#ue4-general
1 messages Β· Page 499 of 1
if your shape is a sphere, testing distance from center is quicker as i noticed from my experience
in your case you could even make the snap points actor components/scene components that are wired up for the overlap event and then you just use an event dispatcher in the parent that has these components to listen for the events but that still means setting up 1 event to listen per snap
whoo... run on sentence ftw
lol
making a generic parent that has the max # of snap points would work but then how do you disable the ones that you don't want... lol
engineering questions are always great lol
Currently as I attach a target actor A to another actor B, the AI that is targeting actor A stops generating paths, anyone got any ideas?
yeah but how do you say only use 4 snap points? you would have 6 already set up to place somewhere but how do you disable 2
oh wait lol I guess you could always deactivate that component(s) in the details panel manually
You can disable by turning all collisons off on a certain snappoint.
I always forget that even if it's inherited you can still do stuff to it
so.. i would make say 10 snappoint, turn them all off, and in the child, turn the visibility and collision On for the ones I need.
The question is... for the ones set to no collision.. Off.. are they still firing every frame to check ?
LoL
... https://i.imgur.com/kMEgQNC.gifv this just popped up in the Unity channels... It looks alot like UE4
pfff.. silver manniquin ..
funny thing is.. I watch alot of unity tutorials, when i'm unhappy with what I find on unreal, for ideas. Then I translate it to unreal. π
I would assume if you deactivate the component it shouldnt fire at all
well.. its not really deactivating the component. I dont think there is a way to completely deactivate. I'm just turning collision off
Its the same as if I has a Tick, and added a condition set to false. The tick is still running.
it just doesn't go past the condition
I wish there was a checkbox that actually disables it.
there is on some stuff =/
hmm.. yeah I wonder if visibility would even disable the collision. I mean you can change it to no collision
yeah you would have to disable tick completely
yeah that in theory would atleast stop it if needed, if you are just settings stuff up then you can always manually do it as well
yea...but I'm lazy LoL
yeah like the Skeletal Mesh and the Character Component have Auto Activate and Activate options, too bad you cant do that on the collision components
and visible does nothing for collision components lol....
I wonder if the Generate Overlap Events setter would be good to change for this as well so maybe it would completely skip running more code
ohhh... brilliant!
so the question is.. If its set to OverlapAllDynamic (default) and you disable Generate Overlap Events is that more efficient than keeping overlap events on and turning Collision to No Collision....
check this idea out...
and there is someone somewhere that knows the answer to that lol
so i have these cubes...
each has 6 snappoint that is always searching (bad)
like you said earlier.. all i need is some way to trigger the sphere collisons to start looking
so.. if I make 1 bounding overlap that covers the entire cube. I can have that turn on the snappoint. (not using the event, but using Get Overlapping Components.
I was thinking the same thing, rather than having 6 pulsing each frame just do 1 for "hey is something near me" then the others can pulse
the other dont need to pulse with this node
i can remove all the OnBeginOverlap on the sphere collison
oh I gotcha make the bounding overlap close enough so when it triggers one of the connectors should be touching another?
words... failing... but I think I see what you are saying
yup.. when the bounding overlap is triggered, check if any of the connectors got triggered
i think thats worth a try. π
I don't quite understand why you can't just use BeginOverlap/EndOverlap.
This way i have 1 check, rather than 10 checks
I think it has merit, trigger once when you are near then see what is near eachother and go from there. seems more efficient
he can and is using the overlap events but trying to be more efficient and easier to maintainish
experimentalizing the stuffs!
Do the boxes move a lot? Tick, particularly at every frame, is a bit expensive.
@dim plover the major question is, if one sets up overlap events... is that the same as setting up Get Overlapping Actors with a Tick.
or how heavy are overlap events each frame
200 actors with 200 event overlaps? cause for concern or who cares
I do not believe that is the same, no. But I could be wrong.
for my case, its 200 actors wirh 400 overlaps.. Begin and End
as far as I know overlaps are physics based and there is obviously some impact from physics as the more you do the more it tends to slow down but........... maths
my uneducated guess is that physx is probably faster than 400 ticks
Especially if those blocks don't move.
I'll ask in the forums also to see how heavy Overlap event is compared to a tick. I think its the same... but maybe some engineer there will give a definitive answer
especially if it's BP ticks on top
Tick is like... a super trap.
tick is almost certainly going to be a lot more expensive
if you get a great answer feel free to ping me here @autumn elbow
curious to know
will do
thx
It's almost like a game engine is complicated and has so many variables and options that the correct thing to do is to just set your project on fire and run away with your arms flailing in the air
almost... π
gamedev in a nutshell
I've done that like 6 times so far with learning Gameplay Abilities π¦
Did you eventually learn it?
Argh. its so frustrating fixing my game crashing from my engine upgrade
I learned the basics of the GA system but actually trying to make it do something more than manipulate variables just causes me to hit my PC in frustration at C++ and I give up lol
It's just the stupid stuff like things going out of sync when working with C++ and the Editor. I know i shouldnt hot reload but changing 1 thing at a time when trying to learn and experiment and having to wait for the engine to restart then forgetting to not hot reload and having some weird issue is just a less than rainbow experience
80% of that is on me and I accept that lol
I prototype everything in BP and move back into code when it's reasonably solid
BlueprintImplementableEvents are king
I guess this just popped up for anyone smart and wanting to win stuff https://www.nvidia.com/en-us/design-visualization/project-sol-contest/
It takes me roughly 70 seconds to compile and open the editor. I'm not the most patient guy, but I don't know, I'm pretty fine with it.
yep I wish I could do more in BP for the Gameplay Abilities stuff but all the setup is in C++ and not having any idea what I am doing with it in C++ is the most enjoyable experience one could ever have
it's super quick here compiling and restarting but with hot reload or live coding working for most other things I forget it doesn't like GA very much so I end up using it then getting stuck with a half working project heh
and the goal of this is to show other people how to use it effectively and when the answer to the problem is "delete it all and recompile" π¦
I am completely understanding why there are not full stop doc and learning materials for the GA system now
Maybe someday...
It's on my list and they did a great job with the stuff from the Action RPG atleast π
but the GA system is such a large beastie in the end
It's a really cool system tho, like man if you needed what it does it is so worth learning it
yo does anyone here plays Warframe ?
Yeah, I plan to learn it myself at some point. Unfortunate too, because I believe I would benefit from it in my current project.
Hey guys so every time I add a new row to a Struct , my game won't Cook (cooking errors) until I recompile a ton of blueprints
Has anyone else ever experienced that ?
