#ue4-general

1 messages · Page 493 of 1

copper flicker
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Z buffer. Z depth. Z channels..

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but Unreal and a few other silly 3D apps treat Z as Y

inner scaffold
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In Unreal, though

copper flicker
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as height

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😄

inner scaffold
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Yeah

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Y depth

serene birch
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there is no intrinsic meaning for X, Y or Z in 3D

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in space, it's all the same even

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😛

copper flicker
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in space yes, in 3D no

serene birch
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space is the ultimate 3D

copper flicker
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Z has always beed Depth, historically

inner scaffold
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Which makes sense, because on a flat elucidian planes, x and y would be width and depth

serene birch
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3D when constrained by a gravity field is more 2.5D

inner scaffold
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Z would be height

serene birch
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in real 3D, you don't have up/down anymore, those are meaningless concepts

copper flicker
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that's why we talk about Z depth, and not Y depth

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anyway.... my real question is

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all your models open in Unreal side-wise?

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if you export everything with X orientation?

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even my character has to be corrected, by default Unreal will rotate -90

inner scaffold
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I had to look up how it was spelt, lol: I meant Euclidean Planes

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When a Euclidean plane lays flat, Z would be the 3rd dimension; I.e., height.

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That’s why it makes so much sense to me in Unreal.

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I think Z-depth is mostly referenced in “layering” aspects of 2d space.

astral phoenix
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hello! is there any1 that can help me with my game? 😃

versed spear
tight isle
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i will help if its a cpp project

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and as long as its not an MMO

versed spear
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Makes me wonder what extra code will be added lol

tight isle
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it will be good code, and efficient

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very powerful code

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nobody has code like it

versed spear
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That's what I'm afraid of. You helping someone that has no idea how to read the code you add.

tight isle
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lol

viral fractal
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sloooow

autumn elbow
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Morning All

grim ore
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Ahoy hoy

tight isle
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wanna know whats slow? xcode indexing the engine source

viral fractal
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wanna know whats slow ?

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this engine

dim plover
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You use Xcode with UE4?

tight isle
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oh yeah

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used CLion for a while, but back to xcode since mojave update and dark mode

plush yew
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I cant open my project. Its telling me to rebuild from source. I deleted the saed, intermediate, build and binary folders, and I still cant open it. The file refuses to generate project files so I cant compile from visual studio. I tried older revisions of the project file and those wont work either

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Can anyone help me

tight isle
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did you compile the engine from source?

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you can try rebuilding the ue4-BuildPatch tool

plush yew
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It was downloaded from the launcher

tight isle
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did the version change?

plush yew
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No

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We've been on 4.22.3 for about a couple weeks now

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We've had no problems

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I closed the engine earlier today, went to open it again and this happened

tight isle
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did you try reinstalling the engine?

cloud cobalt
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@plush yew So what's the error when generating solution

plush yew
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I cant even view it

cloud cobalt
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That's the actual problem

plush yew
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Where would I go to get this information

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@tight isle trying that now

abstract relic
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Sounds like someone tried to port over some scripts or plugins if I had to guess 😜

plush yew
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I highly doubt that

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Since I can see every change for these files

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It was checked out and checked back in, but nothing changed

serene birch
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ah, 4.23 preview 2 is available

plush yew
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Yeah the last commit I pulled was a simple camera actor that allowed you to move your camera in a cinematic

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Nothing else was changed

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So I highly doubt it has something to do with the game files

crude rock
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do you guys know if i need to follow the same procedure to activate raytracing on 4.23 preview as i needed on 4.22?

serene birch
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likely

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you basically had to enable the RTX features in DX12 with a Windows 10 patch and make sure the engine is launched in DX12 mode

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those two steps are likely still present

grim ore
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until the editor default is DX12 (DX11 now) you will have to do that 😦

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sooo... Fixed! UE-77150 UE4Game.Target.cs references World Explorers in commented line

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and it was referring to // to make World Explorers as small as possible we excluded some items from the engine. // uncomment below to make a smaller iOS build /*bCompileRecast = false;

plush yew
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@cloud cobalt how do I check the errors

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Where do I see that

cloud cobalt
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What happens when you right click and pick "generate"

plush yew
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it generates a code workspace file

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nothing else

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no visual studio project files or solutions

cloud cobalt
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What's a code workspace file ?

plush yew
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the .sln file was there before

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if i delete it, it cant be regenerated

cloud cobalt
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It has today's date though

plush yew
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I pulled it from the repo

cloud cobalt
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You really shouldn't have that on a repo (like anything in intermediate build or binaries)

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So start by deleting all of that

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And generate

plush yew
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this is the only thing that generates in the intermediate folder

cloud cobalt
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And like, the generation window doesn't even raise an error ?

plush yew
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I dont know because I dont know where to check that

cloud cobalt
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I've never had "generate project files" fail without that window staying open with the error log

plush yew
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I click generate, it stays open for about a second then closes

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same with trying to open the project

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I cant even read what its trying to say because it closes automatically

cloud cobalt
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Try a new C++ project from the engine

plush yew
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ok give me a second

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okay that worked

cloud cobalt
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You can generate the solution ?

plush yew
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Yes

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that worked there

cloud cobalt
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So the engine's fine, as it usually is, and this is a project issue

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Put your uproject, build.cs, target file etc on pastebin

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Let's check that 😃

plush yew
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PM me the full file list

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Because some of this stuff IDK where it is

grim ore
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do you have VS Code installed? that is what the Workspace is for as VS Code does not use SLN files

plush yew
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Yes I do have code installed

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I have both 19 and code

grim ore
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and you dont want to use code for UE4?

plush yew
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I usually use 19

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I installed it earlier and I guess it defaulted to that

grim ore
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for some reason your editor thinks Code is your default editor, you can change it in the editor settings then restart it

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force it to VS 19

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then you can generate the SLN from the uproject

plush yew
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Where would I go to do that

grim ore
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open the engine, go to the editor prefs, search for editor

plush yew
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ok

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let me try this now

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okay that worked

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wow

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that is such a weird issue

grim ore
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yeah if you force it to VS 2019 and restart it should allow you to do what you want

plush yew
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Ive never had that happen

grim ore
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yeah its weird because it defaults to visual studio generically and uses environment variables to determine which one

plush yew
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Right

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Well thanks

grim ore
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yay 😃

plush yew
grim ore
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and I only know this because I installed VS Code a few weeks ago and had to deal with this lol

plush yew
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autumn elbow
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What always seems like a terrible ,daunting task and takes a week to solve, has the simplest solution .

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I just finished my attachment R&D, and it took a week to setup/solve, and it has only like 4 nodes.

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LoL

grim ore
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yep that is programming

autumn elbow
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the refactor has 4 nodes. While solving it, it has like 30

grim ore
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holy crap how does this work, try it all! oh it works? ok what dont I need? Iterate, iterate, iterate, function function, commit.

autumn elbow
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yup hahaha

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so, I was using GET PARENT... to get the parent of the attached object0 (make sense). Didn't work for hours. Debugged for 3 hours, then found GET OWNER. Seemed to work, and then it didn't. Then found the correct node, GET ATTACHED PARENT. I face palmed soooo hard

grim ore
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ahhh

cedar snow
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sockets are for actors, right?

autumn elbow
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i've only used sockets for skeletal meshes

cedar snow
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was just wondering what the better way is wrt attaching (and detaching) static meshes onto an actor

  1. have an actor and every attachment is just another StaticMeshComponent
  2. have an actor and every attachment is another actor plugged into a socket
autumn elbow
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hey... i just did that like 10 mins ago.. LoL

cedar snow
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lol

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which version?

autumn elbow
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1 is how i decided to go

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lemme show ya.. 1 sec

cedar snow
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what bugs me a bit about 1 is that when the actor is picked up, i'd have to move/create StaticMeshComponent on the main actor and discard the picked up actor

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and when detaching obv the other way around

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the only negative thing i've found about 2 is that there's maybe a slight runtime cost because several actor transforms get updated

autumn elbow
hidden aurora
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Nice niik

autumn elbow
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I use sphere collision that only become active when its being held. If its not, its just a plain ole static mesh with no interactivity

cedar snow
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wow nice

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@autumn elbow

autumn elbow
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saves on performance when I disable it.

