#ue4-general

1 messages · Page 494 of 1

dawn gull
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bye

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i might see it on mobile

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Ok I am on mobile

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For those who say the icon is bad it is temporary

normal burrow
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so is it a crash?

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check your logs bub

dawn gull
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@normal burrow the logs are in the console which crashes

normal burrow
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they also go to text files

dawn gull
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Ok I will check quickly

normal burrow
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whats on the picture of the semitransparent console there does look problematic tho. semiproblematic

dawn gull
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Yeah

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It is transparent bc it is closinh

normal burrow
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still, check log files

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yea i know 😄

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got some c++?

dawn gull
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wut

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its a dedicated server

normal burrow
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do you have c++ in the project? or all blueprints

dawn gull
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it is a server for the project

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it is in c++ i think

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nope i only have the manifest_nonufs thingy

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Manifest_NonUFSFiles_Win64

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dang

true leaf
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BTW guys sometimes my blueprints get corrupted and don't work and the way I fix them is by Reparenting them with the same class they are already parented to

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So if that happens to you... Just reparent to the same parent class

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Random fun tip lol

dawn gull
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Reeeeeeeeeeeeeee

true leaf
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Also that crash error looks bad like a dll thing wow . Huh.

dawn gull
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:(

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I did exactly what the tutorial said

devout gulch
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everybody rejoice

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Movement component is getting rewrite from ground up

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!

dawn gull
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Ok

mint sequoia
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@fringe pivot That issue you had the other day with your characters flying away appears to happen when colliding with their mesh, if you disable mesh collisions it should stop

autumn elbow
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@modern sinew try Get Player Character node

normal burrow
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bub would agree with toast. you sure all the pre-reqs are installed?

dawn gull
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Yes I am sure :(

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Would it be useful if I have you the tutorial I am using?

modern sinew
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@autumn elbow Can't find anything called that

heavy flax
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hey guys does anyone else also get the viewport in black when using player collision/visibility collision mode?

normal burrow
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no bub, your best bet is to find someone else having the same issue with the tutorial as you probably. Or check if you missed something

autumn elbow
normal burrow
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otherwise, you'll just have to determine what happens at launch that could ever cause such problem

dawn gull
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Dang it

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Jic here is the tut though

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Dang /spoiler don't work on mobile

autumn elbow
modern sinew
potent gazelle
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Does anyone know if the Maya for games version is too limiting for character animation?

autumn elbow
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you mean Maya LT?

potent gazelle
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Yee

merry gazelle
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guys I migrated a quadcopter drone into a new project. After migration the drone tends to fly in a downwards direction and flips upside down with increasingly dramatic glitching movements. From what I can see there's nothing missing in the BP's. I know this is vague but any ideas where to look?

It does slightly respond to control input but the drone still rotates all over the place

potent gazelle
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Do you know if you can still access the graph editor? I know you lose MASH

autumn elbow
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Looks like it has all the animation stuff

potent gazelle
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Yeah I was reading that, but one part had me confused

autumn elbow
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found the list

potent gazelle
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Oh neat awesome

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It does :)

autumn elbow
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a few missing deformers though

potent gazelle
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Yeah

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But no graph editor would just be impossible

autumn elbow
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but the important bits are there.

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oh.. yea.. i has to have tht

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lol

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I use 3DSMax, so not sure if you need those missing deformers.

potent gazelle
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I do most of my work in there too lol

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Ugh I really want to use 3ds max

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If only because ALL the tutorials on 3d modelling use it

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But there doesn't seem to be a cheaper version of it, and I want to be able to use assets in my project

modern sinew
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@autumn elbow Still nothing

autumn elbow
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@modern sinew make a new actor blueprint (blank) and try casting from that. see if you get the menu to show GET PLAYER CHARACTER

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@potent gazelle try the student version ? if its not a commercial game

potent gazelle
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It is a commercial game, very much ideally

autumn elbow
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Have you tried that?

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@potent gazelle considered Blender ?

potent gazelle
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I have, would you consider that superior to just modelling within Maya?

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@autumn elbow

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There certainly are more resources for Blender

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I'm having a rough time finding anything beyond the basics in Maya

autumn elbow
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I would never use Blender.. LOL

soft crescent
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if it's commercial, use blender

autumn elbow
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I'm too deep into 3ds max.

soft crescent
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its not good to get suited on one tool only

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tools change

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the ability to adapt is vital in game dev

autumn elbow
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I tried Blender and my fingers just wouldn't form to it

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lol

dawn gull
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@autumn elbow why are you an a l i e n

autumn elbow
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I was born this way

dawn gull
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Oof

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Ok

autumn elbow
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low calcium says my mom

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LoL

soft crescent
autumn elbow
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Just realized that when you name a function, there are callbacks for certain words like 'to', 'for', 'the'

dawn gull
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i have a thingy i am working on and i need to do a thing. how do i disable "async loading" on a dedicated server or an unreal project

plush yew
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I have an issue and idk what channel it belongs in. I have a full fps model with a hand sticking out, with the camera focused on the hand. When I go near a wall, the camera freaks out

dawn gull
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dutch is the best language

potent gazelle
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I want 3DSMax arghhh

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Especially as it seems very similar to the interface I am used to

dawn gull
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"3ds max cracked tutorial %100 real no virus"

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this song is obnoxious

abstract relic
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Please note Bub, this isn’t an off topic channel. Keep it clean for those seeking help

dawn gull
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sorry

latent flume
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Can a nav mesh be attached to a actor so it follows that movement or rotation?

proper crane
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I've been looking around and I'm not sure how to approach, er... Having something show up increasing numbers over time... Like... Er, inanimate objects... Like, say... A pool of a non-colliding solid object

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Not sure if it would be particles, blueprint, a script, etc.

dawn gull
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s p o r e m a n

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also guys how do i disable async (honestly i dont even know what it is)

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or is it automatically disabled?

autumn elbow
harsh tiger
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@autumn elbow yeah I tried something similar to them links an it never worked unfortunately

teal tulip
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@potent gazelle first you wanted Maya and now 3dmax? 👀 what's the problem with blender? Well other than the no 100 file support 🤔

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@autumn elbow there are some packs on market I think

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But yeah won't look at all like these

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Get the edges on white and use a as background that basic print with grid

potent gazelle
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@teal tulip all my experience is with Autodesk, and it seems a lot more useful for getting jobs from the skills later?

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But I feel it would be a much bigger learning curve

teal tulip
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Well yeah that's true, big companies uses that, I give you the point on that

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About the learning curves I didn't used at all the autodesl software and I'm not an expert on Blender but probably today are pretty much equal

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Problem is blender will return you way more resources to learn and examples than autodesk tools probably

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But the support from plug-ins made by epic etc directly aims max and Maya so go ahead :)

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But lost nothing giving a try to both software Blender it seems to be used by small studios etc

autumn elbow
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@teal tulip Thanks! I found one on the marketplace

teal tulip
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Np, sure in youtube etc you have tutorials aswell about highlight corners etc and then is mater of mix 2 things

dawn gull
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:I nobody know how?

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teal tulip
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@dawn gull async or vsync

dawn gull
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@teal tulip async

teal tulip
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On map load or when I don't know what you mean at all or where

dawn gull
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idk i was doing a tutorial and it said "disable async"

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i did not know what it was

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very bottom of this

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in the green section

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"Also async loading needs to be disabled or it may/will crash the server."

grim ore
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I wouldn't worry about that until its an issue. That post was 7-8 versions ago at this point.

dawn gull
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dang

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but i will show you i have the same red text as the post

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thats the log

grim ore
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uh thats not the same as his

dawn gull
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oh

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dang

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But everything has been fixed this is the only problem i have

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So that tutorial is not useful?

grim ore
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and is that the entire error log?

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and the biggest issue here is without this being a debug build and without the PDB files there is no actual stack trace to trace down the crash. All of the UnknownFunction parts shhould be the actual parts needed to fix the error

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thats the first step to figuring out the actual issue, right now you are literally trying random fixes

dawn gull
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no not the intire it quickly closes and makes no log file so i have no way to get the whole thing

grim ore
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So when you copy your "GameNameServer.exe" copy also the "GameNameServer.pdb" with it to the "Win64" folder of your build.

That way you will be able to get a log with detailed error messages for you to find your problem and fix it.

