#ue4-general
1 messages · Page 493 of 1
In Unreal, though
there is no intrinsic meaning for X, Y or Z in 3D
in space, it's all the same even
😛
in space yes, in 3D no
space is the ultimate 3D
Z has always beed Depth, historically
Which makes sense, because on a flat elucidian planes, x and y would be width and depth
3D when constrained by a gravity field is more 2.5D
Z would be height
in real 3D, you don't have up/down anymore, those are meaningless concepts
that's why we talk about Z depth, and not Y depth
anyway.... my real question is
all your models open in Unreal side-wise?
if you export everything with X orientation?
even my character has to be corrected, by default Unreal will rotate -90
I had to look up how it was spelt, lol: I meant Euclidean Planes
When a Euclidean plane lays flat, Z would be the 3rd dimension; I.e., height.
That’s why it makes so much sense to me in Unreal.
I think Z-depth is mostly referenced in “layering” aspects of 2d space.
hello! is there any1 that can help me with my game? 😃
People will direct you to #looking-for-talent but it is kind of pointless.
Makes me wonder what extra code will be added lol
That's what I'm afraid of. You helping someone that has no idea how to read the code you add.
lol
Morning All
Ahoy hoy
wanna know whats slow? xcode indexing the engine source
You use Xcode with UE4?
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
Can anyone help me
did you compile the engine from source?
you can try rebuilding the ue4-BuildPatch tool
It was downloaded from the launcher
did the version change?
No
We've been on 4.22.3 for about a couple weeks now
We've had no problems
I closed the engine earlier today, went to open it again and this happened
did you try reinstalling the engine?
@plush yew So what's the error when generating solution
I cant even view it
That's the actual problem
Sounds like someone tried to port over some scripts or plugins if I had to guess 😜
I highly doubt that
Since I can see every change for these files
It was checked out and checked back in, but nothing changed
ah, 4.23 preview 2 is available
Yeah the last commit I pulled was a simple camera actor that allowed you to move your camera in a cinematic
Nothing else was changed
So I highly doubt it has something to do with the game files
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?
likely
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
those two steps are likely still present
until the editor default is DX12 (DX11 now) you will have to do that 😦
sooo... Fixed! UE-77150 UE4Game.Target.cs references World Explorers in commented line
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;
What happens when you right click and pick "generate"
it generates a code workspace file
nothing else
no visual studio project files or solutions
What's a code workspace file ?
It has today's date though
I pulled it from the repo
You really shouldn't have that on a repo (like anything in intermediate build or binaries)
So start by deleting all of that
And generate
heres the base folder after deleting and regenerating
this is the only thing that generates in the intermediate folder
And like, the generation window doesn't even raise an error ?
I dont know because I dont know where to check that
I've never had "generate project files" fail without that window staying open with the error log
I click generate, it stays open for about a second then closes
same with trying to open the project
I cant even read what its trying to say because it closes automatically
Try a new C++ project from the engine
You can generate the solution ?
So the engine's fine, as it usually is, and this is a project issue
Put your uproject, build.cs, target file etc on pastebin
Let's check that 😃
do you have VS Code installed? that is what the Workspace is for as VS Code does not use SLN files
and you dont want to use code for UE4?
for some reason your editor thinks Code is your default editor, you can change it in the editor settings then restart it
force it to VS 19
then you can generate the SLN from the uproject
Where would I go to do that
open the engine, go to the editor prefs, search for editor
yeah if you force it to VS 2019 and restart it should allow you to do what you want
Ive never had that happen
yeah its weird because it defaults to visual studio generically and uses environment variables to determine which one
yay 😃

and I only know this because I installed VS Code a few weeks ago and had to deal with this lol
❤
What always seems like a terrible ,daunting task and takes a week to solve, has the simplest solution .
I just finished my attachment R&D, and it took a week to setup/solve, and it has only like 4 nodes.
