by type

ruby folio
#

I was just going to do them by interior and exterior, but I now have 70 exterior pieces.
So i figured I would separate the roof pieces into a sub folder

#

One of the things I wanted to achieve was all different sized roof pieces so when I build a settlement, the roofs will be all different angles and heights.
The only problem I have with that is coming up with meaningful names

true leaf
#

Hey my dudes. I'm disappointed in the UE4 datatable editor. You can't copy paste rows, you can't filter by any column ... Etc . Is there a better editor out there ??

#

Like a plugin

warm timber
#

export data to a spreadsheet, edit it there and import it back

keen stream
#

is there really nothing to do to be able to use vs 2017 as i used to up until this morning without installing vs2019? i really don't want and don't have time to go through that process

#

all my other team members are using vs2017 with no problems at all

ruby folio
keen stream
#

been there in the first place and no one answered

dawn gull
#

back

#

I think the gpu or graphics thingy is a 2047MB NVIDIA GeForce GTX 1050 (Gigabyte)

wary wave
#

a GTX1050 paired with a low end CPU from 2009

#

seems legit

dawn gull
#

idk i did not make it

wary wave
#

I have to ask, where did you get this computer from?

dawn gull
#

my dad helped me with drive stuff this used to be my sister's but she got a laptop

serene birch
#

@keen stream consider deleting the solution files/intermediate/other and regenerating a solution file

keen stream
#

i've done that at least 5 times

wary wave
#

I would look at reinstalling VS2015

#

the missing DLL suggests a component is missing, or a registry entry is fubar

dawn gull
#

dang people still use vs2015?

keen stream
#

i did a repair which basically reinstalled vs and it's still the same

#

i'm on vs2017

dawn gull
#

i am on vs2019

wary wave
#

well, 2017, but yeah

#

there is no reason to be on 2019

dawn gull
#

i cannot install 2017 :I

#

no installer

#

only the 2019 one

#

wait

#

nononononononoonononon

#

i tried opening a project with my source built

#

IT CRASHED😭

#

wait nm

#

f

keen stream
#

so what should i do really

#

i know for a fact vs 2015 won't work for me because i tested it a week ago and it doesn't work

dawn gull
dawn gull
#

visual studio is a bloat program

wary wave
#

then don't use it?

magic scarab
#

Does anyone have any interest in a modular mmo system that works with ue4 and aws game lift

#

I'm currently developing one and I was curious if anyone had any ideas I could throw into it

rotund scroll
#

the people that makes successful mmos probably have their own versions of those systems, so I'm not sure who you'd be developing them for

cloud cobalt
#

People who think they're doing a MMO

grave nebula
#

Everyone starts their gamedev journey with an MMO. That is totally fine.

rotund scroll
#

so, unsuccessful mmos

#

seems a bit parasitic

cloud cobalt
#

I've tried living from telling newbies not to make MMOs, and I've failed

tight isle
#

is anyone looking for help? I have some basic ue4 c++ knowledge and would like to expand that by helping with something cool.

cloud cobalt
#

So I can't blame doing the opposite

magic scarab
#

I can 100% say I do not recommend building an mmo

#

Terrible terrible decision

plush yew
#

anyone using VaRest? I'm trying to authenticate, but I can't find anything on the subject

magic scarab
#

@plush yew have you checked out the example projects?

plush yew
#

yeah, got it working, just wrapping my head around curl

#

this is the curl i'm trying to translate into VaRest

#
curl -X POST https://api.twilio.com/2010-04-01/Accounts/ACXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/Messages.json \
--data-urlencode "Body=This is the ship that made the Kessel Run in fourteen parsecs?" \
--data-urlencode "From=+15017122661" \
--data-urlencode "To=+15558675310" \
-u ACXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX:your_auth_token
#

auth is okay, but I can't seem to get the headers working

#

might be doing something wrong here

#

@magic scarab

copper flicker
#

silly 3D question.. do you guys export things facing Z? or facing X?

#

Z or Y, depending on your software of choice...

#

Z/Y or X?

#

πŸ˜„

inner scaffold
#

That’s a good question

copper flicker
#

cuz I'm not sure which is ideal

#

I was thinking Z... because then Unrela opens up all my models face-to-cam

#

but then all my meshes will be automatically set to -90 rotation

#

in my characters

inner scaffold
#

I suppose it doesn’t matter, as long as your programming and design corresponds

#

I’m sure there’s always an ideal perspective

#

But I think it comes down to your design implementation

#

I’m a newb, though, so take my thoughts with a grain of salt haha

visual belfry
#

@copper flicker I like facing X just for consistency

#

facing Z just sounds like a PITA, but facing Y isn't too bad

copper flicker
#

Y in Unreal you mean

visual belfry
#

yeah πŸ˜ƒ

#

can easily build out a level with assets facing Y and not bother rotating, but if they were facing Z ... oof

copper flicker
#

I know what u mean

#

but there are software out there that treat Z as Y

#

and Y as Z

#

πŸ˜„

#

in fact, Unreal does it wrong

#

Z is supposed to be deth

#

depth

#

and not height

visual belfry
#

yeah, I correct that in the export/import process

inner scaffold
#

Y is depth in 3D I thought.

copper flicker
#

ok, so... all your mdoels open in Unreal side-wise?

#

models *

visual belfry
#

the coordinate system wars have begun, take cover

copper flicker
#

no, Z is DEPTH

#

in CGI

#

πŸ˜„

visual belfry
#

Z is front to back depth plz

#

oh no, you've got my mind corrupted