Is it a BP struct?
If so, I used to have that problem, but they said they fixed it in 4.16. Unfortunately, I never solved the issue myself.
It's just a data structure , not a bp struct π€
Like one you use for a datatable
It's so freakin annoying and epic support can't replicate the issue π maybe my engine install is janked
replaced all the Overlap events with just this one line. @grim ore I just used the white box bounding to test.
third time's the charm; anyone got any ideas on this; Currently as I attach a target actor A to another actor B, the AI that is targeting actor A stops generating paths and stands still instead of continuing to move to target, no errors, target is still valid but moveto always fails I've gotten no answers in other channels Ai keeps using ranged skills as well, cause it fails to move it reverts to attacking from distance
@plush yew Its really hard to know without seeing... but have you tried running the debugger and seeing if everything is getting assigned the value you expect ?
Everything is assigned correctly, the ai still attacks the player, but the moveTo task fails, it's like it can't calculate a path to tehe actor even though it is still targeting it and can and is still performing ranged attacks
it is also continuing to rotate towrads teh character, it's jsut it won't calculate a path
@autumn elbow
My ai is not a pwn, it follwos as inteneded when player is not attached to a second actor
it inherits from character @autumn elbow
could it be recast settings?
well.. i dont know your setup. ..but the way I would solve it is to create a nice clean unreal project to do the same behavior with cubes.
is your AI still on the floor?
could be that there's some distance check to the ground + navmesh
oh yea.. navmesh.. does your Ai stop in the same place? (similar)
Yes, ai is still on the floor, so what 'm attaching to is a vehicle, and I I can drive the vehicle around, and also noteworthy, the ai followed the characterin teh vehicle without issue before I messed with some agent settings
I reverted all the settings ( I think) but it didn't start following again, so I'm thinking maybe I missed some settings
typos fixed
so.. when you switch to driving the car, the ai stops following
Yeah, well I pinpointed it to being teh AttachTOActor node whihc si actually causing it
WHen I tried disconencting the attach to but kept the driving and unpossessing my player, it still runs toward the player (like I want it to do when I'm attached)
so driving the Vehicle can be done and targeting still works as long as I'm not attaching, but that takes away the point form driving away from the AI haha
are you spawning a new character inside the car?
Change the moveto target from the character to the owner (getOwner node)
Yeah I was thinking that, but then I need to retarget teh player when exiting, there must be a simpler way; because it wasn't an issue before messing with the recast settings, I'm not sure which setting would cause this and changing agent and recast settings often require a reboot to come in effect
I would rather not reboot the project that many times so I am trying to figure out what setting(s) that caused this
i would say.. try the thing i said...just to make sure it works. Then you'd know for sure that the player target gets lost during attachment
copy map and add new recast navmesh?
I will try both sugegestions, for targeting the parent/owner
coolz
Ok so it targets the vehicle butwon't follow it, so maybe it's not correct height?
It drives aroudn and looks liek it's on teh floor, hmm
It does teh same thing when switching target, so position maybe is a bit off
Why did my meeasge turn red?
For a single animation (In my case digging a hole with a shovel) would it be advisable to use an animation montage or just fire the animation once? It will have a sound effect and some particles so I'd assume a montage would be helpful. So far I'm using delays off of my tool blueprint and am wondering if a montage is more efficient
delays for waht?
For timing the sound effect and particles (Not that I've made them yet)
You should set up anim notifies in teh animations and on notify events add your logic for sound ,tehn you can trigger it whenever you want to be triggered
instaed of using delays to try to time it
Ahah, I was not aware of the existence of this. Very helpful!
you don't need montages for that, but it works teh same with montages, setting up notify events wil lget you what you need
From what I've read on montages it seems like the sort of thing to use when implementing variables (i.e hit x amount of times, then return to idle). Wasn't sure whether or not to use them for one-off events
for example, I'm using some non combo skills and this is how the animgraph is set up for it
Woopsie
Here
in the event graph I've got an interface event that is triggered on skill task activation, it reads which skill and sets the blend accordingly
Cool! I'm nowhere near that level at the moment though, that looks slightly intimidating D:
Also, dumb question: Is there an easy way to play my one-off animation then set my trigger variable back to true?
That's also what I'm using the timer for
Delay**
Yeah so open an arbitrary animation, maybe the one you are using
Greetings, I am new to Unreal Engine, I am trying to program a Basic RPG for a final school project, but unfortunately I have some very strange errors that I can not solve ... could someone help me?
Do this @glacial shore adn add a notify
i try to see in Youtube, Forums, Etc but didnt see anything about my errors...
somewhewre in teh anim, where you weant it to end
then in your AnimBP for teh same skeletal mesh add the event by right clicking the graph and searching for your notify name
it hsould pop up an event
when teh anim reaches the notify, that event will trigger, and from there you can reset your boolean value
Ahhh awesome! That's way better than what I was trying
I've deleted some of it, but you get the idea of what I was doing
Yeah, it should work great, liek this would be a simple way, but if you want to avoid the cast, you should at begin play cast and save a refernce to use instead of the cast
@gray shale What are your errors?
@plush yew I cant Explain... its something rly weird...
Oh I've got the whole "Hierarchy" done, I'm happy with the way that the casting is set up. Anyways thank you for the help!
i create a Class Selection, but when i Select the Game doesnt Posses the Character...
np @glacial shore
Hmm, how are you conencting teh controller to the character? Maybe the controller never takes control of the character
@gray shale
Let me open my project and try to Show
I just don't do, call and share screen because English is not my main language... so its a kinda hard to explain
Idk what you wanna see
Player Selection?
and there when i select my Character, i cant get the Posses Control...
its the same with the Other Character so, i dont need to show the samething
Not that I can help since I'm still learning everything, but is your controller set in the Project settings (Maps & Modes)? I had some trouble with that, although in my case they were set but I needed to restart UE for it to work properly (Had something to do with me renaming them)
Ok @gray shale You can't cotnrol anything at all, it's like input is locked or out of focus?
I dont realy know... i just want to finish my project and stop being stressed about it ...
I just press Select and he spawns the Actor
but he dont let me control...
basicly he doesnt posses the Character
idk why
Go into Project settings, Maps & Modes, then screenshot the top box (Default Modes)
Have you set input of teh controlelr to game only? after possessing
i dont know... i send the Prints of my Character Selection
Look at my prnts screen
right
The node "Set Input To Game Only", drag from your "Player Controller" and connect it to that node
Directly after possess
So you are using networked?