LoL
yep that is programming
the refactor has 4 nodes. While solving it, it has like 30
holy crap how does this work, try it all! oh it works? ok what dont I need? Iterate, iterate, iterate, function function, commit.
yup hahaha
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
ahhh
sockets are for actors, right?
i've only used sockets for skeletal meshes
was just wondering what the better way is wrt attaching (and detaching) static meshes onto an actor
- have an actor and every attachment is just another StaticMeshComponent
- have an actor and every attachment is another actor plugged into a socket
hey... i just did that like 10 mins ago.. LoL
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
and when detaching obv the other way around
the only negative thing i've found about 2 is that there's maybe a slight runtime cost because several actor transforms get updated
Nice niik
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
#1... there's no socket
oh
a socket only gives the xyz location. In this case, I'm getting the XYZ from the sphere collision.
for me it'd always be the same position
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
thanks so far 😄
😃
Source built ue4 worked this morning now i get this
and if i do yes i get this
how do i fix
😦
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
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.
what version of unreal?
in older versions it does that
if it is over 4.15 then idk
if under then it is probably that
why is nobody responding to my problem 😦
also sorry for spamming
Have some patience mate, if you want instant answers, hire someone?
Also the real reason for not being able to compile will be in the Output tab not the Error tab
Dont use the Error tab
sorry i have just been waiting to finish this for a couple days
i found one error
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
@dawn gull I'm using 4.22.3 Launcher version.
ok sorry then idk 😦
@dawn gull thanks anyway.
Describes the different methods you can use to create modular characters comprised of multiple Skeletal Meshes.
Does anyone know of any additional documentation relating to that third option? (mesh merging)
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
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?
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
My first UE android export is stuck on the loading screen where it's written unreal engine but it never crosses it..
Any idea wot I might've done wrong...
It's an empty project...
It's just stuck on this...
:(
you will have to use ADB Log debugging to see any errors
@dawn gull metahost.h missing is due to windows 10/8.1 SDK not being installed properly for UE4
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
Anyone here have voxelplugin?
Random question - How many times will unreal perform a task before it calls something an infinite loop?
I have an item that has a 2% chance of being pulled , out of 200 items or so
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
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
LogScript: Warning: Infinite script recursion (250 calls) detected - see log for stack trace```
This is more or less a text based game, so I'm not too worried about inefficient data flow
uhm, its like 100000 times for an actual infinite loop detection, its a setting in the preferences
recursion is different tho
can someone tell me what kind of texture this is?
it's called _mask. how do i use it in the material?
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
that is maybe a roughness or material layer mask on the blue channel?
you know what
@grim ore gots it
thanks, ill have a look
lol @polar hawk
@grim ore oof ok and that is just on the website for vb somewhere? (A Google would find it)
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.
Ok thanks 👌I'm gonna go to sleep now it's like 9:30 pm
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?
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?
So when you reimport, the material slots are still populated with the correct materials, and there are no new slots?
Do you get a 'Reset to FBX' window when reimporting?
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?
Like this
@raw elk just double checked and two things:
- I did not get a 'Reset to FBX' window
- I did notice an additional material slot was added containing the world grid material.
@lime gull https://www.youtube.com/watch?v=FvFEvxGQjug
Try Blueprint Now(Pastie): http://pastebin.com/E3eyDBsw In Unreal Engine 4 we will cover how to shoot projectiles at the mouse locations using Blueprint Clas...
Yea i watched that, but what about the uh gun following the cursor as well
Is that even possible?
Like that?
sorry, not sure what you mean. lol
@sand stream So the new material slot is probably the problem
try adding your material to that new slot
is there a way to reset the Overlap event?
so even if its overlapping, its set to not overlapping?
When I detach, i can't re attach until I place the cube down.
ideas?
@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
Sample scene of my attach cubes
You will need a bool isHolding on player's interaction?
I have that in one form or another. Something to do with the attachment
I dont know what i'm missing
@autumn elbow How do you attach the cube? By an input?
Overlap of the sphere collision
That must be it. If you click to unattach, isHolding become false but it still overlap the sphere which will make isHolding to true.
So basically you just need to set isHolding to false until the sphere isn't colliding with anything.