Hope this helps!```
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so get an actual stack trace and you might be able to find the exact part it fails at

dawn gull
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i copied the pdb file and it does not make any other files :I

grim ore
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when it crashes the unknownfunction should be the actual functions this time

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full names to debug

dawn gull
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ok

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little space of time that i can copy all

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not every thing though :I

grim ore
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there should be a full log in the log folder

dawn gull
grim ore
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check the sub folders

dawn gull
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what

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what are those sorry noob questions

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oh subfolder

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and then the folder with the .sln and .uproject

grim ore
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well you have the crash log now, maybe someone can notice the issue. the only things I see before the fail are related to an animation so maybe you are trying to play an animation or something on a skeletal mesh

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maybe try making a new blank scene and using that as the server default map and see if it still crashes so you can narrow down the cause

dawn gull
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i dont have any animations though but i will try

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ah dang it i have to go in 11 minutes

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but still got a little time

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dang this is gonna take a while to package

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how much longer are you gonna be on @grim ore if you are still on at all

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darn i have to go i will keep it running though

snow thorn
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is Jetbrain's CLion as an editor for Unreal working for anybody?

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i changed the source accessor to CLion using the editor preferences window

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when i try to open CLion using the File | Open CLion menu item i get: Could not open CLion for project D:/Test01/Test01.sln

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I'm using CLion 2019.1.4 and Unreal 4.22.3 on Windows 10

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I wonder why it says it could not open .sln because why should it want to do it in the first place? It's a VS only file

shy silo
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in a cpp project, is there a way to convert blueprints to cpp?

dawn gull
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@polar hawk is making something like that I think @shy silo

shy silo
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Ah ok

cyan merlin
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where can I find lightmass settings in 4.22.3?

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it doesn't seem to be in same place as previous versions

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ah nvm for some reason my world settings tab was removed

wide lark
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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?

inner yacht
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@wide lark How's your setup look?

wide lark
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Mean Audio setup?

inner yacht
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Yah

wide lark
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Basically we are using Wwise ,middleware for the audio. But for some reason I just can't hear any sounds in preview I can hear them through going in the content folder but nothing actually in game.

inner yacht
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I have no xp with outside the editor but if it is ask away

wide lark
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Heres the thing it's not Wwise that's the issue, we have had 3-4 other team members use the same engine files exactly on the same build and audio works fine just seems to be my end.

inner yacht
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Is it software or plugin of some sort

wide lark
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Plugin

inner yacht
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Is there any Manuel on net

wide lark
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? I'm not sure I don't use the plugin myself thats for our Audio guys.

inner yacht
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Is every version of the engine the same

wide lark
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Yeah 4.21.2

inner yacht
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And does it meet requirements for your plugin version

wide lark
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Yeah

inner yacht
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Says on net wwise has sdk

wide lark
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That's meant to be only for development but I have that installed either way

inner yacht
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You have updated your graphic/sound card drivers

wide lark
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Yeah

inner yacht
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Man that is crazy prolly someone modded settings

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Wish I could help

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I would ask that

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Something they did to get it to work properly maybe?

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Good luck to you

wide lark
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Thanks for your help anyway hopefully I can get it working later on.

inner yacht
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Hope you nail it

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Np at all

mortal tinsel
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So guys I have a vr game plan for it to be an MMORPG similar to SAO but it's unique in the body tracking element since I want this game to be as high tech as possible I'm using a camera for body tracking like a Kinect so you don't need body trackers next the real world position will be handled by the camera and to move even farther is a question I have I want it to be realistic but I don't want click to warp to the desired location, any help or thoughts?

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basically I want to move more area than a tracked space

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or trek more area than the tracked space say the tracked space is 4x4 meters, but the whole world is 4x4 kilometers how do I traverse it without using teleportation

soft crescent
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@mortal tinsel ok, first off

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have you built a vr game before

mortal tinsel
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Yes I'm actaully helping in development right now for one

soft crescent
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alright, do you have millions of dollars

mortal tinsel
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No I have a Vr headset a webcam and a good idea

soft crescent
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and also, wait, with this mmo... wouldnt every player require this high tech camera setup to play?

mortal tinsel
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No all you need is an average desktop camera the software tracks your body like a kinect sensor

soft crescent
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have you made Breakout or Pong in VR/non vr in ue4? or have you done that in another engine

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right, do you have that working?

mortal tinsel
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No Im gonna do the first test in vr chat to see how well it works

soft crescent
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Ok, so, have you worked on an mmo before?

mortal tinsel
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Yes LOTS well, if you count 2D games

soft crescent
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so you know how to handle account management, server management, all that?

mortal tinsel
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I think so? I know how to manage a server though

soft crescent
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ok, i recommend you put off your mmo idea for now, and start smaller, way smaller

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like you have a vr headset, make something basic first

mortal tinsel
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Simple concept or simple map?

soft crescent
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simple concept, if you try to make an mmo in ue4 using vr and body tracking tech that you dont yet know if it will work or not, you are going to run into some hard brick walls that many have run into before you

mortal tinsel
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Im an engineer for one, I know 3D modeling, advanced blueprint, sound design, I know how to modify this stuff, I can make tracking software, I don't exactly think I need to start too small

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Im gonna run lots of prototypes obviously, this is highly experimental I just need to really know how to make it so you can, make exploration easily, would I make you move your arms back and fourth to run or something? And jump to jump Idk.

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Or should I just make it an ordinary controlled game?

soft crescent
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ok if you're asking these questions, you need to take a few steps back, do some research into vr locomotion and build a small vr game like vr breakout or pong. there are a lot of things involving designing for vr that you need to solve first before you can think of anything on the complexity you are going (mmo)

summer aspen
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Hey guys, I'm trying to come up with an effect for my project. It's a simultaneous strategy game and I want it to seem like time stops between rounds. I'm trying to come up with ideas as to how to show this and how those would be done in UE4.

Currently I'm thinking of gradually slowing movement down to a stop, freezing all of the effects and maybe having a camera distortion ripple with a post process volume pulse to signal the changing from action to turn planning. Any thoughts?

dawn gull
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@summer aspen yeah! Sound like you have a good idea 👍 I recommend puting like, a violin sound that is higher pitched and does a vibrato at the same place as the screen is shaking

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You could also do a stepping down piano song, and at the end muffle it so it sounds like it is vibrating

summer aspen
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Thanks @dawn gull! We had a couple of ideas for sounds but honestly we haven't gotten around to sounds yet in our project. I'm just trying to figure out what visual effects to use right now >.<

dawn gull
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Yeah, the ripples sound good! But always have input from other people.

next badger
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Is it possible to hide "shaders compiling" popup?

plush yew
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Hi ! Could someone help a real UE4 noob to solve an issue he has already lost thousands of hairs on ?

soft crescent
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what is the issue

plush yew
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can I PM ? I have a few screenshots and dont wanna spam this discord with it 😊

soft crescent
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i may not be able to help you though

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you need to explain what the issue is first

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also if you look to the left column there are channels

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for a bunch of the individual components

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find the one you're having trouble with

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post your issue there

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that way you're not spamming

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😃

plush yew
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yeah just did, since I think it's more a Blueprint issue

dawn gull
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oof i might get this for fun or practise

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i thought you had to pay for everything

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and yes, i know i cant use the models in my game

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ok

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:))))) hehehehe

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illegal

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apparently it is really easy to use FX or Indie so i might use that for my models...

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blender just confuses me

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hah lol

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this is really cool

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i have a legal licensed version of some thingy that gives you all programs for 2 people at the same time

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yeah houdini is probably the best modeling program

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In gonna get it later today

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Also @plush yew there is an older version of almost every Adobe program that you can legally get for free on the website, with the activation key

dim merlin
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Hey guys, just a common question: is it possible or common to use the same skeleton for multiple characters, like male and female?

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it seems stuff like eyes and bodyparts go wierd when i try that

plush yew
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yes

dawn gull
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@dim merlin I have used the default characters skeleton with some infinity blade characters does that mean anything?

plush yew
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many people try to use the base unreal skeleton so all others built on that frame remap easily

bright root
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I have an issue with my project,
the right image is the digital human project
the left image is a migration to my project

as you can see there is a clear difference in the sharpness of the image, in particular the hair.

the left image also constantly moves the edge pixels, so it looks like it is vibrating. I obviously cant show this in the picture but it could be something to do with the AA. however, all the project settings are the same.