Yeah i just create a ThirdPerson Game and just edit
But yes like that, place it after possess so it executes directly after
Ok so you have set up multiplayer or did I misunderstand?
i need to connect with this?
SpawnActor -> IsValid -> Set Input Mode Game Only -> Possess
Basically don't remove teh IsValid,, put the "Set Input Mode Game Only" in between Posses and IsValid
@grim ore @cedar snow got an answer: Overlap and Collision Events are triggered by the physics engine(usually PhysX). Every tick the physics has to update, so in a sense yes, the engine checks every tick if objects overlap/collide. The physics engine is of course very optimized so don't worry about it unless you have a very high number of collision meshes in a small area.
Are these the same? (setup in image)
Say I have a cube with 6 sphere collisions on each face. Is creating 6 OnComponentBeginOverlap Event better/faster/more
Controls work fine when you play as those characters otherwise? So if you bring them into an empty level and just play with one of tehm selected as default character
does teh controls work in that case?
sigh, fix attempt number 7 π
@plush yew nope... cant control anything...
Ok so, then maybe your character BP doesn't have control set up, open it and look
gtg 15 mins, but look into your character BP's and see if the control events are connected
only have Event Being and Event Trick
And have the Default Things of ThirdPersonCharacter
WHEN 4.23 STABLE
When it's done
I tried to do leather straps on my gladiator through textures rather than geometry but now the skin is invisible
is it possible to stack textures?
@autumn elbow neato π awesome getting some info
@plush yew if you have 2 textures with black in some spots and colors in the others and you add them together you should get a combination, Multiply might work as well. The key being a mask to prevent one layer from being drawn with another layer in the same spot but using the mask to only draw what you want in that spot
Question : in unreal i cant select Plane objects with translucent or two sided foliage materials . Like a leaf for example. I have to go to the search tab and type object name and select it from there. Can n i fix this ?
Awesome I'll start looking into that stuff. I've never worked with textures before since I always just went with geometry but with all of the small straps on gladiator armor it wouldn't have been reasonable to do it with geometry. It took me a day just to get to the point where I could even see the straps
Anyone tried using blender 2.80's glTF exporter with UE?
@dull oyster try pressing the T key for translucent selection to see if that helps, you can also toggle it on and off from the settings drop down on the main toolbar
@grim ore works , thx π
Hi everyone! I was wondering if anyone can tell me how to fix my floating animation issue. I know I can adjust the transform and reimport, but is there I can import this, and it will work every time? This is somethig I' ve had to do with several animations. These are all from mixamo as well. Uploaded the mesh I'm working with, downloaded animations without skins, and imported with the skeleton I'm using.
hello, does anyone know if any of the Epic free assets had flying flies, like around trash/garbage?
simple particles is also fine
@midnight bolt there was a firefly particle pack awhile back
do you have it? i get no results from search
@midnight bolt look up Particles and Wind
thank you, ill have a look
Is it possible to move the pivot via blueprint ?
What am I missing here? This event fires, but it is still loud AF, despite me setting the multiplier to .02....am I missing something?
can someone tell me why my game wont build i have no blueprint errors i have a log to show
i just played doom 2016 for the first time.. its everything i want in an FPS game
then download the doom menu
doom 2016 is incredible. i hope bethesda don't screw up doom eternal.
i mean. speaking as a person who bought a gtx 1080 just to play doom 2016, that is.
mates, in maya splining tangents = "cubic (auto) in UE4, right?
who's here is malaysian π€
@still moth The boss didnt change your mind?
nah
Doom 2016 was good, but it didn't take long for it's flaws to show and it got repetitive real fast
Yo, i'd like to know if anyone here can help me reproduce Warframe movements in UE4
I'm having trouble with Slide and AimGlide
is there a way to view ONLY the enabled plugins in the editor?
either maybe .ini file or something. TrueSKY wants to see which plugins we have enabled that might be stopping the system from working
no, you'll need to look manually
but they are categorised, so that narrows things down a bit
define 'stop working', though?
@lusty carbon #blueprint
@marsh swallow #plugin-dev
@plush yew #graphics
...textures?
mats
Looks like your meshes have bad normals
most likely
these are cubes
if the specular reflection doesn't look right, it's most likely related to normals
odd, i wonder why they'd provide starter material like this
The mesh is most likely the problem
mesh normals
What's the cube like ?
@ruby folio thats more of a general UE4 question not really plugin related
Okay, so which one ?
If it's starter content it's probably fine
nothing, i expected it to inherit
@marsh swallow Sorry. Being a dick. XD
OH
@cloud cobalt
i used epic's other cube
whoever placed it must've not expected anyone to copy it
LOL. no your not, just keeping things clean! π
I run the AskGameDev Discord so i can respect that
By the way, that material looks wrong, metallic should always be 0 or 1, specular should usually not be played with
yeah, i figured i might as well mess with specular to see if it changed anything
i didn't initially have spec set
i play with specular lots. ^_^
Directional lights are fine with regular cubes at least
Bad specular reflection is pretty much always mesh normals
makes sense now that i know π
Or bad material normal distorsion, but it's not as common to fuck that up
well this is not good
I have been troubleshooting with TrueSKY for a few days on Black Skys, and its quite possible that Niagara is not compatible with TrueSKY atm.
We will know in a few minutes
I would put that the other way around, TrueSKY is not compatible with Niagara
well, no - the way you said it implies the onus is on Epic to fix the problem :p
TrueSKY has always had awful incompatibilities with loads of UE4 rendering systems, so none of this surprises me
oh?
such as? when i did the research i saw some issues on older engines but since like 4.18 not much
I've seen it cause all kinds of artifacts with fog
and particularly with translucent materials
or reflections
well they actually just introduced highly performant water that creates pretty nice reflections
and itll have physics here soon i think.
but im not going to fanboy it, i just wanna see the proof in the pudding.
With current state of affairs, you can't get a self-contained plugin, that would integrate with all rendering features. It needs to be a custom engine.
were still evaluating it
yeah, an engine integration would make so much more sense
but that's not what they offer
i think they actually do have their own version of the engine
i read that in a doc, but you would have to start with the project i believe
they do have an integration, but their project should be just an integration
a plugin is kind of a half-arsed solution
Custom licence gives you access to the source, so you'd bee hands free to integrate it best way possible.
yeah we use binary version. i think you need to use source version to do full integration
@lusty carbon - yes, just rotate them
rotating movement components are for actors
so your blueprint is just nonsense
there are numerous different rotation nodes for components
but it works
is it really that nonsense if it works?