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.
hmm..ok..Let me double check to make sure thats happening
@iron merlin Thanks for the brainstorm... 😄
I wasn't releasing it from the mouse when I attached it to the cube, and vice versa
Now it works 😃
Nice 👍
💪
Quiick question. Is there a limit to where a character can spawn using the world transform?
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
does the unreal engine course library also have guides for making science fiction or fantasy game environments?
probably not considering that has pretty little to do with the engine
i see
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?
i figure editor widgets are for standalone tools rather than highly specialized for specific actor types
with c++
or better, with the visual logger:
https://docs.unrealengine.com/en-US/Gameplay/Tools/VisualLogger/index.html
Tool that captures state from actors and then displays it visually in game or editor.
best use of the logger does require native code though
footage of me failing to make a suspension system in UE4
Hey guys, is there a way to somehow cache vertex colors from meshes that are painted in UE4?
should i check all of them? are they at all different
The latest should be fine
you'll only use one at a time and they get pretty big
mostly, anyone should be ok so just take the latest
hello
can someone tell me if ssgi is available on preview 1 of ue 4.23 via lunchner ?????
or its from other branch on github ?
this has been running for a while still nothing in the output log
And @plush yew it should be available but i dont know where you would find it
dang still no updates to the log
@plush yew yes
hello hello
I have a question
is VS 2019 supported in Unreal?
or should I still use 2017?
stick to 2017 for now
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.
2019 is supported and works well, too
Question, is it possible to use Ray tracing to tell when a pawn or actor is in shadows vs not?
no
the lighting pass is totally separate to the game thread
it would take engine modification to make that possible
a more sensible approach is to not use global illumination, and to do separate simplified calculations in gameplay code
@wary wave understood
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
unless you get a proper processor, it's going to take hours to do anything
the only solution to your problem is hardware
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)
they're running on a low end AMD set from 2009
My old laptop crashed when I tried to compile UE4 (was out of memory and HDD was 100% loaded)
anyone know of a free build accelerator other than incredibuild
I know there was one called octobuild
seems like octobuild speeds up recompilation by caching previous engine build versions
but doesnt accelerate build times
Anyone here know how to fix the duplicate account error for Admob?
I'd change affinity to leave at least one core free
ye probably should
there is nothing that can "accelerate build times"
incredibuild and fastbuild are both useless if you don't have multiple machines
yarp I wasnt sure what kind of build optimization it did
I mean I know it could do swarm builds but thought it increased perf on a single machine too
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
only if you want to kill said SSD fast
obviously you have to tell us how fast that thing builds
I don't see how that would kill the ssd
I've been building from a nvme ssd for years and it's used maybe 15% of the tbw
@wary wave Honestly I've been building source code on my SSDs for literally a decade now and they're fine
many engine builds
D:
not using a nvme ssd is just way too slow to even be considered an option
so if the ssd dies that just means you have to buy more ssd

well fuck, I have a corrupt soruce file
@unique steppe clearly it's time to pivot your game design to a bucking-bronco mario-cart mashup
@sleek solar not a laptop
How can I create an event like the "On Clicked (Static Mesh)" in c++?
using the delegates system iirc
welp, first a corrupted source file, now it wont build because my directory has an illegal character in it
Limbo up
next game unknown, the EGS launcher is kinda dead 😄 everyone must be buying Limbo at the same time 😛
on next game
is two games 😄
Moonlighter and This War of Mine
Moonlighter was in this month's Humble Monthly
I like how the text from the embed does not actually exist on the page
¯_(ツ)_/¯
It does, it's the description meta :P
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?
oops wrong channel, 18mins to build the engine
So how bad of an idea is it if I want to build an automated mmo creation and administration system
A program that can create items, quests and stimulate the in game economy
not a bad idea, but ridiculously ambitious
@regal mulch cascade or niagara?
🤔 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
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 :/
(And I cant find any map on google 😮 )
probably left/right shoulder
@visual belfry Thank you man, that's it.