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I admit you have to look closely, but look at the eyes, the hair highlights and some skin reflections

frank escarp
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@dawn gull if you think blender is complicated... you have zero chance with houdini

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its without a doubt the most complex 3d program

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and its modelling toolset sucks

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it can be made work if you are working with things that work well procedurally

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but for normal 3d models, you are better running blender

pseudo void
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I went to hotkey save all and must've clicked something while having a blueprint class selected. Now the static mesh component in that blueprint has a blank details panel. it has no details properties. anyone had that happen to them? trying to figure out what caused it

dim merlin
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@dawn gull ive got my own characters, but when i share the same skeleton facial animations mostly are not correct

pseudo void
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reopening unreal fixed my issue

glad gulch
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Hey there. I looking for the right workflow for custom animations for ue4 and the synty studio chars. I read and got the advice of retargeting. Okay, i understand this way. Normaly i worked with a blender - mixamo - ue4 workflow. And bevor that with custom-animations in blender - to ue4 (but with a totaly wrong / other rig). My main question is: why i should use the default mannequin ue4 rig for all? Whats the matter about it? 2nd big question: Whats the best workflow (Blender, UE4) A tons of tutorials are outtaded, have payed custom scripts or missing important steps. Thanks in advance for every comment & advice.
Maybe there are other easier ways i dont see. So, that why i ask in general. 😊. Because there is a way to work with ue4 skeleton and mixamo as well:

https://forums.unrealengine.com/community/community-content-tools-and-tutorials/104910-retargeting-mixamo-in-place-animation-to-epic-skeleton?132268-Retargeting-Mixamo-In-Place-Animation-To-Epic-Skeleton=

But i cant say if its good or not because i dont know, how important it is to work with the ue-rig-only.

plush yew
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Is it possible to add 2d vfx to a hud

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Like a low-health vingete

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Or the effect that appears when tracer "dashes" in overwatch

dawn gull
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@frank escarp idc I will invest my time and effort

tired rivet
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Hey there, not sure this is the right place so bear with me.. I wonder how I can make a dedicated server exe file on latest engine?

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or is it not needed?

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I tried to build one, but just got errors

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and I dont want to use STEAM or something else

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just the game itself

tall ridge
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If i have a charackter ready in one project, how can i transfer him to another one?

abstract relic
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Click on the asset >>> asset action >>> migrate

dawn gull
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yay i am installing houdini

hardy flume
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Hey guys just a quick question: How would I switch attenuation to play while the character is in the radius of the sphere and not the camera?

plush yew
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im making a game based on a youtube show where this guy owns this apartment conplex and has to go in to get his house payment from the people who live there. Since this is a horror game, should the house have cobwebs in it and boxes or should i be a clean house?

tall ridge
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@dawn gull i dont have an assets folder

dawn gull
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what?

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ok?

tall ridge
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not you

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@abstract relic i dont have an assets folder

dawn gull
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oh

icy mulch
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Anyone know where I can get a free mountain landscape

dawn gull
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uhhhhhhh

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yeah

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its easy

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just use the landscape tool

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sorry i have to go i would have explained more

bold rune
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I'm not on 4.22 yet but how do you think it would cope with about 120 point light components all moving around with raytracing enabled?

manic pawn
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yes

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it's going to run like ass, but it will work

mint raptor
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Trying to see how they fixed it?

manic pawn
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there is no github link on the page, so the commit wasn't pushed to github yet

mint raptor
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ok

manic pawn
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I like how I recently encountered this exact assertion

mint raptor
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@manic pawn no way really?

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I've never seen it on my main computer but I was testing my game on my secondary computer which is an AMD card and saw it for the first time I don't know how to replicate it

manic pawn
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my game crashed when drawing runtime icons from a pocket world into a render target, if a particle system that was set to auto destroy finished in the main world in the same frame

mint raptor
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So interesting I do both those things as well so it's a bit of a race condition need to have time gap between the two?

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Disable auto destroy on the particle I thought it was an Niagara only thing but I was like I don't even use a Niagara

visual belfry
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swear to god, like clockwork, the editor loses all my personal settings (like folder colors)

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😡

manic pawn
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my fix™ was to pass the pocket world as world context for render target related functions instead of the main one

mint raptor
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I don't quite understand that can't really map it to my situation I draw onto render targets a lot and my game for different reasons but always in the same world

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Using voice to text on my phone sorry for typos

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I only saw the crash in a build project haven't caught it in Editor to get a stack Trace but I'm hoping it's the same stack Trace as in that link I'll do some digging on my own

manic pawn
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maybe it is not applicable in your situation

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I am actually creating multiple worlds and drawing views from them to render targets

mint raptor
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Ah that sounds pretty neat. Yeah that's not applicable to me what about this particle destroying? the particle order destroyed does play a role in it for you but you can you mitigated by doing what you said you do?

manic pawn
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this allowed me to pass a different world context (one of a world that does not currently contain a particle system, avoiding the crash)

mint raptor
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Oh so if there is no particle system you get the crash?

manic pawn
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the crash only happens when a particle system finishes in the same frame as using the render target functions

mint raptor
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Ok and by finishes we mean destroys? Not just that the particle system finish playing?

manic pawn
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I suppose, I have them set to auto destroy

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oh it is not actually the drawing of the view that was causing the crash but this DrawMaterialToRenderTarget function I was using later

mint raptor
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All right thanks that gives me a lot to work off of because instead of otter destroy I'll probably just delay it and manually destroy it or work with the timings for now.

visual belfry
plush yew
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how do I get modo student License

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They are not giving

lunar bobcat
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I have a question. So I bought a pack with first peron animations for a gun. And I want to add it to the UE4 Mannequin. With the generic animations with it attached. How do I do that?

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So if I had an animation BP and it was the default UE4 animation BP. How do I add FP animations to it?

bold rune
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What's this about pocket worlds for rendering icons? I'm currently just using a greenroom actor as a photo studio that's well below the level.

mint raptor
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Green room actor?

mellow turret
lunar palm
#

Does anyone know hwo to set the grid options to 1000 units?

visual belfry
lunar palm
#

Ah yeah! Thank you!

sonic pagoda
#

pure cast as default, and autocast... its almost like they actually read our complaints...

floral parcel
#

What graphics library does Unreal Engine run on?

#

(like does it use DirectX or OpenGL, etc.)

sinful plank
#

All of them

#

And you can specify which one you want to pack your project with in settings

floral parcel
#

Oh, that's cool. Thanks for answering my question.

modern sinew
potent wing
#

Anyone know how to make a Car Deformation ? Like when i crashed my car into the wall, the front glass wil break or something

modern sinew
#

sounds advanced

potent wing
#

I see alot of it in marketplace, but they are paid

floral parcel
#

yeah, i would suggest you buy one and reverse engineer it. Then build your own from ground up

worn granite
#

A very basic search yields this video and project

#

It's kind of done in a dumb way, IMO, but hey.

potent wing
#

I got hired to create an Almost-Advanced racer game, he gave me 3 month timeline, heres stuff i have to do

  • Learn how to implement new car mesh into a driveable car with complete physics
  • Same as Planes and motorcycle
  • Trees will fall down if hit by car with highspeed, Motorcycle won't be able too, plane will be easier to the down trees
  • Car deformation
  • Adds Effects and stuff
  • Done

Which some are simple some are hard, i hope people here can help me out, Thanks

modern sinew
#

anyone know why this isn’t working? it’s getting to the end fine, and looping, but not spawning anything

weary basalt
#

@modern sinew Change the collision handling override to Always Spawn Ignore Collision?

modern sinew
#

Trying it now

latent flume
#

Hi.

#

Have anyone worked with niagara and blueprints?

fringe pivot
#

@mint sequoia yes thanks figured it out the other day after a few more hours

lament tusk
#

Hello! Are there anyone here who has set up a perforce server that is working on remote? I can get it work local between my computers, but accessing with a different IP is something that I haven't figured out yet.

dawn gull
#

@lament tusk use this

bitter iris
#

isnt the ue4 multi user editing better? or is that local only

dawn gull
#

i dont really know i have never heard of that @bitter iris

#

@bitter iris looked at it does seem easier and better

#

@lament tusk use this enstead

#

wait i dont have "MultiEdit Window"

bitter iris
#

you gotta enable it in plugins

dawn gull
#

ohhhhh ok

#

thanks

bitter iris
#

im just not sure if its even worth it for remote

#

so far i can only get it to work client

dawn gull
#

ah

#

have you tried port forwarding?

bitter iris
#

nope

dawn gull
#

because it's like hosting a server so i would try that

#

dummy thicc question

#

where the plugins tab

#

oh wait found it

lament tusk
#

Do tell!

soft crescent
#

@dawn gull @bitter iris Multi user is not source control

#

files are stored on person's machine

dawn gull
#

i know

lament tusk
#

Still a cool thing!