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Thanks!

cedar snow
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but aren't you using 2 then?

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actor attaching to actor

autumn elbow
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#1... there's no socket

cedar snow
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oh

autumn elbow
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a socket only gives the xyz location. In this case, I'm getting the XYZ from the sphere collision.

cedar snow
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for me it'd always be the same position

autumn elbow
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I'm working on that now.. when they attach, the cube being held will go to the correct position- which is flush up against the the other cube

cedar snow
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thanks so far 😄

autumn elbow
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😃

lost ember
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Does the VR editor support VALVE Index yet?

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  • the Knuckles controllers?
dawn gull
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how do i fix

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😦

grim ore
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open the .sln file to open it in visual studio, right click just the project name on the right in the solution explorer, and build it

dawn gull
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Ok

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Thanks :)

dawn gull
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almost instant

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how do i fix this one?

dawn gull
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halp

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oof

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if you are drowning eat the water like duh

lime oxide
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Hi. Is there any way to limit "Use Mouse for Touch" to LMB only? Currently it fires "Touch 1" events from every standard mouse button.

dawn gull
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what version of unreal?

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in older versions it does that

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if it is over 4.15 then idk

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if under then it is probably that

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why is nobody responding to my problem 😦

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also sorry for spamming

weary basalt
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Have some patience mate, if you want instant answers, hire someone?

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Also the real reason for not being able to compile will be in the Output tab not the Error tab

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Dont use the Error tab

dawn gull
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sorry i have just been waiting to finish this for a couple days

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i found one error

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1>C:/Users/REDACTED/Desktop/UnrealEngine-4.23/Engine/Source/Editor/SwarmInterface/Private/SwarmInterface.cpp(21): fatal error C1083: Cannot open include file: 'metahost.h': No such file or directory

lime oxide
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@dawn gull I'm using 4.22.3 Launcher version.

dawn gull
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ok sorry then idk 😦

lime oxide
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@dawn gull thanks anyway.

plush yew
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Does anyone know of any additional documentation relating to that third option? (mesh merging)

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I found one other website that gives a brief outline about it. But the only additional information it seems to give is that you can only run one animation at a time on mesh merged characters

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And I'm not entirely sure what that means. My characters have an anim graph that is split into upper and lower bodies. Does that mean that a mesh merged character wouldn't be compatible with my animation technique?

pulsar fractal
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Hey i have a general question that i never quite understood.. What's the difference between an event not being replicated; and an event being replicated to the owning client? If there is no replication set, wouldn't this event run on the client anyway, because it has to run somewhere and its not set to run on the server? Thanks

plush yew
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My first UE android export is stuck on the loading screen where it's written unreal engine but it never crosses it..

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Any idea wot I might've done wrong...

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It's an empty project...

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:(

grim ore
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you will have to use ADB Log debugging to see any errors

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@dawn gull metahost.h missing is due to windows 10/8.1 SDK not being installed properly for UE4

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you can find and install the 8.1 SDK or install the .net 4.6.1 SDK and it will work. It might need to be setup to work with the 4.6.1 SDK but out of the box the 8.1 SDK should work. Regenerate the project file after installing them to make sure VS sees them

runic gazelle
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Anyone here have voxelplugin?

light thunder
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Random question - How many times will unreal perform a task before it calls something an infinite loop?

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I have an item that has a 2% chance of being pulled , out of 200 items or so

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however, it's being built that of the 8 categories I have, 1 of the categories only has two items in it, but I want an equal draw chance between the 8 categories

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So basically what I'm doing is getting a random category and making that a variable, then pulling from the list of items until I get one that matches that same category

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LogScript: Warning: Infinite script recursion (250 calls) detected - see log for stack trace```
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This is more or less a text based game, so I'm not too worried about inefficient data flow

grim ore
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uhm, its like 100000 times for an actual infinite loop detection, its a setting in the preferences

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recursion is different tho

midnight bolt
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it's called _mask. how do i use it in the material?

grim ore
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the texture has multiple channels, RGBA, each being grayscale values., you can use just the one channel to "mask" stuff (hide/show) to get another look. like for example this looks like a dirt or wear mask so you could use this mask and only put a dirt texture in the areas that are dark or light to give the appearance of only dirt in certain areas

polar hawk
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that is maybe a roughness or material layer mask on the blue channel?

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you know what

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@grim ore gots it

midnight bolt
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thanks, ill have a look

grim ore
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lol @polar hawk

dawn gull
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@grim ore oof ok and that is just on the website for vb somewhere? (A Google would find it)

grim ore
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the 2017 installer for VS has the 8.1 SDK in it, the 2019 installer for VS has the 4.6.1 NET SDK. you can also find them on the microsoft site yep.

dawn gull
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Ok thanks 👌I'm gonna go to sleep now it's like 9:30 pm

gray trellis
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guys, what's the drawback when using dynamic material instances and setting a texture parameter, i.e. does each set cause an extra drawcall or something?

sand stream
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Hey all, not sure if this is the right channel for this issue but I'll put it out there regardless.
I'm currently having an issue with materials not working properly after reimporting a mesh.
I exported the original mesh to Maya in order to fix some UV issues.
After finishing in Maya, I attempted to reimport the mesh into UE4 but when I did, the materials for the mesh defaulted to the World Grid.
The original material slots are still populated with the correct materials, yet they wont show up on the mesh.
What am I missing?

raw elk
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So when you reimport, the material slots are still populated with the correct materials, and there are no new slots?

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Do you get a 'Reset to FBX' window when reimporting?

lime gull
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Doea anybody have a tutorial for making a player component follow the mouse cursor, and so you csn shoot wherever you mouse is, like a top down shooter?

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Like this

sand stream
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@raw elk just double checked and two things:

  1. I did not get a 'Reset to FBX' window
  2. I did notice an additional material slot was added containing the world grid material.
autumn elbow
lime gull
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Yea i watched that, but what about the uh gun following the cursor as well

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Is that even possible?

autumn elbow
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Like that?

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sorry, not sure what you mean. lol

raw elk
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@sand stream So the new material slot is probably the problem

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try adding your material to that new slot

autumn elbow
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is there a way to reset the Overlap event?

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so even if its overlapping, its set to not overlapping?

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ideas?

lime gull
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@autumn elbow Yea like that, now I havent tried anything yet so i might be able to customize it, but I wanna have a component on the character move, so like a main sprite and then a weapon sprite or something

autumn elbow
iron merlin
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You will need a bool isHolding on player's interaction?

autumn elbow
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I have that in one form or another. Something to do with the attachment

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I dont know what i'm missing

iron merlin
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@autumn elbow How do you attach the cube? By an input?

autumn elbow
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Overlap of the sphere collision

iron merlin
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That must be it. If you click to unattach, isHolding become false but it still overlap the sphere which will make isHolding to true.