Why use make rotator over this method?
Extremely lower cost
Using "set rotation" directly is extraordinarily simpler overall
tbh, I'm surprised it even works
one of the materials i used has promoted itself into the sky sphere
i don't know how this happened
and i can't remove it
it only shows up in reflections
even after restart
Did you rebuild reflections ?
i rebuilt everything once, but that was prior to restart
rebuilding after restart fixed it
amusing:frustrating ratio is 0.25:1.00
hmm, I'm in 4.20 and GetSocketTransform is giving me clearly wrong results
anyone have any idea why that might be?
the socket? yeah, each of my three sockets is attached to a specific bone
looks correct in the mesh editpr
I'm not really a pro but
Make sure that you aren't getting relative transforms
... I think
it's set to World
no worries
I'm struggling with getting transforms myself right now
Curse UE4 and their laziness in making vr hands
it looks to me like it isn't taking mesh scale into account
They didn't even make a left hand mesh model they just set the z scale to be negative
π‘
haha, yes
Oh mesh scale
Inhale, exhale
Me and mesh scale have met
We dont get along
I think you may just have to adjust your numbers accordingly
I'm not really aware of any surefire workarounds
I've multiplied Socket Location directly by SkeletalMesh->GetWorldScale and the result is identical
despite the world scale being 10
hmm, wonder what happens if I move this to begin play instead of construction
Would it be possible to change the scale of the mesh after you need to access the socket?
So it at least starts normal?
aha, that seems to do something
Gg
I don't really know what I'm doing so I'm gonna get back to work
Sorry I'm not more of a help
π
no worries
looks like GetSocketTransform / Location just plain doesn't work in construction script
nor getting mesh scale
both are broken
presumably it hasn't initialised the mesh component yet
Presumably it hasn't attached it yet
it's attached, but it hasn't updated the transform
socket locations look like they are correct in model space
but scale etc not taken into account
Makes sense
can fudge it for editor visualisation at least
since I can do that math manually
bit silly though π
Probably something you changed
Anyone have a crosshair I can use non comercially?
@foggy cipher https://opengameart.org
it seems like it only happens when i aim at reflective textures
@plush yew Your light is probably insanely bright
looks like eye adaptation
thx btw alexey
the brick material is back in the sky sphere :v
the only light in the scene is .57 lux
but it's definitely that light, you're right
Look at which settings you tweaked
I tweaked a ton of settings π
i'm just going to toss this project in the trash and start from scratch, it's become pretty clear that i can't trust the presets anyway
i could
Or remove the light and add it back
removing the light fixed the issue, adding a new one just made the issue apparent again
Check eye adaptation, post process in general (tonemapping in particular)
the PostProcessVolume?
i'll keep poking around
it's exposure
My thoughts too, but..
your EV settings are probably fudged, and combined with that awful eye adaptation shader it just explodes
my motivation is dying of exposure
my scene's camera doesn't have any lens effects turned on
oh
i set my material's metallic to 1
that's what caused this to happen
.99 is okay
yeah when you said that i changed it to 1
i put it to .99 and the flickering stopped
now i put it back to 1 and it isn't flickering
Look, you need to approach this step by step. Put your objects in a new level and make sure they look right in there. Once your objects look good, do your own level with good lighting
yeah, i need to drop all of these half-baked presets
Stuff like weird values in materials for metallic or specular are exactly what gets you unpredictable lighting
Don't change 10000 parameters on everything
Keep it simple and controlled
Your game objects should look fine in any level regardless of lighting, if they're well done
i believe what you're saying
In this video tutorial, weβll step through the process of setting up a neutrally lit scene to use as an asset viewer and material/texture validation scene. T...
Check this out, and I'm sure some stuff is available for free somewhere
How do you set an input so it triggers something when the RMB is pressed and dragged over the X axis?
This obviously doesn't work
err, "pressed and dragged over the X axis"?
you mean the mouse is being moved left-right?
I mean the typical rts camera rotation
you hold RMB and move it on the X axis
yes left-right
you will need to grab the mouse delta per-tick and adjust rotation accordingly
man, blueprints look so easy
if i found a decent resource for blueprint creation i could help
but how do I bind it? because this way it only handles a single direction
you don't bind it
you work with the clicked and released events, and change the rotation on tick
so I should set an action mapping rather than an axis one
yes
can you build ue4 and place it into a scorm package for a LMS
really doubt it
I think unity allows it, couldn't find much on the internet about ue4 doing it
can someone help me making a walking animation, just for the camera
Hi im trying to build development sever on visual studios but am getting these errors. Im not too sure what im doing as im following a tutorial. An
1>------ Skipped Build: Project: SlateViewer, Configuration: Invalid Win32 ------
1>Project not selected to build for this solution configuration
2>------ Skipped Build: Project: SymbolDebugger, Configuration: Invalid x64 ------
2>Project not selected to build for this solution configuration
3>------ Skipped Build: Project: TestPAL, Configuration: Invalid Win32 ------
3>Project not selected to build for this solution configuration
4>------ Skipped Build: Project: UnrealCEFSubProcess, Configuration: Invalid Win32 ------
4>Project not selected to build for this solution configuration
5>------ Skipped Build: Project: UnrealFileServer, Configuration: Invalid Win32 ------
5>Project not selected to build for this solution configuration
6>------ Skipped Build: Project: UnrealHeaderTool, Configuration: Invalid Win32 ------
6>Project not selected to build for this solution configuration
7>------ Skipped Build: Project: UnrealLightmass, Configuration: Invalid Win32 ------
7>Project not selected to build for this solution configuration
8>------ Skipped Build: Project: UnrealMultiUserServer, Configuration: Invalid Win32 ------
8>Project not selected to build for this solution configuration
9>------ Skipped Build: Project: UnrealPak, Configuration: Invalid Win32 ------
9>Project not selected to build for this solution configuration
10>------ Skipped Build: Project: UnrealVersionSelector, Configuration: Invalid Win32 ------
I build the sever once and it showed up one project > binaries > win 64 but its not showing up anymore
those are not errors
configuration invalid
i dont know what this means?
i dont rememeber changing anything since last time i build it
development sever
that may or may not be the case, but that above contains 0 errors
ok thank you
Epic really need to update the docs for 4.22
the newest version for most of the things is still 4.9 and 4.18
a lot of things haven't changed between then and now
note to self: Unreal doesn't like packaging on hot-reload
using hot reload
Most of the stuff I do works well with hot reload
But packaging is currently causing some hassle.