But yes, i need to set up my source control to work on remote..

bitter iris
#

yeah which sucks @soft crescent

#

I'm waiting on SceneFusion to be like their unity version

#

no plugin has anything on that

dawn gull
#

@lament tusk if you port forward it you can get it to work on remote sometimes

#

if you do it correctly

soft crescent
#

wait are you hosting your source control on your own machines?

#

actually

dawn gull
#

dang is the multi user editing in 4.23 only? i am using 4.20.3

bitter iris
#

way at the bottom

#

its not in built in

dawn gull
#

what

bitter iris
#

this is gunna be coming to ue4

dawn gull
#

cool

bitter iris
#

@dawn gull what version you using

dawn gull
#

4.20.3

bitter iris
#

its a 4.22 feature

dawn gull
#

dang it

#

ok i will try to update it

#

oh wait

#

nooooooooo

bitter iris
#

its really not worth it in my opinion

#

its trash

dawn gull
#

😦

#

it would just be smart for me to update too though

bitter iris
#

make sure its gunna suit your needs

soft crescent
#

also i dont get what that scene fusion thing does that ue4 cant

bitter iris
#

alot

#

big main thing is its not just local

dawn gull
#

wah

bitter iris
#

If UE4 was to make the multi user editing via host then maybe itll be viable

#

then the other thing theyd have to add is allow transfer for missing assets something which SceneFusion has done

lament tusk
#

oh i missed there was a source controll channel

#

...

dawn gull
#

what is the expected release date

bitter iris
#

tbh i thought i was talking in that 😂

dawn gull
#

that is not early access

#

yay cactus

bitter iris
#

its almost done i believe they have 4 more bullet points to meet

dawn gull
#

ok

#

so soon

bitter iris
#

id say soon but ive been waiting for over a year 😄

#

i have an nda so i cant show anything, but its fantastic at the current state, just a bit annoying transferring files via google drive 😄

dawn gull
#

yeah

#

you tried github?

#

eeeeeeeeeee im gonna get breakfast i will leave it running

bitter iris
#

last time i messed with perforce it messed my project so ill just wait for SF

dawn gull
#

oof

soft crescent
#

Also i looked at scene fusion's site and some of the reading, it states that it is not a replacement of source control, more something that should be used along with source control

bitter iris
#

As a user of SF you dont need to create a separate area for files etc. It all gets stored using SF.

soft crescent
#

@bitter iris does it keep your revision history?

bitter iris
#

im not sure but you can always ask the owners, (i dont use unity) ue4 version will hopefully be at the stage soon

dawn gull
#

i have installed 4.23 and installed the plugin then restarted and still no button :I

#

why is it not showing up?

#

or a theory why

#

ahhhhhh the lag

mint sequoia
#

@bitter iris perforce can not mess your project, you can mess your project doing something incomprehensibly incorrect when setting it up (really don't see how). Been using it for years. It's really not optional and SF is not a replacement or alternative

bitter iris
#

@mint sequoia Your opinion.

mint sequoia
#

It's the "opinion" of anyone with real world experience"."

#

It's also not an opinion that you broke your project, not perforce 😛

#

Wouldn't want any new devs reading what you wrote and being wary of proper source control or resorting to SF

sick escarp
#

Is there a way to allow longer cooking filepath lenghts? It says in the editor that it's below 260 but it still says in the log that the filepath is too long

dim plover
#

There's a new option to support longer filepaths in either Editor or Project Settings.

sick escarp
#

Okay I'll look into moving my project to a higher version then

brave lark
#

Been working on the intro screen start up phase of my project and it's not very smooth. Once the intro video plays a level is supposed to open ( that is empty aside from some glowing text ) but it's really choppy opening it up. It's then supposed to fade to black and open two levels being a menu scene and a skybox for behind it. Again, really choppy lots of pop in. Fixing performance would be nice, but I'm also open to some visual trickery suggestions to make it just look smoother.

#

I assume that instead of load level stream in the back ground with set visible not set to true and then setting it to true later is what causes the pop in? so I should load it in visibly while the screen is still black?

plush yew
#

hello

#

i am new here

#

is this official server or?

next badger
#

@plush yew or

#

since there are no official one

honest vale
#

has anyone made a tool for automatically placing reflection capture actors in big levels?

#

would be nice if there was something that placed the capture actors somewhat intelligently

pulsar fractal
#

Hello, would anyone be able to direct me to a good tutorial on packaging my game to send out as a file to other people to open? I’m not sure what to do first, if I need visual studio/how to use it. Thank you

honest vale
frozen crater
#

hey guys, if you would work on a game similar to Raft, where multiple players move around on a small custom ship/raft exploring islands and stuff, would you make the raft always centered and move everything else, or have the raft move around in the world? I dont know if there would be issues with collisions and stuff when moving the landscape/custom mesh components that are below the players feet

fresh nexus
#

All of the sudden my engine seems to be locked at 144fps even though I have vsync disabled

#

It's kind of weird

#

Even in a new project it's stuck at 144fps

honest vale
#

you have framerate smoothing on probably

fresh nexus
#

Nah not even that it's weird

honest vale
#

running in windowed mode?

fresh nexus
#

Nah I launched it in standalone game

pulsar fractal
#

@honest vale thank you, I’ve checked that out before but when I cook the files it fails and I couldn’t figure out why

honest vale
#

the log should say what fails

velvet maple
#

Hi, community, well, I've decided to use Unreal to start creating videogames, but I've been stopped by a big doubt, reading the EULA in section 12. Proprietary Notices and Attribution, I must put in the credits of my game A notice of copyright as long as the product is not restricted.

So reading https://www.unrealengine.com/en-US/branding, I understood that I am not allowed to use the Unreal brand and neither Unreal if the rating of the ESRB is higher than M(Mature).

So if I create a horror videogame, where there are dismemberments, a lot of blood, possible nudity, and murders, then I will not be able to use Unreal since it could end up being for adults?

I do not have money to pay the ESRB to qualify my game, what happens if I do not want to take it out in physical format, only digital?

I understand that some stores use the IARC format, which is free for digital video games, but it uses a different method.

So, for example, if I pay a store to upload my game, I upload the game and they tell me that is for adults, but I do not want the rating to be higher than Mature, to be up to date with Unreal, I would have to delete the game from that store, modify or censor some things in the game and pay again to upload it and get a new rating?

What happens if they again qualify my game as AO(adults)?, I have to do the same process again and end up spending more money ?, the same would happen with the format physical and the ESRB ?.

Is it mandatory to have an ESRB rating, either because Unreal says so?

Finally, the last thing I have to ask is:
https://www.unrealengine.com/en-US/branding, this says that if my game is not restricted and I want to use the Unreal Logo in my game, I should fill out that form. Is this done every time you take out a game or it only fills up once?

I'm sorry to bother you, but I'm very confused about this, I do not want to download the software until I'm sure.

I apologize if my grammar is not good, English is not my main language.

manic pawn
#

copyright notice != branding

#

branding is when you want to show the unreal logo when the game starts up or similar

#

whatever restrictions apply to that are unrelated to you placing the copyright notice in about

sick escarp
#

How well does the live coding feature work at the moment?

plush yew
#

I’m really having trouble understanding the different letters before different things in c++. Like what’s a UCLASS

coral shoal
#

anyone know how to disable the net relevancy system entirely? Always relevant on a single actor does not disable it for that actor so im wondering if i can rip the whole thing out since it's causing proximity related update rate problems

autumn elbow
jade hawk
#

Hey all looking for someone to point me in the right direction. I am working on a multiplayer game. I would like to change skeletal meshes and have them shown to everyone.

The print string at the end fires, and the mesh change fires client side. The server does not reflect the changes to the other clients. Could anyone point me to some good tutorials on this subject or offer any advice?

plush yew
#

@autumn elbow so basically, prefixing classes, functions, variables, etc with a U opens up more engine specific things to do with it?

soft crescent
#

no its a naming convention

wary wave
#

@jade hawk - you're going to need network code. There's a pinned post in #multiplayer with a PDF that's a decent enough reference

autumn elbow
#

It's stuff done under the hood. I'm not sure if it's stripped at build time.

jade hawk
#

@wary wave thanks

autumn elbow
#

UClass / UFunction / UProperty are Macros. The AActor stuff is just convention.

brave lark
#

@honest vale should be easy with a bluetility. unless you need something realtime

honest vale
#

yea I was hoping someone else would've done something similar 😄

#

guess I need to invest some time into it

brave lark
#

what do you want it to do?