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So basically you just need to set isHolding to false until the sphere isn't colliding with anything.

autumn elbow
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yup..got that LoL

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i made sure there sphere isn't touching anything

iron merlin
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So it should be OnBeginOverlap, isHolding should be false to attach which set isHolding to true when attached. Mouse click unattach the holding object. OnEndOverlap sets isHolding to false.

autumn elbow
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hmm..ok..Let me double check to make sure thats happening

autumn elbow
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@iron merlin Thanks for the brainstorm... 😄

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I wasn't releasing it from the mouse when I attached it to the cube, and vice versa

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Now it works 😃

iron merlin
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Nice 👍

fiery river
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unreal💪

latent flume
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Quiick question. Is there a limit to where a character can spawn using the world transform?

grim ore
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There are realistic limits due to world origin and floating point errors. There is also a Kill Z setting for objects at a certain Z or lower

pale yew
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does the unreal engine course library also have guides for making science fiction or fantasy game environments?

honest vale
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probably not considering that has pretty little to do with the engine

pale yew
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i see

true ledge
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there’s one thing i miss about using unity and that is custom editor inspectors. in unreal i can add 2 vectors (opposite corners of a rectangle) to a BP and those will be 3d point handles in the world. but in unity i could have an inspector draw lines between those points and visualize the rectangle. and if i have the actor selected it could draw additional debug/visual info (maybe lines that link to other actors in a network, or text, or a fuller 3d mesh). i can also have buttons in the inspector for helper functions (like AlignActorToEditorCameraUp()). and all the variables and code to handle the visualization and helper functions exists on the inspector, which gets removed from the final build (because the Editor directory gets removed)

does anything like this exist in unreal yet?

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i figure editor widgets are for standalone tools rather than highly specialized for specific actor types

sudden agate
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with c++

wary wave
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best use of the logger does require native code though

unique steppe
timber glen
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Hey guys, is there a way to somehow cache vertex colors from meshes that are painted in UE4?

dawn gull
cloud cobalt
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The latest should be fine

dawn gull
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ok

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the 10.0.18362.0?

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(very bottom)

serene birch
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you'll only use one at a time and they get pretty big

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mostly, anyone should be ok so just take the latest

dawn gull
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so uncheck the other one?

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i shall do that

plush yew
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hello

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can someone tell me if ssgi is available on preview 1 of ue 4.23 via lunchner ?????

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or its from other branch on github ?

dawn gull
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this has been running for a while still nothing in the output log

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And @plush yew it should be available but i dont know where you would find it

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dang still no updates to the log

sudden agate
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@plush yew yes

gray halo
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hello hello

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I have a question

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is VS 2019 supported in Unreal?

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or should I still use 2017?

wary wave
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stick to 2017 for now

gray halo
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alrighty

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thank you

kind dune
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Yo, anyone successfully packaged their game with 4.23 Preview 1? I tried it yesterday and it failed. Not sure if Preview 2 fixed that.

cloud cobalt
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2019 is supported and works well, too

mint raptor
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Question, is it possible to use Ray tracing to tell when a pawn or actor is in shadows vs not?

wary wave
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no

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the lighting pass is totally separate to the game thread

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it would take engine modification to make that possible

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a more sensible approach is to not use global illumination, and to do separate simplified calculations in gameplay code

mint raptor
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@wary wave understood

boreal topaz
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i want to have a character or a shadow follow my player around, room to room. i dont want the follower to get stuck on walls or doors, whats the best method to do this

dawn gull
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help

wary wave
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unless you get a proper processor, it's going to take hours to do anything

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the only solution to your problem is hardware

sleek solar
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judging by the screenshot resolution it must be some laptop, might take ~5 hours to compile the engine (Unless you have some really expensive laptop)

wary wave
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they're running on a low end AMD set from 2009

sleek solar
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My old laptop crashed when I tried to compile UE4 (was out of memory and HDD was 100% loaded)

wary wave
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I'm honestly surprised they can run the editor at all

dim arch
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anyone know of a free build accelerator other than incredibuild

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I know there was one called octobuild

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seems like octobuild speeds up recompilation by caching previous engine build versions

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but doesnt accelerate build times

frank iron
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Anyone here know how to fix the duplicate account error for Admob?

dim arch
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feelsgoodman.jpg

wary wave
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I'd change affinity to leave at least one core free

dim arch
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ye probably should

manic pawn
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there is nothing that can "accelerate build times"

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incredibuild and fastbuild are both useless if you don't have multiple machines

dim arch
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yarp I wasnt sure what kind of build optimization it did

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I mean I know it could do swarm builds but thought it increased perf on a single machine too

mighty field
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You seem to get the CPU situation covered. Beyond that, the only way to make it faster on a single machine is by placing everything in a fast SSD

wary wave
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only if you want to kill said SSD fast

manic pawn
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obviously you have to tell us how fast that thing builds

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I don't see how that would kill the ssd

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I've been building from a nvme ssd for years and it's used maybe 15% of the tbw

cloud cobalt
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@wary wave Honestly I've been building source code on my SSDs for literally a decade now and they're fine

manic pawn
wary wave
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D:

manic pawn
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not using a nvme ssd is just way too slow to even be considered an option

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so if the ssd dies that just means you have to buy more ssd

dim arch
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well fuck, I have a corrupt soruce file

zinc rivet
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@unique steppe clearly it's time to pivot your game design to a bucking-bronco mario-cart mashup

dawn gull
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@sleek solar not a laptop

sick escarp
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How can I create an event like the "On Clicked (Static Mesh)" in c++?

dim arch
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using the delegates system iirc

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welp, first a corrupted source file, now it wont build because my directory has an illegal character in it

serene birch
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Limbo up

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next game unknown, the EGS launcher is kinda dead 😄 everyone must be buying Limbo at the same time 😛

manic pawn
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what limbo was already free before

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that's pointless

serene birch
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on next game

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is two games 😄

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Moonlighter and This War of Mine

wary wave
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Moonlighter was in this month's Humble Monthly

manic pawn
#

I like how the text from the embed does not actually exist on the page

serene birch
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¯_(ツ)_/¯

regal mulch
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It does, it's the description meta :P

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Does anyone know why Particles that are set to Bounce, don't bounce when spawned runtime, but do bounce when just placed into the level?

dim arch
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oops wrong channel, 18mins to build the engine

magic scarab
#

So how bad of an idea is it if I want to build an automated mmo creation and administration system

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A program that can create items, quests and stimulate the in game economy

dim arch
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not a bad idea, but ridiculously ambitious

cinder iron
#

@regal mulch cascade or niagara?

magic scarab
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🤔 well let me finish the web front end, database server, and the ue4 plugin to connect everything then I guess I'll come back to automation

serene birch
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a meta mmo?

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that's going far into the deep end 😛

modern sleet
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Hello, does UE4 provide some PS4 controller key map? I want to bind R1 and L1 to input, but I dont know which ones are the right ones :/

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(And I cant find any map on google 😮 )

visual belfry
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probably left/right shoulder

modern sleet
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@visual belfry Thank you man, that's it.

frank escarp
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@modern sleet all gamepad keys are crossplat

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R 1 is right shoulder, i think

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R2 being right trigger

modern sleet
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thank you for a hint 😃

plush yew
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anyone with experience with physics assets in this channel?

polar hawk
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i built a $600 machine that can compile the entire engine from a cold state in just under 30 minutes

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¯_(ツ)_/¯

manic pawn
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with used parts?

polar hawk
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the only used thing in it is the gpu but you don't need a gpu to compile the engine

dawn gull
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I followed the instructions @grim ore gave me yesterday and it failed with nothing in the output log 🤣 the only stuff i have is the errors

polar hawk
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However I did buy $900 in used parts for an experimental build machine

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the last part came in yesterday from china, yolo

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Do yall think a modern $600 AMD rig can beat $900 in parts from the year 2010 cuz I'm going to find out

sour basin
#

I am a new UE4 user, but I used blender professionally and been trying out UE4 for arch viz.. I am having this isse idk how to fix.. hope anyone could help

#

I am having trouble Bakings lightmass uvs... It's says it's over lapping by 50% but it's not

#

Here check it out

plush yew
#

Hey, I have a characters with animation, is there any way I can use the socket of the character without it being moved, and without removing the animation? thanks!

grim ore
#

@sour basin go to your build drop down menu on your toolbar, and check the Use Error Coloring checkbox.