I closed, built again to remove hotreloaded files but I'm getting thrown an error about invalid outermost for that previously hot reloaded class.
What works with hot reload is a) implementation of C++ methods, b) declaration of non-Blueprint methods, c) declaration of non-Blueprint variables, d) constructor changes of non-Blueprint variables
What doesn't is, anything related to Blueprint (anything with UPROPERTY)
Not really?
Yeah, really
In 4.22, a lot of stuff is stable.
No, it's not.
I can create a lot of Uproperty stuff and edit it as soon as it updates.
That's how I work daily
And you'll end up with dozens of broken Blueprints that need to be recreated
Never had a single one
Not yet
I've been doing that for months.
I've been doing it since 2014
Trust me, it is not stable, at all
As you found out yourself
I have been doing it for a while too. They have improved it a lot over the years.
Uh, no
Initial hot reload in 4.0 allowed you to hot reload during gameplay, for example
Hot reload is being phased out entirely
It's replaced by livecoding
how is that different
How is what different ?
livecoding vs hot reloading
It's a completely different implementation
what does livecoding even mean in this context?
to me it means you hold a presentation and then program at the same time π
i'm talking about the UE4 feature called livecoding
Which replaces hot reload
As of 4.22
It's not even an Epic-developed tech
They licensed it
The non-UE4 commercial name is Live++, in UE4 it's called LiveCoding
at least they got a live link for maya π
It's much easier to do that kind of stuff in 3D tbh, you can always simply reload the entire mesh and you only have a performance problem
The core issue with hot reloading C++ code in UE4 is that you need to reconcile every Blueprint asset with its parent class and account for new, removed or updated member variables or methods.
And there's just no real way to do that reliably
i agree with you
you dont know how hard it was to make that live compile work
and even after i make it work , i just copy past pre made code to do one single thing that blueprint cant do
witch is getting the color of pixel in a texture from mash UVs
he means Live++
@cloud cobalt are you sure that's the core issue?
I was under the impression that it's just damn difficult to hot reload binary code in general
but yeah, BP's and c++ hotreloading: avoid at all cost
A lot of the issues with hotreloading are not apparent. And even if it works for the time being, when it does noticeably fail, you could be really, really screwed.
I've chased down some ghost issues for days in total because I didn't first realize my BPs got corrupted from hotreloading
And it wouldn't be so bad with corrupted BPs if there was a way to "refresh" the BPs, but as far as I know, there isn't.
@honest vale It's not that hard to be honest because binary code in editor is just a DLL that you unload and reload from a file - you just need to shut down the game while you do it.
There is no state kept
... except Blueprints.
there's data
I mean in memory
There isn't
It's gone when you reload
They tried to keep it in early 4.0 and it was a disaster
So now, it just shutdown the game module and the GC cleans up the mess
But there's not even a way to say, "Hey BP (and all instances of the BP), rerun the native class's constructor".
true
Is there a way to get actors that have been hidden by "show only actor components" to cast a hidden shadow?
'Hidden Shadow'
I enabled that and it doesnt work
hide the components, not the actor?
look:
Guys, is it possible to load all referenced assets? I have some assets, that are referenced by blueptints, but in order them to work, I have to manually open the asset..
Load at runtime, by the way
How were you referencing them?
anything referenced should be loaded by default when you start the game
@dim plover Using nodes.
yes, but how?
I don't know what an event is, but that should be loaded
I'm not entirely sure about that. But it should be loaded, yeah.
So it might be a plugin problem? This object is from FMOD plugin
could be an FMOD thing, yes
it's entirely likely they have some kind of special loading or streaming going on
Forget about my question earlier, I fixed it
Greetings, I am new to Unreal Engine, I am trying to program a Basic RPG for a final school project, but unfortunately I have some very strange errors that I can not solve ... could someone help me?
someone might be able to but I don't know if they are here right now, you can always post in the appropriate #channel or just post in here and we can try.
hi so im following a tutorial to make a dedicated sever.In the tutorial he opens an sever - log file to open the sever. Does this file run the game and then create the sever via blueprints?
Trying to package a file that broke due to being hotreloaded, but I can't seem to revert the bug. I reverted the file itself, modifying the .cpp, destroyed Binaries, Saved, Intermediate, Built the project again, went back into the engine and tried packaging and it still says the file is broken. Where in the hell is unreal keeping that "broken file" reference. The file itself compiles fine.
The bug I'm talking about is that file gives me a "Invalid Outmost Reference" or something like that.
Which fails the package.
thanks for the ping @autumn elbow π
if anyone has got the time to help with dedicated sever would really appreciate it π Dont even know what the problem is everything seems to be working fine with no errors, but the sever is not showing up on steam or in game
Hello
May I know how to use a view model in ue4?
Like in minecraft
The arms on the screen appear in a way but they aren't actually like that in the model
@plush yew by view a model do you mean like switch between first and third person?
What is more future-proof for you? UE OR Unity?
oh I think i kow what you mean now
But you see it like this
I'm thinking the same thing
Because in trying to make a survival game and this thing is confusing me like really bad
There are no tutorials also
Not even for unity
Thatβs just swapping camera
"Which engine will be utilized more in the future?" / "What engine is more worth getting into with respect of possible future developments?"
@plush yew They have a first person mesh and a third person mesh. The first person mesh only has arms. The shooter project does something very similar to that. If you want to take a look at it you can find it in the learn tab of the launcher.
^^ you have show only owner and hide owner stuff, so you can for example have a model that people see (the third person model/camera with fixed arms) then your first person has that hidden and is showing another mesh to just the owner which are the arms. The default First Person project has it set up like this as well if you look at it in multiplayer.
How does one move the pivot point of an actor at runtime?
I see some old forum post saying it's not possible. Just wondering if it was now.
Can you explain your question a little more
me? lol. Can I move a pivot point of an actor with blueprints? (If you were asking me Cheese)
I see what you are saying now
No
You would just have to move all of it's children so it appears you have moved it
The Pivot point (Scene root) is the parent of everything in your actor
@radiant haven https://www.youtube.com/watch?v=9vtl00U4rWQ
WTF
I like that lol
how to limit the amount of a foliage instances that a procedural spawner spawns?
I mean, how to increase/decrease its density
No
When i run editor 4.22.3, my pc crash lol
Specs:
Ryzen 5 2600
Rx 570
2x4gb ram 3000mhz
B450m aorus
Win 10 pro 1903
Maybe because of new amd drivers?