#

@honest vale

honest vale
#

just a tool that plops down reflection capture actors somewhat intelligently

#

but I mean, it doesn't matter 😄

upper heart
#

That is the details pane of an instance of an actor in my world that I have exposed properties on

#

I've tried deleting the instance and replacing

next badger
#

hmm...which stage it is placed under?

#

try to clone stage1 goal and see if iit could be set there...if it is - it probably related to that

upper heart
#

hm yeah I think it is sublevel related possibly

brazen epoch
#

I am gonna sound dumb most likely, in 4.23 preview, what has happened to action mapping?

#

I can only see Axis Mappings

rich thistle
#

Hi, what is the best CPU choice for UE4 dev?

#

More number pf cpus and threads right? Any advice about what is the “best” choice?

#

For now i have i7 4790k

sick escarp
#

I too have an i7 4790k and I'm not noticing any performance issues, might have to do with the type of game you're making though

rich thistle
#

For now it’s a good cpu, don’t have any problem. Ofc for biggest project need more cpu and ram

#

For now for a small game i7 with 16 gb ram i thinks is nice

sick escarp
#

Yeah RAM is the only thing I would really need to upgrade atm, sitting at 8gb can become a bit of a problem at times

rich thistle
#

I think about to change the CPU for Xeon, some game developers and studios have Xeon for cpu

sick escarp
#

I think the fact that I have a pretty shity GPU and a pretty small amount of RAM helps me not make things lag since I would notice it right away

#

Would of course be optimal to have a good developer setup and a shitty game testing setup

#

But I personally wouldn't worry about the CPU

wary wave
#

you're probably fine with what you have for now

#

there's not much advantage to a Xeon

#

i7-4790k is a pretty solid CPU

compact oyster
#

I used to have a shitty GPU and low ram on a HDD.
Now I have a good GPU, 16go ram and an SSD, but Unreal Editor is much slower to work with overall.

#

I don't remember the specs but I went from an I7 to an I5

#

It's anecdotal but from my little experience CPU has a bigger effect than GPU or RAM during dev.

sick escarp
#

If I had the money I would have bought a much better GPU(I have a Nvidia 960) , 2 more monitors and a better power supply

compact oyster
#

Wish my desk was large enough for two monitors

#

the constant shuffling of windows lol

sick escarp
#

I could honestly fit 4-5

compact oyster
#

Lucky you

sick escarp
#

Yeah but the money is the problem, I got the desk from my fathers office when he laid off his local paint/wood store

#

Are desks that expensive though? Or is space the big problem?

mellow turret
#

anyone succeeded at importing a custom font for a text render object?

wary wave
#

I had hell importing custom fonts :/

next badger
#

UE4 is all about RAM

mellow turret
#

the font looks fine on a text render inside the world, but run time text render looks really bad

next badger
#

doesn't affect as much as ram...

bold rune
#

Get as much ram as you can as intellisense will eat every spare megabyte it can find.

#

I only need a new PC because something in mind likes to cause a crash and despite all the hardware diagnostics saying there are no problems it still happens several times a day completely at random. I've reinstalled windows a dozen times and it makes no difference so it's definitely some piece of hardware but I have no idea what except that it isn't the graphics card.

mellow turret
#

I started to have crashes when I enabled intellisense

#

After disabling crashes stopped

bold rune
#

This happens when the PC is just idling with nothing open.

#

The only bits I haven't replaced are the CPU and the motherboard so it's one of those but those are the spendy bits.

#

But I would never spec a Dev pc with less than 16gb of ram these days

mellow turret
#

Default font text render looking bad, imported font text render looking bad, widget component looks bad, the solution is simply give up and display no damage numbers apparently

compact oyster
#

ah yes, optimism

next badger
#

@bold rune have you tested the hardware?

mellow turret
#

im still trying to find a way to achieve this, just had to vent a little

next badger
#

like some heavy load benchmarking?

#

also, disable the restart on bsod

compact oyster
#

You'll manage Wuuhie 💪

next badger
#

@mellow turret is scalability set to maximum?

#

sorry, it's hard to tell the issue if there are no screenshots

mellow turret
#

hmm scalability in the font? in the text material¿

#

in the text render component?

bold rune
#

@next badger Yep I've done all the things and when it's being stress tested it works fine and has no problems at all. It's very frustrating. I've learned to live with it for now because the alternative is just too expensive.

next ivy
#

Where is that setting option to change the iteration naming convention in the world outliner? Like for me I use "4x4" at the end and I don't want the iteration to change it to 4x5

mint sequoia
#

@sick escarp I've been using live coding since before epic put it in the engine and can't imagine going back to developing without it. It works exceptionally; eventually it can break but rarely and usually if it does it's exceedingly obviously broken behavior that you'll know to restart. Like hot reload, it'll usually only break reloading header changes but it'll never corrupt anything and a restart always fixes it. It's usually fine for header changes so long as you restart the moment something feels off

next ivy
#

@rich thistle The 3900x or 3950x

#

It's a consumer grade model that is better than all but the most expensive thread-rippers (commercial grade)

maiden bramble
#

hey dose anyone have any mountainous hightmaps i can use?

thin tendon
#

I'm having a weird issue. I'm trying to add a simple collision to a static mesh. I successfully added a capsule. But when I try to use the scale translate and rotation pivot tool. Everything it locked and it won't let me adjust it.

civic mantle
#

if the collision component is set as root, you can't scale em, afaik. there should be sliders/settings under shape tho which you can use

thin tendon
#

thanks 😃

civic mantle
#

np.

thin tendon
#

OK that kind of works. But when editing the collisions it makes Unreal super laggy

civic mantle
#

not sure why, soz

thin tendon
#

All good me either. The rest of my PC is running full speed. Its just Unreal that lags up

civic mantle
#

if it's an object you have instanced/spawned alot, mb that is why. it is updating all spawns in the editor. but that is just a wild guess, as said, no real idea why ;)

thin tendon
#

ohh ok that makes perfect sense. Because its a tree and one of my main ones used. I will try removing instances. Thanks

civic mantle
#

or just try opening another level without trees in it, and see if it helps

thin tendon
#

I tried that it didn't help

civic mantle
#

darn

thin tendon
#

Yeah removing instances helped thanks works perfect now

civic mantle
#

hu, lucky guess ;) yw

thin tendon
#

Is there a way to make my convex collisions tightly wrap around my tree trunk. I have one there someone else set up and it is tightly wrapped per branch. The ones I generate take in to account the leaves and end up weird large shapes

potent wing
#

Can anyone tell me how much GBs is Substance plugin?

midnight bolt
#

how could i use some kind of 'eraser' brush to smooth out the decal here?

sinful osprey
#

Anyone around that knows the editor well? My view is all messed up and I don't know how to fix it

#

Ok, figured it out. Somehow my Xbox controller left stick was stuck pushing up and it was affecting my mouse movement. Weird... didn't even know you could use the controller in the editor. Well, learned something new 😃

normal burrow
#

windows will do that now. its great. right click something in task bar and you can move up/down with joystick. perfect for those times when the joystick is stuck

autumn elbow
#

Which is lighter to reference, the object itself, or the object name ?

#

or does it even matter given its a object reference?

normal burrow
#

describe what lighter means

autumn elbow
#

less resources.. memory and cpu load

normal burrow
#

normal object reference

autumn elbow
#

right..cus its just a pointer.

#

Thanks!

normal burrow
#

well

#

just keep in mind having a uproperty holding a reference to an object keeps that thing alive

#

but yea its the fastest way to access an object

autumn elbow
#

didn't think about that..lol

#

good to know

#

Thanks

tawny python
#

Alright folks, idk if there's another channel to post this in but here goes. I have a material that's just rolling red smoke, however it relies on the Absolute World Pos node, and I'd like to have an alternative, as the object is attached to the camera. Any help?

plush yew
#

No sorry but, Hi I'm new here And I wanted to make a 2d super smash bros project if some one can help me please?

#

And I'm new at unreal engine so I need help blue printing the menu and stuff.

#

I have the graphics but don't know how to put them to gather.

abstract relic
plush yew
#

Thank you.

compact oyster
#

top 10 polite RTFM

plush yew
#

Is there a instruction book I can find or video? This is a lot and I'm Kind of slow.

compact oyster
#

There's tons and tons.

#

I don't know how you like to learn, but I think trying and playing around teaches as lot.