#

rebuild your lights and look for the orange parts on your mesh, those are the overlapping parts according to UE4 for the lightmap channel you are using

sour basin
#

Already did that

grim ore
#

and none of it is coming up orange?

#

just looking at the mesh and the UV's you show I would assume half of it is overlapping such as the back sides of each wall

#

so for example I can see 3 distinct, possible 4 faces, but that doesnt include the backs of those parts of the mesh which I assume are the overlapping parts https://i.imgur.com/LMrB5VL.png

dawn gull
#

Hey @grim ore

#

I did what you said yesterday, and it installed, but when i packaged it, it gave me 2 errors and literally nothing in the output log

#

I need help

#

First error is

opal berry
#

is UE4 partially written in C#?

dawn gull
#

yes

#

all in c#

cloud cobalt
#

It's actually almost entirely C++

dawn gull
#

C1083 for first error

#

oh yeah i mix them up

cloud cobalt
#

Around 5% of the tooling is C#

dawn gull
#

next error and last error

plush yew
#

anyone had issues with not being able to export files in 4.22.3? I am only getting blank files

dawn gull
#

MSB3075

cloud cobalt
#

For compiling errors, put the output log window (not error list) on #cpp

dawn gull
#

Nothing is in the output log

cloud cobalt
#

Then compile

#

"build solution"

dawn gull
#

i did

cloud cobalt
#

Then you have an output log

dawn gull
#

multiple times 😦

#

ok

#

it is two lines that say started

#

nothing else

cloud cobalt
#

So first step for C++ errors - put the log on pastebin and link it here

opal berry
#

@dawn gull thanks for da info

#

just another question which is Really off topic but is Unity Written in C++ or C#?

cloud cobalt
#

Both UE4 and Unity are C++ almost entirely

#

With some tools in C#

#

Game runtimes are almost universally C++

dawn gull
#

ok

#

wut

#

of course now its making a log

#

OOF

#

2000000000000000000000000000 errors

cloud cobalt
#

Now look att he first one and fix it

dawn gull
grim ore
#

or the last, or the middle, or the one 3rd from the top. It's C++ after all, errors are never accurate 😛

dawn gull
#

the redacted had my real name

grim ore
#

you forget a module? theres an error about something in another file. you forget to declare a header? theres an error in another project... wtf C++

dawn gull
#

:9

#

:9

grim ore
#

you don't implement the function, have a wacky error!

dawn gull
#

😦

cloud cobalt
#

Looks like you're building the engine from source ?

dawn gull
#

Yes

grim ore
#

that is still the meta host error, it needs the file from the 8.1 SDK or the 4.6.1 NET SDK

dawn gull
#

But i am building my game from a source built engine

#

dang it i did that though

cloud cobalt
#

That's the engine not compiling here

grim ore
#

the fixes are different based on what version of VS you are using, what the generate project files was generating, and what version of the engine you are compiling lol 😦

dawn gull
#

i am using vs 2019 and generating 4.23

grim ore
#

when you use generateprojectfiles.bat do you specify -2019

dawn gull
#

i did

#

and

#

i am generating my game that is using source built ue4 not building the source built itself

grim ore
#

well you need to compile the engine to use it which is what that error is about

dawn gull
#

ok i will do it again :I

#

and also

grim ore
#

well it's going to error out with that error

dawn gull
#

what

#

then how do i fix it

grim ore
#

which NET frameworks do you have installed at the top of that list?

dawn gull
grim ore
#

yes, install the 4.6.1 SDK and 4.6.2 SDK, not the targeting frameworks

#

then generate the project files again, open it back up, and build

#

restarting windows won't hurt either after installing but who knows lol

dawn gull
grim ore
#

keep the targeting pack, just add the 2 SDK's

dawn gull
#

i added 4.6.1 and 4.6.2

#

ok

#

i will add and then restart

#

👍

grim ore
#

it was never an issue until the installer removed the 8.1 SDK as default, the 10 SDK doesnt have it for some reason

#

then epic started changing which NET versions it needed to compile between engine updates and its all fubar now

dawn gull
#

yeah

grim ore
#

the bad part is if you are using 2019 you will still end up with another error compiling source due to a warning becoming an error in 2019 😦

dawn gull
#

back

#

so i just compile the thing again and it hsould work?

grim ore
#

that is the goal for sure, build the engine (UE4) project and hope for the best

dawn gull
#

last time when i ran it it just said

cloud cobalt
#

Any reason you want to build the engine from source ? It's just a massive pain

dawn gull
#

[VISIX]Tracelog:C:\Users\REDACTED\AppData\Local\Temp\VSFeedbackIntelliCodeLogs\20190718_191742_VS.log
[VSIX I] Version: 2.2.182.4985

#

The reason is that i am making dedicated servers for my game

#

after it spat that out it waited for 2 hours then finished with two errors

cloud cobalt
#

Ah, well. Good luck then

dawn gull
#

yeah

grim ore
#

if you look at the output log it should show the files being built, about 3k of them

dawn gull
#

yeah that is weird bc it only did that the whole time

#

and stayed at the smae percentage the whole time

grim ore
#

you might have that category disabled then in your output window

#

it should show up at the bottom and constantly be moving thru the files

dawn gull
#

ok how do i enable?

#

because nothing is showing up :I

grim ore
#

at the top of the log where it says Show Output from , change that to build

dawn gull
#

ah thanks

#

it works now 😃

#

👍 you have been a BIG help

grim ore
dawn gull
#

ahhhhhhhhhhhhhhhhhhhhhh

#

i hate vs

#

how do i fix that one

grim ore
#

this one is epic and VS, it's a coding standard they should not be using VS 2019 just errors it out now instead of warning

dawn gull
#

lol

#

can i just ignore those?

#

and make it so that it still builds?

grim ore
#

there is a hacky fix documented on that page for it, you will compare the into to != 0 so it returns the bool, I cant remember the code or lines but its easy once it errors to show you

#

and you can't ignore it unless you make VS ignore it which I gave up trying to do, the other way to "fix" it is to just go back to VS 2017 lol

dawn gull
#

dang it

grim ore
#

heck for all I know they fixed it in master or .23 in the last few days

dawn gull
#

do you have a backup of the installer for 2017?

#

i cant find it anywhere

#

.cpp makes me sad bc cp = club penguin

#

rip club penguin

#

😭

grim ore
bitter iris
true leaf
#

Hahahaha A WHOLE NEW WOORRRLLLDDDDDD🎶🎵🎶🎶🎵

bitter iris
#

anyone know what kind of friction/restitution i should be working at

plush yew
#

Can this type of animal be ultimate predator. It is as big as a human being and has vey thick armor.