You can write C++ code that works similarly to a Blueprint graph
Have any of you had any problems with the DetachFromActor blueprint node? It doesn't seem to be doing anything.
Long story short, I'm attaching actors to each other with the AttachToActor node. Then, when I try to detach the actors from each other with the DetachFromActor node, the actors continue to move in unison, and they continue to appear in the heiarchy of the actor they're attached to in the world outliner.
Any help is appreciated.
Check your lightmaps
Well, you want unique lightmap UVs for each face
Ideally aligned to the grid
With spacing
If you can't fix the lightmap UVs you can try generating automatic ones
If you have overlapping faces, that will be warned by UE when building lighting
You'll have a message about overlapping lightmap UVs
If that's not your issue, make sure every large face is larger than a few lightmap texels
I see some very small faces in UV - these will have very low quality lighting so make sure they're small faces
@midnight bolt Total not ripoff MW2 Favelas map
probably the normal face is inverted
or something alike
...no, it's the UVs
needs way, way more padding between UV islands
and probably a higher res lightmap
is there a Get Direction that is not Unit for vector?
is there any reason in a singleplayer game to have a playerstart and not have the playerBP in the level?
or could I just have the BP in the level without the start
The Default Pawn in the Game Mode uses the Player Start, if you don't have any reason to care about either of those then you can just have your characters BP in the level with auto possess on or set it to possess
ah ok thanks, it's kinda annoying having to to the blueprint to change stuff instead of just clicking on the mesh in the editor to quickly fix something
hey guys im having an issue with Sequencer, some of my shots are playing thru the master track and others are not, seen here as the shots without thumbnails
any idea how to fix this?
hey guys, kind of a weird question, is there a way in UE4 to create my own component that would just take in a reference to an actor such that I could then use it in my BP?
for example, if I have a platform to step on, that platform would have a component pointing to a door in the level, and in the platform BP it activates the door's opening sequence
actually it seems eaxctly what components were made for....can't seem to find a create component option that just takes in an actor reference tho....
why would the platform need a component to hold the reference to the door, that platform should be a blueprint that holds all the logic and has a variable that points to the door
that is what blueprints are made for, reusable and configurable stuffs that do things for designers lol
well i mneant like
the component references the door
but i could just reuse the platform to activate say a turret or something
so the component could just swap out door for something else
maybe component is not the right word?
the platform is already a blueprint, i guess right now my struggle is trying to reference the door in BP
yeah maybe component isn't what i need here
components in UE4 are parts of the blueprint, they are actual things you can see in the top left in the components tab
a variable holding an actor is what it sounds like you are trying to do
yeah sounds like it
but for example
my platform has SteppedOnBP
I don't see that in the component's list, should i?
what is SteppedOnBP?
oh wait im stupid
I thought I named my bp 'SteppedOnBP' but i just named it 'PlatformBP'
i have a nasty habit of thinking BP's are just little scripts like in Unity
ah. if anything a component is more like a script in unity. Attached to a GameObject/Blueprint to give it functionality
yeah I guess I'm trying to recreate the public functionality of variables in unity
where if you created a public variable, you could just mess with it in the editor from there
you can, you check the instance editable checkbox or click the eyeball next to the variable name in the variable list in my blueprint
then when a blueprint is in the world (an instance of it) you can click on it, go to the details panel, and set those variables
Oh there we go, thanks matt you're a wizard
You're a Harry wizard!
ok so here's another question
which was what I was trying to accomplish in the first place
how would I reference an actor in BP directly? like if i had that plate and JUST wanted it to hit one door
actually that seems like a bad practice but just out of curiosity in case i need something like for some reason in the future
I didn't know you can only add a breakpoint to a exec node
How would I go about seeing how much of my GPU Unreal is using in engine (NOT task manager)?
I'm beginning to think that Unreal is crashing because I'm doing too much too fast.
Even though I have 8gb of RAM, and an NVIDIA card, Unreal still thinks it's a good idea to allocate ridiculous amounts of GPU usage at once for the simplest of things, even at lowest quality settings, and it is constantly crashing my engine.
For the past 3 days, I have been able to get no work done, and I have a due date, so I'm starting to get pretty pissed.
Have any of you had any problems with the DetachFromActor blueprint node? It doesn't seem to be doing anything.
https://answers.unrealengine.com/questions/912761/detachfromactor-doesnt-seem-to-do-anything.html
Long story short, I'm attaching actors to each other with the AttachToActor node. Then, when I try to detach the actors from each other with the DetachFromActor node, the actors continue to move in unison, and they continue to appear in the heiarchy of the actor they're attached to in the world outliner.
Any help is appreciated.
I'm not sure how best to word this since I'm coming from Unity, but Unity allowed objects to have multiple scripts as components. in UE4's BP system, it seems like each class only gets on BP, is that correct? seems kind of like that would create a lot of messes. Is there anyway to create seperate blueprint coding pieces?
like for example for a character, do I have to have both the attack scripts and move scripts in the same event graph? can I create seperate event graphs to make it neater?
No, you can create component classes. blueprint or cpp. They can be attached to whatever actor class you want.
oh, right, im an idiot, i clicked add component and the first option is add blueprint component haha
that seems like what i was looking for
cool beans
ok ok, BP system is finally coming together for me
I got my first entirely selfmade BP to 'work'! I just gotta figure out the interpolations but it's a simple step in the right direction
can i ask why you decided to move to ue4 from unity? just curious. π
honestly
I just like UE4's visuals better
that's really it
I also decided instead of constantly debating in my head which engine is better, just to stick with one and get work done in it
best reason. it just outperforms unity if you can get used to the technical aspects of it. the c++ scripting fear is overblown, it's much easier than actual c++.
yeah I also just chose unreal because I can name a few games i really enjoy on this engine
some unity are extremely well done. but others you look at the performance and you're like, yeah, that's unity, even without checking. it just seems like you need a huge team to make unity work to the same kind of levels as ue4.
yeah, i feel like unity is dedicated more to mobile devs while ue4 seems dedicated to bigger games
also @low saffron this might help you: https://docs.unrealengine.com/en-US/Engine/Performance/GPU/index.html
How to optimize the GPU demands of your game.
one of the best i've seen with unity is re:core, but that was also pretty bad on release.
@plush yew to answer your question about targeting 1 door, that would be just having your platform in the world, clicking on the variable drop down for your variable in the details panel, then selecting that 1 item in the world it connects to.