@modern sleet all gamepad keys are crossplat
R 1 is right shoulder, i think
R2 being right trigger
well, I created this, because I won't remember that anyway 😄
thank you for a hint 😃
anyone with experience with physics assets in this channel?
i built a $600 machine that can compile the entire engine from a cold state in just under 30 minutes
¯_(ツ)_/¯
with used parts?
the only used thing in it is the gpu but you don't need a gpu to compile the engine
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
However I did buy $900 in used parts for an experimental build machine
the last part came in yesterday from china, yolo
Do yall think a modern $600 AMD rig can beat $900 in parts from the year 2010 cuz I'm going to find out
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
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!
@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
Already did that
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
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
is UE4 partially written in C#?
It's actually almost entirely C++
Around 5% of the tooling is C#
next error and last error
anyone had issues with not being able to export files in 4.22.3? I am only getting blank files
MSB3075
Nothing is in the output log
i did
Then you have an output log
So first step for C++ errors - put the log on pastebin and link it here
@dawn gull thanks for da info
just another question which is Really off topic but is Unity Written in C++ or C#?
Both UE4 and Unity are C++ almost entirely
With some tools in C#
Game runtimes are almost universally C++
Now look att he first one and fix it
or the last, or the middle, or the one 3rd from the top. It's C++ after all, errors are never accurate 😛
the redacted had my real name
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++
you don't implement the function, have a wacky error!
😦
Looks like you're building the engine from source ?
Yes
that is still the meta host error, it needs the file from the 8.1 SDK or the 4.6.1 NET SDK
That's the engine not compiling here
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 😦
i am using vs 2019 and generating 4.23
when you use generateprojectfiles.bat do you specify -2019
i did
and
i am generating my game that is using source built ue4 not building the source built itself
well you need to compile the engine to use it which is what that error is about
well it's going to error out with that error
which NET frameworks do you have installed at the top of that list?
just these
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
like this?
keep the targeting pack, just add the 2 SDK's
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
yeah
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 😦
that is the goal for sure, build the engine (UE4) project and hope for the best
last time when i ran it it just said
Any reason you want to build the engine from source ? It's just a massive pain
[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
Ah, well. Good luck then
yeah
if you look at the output log it should show the files being built, about 3k of them
yeah that is weird bc it only did that the whole time
and stayed at the smae percentage the whole time
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
at the top of the log where it says Show Output from , change that to build
yeah wait until it gives you 5 errors about this error lol https://docs.microsoft.com/en-us/cpp/error-messages/compiler-warnings/compiler-warning-level-3-c4800?view=vs-2019
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
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
dang it
heck for all I know they fixed it in master or .23 in the last few days
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
😭
you can still get 2017 from https://visualstudio.microsoft.com/vs/older-downloads/
erm i may have just created Aladdin, trying to figure out physics in ue4 😄 https://streamable.com/xm9fh
Hahahaha A WHOLE NEW WOORRRLLLDDDDDD🎶🎵🎶🎶🎵
anyone know what kind of friction/restitution i should be working at
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
well for reference something like that Komodo dragon/Speed 12 mph Maximum, On Land, Sprint
which is not too shabby
ok maybe my planet doesnt then have same gravity so it can be fast predator and kill
and a rhino can do like 30 mph and it's a big armoured bastage
yeah but it has lizard legs
but this is big gecko
i think it has big muscle
Ok i am happy that it can be fast predator because it is king of predators in this alien planet
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
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
Yeah they're both using two canvas panels that take up the entire screen
yep you need to go to your canvas panel on the appearance widget and adjust the hit thingy
visibility lol
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
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
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
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.
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.
Any thought, https://youtu.be/rgYz6dExd5o
This is a late night. I wanted to redo most of the lighting and test the flight collision. Discord https://discord.gg/prgN9g7 Twitch.tv twitch.tv/orvilletrek...
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.
why is my subtractive brush not subtracting from all the additive brushes
can i add a material to a box brush instead of adding it to each surface?
can my lizard being eat with that mouth
that tongue has some sharp little teeths to take some meat out of body
Why are you asking here? You made it 😜
i am not sure can it eat meat
You decide.
i think it can take some meat out of body but i still ask
Perks of having creativity
excuse me? everyone knows only models with 100k or more tris have evolved to be able to digest meat
@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"
my god, why is the process of adding a few bones to a skeleton and reimporting such a bloody DIFFICULT process
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
oof
i dont do models
@velvet fern there's a set order by number for the BSPs
you have to set that subtraction to last in line
@grim ore to fix this you said i just need Visual Studio 2017 right?
yay how fun i am uninstalling vs 2019 and installing vs 2017
ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
yay i have vs 2017 installed
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
You need to select the 4.6.2 targeting pack box... 😃
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.