#

is it just slow and too heavy to run like lion

#

But if this would be real animal can it run fast and kill

grim ore
#

well for reference something like that Komodo dragon/Speed 12 mph Maximum, On Land, Sprint

#

which is not too shabby

plush yew
#

ok maybe my planet doesnt then have same gravity so it can be fast predator and kill

grim ore
#

and a rhino can do like 30 mph and it's a big armoured bastage

plush yew
#

yeah but it has lizard legs

#

but this is big gecko

#

Ok i am happy that it can be fast predator because it is king of predators in this alien planet

plush yew
#

When I hit escape I open up the menu in my game. I can then click on a button such as "appearance" to change my characters appearance in game. The problem is that the appearance widget seems to be covering the menu widget even though the buttons don't overlap. So I can't re-click the appearance button in order to close the appearance widget

#

Hahaha I wake up and this place goes from unreal engine to discovery channel

grim ore
#

depending on how your appearance widget is set up, your back panel if you are using like a canvas panel, might be covering anything under it

#

and that panel might be set to absorb input

plush yew
#

Yeah they're both using two canvas panels that take up the entire screen

grim ore
#

yep you need to go to your canvas panel on the appearance widget and adjust the hit thingy

#

visibility lol

plush yew
#

I see self hit test invisible is what it's set to now, I'll try the other options. Or maybe there's a way to store it in something other than a canvas panel

grim ore
#

welp

#

there are other visibility options with hit yep

#

or you can store it in the canvas panel but don't make the canvas panel take the entire screen but just behind the widget you want

#

self hit test was probably what you wanted unless you have something else causing the problem

#

you can use the widget reflector to walk thru the UI in the editor when you are testing and it can show you what is hitting what

plush yew
#

I forgot that you can add widgets to other widgets. I think that's what I'll try for now. That way rather than having a new stacked widget for every sub-menu I can just toggle the visibility of the ones stored on the main menu widget

grim ore
#

sounds good. I normally have say a "Player UI" widget which is just a canvas panel added to the viewport with any fixed display like health, etc. then I can always add widgets to this one as needed at run time (its a canvas panel so I can position the new ones) and hide if they are commonly opened like a main menu.

latent flume
#

Does anyone know a good tutotial on using loading scenes in world composition settings? I am working on this and I think I need to load the solar system in a scene in world composition. Placing the player in main world in ship moving the offset plantery scene based on the ship movement or location. I am not sure about when the player flys the shuttle because it becomes the player.

bitter cape
#

Does anyone know why I get shaders compiling every time I move or create a node in the materials editor? I created a simple material with a few exposed parameters and all of a sudden without saving I get 300 shaders compiling. I’ve turned live preview off and updated my graphics card, but still the same thing.

velvet fern
#

why is my subtractive brush not subtracting from all the additive brushes

velvet fern
#

can i add a material to a box brush instead of adding it to each surface?

plush yew
#

can my lizard being eat with that mouth

#

that tongue has some sharp little teeths to take some meat out of body

abstract relic
#

Why are you asking here? You made it 😜

plush yew
#

i am not sure can it eat meat

abstract relic
#

You decide.

plush yew
#

i think it can take some meat out of body but i still ask

abstract relic
#

Perks of having creativity

visual belfry
#

excuse me? everyone knows only models with 100k or more tris have evolved to be able to digest meat

dawn gull
#

@grim ore I have donei t and like you have said i have errors but my output log worked fine

#

Those are the errors it gave me

#

all of them "cannot open placeholder"

azure shore
#

my god, why is the process of adding a few bones to a skeleton and reimporting such a bloody DIFFICULT process

dawn gull
#

b o n e s

#

yummy

azure shore
#

every time Ive tried so far Ive screwed up my whole player character and had to spend ages trying to recover it

#

whats the safest way of doing this

#

it seems something so simple is able to fuck up a whole project

dawn gull
#

oof

azure shore
#

how would anyone else do this

#

anyone who actually knows what theyre doing

dawn gull
#

i dont do models

lapis bronze
#

@velvet fern there's a set order by number for the BSPs

#

you have to set that subtraction to last in line

dawn gull
#

@grim ore to fix this you said i just need Visual Studio 2017 right?

dawn gull
#

yay how fun i am uninstalling vs 2019 and installing vs 2017

#

yay i have vs 2017 installed

azure shore
#

trying to make a game on a super shitty pc is fun!

#

christ

#

literally I try to improve my character with a few new bones so it fucks up the whole character and pretty much disables my whole pc for a couple of hours

#

wow, good luck

dawn gull
#

ai

#

it wants me to install a thing i already installed

#

😦

#

halp

velvet hollow
#

You need to select the 4.6.2 targeting pack box... 😃

fringe pecan
#

I require some help, could anyone tell me how I would set up a 3rd person camera so that it will stay attached to the character, ive been having a hell of a time with tutorials that over explain things or dont explain anything.

dawn gull
#

Thanks @velvet hollow

jaunty ridge
#

Whew. I tried learning Unreal engine like 2-3 weeks ago. It was a bit difficult, so I tried Unity for a couple of weeks, but now I think I'm ready to go back to Unreal again and actually learn it.

dawn gull
#

Yes

jaunty ridge
#

It's the way Unreal does so much for me that confused me. It was easier in unity cause you had to make everything from scratch so you understood what happened

dawn gull
#

UE4 for the win

#

With just a little dedication you can be pretty good like me! But remember are here if you have problemd

jaunty ridge
#

It's a lot better than Unity in a lot of ways, it's just a bit overwhelming when starting lol

#

haha

dawn gull
#

I chose UE4 because it was the only class they had in summer camps and also because goat simulator was made in Unreal Engine

#

But I have only been doing this for 3 years now

#

I have had lots of ideas and most of them were trash

jaunty ridge
#

Not bad

dawn gull
#

Turns out the best one was an idea I made in 3rd grade lol

jaunty ridge
#

I'm 30 next year so starting a bit later than you

dawn gull
#

Oof

#

Started the summer going into fourth

jaunty ridge
dawn gull
#

Cool! Good luck man!

jaunty ridge
#

Thanks!

autumn elbow
#

What's the best way to get a map/alpha/occlusion of 2 intersecting geometry?

next badger
#

@autumn elbow you can't get any textures from shader...just the shader itself (material)

#

but if you make a DIM you may store them as variables

wary raft
#

I have been doing a camp this week with unreal and it's so much better than unity!!!

#

I am wondering any tutorials for unreal where you make stuff with blueprints

#

If anyone has suggestions, ping me!

grim ore
#

There are literally 100's of written and video tutorials about blueprints on the internets

worn granite
#

There are even some that are good :P

midnight bolt
#

hello, can someone show me a sample of a simple rotating 360 material, like helicopter blades? just something that spins in one direction at defined speed

crisp fable
#

😬

abstract relic
#

Close the other one 😜

open root
#

Hello Can someone help me with packaging project? 😦 I still receive errors - I updated Visual studio ... and I am here lost 😦

autumn elbow
mint sequoia
#

Have any of you seen a good solution for shadow casting lights (not negative lights)

#

Coz shadows are the absence of light

#

So it's not entirely simple

#

I guess I could always just scale a mesh to like 0 on Z, make it black, project each vertex to the ground?

regal mulch
#

@cinder iron Cascade and it was some Distance value in the Bounce settings.

#

We tried niagara but damn it's buggy in that topic

#

Couldn't get it to bounce properly (bounce angle being wrong sometimes) and it went through walls quite often + at higher speed it just disappeared

runic iron
#

Hey guys, what is the equivalent of the begin play event in an anim BP ? I remember seeing someone use some event like this to initialize some attributes once and for all

#

Nvm, it was "initialize animation"

autumn elbow
#

I've seen a few tutorials now, and in them, the dude says it's not good to put the input actions in the PlayerController. Most tutorials place it in the PlayerCharacter. Is there really a difference in where you place the input logic? Wouldn't the controller be the better place?

fringe pivot
#

What makes the character movement component set the IsSwimming bool to true?
I guess I need to specify the medium the character is moving is a fluid? how?

autumn elbow
#

What about just a trigger/overlap event ? When the player enters, set isSwimming true

mint sequoia
#

@fringe pivot Physics volume

#

Be careful with swimming in games, its almost always awful for the player 😄

fringe pivot
#

Ahh I see thanks, yes I image it's tricky in many different ways

fringe pivot
#

Mine is already working surprisingly well tho.

#

Now I just need some mutant piranhas attacking the player when going to swim

copper flicker
#

should I care about all the

#

Attempted to access index 0 from array 'WhateverArray' of length 0

#

that are spamming my log?