@plush yew and to answer the other one, you can have more than 1 graph in a blueprint, click on add a new graph in the my blueprint above your main event graph.
they are still "one script" but you can use that to organize. Yes if you want "exchangable parts" like Unity scripts then components are designed for that
roger, thanks boss
also mat, in your interpolate videos, what are your Delta variables? are they just variables set from the tick delta output?
uh depends on the video, i like to drive them from a timeline for example
ah ok
they are 0 to 1, 0% to 100%
im trying to get vinterpto to work, not sure how i should be going about delta
yeah i know that, should i just add Delta seconds to a variable every tick and let that interp it?
ah yeah the interp to are different
aaah
yes I was using the delta time for those
but the main reason for that is I was always updating the current
anyth9ing else? im just using a variable that stores the Delta seconds from tick and using that in my vinterpto, not doing anything tho
using delta should be fine as long as one of your values change each time you use the interp to, if you are say always interping from 100 to 200 your delta is going to be very similar every time (your tick time) so your not really every going to get any real difference in the output from the interp node
if you were to do the same but your 100 for example changed to 110 the next time you did it, your now doing 110 to 200 so you will see a difference in the output
yeah right now im just addind delta seconds to my delta variable but
so you can either use a fixed delta, like delta time which "should" be fixed if your FPS is stead and change your start and end values or you can keep the same start and end and make sure your delta changes
for some weird reason, im watching both my delta seconds variable and my delta variable
delta seconds is updating find
but the dleta variable says 'no debug data'
so therefore im assuming it's not updating alongside delta seconds
weird but I dont know if that would work well because I would assume your delta would eventually hit 1 and then your not going to see any changes from your interp
but the debug filter is on the correct option
thats fine because im just trying to interpolate a door to slide down
might not be the best way to do it but im trying to practice making my own BP from scratch as practice haha
gotcha, I would so use a timeline for that
teach me wizard
ive never heard such a concept
i tried looking into timers but no dice
use a timeline and a lerp
the timeline defines the time for the door to go from A to B, use a float track with 0 time and 0 value
and the other end of the track is X time (your length you want it to take to close) and 1 for the value
this will give you then an output from 0 to 1 spread over X seconds
you plug that into a lerp with that as the alpha
you then put your lets see up and down so Z value for the start of the door position as the first value in the lerp, and the close Z value as the 2nd value in the lerp
then you plug that output of the lerp into the Z on the set location for the door and it should in theory over time go from open to close when you trigger it
you can also do reverse or reverse from start on the timeline to open it lol
I got all the sets and stuff down for the door
I have the save every minute disease
my problem now is just interpolating so it doesn't just jump down automatically
im gonna watch your wtf vid on timelines
well you were going the right way it looks like trying to use an interp but just simply using a timeline to drive the lerp or the interpto is so much simpler than messing with delta seconds
yeah, unlike most other beginners i actually am fairly comfortable with interpolation
just didnt know how to get it to play nice with ue4
the funny part is I literally have a video in the works that is nothing but how to open a door 6 different ways lol
or BP rather
hahaha
thankfully i have a little background knowledge on difficult concepts beginners get scared of like interpolation and delta etc, right now my challenge is just trying to navigate the BP system
yep just figuring out the concept and what its called in UE4 is half the challenge
yeah, i basically just gotta play nice with their node library
slowly but surely getting a feel for what nodes to use, etc
what to type in to search for something
thankfully it has hints for stuff like IF pulling up branch because... branch makes sense but... its a frigging IF if you ever program lol
hahah
also being able to pull from nodes to give a list to what can be used is nice
and just beginning to recognize color var types
yep colors is important for at a glance, almost like a normal IDE with it's variable coloring. Context Sensitive is nice as well but a trap if something you need "might" be pulled off but is actually off something else or when you run into the same node targetting 2 different classes..
I got the cubes to snap together, but the issue is.. they can only snap to LIKE axis
I can't even import a fucking mesh without the engine crashing now?!?!?
any ideas on how I can make them snap to unlinke axises
I have the fps capped to 30
GPU limited to hell, AND IT STILL OVERUSES GPU
WHY IS THIS ENGINE SO HORRIBLY OPTIMIZED?
Does Epic not know what a chunk is?
The engine works well for me but I think I am just lucky
I'm literally making everything invisible, if the engine still fucking crashes I'm going to lose my goddamn mind!
I am trying to do my job here, on a gaming computer, and this engine can't even fucking work properly to import the simplest mesh in the world?
So guys I want to know how to develop a game with c++ code not blue print I've watched all the YouTube tutorials nothing helpful what to do
Sorry fir interrupting your conve.s Iam new to discord
perhaps the issue is not with the engine? Maybe it's not the cause of the issues but having problems due to something else
It's not my computer. Don't even go there.
None of this happens when unreal isn't running.
This ONLY happens with unreal.
@fresh sun https://www.udemy.com/unrealcourse/
This, in my opinion, is the best C++ course I've found. I know C++, this course bridges the gap to the Unreal API
@idle mirage nothing helpful what to do? What has not been helpful. There is a C++ tutorial series on the official channel, you have udemy courses, and there are a few other free ones on YT as well. Is the issue with not knowing C++, not knowing UE4, not knowing how to make a game, your pc crashing?
As of right now on this machine in this room for this person Unreal Engine 4 4.22.3 can import a plane mesh I created in Modo. I can tell you as of right now that the engine is capable of doing that without crashing @low saffron
aww man when did 4.23 preview 4 come out π¦
Well my level was working three days ago, and then randomly gave up.
For no reason, it just stopped wanting to do anything.
What about when you open Task Manager, what does it say? Does UE4 say anything in the corner, like compiling shaders?
capping FPS here in Unreal Engine 4 4.22.3 on the Digital Human project from 200 maxfps (90fps actual) to 30fps does reduce my GPU from 94% usage down to 37.5% so that does seem to be working correctly.
What type of HW you have @grim ore ?
i7-5820k @ 4.3ghz, GTX 1080
@grim ore thanks dude I searched in the official channel and I found a video I hope it could help me β€οΈ
π hopefully it does, if not just let us know where you need help more specifically and people can try and help
I have a 3700K and GTX 1080 and would like to get a new CPU and Memory and MOBO.
3700 is close to what I had before, going to a 6 core was nice π I can't wait to upgrade sometime in the future to even more cores lol
but then again I have a 2600 and a 1050ti I use at work so that one should be upgraded first
yeah me too I keep holding out for something better, AMD chip is tempting me.