Thanks @velvet hollow
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.
Yes
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
UE4 for the win
With just a little dedication you can be pretty good like me! But remember are here if you have problemd
It's a lot better than Unity in a lot of ways, it's just a bit overwhelming when starting lol
haha
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
Not bad
Turns out the best one was an idea I made in 3rd grade lol
I'm 30 next year so starting a bit later than you
https://streamable.com/308gt made this in Unity in a few days. Gonna try and replicate/improve it inside of Unreal
Cool! Good luck man!
Thanks!
What's the best way to get a map/alpha/occlusion of 2 intersecting geometry?
@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
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!
There are literally 100's of written and video tutorials about blueprints on the internets
There are even some that are good :P
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
Close the other one 😜
Hello Can someone help me with packaging project? 😦 I still receive errors - I updated Visual studio ... and I am here lost 😦
@midnight bolt https://youtu.be/Q2UY8Pxl7kY
Will show how its made on a later date or so, be patient please:)
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?
@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
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"
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?
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?
What about just a trigger/overlap event ? When the player enters, set isSwimming true
@fringe pivot Physics volume
Be careful with swimming in games, its almost always awful for the player 😄
Ahh I see thanks, yes I image it's tricky in many different ways
Mine is already working surprisingly well tho.
Now I just need some mutant piranhas attacking the player when going to swim
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
IF ARRAY LENGTH > 0 { DO SOMETHING WITH THE ARRAY }
Anyone know why this Cast is failing?
if it's failing, Pawn Owner is not a Third Person Character
ok
I'm trying to cast to ThirdPersonChararacter, what should I put as object there then?
well, you are casting to ThirdPersonCharacter
if the cast is failing, then you don't have a ThirdPersonCharacter in the first place
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
wouldn't the answer be get player character? ^^
That's what he's doing
no it's not ^^
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
@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
@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
You don't, what values are you expecting to get from an empty array?
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
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.
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..?
I've just waded in but, are you calling up different instance of the array possibly
Today in 'The Adventures of Unreal Debugging':
top is runtime debug of the blueprint, bottom is runtime debug of the MID
same frame
Simple, just make it BGR rather than RGB
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?
@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
https://answers.unrealengine.com/storage/temp/7288-startstopaudio.png
How do you get audio controls over the playing file here as in PlaySoundAtLocation?
pitch, volume, etc
Actually I found those, but not how to make it loop
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 *
sigh, rebuild the engine because of hideous compile errors, turns out its because the project directory starts with a number
does anyone know how to decrease the speed of the first person character?
open the blueprint, select character movement, set max walk speed in defaults
yup another user around here already helped me, thanks though!
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?
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
I noticed Unreal reduces performance when it's not on focus
Yeah and I have the opposite haha
oh...
that's weird... nvm then
😄
but maybe there's something in the settings..
An older version of UE4 doesn't have the same issues oddly enough
I think I'll uninstall and reinstall it
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.
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
@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
Right next to it is the option to show this handy readout in the upper-right corner https://i.drowningdragons.io/nfik4KQMn.png
Yep
how do i build in ue4 it says i need to build to give maps build data
Ctrl+Shift+; or click the Build button in the toolbar
@dawn gull Correction sorry, ctrl+shift+; is to build lighting only
Anyway just click this https://i.drowningdragons.io/zinII2sWe.png
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
c o o l
Make sure you also actually build things like lighting, AI etc
Hey guys, is there a place to call out "bad people" in the business?
I got screwed over by a fake publisher
not really
but dodgy publishers are definitely a thing and you need to be wary as a business
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***
wait you gave him devkits?