#

not sure how to validate these indexes so the warning doesn't appear

fringe pivot
#

IF ARRAY LENGTH > 0 { DO SOMETHING WITH THE ARRAY }

modern sinew
wary wave
#

if it's failing, Pawn Owner is not a Third Person Character

modern sinew
#

ok

#

I'm trying to cast to ThirdPersonChararacter, what should I put as object there then?

wary wave
#

well, you are casting to ThirdPersonCharacter

#

if the cast is failing, then you don't have a ThirdPersonCharacter in the first place

cloud cobalt
#

Casting is not a conversion of modification

#

It means "I know this is a X, let me treat it as such"

#

If it's not actually an X, you get nothing

civic mantle
#

wouldn't the answer be get player character? ^^

cloud cobalt
#

That's what he's doing

civic mantle
#

no it's not ^^

wary wave
#

he's getting the owner of a movement component

#

the cast will fail if that pawn is not a third person character

#

there is also the possibility that CharacterMovement is null, I guess

#

but that should give warnings in the message log

cloud cobalt
#

@civic mantle He's getting the owner of a character movement component so yeah, that should be a player character - just not a ThirdPersonCharacter class

copper flicker
#

@fringe pivot hmm.. if I get the length of my array it shows always zero. but my system works, I do get values from that array

fringe pivot
#

You don't, what values are you expecting to get from an empty array?

copper flicker
#

no idea.. makes no sense

#

but the array is definitely not empty

#

I am getting points on the navmesh from this array

#

and my Ais are moving to them

#

but if I check the length of the array.. it's always 0

#

also, I can validate the array locations

#

and that works fine

#

still, my array shows as zero

tame marsh
#

I've got a weird issue with my editor. When I'm working in it and the window has focus, I have a 30 FPS cap. The moment I alt tab somewhere else, the editor FPS increases. It seems that whatever settings I put in for FPS cap with t.MaxFPS is applied when it's out of focus rather than when it's active.

copper flicker
#

so I get a random point on navmesh and pipe it into an array with

#

with a foor loop

#

and the separately..

#

maybe it's a flow thing?

#

so the array starts empty.. and the gets filled as points are generated on the navmesh

#

but why does it always show as empty..?

tame marsh
#

I've just waded in but, are you calling up different instance of the array possibly

wary wave
#

top is runtime debug of the blueprint, bottom is runtime debug of the MID

#

same frame

tame marsh
#

Simple, just make it BGR rather than RGB

wide lark
#

Anyone here able to help out with a bug? For some reason I can't get any audio through my preview on project. The audio itself does work, other members of our team have tested it through source control of the exact same project and hardware but for some reason not working on my end. I have updated drivers, attempted to reinstall UE4, reinstalled the project, deleted .Ini Files but nothing seems to work. Anyone have any idea on this?

copper flicker
#

@tame marsh that's possible.. only I don't understand how to debug that

#

I even tried

#

oh I found the issue... I think

#

my AIs were not set to Patrol

#

😄

#

but still, that array is being used for some reason

fringe pivot
#

pitch, volume, etc

#

Actually I found those, but not how to make it loop

copper flicker
#

Btw, I found a FUN number for today

#

it's 49

#

You know what it means??

#

There are 49 useless categories on a Character BP when you open it in Data Only BP view

#

😄

#

49 Entires.. that are not mine, and I don't need to see them.. but Unreal thinks I should

#

Entries *

dim arch
#

sigh, rebuild the engine because of hideous compile errors, turns out its because the project directory starts with a number

kindred crag
#

does anyone know how to decrease the speed of the first person character?

dim arch
#

open the blueprint, select character movement, set max walk speed in defaults

kindred crag
#

yup another user around here already helped me, thanks though!

copper flicker
#

so I found a workaround, but it's really weird what Unreal does..

#

I was piping my array into a Selector

#

whenever NOT selected, the array was empty, and it was still being questioned

#

so a Selector has to calculate all those options that go into it?..

#

not just the selected one?

tame marsh
#

Is there a reason why my FPS is capped at 30 while my editor is active but when I'm alt tabbed the FPS is uncapped

#

The FPS settings in Project Settings don't really indicate any capping should be active

copper flicker
#

I noticed Unreal reduces performance when it's not on focus

tame marsh
#

Yeah and I have the opposite haha

copper flicker
#

oh...

#

that's weird... nvm then

#

😄

#

but maybe there's something in the settings..

tame marsh
#

An older version of UE4 doesn't have the same issues oddly enough

#

I think I'll uninstall and reinstall it

lucid jetty
#

fps cap is at Engine Settings, not project.

#

I don't know at which place but I am sure it is there. I just ticked that option off looooong ago.

tame marsh
#

Is that the same setting as the console command t.MaxFPS

#

Because I would change that and the FPS cap when unfocused would change instead

mint sequoia
#

@copper flicker You can go Editor Settings -> Performance [iirc] -> Use Less Memory & CPU While in Background [iirc] to turn that off

#

Not in front of a computer so actual menu names may differ

lucid jetty
mint sequoia
#

Yep

dawn gull
#

how do i build in ue4 it says i need to build to give maps build data

mint sequoia
#

Ctrl+Shift+; or click the Build button in the toolbar

dawn gull
#

Ok thanks :)

#

I am almost done dedicated servers for my game

#

Been working for 3 days

mint sequoia
#

@dawn gull Correction sorry, ctrl+shift+; is to build lighting only

dawn gull
#

ai

#

ok

#

thanks

#

also i found out if you get an error in source built unreal engine that says swarm agent failed just go in vs and build UnrealLightmass

mint sequoia
#

It literally tells you to in 4.22

#

No more obscure BS

dawn gull
#

c o o l

dawn gull
#

wacky man

#

i clicked the button and it still got no files

#

BuildData files

sudden agate
#

Make sure you also actually build things like lighting, AI etc

opaque nexus
#

Hey guys, is there a place to call out "bad people" in the business?
I got screwed over by a fake publisher

wary wave
#

not really

#

but dodgy publishers are definitely a thing and you need to be wary as a business

soft crescent
#

@opaque nexus how bad was the screw over?

#

also who was the 'publisher'

opaque nexus
#

He is now contracted with Microsoft as distributor of my game.
Trying to get those devkits back seems to be impossible, as all they do is write him emails like:
"Hey, hope you're doing well. How is the development of Package Man going?"

#

Publisher is "Aestuo Ltd."
Guy turned out to be a 16 yo f***

soft crescent
#

wait you gave him devkits?

opaque nexus
#

NOPE, he did that on his own

#

Wrote ID@Xbox, saying he is a publisher for MY GAME

soft crescent
#

Send this person a DM immediately

wary wave
#

lol

#

I would take this as a life-lesson

#

but it would seem Microsoft didn't do their due diligence either

#

either way, the company doesn't officially exist any more

opaque nexus
#

@soft crescent I was already talking with Jessica Renell form ID@Xbox via Discord.
All she told me is to send some of my details (proving I am the developer) to their support email.
All I got back was a "thanks for your mail" response 😛 (about two weeks ago)

cloud cobalt
#

Generally speaking, I thought common sense would be to only trust as a publisher a company that you know, published games. No offense here - we all make mistakes and moving to commercial definitely has a lot of room for error

soft crescent
#

also did you sign any sort of contract

rotund scroll
#

or at least meet them in person before any kind of representation is happening

soft crescent
#

like a publishing agreement begins with a contract

rotund scroll
#

I wouldn't trust anyone if I never met them physically

wary wave
#

when we went for an investment agreement, we spent £11k on solicitor's fees alone

opaque nexus
#

@cloud cobalt Yeah, should've been smarter about it.
@soft crescent Yes, but he is not of legal age yet. He's only 16 (15 as of signing the "contract")

wary wave
#

having people do their due diligence goes a long way

#

16 is of legal age

opaque nexus
#

Not in my country it isn't 😛

wary wave
#

he isn't in your country

opaque nexus
#

But I am also not in his country?