3700K to 3700x π
yeah I did notice that and it made me want it more. π
the new 3900x and a 2080ti looks so neato but honestly I would rather invest in a new car and drive this PC into the ground
3950x soon π
the only real issues I have right now is honestly trying to do DXR stuff on the 1080. It works but man... 7fps is just the pits
The 2080TI seems like something I can wait on, maybe the 3080TI will be the next vieo card upgrade
@dim plover I'm not able to open task manager before it crashes, but it always tells me I've "run out of memory"
Even if deleting something
Yeah, you might need to close everything except UE4. You said you only had 8gb of RAM.
And even that might not be enough.
@grim ore yeah that is tempting me to that would be the reason to go for 2080TI
So I have to spend 1000+ just to make a damn level?
You probably just have to buy at least 16gb or RAM.
8gb of ram should work, I've got a lenovo laptop here with 8gb ram, 840m GPU, and uh... like 4th gen U cpu and I can use UE4 painfully slow
Or just close everything, like Discord/Chrome.
I mean I hate to use it but sometimes I just like to play with stuff in bed lol
that entirely depends on what your blueprints will autoload
game engines take up a lot of memory stress your system
How much RAM do you have Sugar?
@loud knoll really tempted to just go get a 2080 super right now for the DXR stuff to be honest. I want to showcase and touch on the DXR stuff but It's a really bad teaching experience when you click a checkbox for reflections and your blank scene goes to 11 fps lol π¦
I can't blame anyone, Nvidia was awesome to give the older GTX cards DXR at all, but man... the Tensor cores in the RTX stuff really do help
@grim ore I agree with you man for a guy like you they should send you a new card and hardware either Epic or Nvidia
Epic has already helped out on that front, it's how I have what I have now π
but DXR stuff is so niche right now it's such a small market to try and devote resources to like this
@loud knoll 8gb
Yeah Nvidia is pretty hard to get things out of my buddy is working there and had to wait to buy a card because they were in high demand and he is a VP.
Nvidia gives no fucks
I need to get a huge desktop anyway, but holy crap the circumstances are AIDS.
It also feels better to buy my own stuff as I have no reason to feel obligated to anyone but myself so when I feel like being lazy I can justify doing nothing lol
What is the model of your laptop Sugar?
oof... I hope it's not a laptop
It is
it is. I just stopped being homeless
so what is the model?
which N5? the amd amd one or the intel nvidia one?
I had the amd amd one and I can tell you it does work for the engine, I just got rid of it like 4 months ago
The one with i5 and NVIDIA GEFORCE
1050? it should work π¦
It doesn't.
this is a nice laptop man
"Unreal Recommends up to 32gb of RAM for optimal performance."
its better then mine
the thermals should be fine on the n5, the cpu and gpu should be fine. I've used them all in another machine. 8gb ram is rought but the gpu isnt sucking down shared memory so that is not it
and I can run Unreal fine
are you sure it's set to dedicated graphics and not using the intel 630?
well flip it then, force integrated and see if it crashes. A blank scene should run on low ~30fps atleast
I've also made sure that my page file usage is the same as maximum gpu usage
you do get the crash report from the engine Sugar?
there have been some VERY bad nvidia drivers lately.... very very very bad....
Just a white error window saying "ran out of virtual memory. Exiting."
I'll see if I can bring it in to a shop and get it upgraded. I'm more of a coder than an engineer.
Tech shops do offer that right?
well eliminate issues first. that machine can run UE4 right now with its basic config without crashing.
force it to the intel GPU for UE4 and see if it crashes, if it does then it's not likely the nvidia GPU or drivers. if it doesnt crash then it's the GPU or drivers lol
but I mean a blank project in UE4 shouldnt use more than 2GB of ram at the worst
Every time I haven't gone 100% things tend to go horribly wrong.
It can load blank projects.
I believe it may be my landscape size.
But it ain't that big.
to go up to 32 gigs is 128$ from amazon
But I'm not doing that repair myself man
66 for 16
I'm not risking anything
Ah its easy man
No
look at that guide
I'm not doing it myself.
its like 2 screws
There is no repair or risk in a memory upgrade, the N5 doesnt even have to have the panel removed just a bay door
This computer is to fucking expensive.
but you shouldnt need that for the basics
yeah you just open a door and put it in
yeah I agree man your machine is very nice and expensive
so if you dont feel right about it dont listen
Only reason I have it is because of a big sale while I was in NYC
I just created a new landscape, no material, using the largest settings I could in a new project and Its 4.4GB memory for that editor instance
its up to you I have been taking apart machinces for over 40 years so my perspective is wacko
here is the amazon link
I can't use amazon because I still live in a trap house
It'll get robbed instantly if I get it delivered
I can't use it.
I live in a trap house.
Amazon products get robbed here.
I have to get it directly from a store.
I'll have to look for it myself
I understand it that I am talking about so when you go to buy it you can have a link of something that they say will work in your laptop
Oh I get it now
if I was going to shop for memory I wouldnt remember what to get so I would print it out
did you import your terrain?
I just hate sitting around not getting any work done.
or did you make it?
ok so even with a landscape material with 2 layers and 2 textures its still not going above that initial 4.4gb
no textures?
should work man sorry even matt says it is under your limit
and Walmart will not carry that memory in store, a local Best Buy may if they have finally upgraded their stock to remove DDR3
I would just take the laptop to a store and specify you want a RAM upgrade. Have them order the RAM and install it.
It would probably be pretty cheap for their labor.
memory is the next step tho after we figure out the crashing tho π worst case scenario here it shouldnt crash due to memory. shouldnt
But I still don't really believe that UE4 would take up that entire 8gb alone. You might have some programs running in the background.
I don't!
what is running on the laptop with the engine off?
just to make sure, no hot reloads were involved in making that level?
@loud knoll literally nothing else.
You have restarted your laptop?
visual studio tends to use way more than ue4 anyway. ue4 gets caught up in cpu, visual studio memory.
I dont think he is , the first thing to always try is "have you tried turning it off and on again" lol.
@mossy nymph what is a hot reload?
its not as stupid as it sounds to ask
when you recompile the c++ code with editor turned on
With the context it kinda is tbh
right now i have a textured and sculpted level open in ue4 with a bunch of assets and spotify is using more memory.
are you spawning anything in your BP?
No
last time you had it running, did it exit/close normally?
The program? The engine keeps crashing.
the engine keeps crashing while loading your project
So every single time over three days it has crashed.
a default project with a blank map with a default landscape btw is ~600mb memory here so no reason it should out of memory