Send this person a DM immediately
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
@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)
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
also did you sign any sort of contract
or at least meet them in person before any kind of representation is happening
like a publishing agreement begins with a contract
I wouldn't trust anyone if I never met them physically
when we went for an investment agreement, we spent £11k on solicitor's fees alone
@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")
Not in my country it isn't 😛
he isn't in your country
But I am also not in his country?
no in the UK i think it's still 18
well your country doesn't matter for his age
in the UK 16 is fine - hence why he has a company listed in Companies House
his company listing says he was born in the 40s
I suspect 15 may be okay too, would need to look into the rules
no it says 2003
the other guy is a shareholder
probably family relation
anyway, meeting time
Enjoy your meeting 😛
oh apparently minors can enter into contracts past 7
just they also have a ton of protections
In any case - what did you lose here ?
like they can void it at anytime without reason
Oh boy, it seems it's hopeless. And now I'll get my ass sued by a 16 year old, because of my game.
still though
What a time to be alive
DM Chris Charla
Will do
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"
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
No one's going to sue anyone over $150
Especially if you're not in the same country
Especially if the company is dead
Sueing someone costs thousands
That wasn't in the contract, it was a donation from him
have you breached any contract terms?
Nope
yeah you should be fine, call his bluff (but talk to a lawyer first)
Who was the contract signed with ? Him personally, or the now-dead company ?
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
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.
Wait you have his full name and proof he is 16?
also, ARE YOU TALKING TO A LAWYER CURRENTLY
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
So the contract is with a dead company.
If this really is your contract text, it's laughable
yeah
Yeah, it's crap.
I was blinded by my brief success, and thought I finally caught a break xD
Now - was the game released ? Did you give him a copy ? Are you selling it, etc ?
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)
That's good
So you haven't lost anything yet, right ?
The devkit ? Did you pay for them or did he ?
xbox sends two for free
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 ?
That's it, he wants his money back, or for me to change the contract to his liking...
if he wrote the contract, he changes it then you can agree or disagree
Did he address the company being dead ?
i dont think you can force someone to sign a contract by suing
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
yeah
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
like no way that contract will hold up
this is a summary of a publishing agreement
if he is 16, isn't the contract illegal anyway?
not in the uk
@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.
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?
Apparently nothing
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
tell him to fuck off
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
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
true
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
wonder how many dev kits microsoft sends out to fake companies 🤔
couldnt you just tell any lawyer that you wont be able to develop your game because your "publisher" holds the devkits back?
what would that accomplish?
intended manipulation?
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
No, definitely do not do that
To be clear
Don't communicate with him until you've talked to a lawyer
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
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)
@velvet finch I recommend using simple collision in any case
how'd you know it was him if you didn't have his phone number before? caller id?
Lawyer, no comms
Yeah, I'm not picking up
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
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)
"character class porn"
Is ok
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.
@winged crypt Do you have any functions which modify collision type during runtime?
@dim dragon Yes, on the player, but only when entering vehicles. The falling through happens even if I never interact with the vehicles
@winged crypt I had that problem once. Is your character surrounded by anything
@dawn gull In the BP itself by components or in the world?
Components
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
Oh I don't know then
The first time this happened in game what did it feel like falling through the ground in vr
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
@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.
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?
Is any one used fastbuild with ue4.22?
How can I change the intensity of the roughness map in UE?
trying to find some online tutorials on uploading a paper form i have, and making certain fields editable in the game. any search tips
https://answers.unrealengine.com/questions/213583/how-to-make-the-rolling-ball-respond-to-the-tilt.html?sort=oldest does any have a answer to this 4 year old question?
Can a navigation mesh be made during runtime?
I'm trying to implement one for a ship that can be attached to a actor
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....
does anyone have a answer?
@harsh tiger what do you mean tilt?
@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
Omg making a single player game feels like it takes a day compared to MP games 😄
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
Hello! is there any1 that can help me with a point system? im not getting the right points :/
@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?
@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
Cool. I'll give it a try and let you know. lol
@autumn elbow thank you! if you get anything working for all 4 directions, then would you mind DM'ing me?
Not a problem.
@harsh tiger do you know how euler angles work
@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?
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
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
Is it a crash or your anti virus snuffing it