soft crescent
#

no in the UK i think it's still 18

rotund scroll
#

well your country doesn't matter for his age

wary wave
#

in the UK 16 is fine - hence why he has a company listed in Companies House

soft crescent
#

his company listing says he was born in the 40s

wary wave
#

I suspect 15 may be okay too, would need to look into the rules

#

no it says 2003

#

the other guy is a shareholder

rotund scroll
#

probably family relation

wary wave
#

anyway, meeting time

opaque nexus
#

Enjoy your meeting 😛

soft crescent
#

oh apparently minors can enter into contracts past 7

#

just they also have a ton of protections

cloud cobalt
#

In any case - what did you lose here ?

rotund scroll
#

devkits

#

apparently

soft crescent
#

like they can void it at anytime without reason

opaque nexus
#

Oh boy, it seems it's hopeless. And now I'll get my ass sued by a 16 year old, because of my game.

soft crescent
#

still though

opaque nexus
#

What a time to be alive

soft crescent
#

DM Chris Charla

opaque nexus
#

Will do

cloud cobalt
#

Seriously though, explain a bit what happened

#

Plenty of stuff can still be done

opaque nexus
#

Sure, I'll try to make it short.
He proposed to be my publisher, in return for 20% of royalties. He would help me manage a bunch of crap in return.
I said yes.
He donated ~150$ for me to go to a convention, I didn't ask for it, but thanks :)
Then he went to Xbox, on his own, signed contracts saying he is my distributor and received both dev kits.
After this, he said he'll only send the devkits and contracts, once I change the contract the way he wants.
I agree, but don't do it because he's basically blackmailing me at this point.
I try to reason with him, no luck.
I get into contact with ID@Xbox, they say "Oh this is bad, he shouldn't be in possession of your stuff"
I thought, great, things should get handled.
After a while I receive a message from the "fake publisher" saying he received an email from Xbox.
I again wrote Jessica (from ID@Xbox) and asked why he is still being treated as a legitimate part of the game, even though I showed them verifiable truth that he is 16 and holding my stuff hostage and that I am the developer of the game.
Now I tried reasoning with him again, and his only response:
"Pay me back what I gave you, or I will sue you"

soft crescent
#

you should talk to a lawyer like right now

#

saying that though, if he gave you that money without any contractual agreement or strings attached, i think it's technically a gift (now again, talk to a lawyer asap) so he cant really sue you over that

cloud cobalt
#

No one's going to sue anyone over $150

#

Especially if you're not in the same country

#

Especially if the company is dead

soft crescent
#

i mean if it's a breach of contract he can sue

#

depending on the terms

cloud cobalt
#

Sueing someone costs thousands

opaque nexus
#

That wasn't in the contract, it was a donation from him

soft crescent
#

have you breached any contract terms?

opaque nexus
#

Nope

soft crescent
#

yeah you should be fine, call his bluff (but talk to a lawyer first)

cloud cobalt
#

Who was the contract signed with ? Him personally, or the now-dead company ?

opaque nexus
#

Him personally

#

Well, wait

#

Full name Will Dickhead
Company AESTUO LTD.
Title CEO/ Owner

Is what the contract says

#

Not the dickhead part, that was me

dawn gull
#

Hah

#

Dickhead

opaque nexus
#

😛

#

Gotta have some humor somewhere, or I'll go mad xD

cloud cobalt
#

What does the contract say you have to do, and does it state penalties ? Does it state anything about legal ownership of the game ?

#

I mean feel free to DM it to me if you want

#

Redacted if need be

#

Not a lawyer, but I've seen a few contracts now

#

If your main worry here is that you might be sued for $150 - I'm really, really not sure there is any realistic legal venue for him to sue you for that. Not A Lawyer here, again.

dawn gull
#

Wait you have his full name and proof he is 16?

soft crescent
#

also, ARE YOU TALKING TO A LAWYER CURRENTLY

opaque nexus
#

1.The Developer agrees that distribution will be handled by Aestuo although The Developer has the final say on platforms and all current store fronts will be managed by Aestuo from now.
2.The Developer agrees that AESTUO will be the exclusive publisher of the game and that no other publisher may be accepted to publish the game with out the express consent of Will Goad(CEO Aestuo), if he is incapacitated in such a way that makes him unable to his second will be able to give his/her consent.
3.Aestuo agrees to pay The Developer 80% of the net revenue and Aestuo will take 20% of net revenue.
4.Aestuo agrees to send The Developer weekly sales reports.
5.Aestuo will handle community management although the developer will be encouraged to send wip posts on their personal social media and the games (to be created) social media as well as in the game's discord which the developer is also encouraged to interact in. The Developer gives Aestuo permission to manage the community and control game's social media.
6.The Developer keeps all Intellectual Property including art, music and code for the game.
7.This agreement will expire 5 years from being signed.
8.This agreement is only applies to "Package Man".
9.This contract is governed by and construed in accordance with English Law. Parties agree to submit to the exclusive jurisdiction of the courts of England and Wales. All Contracts are concluded in English.

#

I can share the contract, nothing that I am not allowed to share

cloud cobalt
#

So the contract is with a dead company.

soft crescent
#

redact his name perhaps?

#

that might break a law

opaque nexus
#

Meh, you can google his company = his name

#

It's public information afaik

cloud cobalt
#

If this really is your contract text, it's laughable

soft crescent
#

yeah

opaque nexus
soft crescent
#

that was not written by a lawyer

#

or anyone with experience with contracts

opaque nexus
#

Yeah, it's crap.
I was blinded by my brief success, and thought I finally caught a break xD

cloud cobalt
#

Now - was the game released ? Did you give him a copy ? Are you selling it, etc ?

opaque nexus
#

It's still in development, he has no code of it

#

There is only a demo version of it so far (for everyone to access)

dawn gull
#

That's good

cloud cobalt
#

So you haven't lost anything yet, right ?

dawn gull
#

Except the packs I think

#

That Xbox gave

cloud cobalt
#

The devkit ? Did you pay for them or did he ?

soft crescent
#

xbox sends two for free

cloud cobalt
#

Ah, right

#

So you've signed a teenager-written contract with a teenager who gave you money outside of the contract, got two free devkits that probably should be yours but you didn't pay for, and he wants the money back ?

#

What else does he want ?

opaque nexus
#

That's it, he wants his money back, or for me to change the contract to his liking...

soft crescent
#

if he wrote the contract, he changes it then you can agree or disagree

cloud cobalt
#

Did he address the company being dead ?

soft crescent
#

i dont think you can force someone to sign a contract by suing

cloud cobalt
#

That's not the point, it's a threat

#

Threats of legal action aren't illegal

soft crescent
#

could be considered duress

#

signing a contract under duress is a big nono

cloud cobalt
#

Could be but that's irrelevant

#

@opaque nexus is not going to sign anything ever

#

Not-legal-opinion : you're not in a really bad situation

#

You should take a 1h consultation with a lawyer

soft crescent
#

yeah

cloud cobalt
#

And he probably will tell you that you can drop the thing alltogether

#

Your contract is with a defunct company and is written badly enough that any lawyer will shred it apart

soft crescent
#

like no way that contract will hold up

#

this is a summary of a publishing agreement

sudden agate
#

if he is 16, isn't the contract illegal anyway?

soft crescent
#

not in the uk

cloud cobalt
#

@opaque nexus If you're willing to be nice, you can offer him half of admittedly his money in exchange for both parties dropping every claim and not doing business together ever again.

sudden agate
#

how did you receive his money?