#

Have you tried dissecting the examples?

plush yew
#

I'm using the newest URE4

abstract relic
#

Udemy or you can risk it on YouTube

plush yew
#

YouTube Doesn't have a character select I don't think?

#

In 2D

#

If there is can some one tell me?

abstract relic
#

Oh and there’s Unreal Academy. That site is still wip if I recall though

plush yew
#

Ok Thank you.

#

can someone tell me why i cant connect my current health?

compact oyster
#

Is the warning a clue? (I think the right channel is #blueprint )

plush yew
#

or should i set it

#

oh okay

autumn elbow
#

I'm trying to attach objects similar to what they achieved in Kerbal Space Program. Anyone here know of that game?

#

I have a cube class with 6 sphere collision points.

compact oyster
#

Can we report as a major engine breaking bug that when you type "Not" in the BP search he auto selects "NotEqual" instead of "Not"?

#

Yeah I think some people on a game dev discord might be familiar with KSP : p

autumn elbow
#

You have to pull out from the Bool

#

to get the NOT

compact oyster
#

Oh I mean

#

It is there

#

It's just not the selected one by default.

autumn elbow
#

oh i see

midnight bolt
#

how can i easily add to material a way to spin the texture 360 in a loop, like a helicopter?

autumn elbow
#

i sent you that Sneakerman

midnight bolt
#

it was too complicated for my use, i already have generated fake spin, now i just need simple 360 animation

#

using panner i was able to scroll the texture, but not to spin it around

autumn elbow
#

hmm..there was something like that on youtube...

#

Its UDK, but im sure you can hack it by the pics

#

Looks like they are using the Rotator node @midnight bolt

midnight bolt
#

@autumn elbow thanks, it works, but now i see that due to atlasing the whole texture is scrolled ;) i will either split up or look into setting max coords

autumn elbow
#

work your magic lol

plush yew
#

Hi again UE nerds. Just a quick question : as a noob, trying to get his hands dirty in UE with a small but real project (for myself ofc), what are the things I should worry about so my game'll be playable ? I have imported a lot of textures/materials, so I can take a look at how they're made, and I've already had a few messages warning me about textures sizes

compact oyster
#

You probably should worry about texture sizes then

#

😎

autumn elbow
#

Pen and Paper first.

#

Write out every procedure, then build it in blueprints

plush yew
#

thats what I did, conception is "over", but since I'm still learning (a lot) and used to learn by breaking down existing things, I'm scared I won't be able to remove easily all textures/materials not used in my project

sudden agate
#

@plush yew don't use 4k textures.

#

2k max

plush yew
#

k thx, will not forget @sudden agate !

fallen urchin
plush yew
#

'get percent' takes in a value between 0 and 1, so assuming your health is from 0 -100, you need to divide by 100 first.

#

@plush yew

opal spindle
#

I see on a lot of UE4 "optimization guides" to use the commandline parameter -USEALLAVAILABLECORES. You only see it pop up in those guides of UE4 games though. UE4 has no documentation about it besides what is said here: https://docs.unrealengine.com/en-US/Programming/Basics/CommandLineArguments/index.html#user. Anyone know what it does in practice? I doubt your game will make use of more cores unless you build your code with that in mind.

Collection of arguments that can be passed to the engine's executable to configure options controlling how it runs.

cloud cobalt
#

No, it has nothing to do with your game really

opal spindle
#

It is weird though as the command is under the user category, which is meant for end users

cloud cobalt
#

It's only used for packaging

opal spindle
#

I see

#

Makes sense

#

The description does not say so but I believe you

cloud cobalt
#

Oh, but you don't need to believe me

#

There's a single result and it's the initialization for the archive compression code.

opal spindle
#

Hmm

#

Idk who is in charge of the docs but they may want to update that argument and mention what it actually does

cloud cobalt
#

Most of the time you'll have a faster time just searching through the doc

opal spindle
#

Hmm. Anyways, thanks

rare axle
#

Does anybody know if it would be possible to generate files from UE4 such as PDF or word doc?

cloud cobalt
#

To the extent that it's software, yeah

#

You'll just need to do all of that yourself in C++

#

This isn't exactly a common thing to do in a game engine

worldly raptor
#

Greetings to all! I have a question. Is it possible to activate the console in a project in which it is missing? Are there any workaround options?

#

P.S Sorry for bad english

cloud cobalt
#

Two options : don't build in shipping, and change the engine code

#

First option is really "build in Test" which requires building the engine from source already, it's not exactly meant for that

#

Since you need to build from source, might as well just tweak the code to get the console in Shipping

worldly raptor
#

and if the source was lost?

dark depot
#

i mean my first question would be is it even your project

cloud cobalt
#

If you don't have the source code, then you can't do anything.

worldly raptor
#

maybe bypass or something

cloud cobalt
#

There is nothing to bypass, the console code won't exist

wary wave
#

if you don't have the source, there is nothing you can do

worldly raptor
#

sadly

cloud cobalt
#

This is C++, disabled code is simply not passed to the compiler and doesn't end up in the executable in any shape or form

worldly raptor
#

Are there decompilers?

#

that is, disassemble the already assembled project

cloud cobalt
#

That wouldn't help

#

At least you can't get the console back that way

#

Since it's gone

worldly raptor
#

Ok

#

thanks

sick escarp
#

Why is the logger complaining about a hotreloaded component when I'm trying to package the project? I restarted the editor before packaging and didn't do anything before or under the packaging

cloud cobalt
#

Did you build in Development Editor before packaging ?

sick escarp
#

Yeah I'm building in development mode from VS

cloud cobalt
#

What's the error like ?

sick escarp
#

HOTRELOADED_ActorComponent has an inappropriate outermost, it was probably saved with a deprecated outer(FilePath.uasset)

#

How is it hot reloaded when I haven't done any changes to it?

#

Might have managed to fix it, will see how the next packaging goes

wary wave
#

hmm, SetArrowColour node doesn't work

#

in fact, it is always rendering black

raw elk
#

I'm trying to import a character mesh with morph targets. It's all set up in 3ds max, export, imports fine into UE4, all of the targets show up. however, when I adjust a morph target, the characters face (morphed mesh) moves up and down depending on the value on any of the morphs

#

Anyone know what causes this?

#

like, it goes wayyyyy up

royal dragon
#

Guys does anyone know the name of Marketplace asset that enables copying functions from one BP to another BP?

raw elk
#

Blueprint Property Transfer Manager

royal dragon
#

@raw elk Ty

raw elk
#

np

regal mulch
#

@sick escarp Well in general, don't Hot Reload :P

#

@raw elk Not an artist but maybe you didn't apply scaling before exporting?

sick escarp
#

Googled it and apparently all I had to do was unconnect and reconnect any pin it in that specific BP

wary wave
#

Hot Reload is just bad juju

#

I avoid it

raw elk
#

@regal mulch thanks for the reply; I tried applying any scaling/transforms I made, and resetting the scale/transforms before exporting. Sadly, with the same result

regal mulch
#

@wary wave Yop, I haven't used HotReload in the past, idk, 4 years (? When did UE4 go public again?)

wary wave
#

it was great prior to 4.0

#

you could do it whilst PIE was running and everything would just update

#

roll on 4.23 and it's rotted so badly it's borderline useless, if not an outright liability

silver crown
#

Live++ though 😍

wary wave
#

our compile times are too long these days for me to care about Live++ 😦

#

on a more reasonable project it must be great tho

#

game project takes nearly as long to compile as the engine, lol

silver crown
#

Disable unity build?

#

And only reload what's needed?

wary wave
#

can't really diddle with the settings unfortunately

#

too many layers of custom shit on top

silver crown
#

lol

#

Sucks

wary wave
#

overengineered to the max

#

drives me nuts

silver crown
#

I couldn't work without fast compiling/reload :p

soft crescent
#

was alembic broken in 4.20.3?

#

my import keeps failing

#

oh wait

#

gimme a sec

wary wave
#

you get better at not making silly syntax errors and shit 😄

soft crescent
#

nah nevermind i wasnt exporting all the scene components

boreal topaz
#

i have a worksheet i want to scan and popup on the screen, with a few fields editable via text or drop down. what is this method called? im trying to find a tutorial on this.. its a real document we use at work & making a training game on a scenario where theyll be filling out this document

plush yew
#

Hi. Sry someone pinged me here, but time is going

#

So now I am just starting learning unreal. Kinda different from unity

sudden agate
#

Construction Script (BP and C++) do not execute at runtime when the Actor is placed in the Editor, right?