#

if it isnt written in the contract, its a gift

#

you cant demand a gift to be paid back

#

and what exactly does he have received from you?

cloud cobalt
#

Apparently nothing

opaque nexus
#

Yeah, i already told him, once I have any kind of money I can spare (I can only afford living rn) I'll pay him back, not because I have to, but because I'm nice. But that's not enough for him

sudden agate
#

tell him to fuck off

zinc rivet
#

the only slightly concerning thing is the dev kits. And that's just because he probably won't be able to convince microsoft to write off the two already sent and send him two more free ones

#

which, realistically, you buy for less than the cost of a lawsuit

cloud cobalt
#

The more concerning thing here is the game selling well, and that guy coming for you with an actual suit because his parents are paying for it

#

So I'd still try getting one hour with a lawyer for serious facts

zinc rivet
#

true

cloud cobalt
#

That's expensive, of course, but it might afford peace of mind

#

The only thing lost here is, that you signed a contract for distributing the game. Devkits aren't distributed per-game, they're for companies

#

So you should be able to request your own

#

Also this is likely easily resolvable with Microsoft

#

They're not going to be suing you and they probably don't even care

#

Don't communicate with the guy, ask a lawyer for advice, and do what he suggest

zinc rivet
#

wonder how many dev kits microsoft sends out to fake companies 🤔

sudden agate
#

couldnt you just tell any lawyer that you wont be able to develop your game because your "publisher" holds the devkits back?

zinc rivet
#

what would that accomplish?

cloud cobalt
#

He's not the publisher

#

His defunct company was

sudden agate
#

intended manipulation?

cloud cobalt
#

This is what @opaque nexus needs to confirm with a lawyer - that the contract is void

#

Once you are sure of that, you can tell it to the guy, clarify that you won't do business with him and offer to repay the fee later on

#

Which for the record, would be very hard for him to force you to do

sudden agate
#

tell him you know where he and his parents live

#

that'll scare him

cloud cobalt
#

No, definitely do not do that

#

To be clear

#

Don't communicate with him until you've talked to a lawyer

velvet finch
#

would it be unoptimized if i set a rather large mesh (a 4 story building with interiors) to simple collision as complex?

#

for the player to to easily move around inside without rebuilding it in simple collision

opaque nexus
#

I will do that. After I've verified that the contract is void, I'll send that information to xbox as well, hoping it might accelerate the process a bit.
And yeah, I did not think about that yet, right now he doesn't have much to gain from sueing me, but that could change if the game sells.
I'll ask in /r/LegalAdvice to see if I even need to speak to a lawyer, or if it's obvious that the contract is void.
Oh, and thanks a lot for all your advices @cloud cobalt @sudden agate @zinc rivet @soft crescent 😃

#

Oh great, he just tried calling me on my phone. What the fuck -.-
Now I have his phone number, at least o.O

#

( I'm not sure how he got mine though)

sudden agate
#

@velvet finch I recommend using simple collision in any case

velvet finch
#

alright

#

i'll just add collision boxes inside then

zinc rivet
#

how'd you know it was him if you didn't have his phone number before? caller id?

opaque nexus
#

It's a +44 country code, which is UK

#

I don't know anyone else from the UK 😛

cloud cobalt
#

Lawyer, no comms

opaque nexus
#

Yeah, I'm not picking up

soft crescent
#

god damn this bug has me spooked, ok so

#

These two highlighted triggers, A and B cause the tutorial ui to pop with a string designated in the trigger properties

#

Now, they are on their own sublevel, which im streaming in when the player hits a trigger just before A

#

so, A should pop, right? No, B pops instead

#

if I go back into the A trigger, A will pop

#

and vice versa

#

ok turns out i wasnt checking that only the player was overlapping
so some rogue actor was overlapping that trigger

dim dragon
#

Hi! Is it possible to change the pivot point of a character class porn during its rotation? I want to make them rotate around an arbitrary point that is not the centre of the mesh (eg: shoulders, hand, etc)

dawn gull
#

"character class porn"

dim dragon
#

pawn sorry

#

dyslexia

dawn gull
#

Is ok

winged crypt
#

Not sure where to post this but, does anyone know why a player might fall through a landscape? Doesn't happen always. Can't reproduce it in editor, seen in shipping build.

dim dragon
#

@winged crypt Do you have any functions which modify collision type during runtime?

winged crypt
#

@dim dragon Yes, on the player, but only when entering vehicles. The falling through happens even if I never interact with the vehicles

dawn gull
#

@winged crypt I had that problem once. Is your character surrounded by anything

winged crypt
#

@dawn gull In the BP itself by components or in the world?

dawn gull
#

Components

winged crypt
#

Not surrounded by, but I do have a bunch of components in the player BP (child actor classes for weapons, hand and body meshes etc.) -- its VR

#

None of these have collisions though, only query

dawn gull
#

Oh I don't know then

#

The first time this happened in game what did it feel like falling through the ground in vr

winged crypt
#

Just like in flat hahah. But it's bad if you're in a vehicle that glitches out and gets shot up into the sky spinning

dim dragon
#

@winged crypt Then the function is being inappropriately called?

#

Check your cooking settings, to ensure you're not overriding a default value of your project for the pawns. You may find that during the cooking, they reset to the defaults in the project.

#

Failing that, you may have to alter the values again.

open root
#

Dear users I have box collision with outlines - I updated from 4.21 to 4.22 and my outlines are gone - can anyone help me please?

karmic vault
#

Is any one used fastbuild with ue4.22?

plush yew
#

How can I change the intensity of the roughness map in UE?

digital anchor
boreal topaz
#

trying to find some online tutorials on uploading a paper form i have, and making certain fields editable in the game. any search tips

harsh tiger
latent flume
#

Can a navigation mesh be made during runtime?

#

I'm trying to implement one for a ship that can be attached to a actor

lilac wedge
#

im trying to attach a non physics object to a physics object. When i do this the non physics actor can still be moved around and effects its parent for some reason....

harsh tiger
autumn elbow
#

@harsh tiger what do you mean tilt?

harsh tiger
#

@autumn elbow using a mobile or tablets tilt feature

#

i can only get it to either go left or right orrrr forward and backwards. but never all 4 at the same time

#

in landscape mode btw, i've seen people say they have done it in portrait mode, but it doesnt seem possible in ue4 in landscape mode which is weird to me

mint sequoia
#

Omg making a single player game feels like it takes a day compared to MP games 😄

modern sinew
#

So, I have a pawn called Duplicate that, when created, gets an array from ThirdPersonCharacter. However, I'm not sure what object to attatch to the "cast to Third Person Character", because everything I try causes the cast to fail

astral phoenix
#

Hello! is there any1 that can help me with a point system? im not getting the right points :/

autumn elbow
#

@harsh tiger I've never done anything for tablet. I assume the gyroscope is not a 0-1 / On Off thing. Have you tried portrait mode, and does that work for you? Are you using a physics ball or a non dynamic ball driven by the axis?

harsh tiger
#

@autumn elbow i tried portrait mode but regardless of the mode it doesnt seem to work. an the ball im using the default ball project from ue4

autumn elbow
#

Cool. I'll give it a try and let you know. lol

harsh tiger
#

@autumn elbow thank you! if you get anything working for all 4 directions, then would you mind DM'ing me?

autumn elbow
#

Not a problem.

soft crescent
#

@harsh tiger do you know how euler angles work

modern sinew
#

@autumn elbow So, I have a pawn called Duplicate that, when created, gets an array from ThirdPersonCharacter. However, I'm not sure what object to attatch to the "cast to Third Person Character", because everything I try causes the cast to fail, do you know what I should attatch to it?

dawn gull
#

Hey, i need help i am making dedicated servers for my game, and i open the server exe file and it opens, shows some stuff, then quickly closes. It is important to see what went wrong, so i need help to see the log

#

like maybe how to open it in cmd but not have it open in a different window

midnight bolt
#

is there any way to pin this window to other location? it always pop ups in the middle, im using multi window setup and this is troublesome

abstract relic
#

Is it a crash or your anti virus snuffing it

dawn gull
#

No

#

it would say

#

it has red text in the console that moves at the speed of light then stops

#

ok i got a bad screenshot of the red text

#

argh i have to go