#

It is safe to mark helper Components from the actor as Editor Only, right?

plush yew
#

hi again, noob question : how to you get access to the console while playing the game in viewport so you can see what's wrong ? 😄

dawn gull
#

@plush yew press the ~ button on your keyboard no shift

velvet finch
#

question all, normally when characters interact with objects eg the surface of a wall to climb or to touch the grills of a window, is it done with simple or complex collision?

dawn gull
#

pen|| ||

#

just

velvet finch
#

reading the unreal engine documentation they say simple collision uses simple query and complex uses complex query, so does a player interaction normally count as a complex query? I'm rather clueless about this haha

wary wave
#

player interaction is 100% how you implement it..

sudden agate
#

@velvet finch Use Simple Collision for gameplay purposes. use Complex for IK

#

that would be the best imo

velvet finch
#

i see got it 😮

plush yew
#

probably didn't use the right words @dawn gull , I have a trigger than doesn't trigger but leaves me without error, was wondering is there was some sort of "live console" which could leads me to an answer

dawn gull
#

ohhh, maybe output log?

#

go to windows, output log

plush yew
#

yup that's what I was looking for 😃 thx ! (except my trigger doesn't trigger at all)

dawn gull
#

oof

civic mantle
#

try closing in on the trigger with string prints. check the vars needed to trigger, and see what they do ^^

plush yew
#

good advice @civic mantle : it prints nothing ^^

civic mantle
#

then your print is at the wrong spot :P print before it should trigger, and check the variables responsible for the trigger

#

different approach: is it input bound or anything? comming from BP or cpp?

#

coz BPs have the option to "consume input", and it won't reach your cpp then for example

#

just to rule out some basic versions of the problem

plush yew
#

nah, its the most basic trigger ever

civic mantle
#

wanna send me a screen? pretty meta at the moment, i could keep guessing ofc ;)

plush yew
#

a good old "box trigger" with a level blueprint

civic mantle
#

ah, collision trigger?

mint raptor
#

Is it recommended all serious projects be built by source or only depends on how much you will need to modify source for project?

wary wave
#

using source gives you flexibility in the long run

#

it's not strictly necessary

#

but you may run into fun problems launching on some platforms without it

velvet finch
#

hey guys what is this convex decomposition thing?

#

is there any use of it between collision building? From what i'm watching people are saying its bad and useless and should be avoided

plush yew
wary wave
#

you can't cast nothing, you need to get it from somewhere

#

without context that question and BP is meaningless

plush yew
#

thats what im asking

#

what's the best way to reference the player

#

and it's a camera, it's not attached to the player because i want more control over it

#

@wary wave

wary wave
#

knowing it's a camera makes more sense

#

but when is the camera active?

#

(and why is it not attached to the player?)

plush yew
wary wave
#

seems pretty basic

#

I see no reason that would not be attached to the player

plush yew
#

because the camera doesn't always have to move along with the player

wary wave
#

it can still be a part of the pawn / character

plush yew
#

it should only move when the player is moving the camera's bounding box

wary wave
#

that's not how that style of camera works

#

essentially there's a bounding area inside camera space, and the camera will only be updated if the player leaves that zone

plush yew
#

isn't that what i'm saying?

wary wave
#

a bounding box is a specific thing in Unreal

#

so no

#

but all of the math should be done in camera-space

plush yew
#

the bounding area inside camera space, do i have to code it myself or is something like that implemented in unreal already?

wary wave
#

you have to implement it yourself

#

by projecting the player position back into camera space, then working out camera movement from there

plush yew
#

okay but if i attach the camera to the player, how do i not make it move with the player

wary wave
#

by setting it's location every tick

#

the camera can be a separate actor if you really need it to be

#

but you won't gain much because the math is going to be the same

plush yew
#

won't that glitch out since it's also moving the location according to its parent at the same time?

wary wave
#

no

plush yew
#

and so if i make the camera a seperate actor, what's the best way to reference the player actor

wary wave
#

well, you have to get it from somewhere

plush yew
#

that's what i'm asking... xd

wary wave
#

it would make the most sense for the character to spawn the camera

plush yew
#

can i also get it by object name or something

severe drift
#

Hmm, when I create a Foliage Type and assign a mesh, it's just grey with no colour?

wary wave
#

just spawn the camera in the character

#

it's easy and it's sensible

grim ore
#

if your player is the player that you are playing you can always Get Player Character from pretty much anywhere

plush yew
#

how do i decide the camera in my scene that should be used?

wary wave
#

you can, but if someone is going to learn, they should probably learn to do things properly

#

you have more than one camera?

spark sonnet
#

Should I use something else than line trace for picking up items in a multiplayer game where there are 6 players? Or should it work fine?

wary wave
#

line traces are fine

spark sonnet
#

ok thanks

plush yew
#

well i deleted the camera attached to my character, and instead of using the seperate actor's camera it's using some kind of first person camera rn

#

ig it's build into the character

wary wave
#

you probably want to Set View Target from the controller

plush yew
#

controller?

spark sonnet
#

But using tags is bad right? Like if hit actor has tag ?

ruby robin
#

Does anybody know, how to start functional test with dedicated server and couple of clients?

spark sonnet
#

Yes I do

#

oh nvm. I dont know dedicated

ruby robin
#

How to start with two or more clients? Maybe dedicated server option is somewhere near clients option..

spark sonnet
#

The arrow on the right side of the play button has an option where you can simulate dedicated servers

#

And select how many players

grim ore
#

@spark sonnet there is nothing wrong with using tags, they are basically just a pre made array on the actor/component

spark sonnet
#

Ok. Thanks!

wary wave
#

depends what you want to use tags for tbh

#

I would never use it when doing something like hitting an actor

#

because then you're doing a string comparison when you don't need to

#

(lots of them, if an actor can have multiple tags)

ruby robin
#

@spark sonnet Hmm. Are you talking about play in editor? I'm talking about automated tests

spark sonnet
#

In the editor yes^

#

So I shouldnt use tags? 😄 Whats the best/most optimal way to get the hit actor and cast to it?

wary wave
#

you should know what you're testing for before you even do the trace

#

I don't see the point of identifying an actor through a tag and then casting

#

the cast should be sufficient

spark sonnet
#

Thats what I have done now. Just casting

wary wave
#

what is this for?

spark sonnet
#

Its for picking up items

wary wave
#

right

spark sonnet
#

Right now there is only one thing that is being picked up but I want to be able to pickup mulitple items later

wary wave
#

so I assume you're casting out, and seeing if you hit 'class Item'

#

any reason said items do not share a base class?

spark sonnet
#

Because they have different uses and meshes

#

like a flashlight and a radio for example

wary wave
#

they can still share a base class

#

and the pickup item likely wants to be a different actor to whatever the player actually uses

#

alternatively you can use a component, or an interface on your pickup items

#

and check for that instead

spark sonnet
#

How would I be able to distinguish the items from each other?

wary wave
#

why would you need to?

#

at this point surely all you need to know is that it is a pickup?

spark sonnet
#

Because one of them is a radio and the other one is a flashlligt

wary wave
#

yes, but why?

spark sonnet
#

I need to know what I picked up to be able o attach it to the right place on my actor

wary wave
#

then have a function or variable in the base class

#

socket name to attach to (or an enumerator that resolves to a socket name), or a vector offset

bold rune
#

The thing you picked up should be responsible for figuring out where it goes on the player.

wary wave
#

aye

#

preferably a generic method in a base class that can be overridden if required

bold rune
#

So a pickup function picks up a pickup actor which has a use function the player calls on it and then your pickup actor implements the use function to do whatever it wants. The player doesn need to know what it used just that it can be used.

soft crescent
#

so im kinda messing around now with maya fields and bullet physics for ue4 alembic import.. ue4 gravity is -980 on z right

#

ive already set my maya to do z axis up

spark sonnet
#

Thanks^

grim ore
#

@soft crescent that sounds correct. Default gravity in a new project is -980 which should be -980 cm/s to simulate earth gravity. you can of course adjust it as needed. and yes it is on the Z axis

plush yew
#

Has someone encountered a "White curtain" phenomenon on a texture? It looks good in the Material viewer, but it's like 500% too bright in game

#

(btw the White Curtain Phenomenon is ©)

severe ibex
#

there a general opinion on poly count to draw calls? like 10 separate chairs or 10 chairs as one mesh?

grim ore
#

if you are using 4.22 and higher you should be fine to do either one if they chairs are all the same . It might actually be better for multiples of the same item. 4.22 added in auto static mesh instancing to help reduce extra workload if you have the same item all over the place.

#

if you combined them all into one mesh then culling would not work well as the item would be all visible or not visible even with 1 chair on the screen

severe ibex
#

oh it did yes you're right

autumn elbow
#

Morning All

severe ibex
#

afternoon to you

autumn elbow
#

Afternoon sir

severe ibex
#

@grim ore that's fine, so I assume it's more relevant if you have a dining setup to have them all as one mesh and not separate forks and plates

grim ore
#

combine as much as you can and re use as much as you can yep but at this point I think most modern cards and engines don't really run into an issue with poly's themselves

#

for a table setting if you don't intend on anything to happen to it I would think the entire table with it's setup could be 1 mesh sure.

#

or even 1 simple mesh with a texture on it for the setting lol 😛

severe ibex
#

that's grand, all makes sense, I just didn't want to assume something and have it be pointless or kick me later

#

are draw calls only for meshes or materials also?

grim ore
#

both as far as I know (not an artist)

#

I think the stat unit console command will show draw calls

worthy ginkgo
#

Hey! My Blueprint has these "Corrupt Components" that won't go away even if I try to delete them and crashes my Editor when I try to Rename Them. Any Idea How to fix this?

grim ore
severe ibex
#

cheers, I know you're not an "artist" but you're very knowledgeable so I'd trust you more than me

worthy ginkgo
#

Okay!

severe ibex
#

and TY MathewW

round hemlock
#

does someone know if I still need to set up the texture quality manually in every material and how is it low 512, medium 1k, high 2k?

normal burrow
#

May be better to have separate mesh’s for fork and spoon vs 8 variants of silverware subtleties

#

But no idea

severe ibex
#

@normal burrow Nah we have no need for such extravagances.

#

Oh and what's the deal with changing the derived data cache to a network location and not locally?

#

sorry, changing it from Derived Data Cache to Local Derived Data Cache

lilac wedge
#

so im trying to possess a pawn with collision overlap, but collision overlap only outputs actors and not pawn. So i need to set an actor variable (collision output to actor variable)and then make a new pawn array which is set by the "set array elem" (actor to pawn variable) and then i have to get the array and input into the possess. This works fine but whenever i restart the engine i need to unpin everything and re-pin it in a certain order or it gives me an error

#

sorry if it sound confusing

grim ore
#

so the first thing to keep in mind is pawns are actors in the parent<->child hierarchy

#

I assume you are using the Possess node?

lilac wedge
#

yhe

#

so how would i get the parent pawn class of an actor?

grim ore
#

and when an actor overlaps this collision, that actor that is overlapping should be possessed?

lilac wedge
#

is their a certain node?

#

yes

#

but through a complicated way as the collision output is only actor and you cannot possess an actor

grim ore
#

correct you would need to let the possess node know that the actor that is being overlapped is a pawn

#

so are all of your pawns the same class?

lilac wedge
#

no

grim ore
#

they are all children of pawn tho right?

lilac wedge
#

what u mean children of pawns?

#

they are all pawn blueprints

#

ahhh yes

grim ore
#

well Pawn is the Parent class, they are all XXX blueprints

#

if so you can just Cast the Actor that overlaps to Pawn, then possess that

lilac wedge
#

yhe so all the things colliding have a pawn parent

grim ore
#

this might not be the best way, but it should be the most basic way.

lilac wedge
#

how do u cast to actor?

grim ore
#

use the Cast to XXX node

lilac wedge
#

and why the actor when i should be pawn no?

#

but i can use cast to as there are a lot of diffrent pawns in the scene

#

that will be possessed

grim ore
#

when this overlaps the Other Actor is the Actor that overlapped it (it has to be an actor as actors are what are in the world)

lilac wedge
#

fuck my life

grim ore
#

then you say hey Actor, I think you are a pawn is that true?

#

if it's true you can then possess it

lilac wedge
#

thank you hahaha

#

thank you sooo much saved me sooo much time

grim ore
#

now a safer way would be to have a blueprint that is your parent for classes you want to possess

#

like Make a blueprint class for "ControllableDudes"

#

then you make all your people from that

lilac wedge
#

but the things i can to possess have nothing to do with each other

grim ore
#

then cast to controllabledudes

lilac wedge
#

hmmm sounds like a better way to do things tbh ill look into it

#

thanks again

grim ore
#

they could have nothing to do with each other other than having a common parent that you can cast to later

#

doing things like tags for "possessable" is an option, using interfaces to see if something can be possessed is another, stuff like that is "safer"

#

learning to spell is another for me apparently... lol

ornate hamlet
#

I have a question when it comes to "game structure" as in the extremely high level code stuff. For example, if you make an inventory system you obviously dont want to put everything into your character controller so the question is how to split things. The actual code isn't really all that important to me. Are there online resources for this kind of thing, because I think I am lacking the vocubulary to google this rightg

grim ore
#

its subjective to your project would be the biggest issue

#

simple game with an inventory that is just gold and gems is different than one that is persistent among levels and contains a list of items is different than one that actually stores things positional like diablo and is networked

ornate hamlet
#

Good point, so basically what it comes down to is that you can't know the things you dont know, so you will make something and inevitably back track along the way to fix stuff

plush yew
#

Is there any way I can make grid snapping in UE every 5 centimeters instead of 10? Otherwise I'd have to remake all my assets <.<

grim ore
#

well the doing it wrong then learning and doing it right is..... programming 😃

#

@plush yew at the top of the viewport is the snapping options and the snapping value

plush yew
#

Oooh, no idea how the hell I missed the number there

#

Thanks a lot

grim ore
#

you will find examples of every type of inventory and multiple ways of doing it out there, I don't know if there are any generic "solution" documentations out there. If you know what type you want to make I am sure half a dozen people could suggest 2 dozen ways of doing it and they would all work lol

ornate hamlet
#

Well, the inventory was just as an example

grim ore
#

like for example if I wanted the inventory to go away with the player and the inventory is just a list of items from a data table then a simple array or map on the player character would work well enough

ornate hamlet
#

I guess "best practices" is kind of what I am looking for

grim ore
#

which rounds back to the problem, best practices vary depending on the project 😦

ornate hamlet
#

Hm

grim ore
#

for example Action RPG can be pulled apart and it has an inventory but it's.... designed around gameplay abilities so its designed to fit that requirement

ornate hamlet
#

Yeah I guess I will go with the method of just doing things, realizing they suck months down the line, refactoring everything and then just repeat that until I can't be bothered anymore and call it done

grim ore
#

it does suck but it's honestly how to learn programming

#

like right now you want to learn best way to do an inventory so you don't have to waste effort or time.

#

if you waste the effort and time then you would be able to do the inventory based on your wasted effort and time in the past

#

eventually if you run into an issue where no one has an answer to your problem you are 😦

#

something that might help tho is look for some game dev post mortems

#

find a game you want or a genre that has the problem you want solved and they might give you info on how they solved it 😃

visual belfry
#

the epic launcher though 😬 now that the vault takes a significant (30s) amount of time to recognize all the content I have, it turns out if I update an installed plugin before it's loaded into the vault it'll crash the launcher \o/

timber birch
#

Does anyone know a good way to figure out invisible objects or collisions? everytime i paint on certain areas on the map my foliage is floating

#

the paint sphere shows something is there, but can't figure out what it might be :/

grim ore
autumn elbow
#

Now I know why games devs like slot based attachments and not freeform. LoL I'm loosing my hair

ancient lotus
#

@ornate hamlet when i first gave an inventory system a shot, i made an actor component(inventory component) that was dedicated to items for adding/removing and calculating weight and returning the array of items and a variable for max weight (gets set by the actor using the component). then i simply made a backpack (actor), added a backpack mesh to it along with the inventory component. inside the backpack i had a simple variable for its current weight (gets set by the inventory components function that simply returns the weight). then on the bag i had the inventory component public so i could simply do backpack->InventoryComponent->AddItem(MyItem) and it would check and see if the current weight + weight of MyItem was greater than the max weight the bag could hold(the bag itself sets, if its not greater than the max weight then it would simply add the item to the array and recalculate the current weight. that made it so it was easy to add an inventory to anything. if i wanted to add pockets to a player, i could simply add the component to the player with a max weight of whatever and the player would have an inventory. if a chest/crate needed an inventory then the component would simply be added to the crate and such

plush yew
#

hi, there's a way to play anim montages in a mulplayer game? i did not find on the ue4 docs something related

grim ore
#

any reason it would not work normally in a multiplayer game?