#ue4-general
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No, after loading.
its rare, but blueprints can get corrupted
I don't think the default landscape spline can
And sometimes the same action works 100% fine
how long would it take you to recreate the level?
if you check the logs for the editor crashes then you might have a pointer to what's happening. whether it's an engine problem or a project problem.
you do have visual studio installed Sugar?
in your project folder, Saved/Logs
do you get a crash reporting window?
No!
then check the windows event log for ue4 events.
adding any c++ file to the project, compiling it manually, swapping the build target to DebugGameEditor
and pressing F5
would run the editor from the VS
if windows is closing ue4 it'll tell you in the event viewer.
OK.
when it crashes, the VS would at least tell you why it did
I just have to wait for the project to load again.
Should take 4 hours max
Fucking useless piece of shit program
Can't even have chunks for a multi million dollar company
you can check the event viewer for previous events while you're waiting.
Fucking Minecraft has better graphics management
I feel like I'm dealing with the graphics equivalent of a brute force engine
well holy hell I feel silly, I have never actually used landscape splines before lol
they are pretty cool, no like real instructions on how to use them in the engine which is odd tho
Where did you find them?
they did a great tutorial on them a couple of years back
uh... landscape editor, manage, the last drop down option for splines
Oh, those, yeah they did a landscape tutorial about those.
well they might have but I never saw it ๐
Announce Post: https://forums.unrealengine.com/showthread.php?133824 Andrew's Materials/Resources: https://cdn2.unrealengine.com/HostForForums/2017/Landscape...
kinda odd how there is no in editor instructions tho I just randomly guessed it was ctrl click
but there's a lot more to them than just what he goes through there
hold on i'm not sure if that's the right one ๐
those are really spiffy, you don't even need to keep them either you can just use them as brushes
draw draw draw, deform, delete
yeah you would have to pay for easy roads in Unity for stuff that is free in Unreall
yeah, the landscape splines can't really be reused but you can copy the spline data and use it in other types of spline instead.
see for me after I create a landscape I almost never go back to the Manage option which is why I never noticed them
they seem.... odd that they are not in sculpt
so if you have a track you create in the landscape and you want an actor to follow the track you can use the precise data for that. or use a spline mesh component for it. etc.
you can make some fun race tracks
nice
I could, in theory, rebuild the track from scratch.
yep it makes complete sense on how these would work I just literally never saw them before
I feel matt is going to make a tutorial
I have to cover landscapes in the future so yes lol
However, I'm worried that the first spline control point has an offset.
I would have eventually found them once I started heh
there's a couple of tutorials other people have done on using them effectively in c++ too.
After I try out this, I think I'm going to downscale a bit more on a different map and see if that'll cause problems
@low saffron Hey I know you are worried about working on your laptop but if you look at this tutorial it is 1 screw, face your fears my son.
I don't have a screwdriver
I'll buy one though
Might need it
But if it looks like there's anything exposed beside the RAM, I'm not doing it.
at least you got a sweet laptop I didnt even know acer made laptops
did you get the AMD version or Nvidia / Intel?
use a knife
he said he got the intel/nvidia one
yep out the door it should work for the basics or UE4. I have and do use the engine on worse lol
I feel like it's the landscape size
But I can't give measurements because the engine is still loading after a fucking hour.
do you have an ssd?
i would have given up and rebooted well before an hour. usually, for me, if it's not loading or hanging it's UBT hasn't properly terminated so i have to manually kill those processes.
if UBT is hung from the previous attempt it'll never load because it won't create another instance of it.
wooH! took a bit of a break but i wrote my first bit of original BP with some help from mat's videos hahah
but i have a question
here's my BP
what do I do to make sure the actor fully interpolates to it's desired location? right now, if there isn't enough time, it won't get all the way down 400 units
Hmm.
I think my issue may be RAM, and not GPU
32gb would effectively be 4x the RAM anyway.
A lightyear is just a normal year
unless you're talking about how a year is experienced from the perspective of light, in which case that would be no time at all
unless I'm an idiot and that's the joke
@plush yew when would it not have enough time?
when the interp speed is low enough
and alternatively, when the interp speed is like .01 it goes way past where i set it to interp to
Try swapping out the vinterpto for a lerp node
And don't plug in the get actor location as the first value,. You want that to be a fixed value to start at.
for setactorlocation?
This will always move it from one value to another over the exact time your timeline is set to run from 0 to 1
Ok so your interp node is trying to go from one value to another a certain percentage
The issue is you are always changing th starting point so your never going from start to end your going from start to new start to new start to ...
Yep you should try and interpolate between 2 fixed values if you can
should i just make the actor transform a variable i guess
Nope because it would always change
You can however set the starting position to a variable on begin play and then use that for the keep or interp
So when the bp starts up it stores the default position and you can always refer to it later. Then your ending position for the lerp or interp is just an offset basically
๐
thanks for the help tho, sometimes the logic escapes me
It's not immediately obvious without pictures for me either so don't feel bad at all
im just glad im finally beginning to get the hang of BP, getting confident enough to work out my own solutions and knowing where to get help
And I tend to get it wrong like every 4th time i do it anyways lol
well, programming is 90% stack exchange reading anyways
Ooh boy is it
It's taken 2 fucking hours now.
9.5tn km or so is the distance light travels in a year. i think.
so it's so far taken... 2.1bn km for ue4 to load ๐
I'm guessing it's an Acer predator laptop your running on. While nice and speedy, the heatsink piping system is t the greatest. They also use white grease on both the cpu and gpu dies for thermal transfer. In then end under a decent load, a ton of throttling happens.
Acer Nitro
(I deal with this stuff on the daily)
Yeah makes sense. I would definitely recommend a dual or triple fan cooling mat
It will help immensely.
Also replacing the plain white bs grease with an Arctic silver or silicon based transfer substrate helos
Ok, well then that's out.
Plus you're talking about the wrong computer
Alright sounds like you got this, sorry for even jumping in
i figure right now you should be looking at the event viewer and your project logs to see what's been going on.
the definition of insanity is doing the same thing over and over again and expecting different results. and if it takes like 2 hours to do it, you should definitely try another approach.
Where do I find the backlog?
Because, as I've already said, it does not give me a crash log in UE4
It just says "Ran out of virtual memory. Exiting."
the project logs are in Saved/Logs and you can start the event viewer by searching for it in the start menu and filtering by warning and errors.
Do I have to reload the project?
no
Good.
just go to the project folder in explorer.
i figure this is a windows issue though, that's a windows error
Because I didn't do the exact same fucking thing
I did something completely different, it worked, and then when I tested it a second time it crashed.
so some things you can try with regard to this are checking that all the physical memory you have is available to windows. in task manager > performance tab > right click on the graph, view > memory
and it'll give you a figure for hardware reserved, that should be very low. like in the tens of megabytes.
and the other thing you want to do is make sure your page file is large enough to accommodate only having 8gb of physical memory. windows by default automatically sets a dynamic size, but sometimes it might not be enough.
and for that you want to go to the control panel > system > advanced tab > performance settings button > advanced tab > virtual memory and check the total paging size. and change it if necessary, ideally to somewhere upward of 16gb.
also wrt actual hardware upgrades, more ram would be good, at least 16gb, but it'd be a good idea to put at least your system drive on an ssd. right here, this setup, the projects are on a network raid server but the machines have SSDs for the system drives.
Memory Usage: 2.3/7.8gb
Nothing is running.
Every computer I've ever owned behaves like this.
Has anyone tried enabling Enable Long Paths Support that give you a longer path than 260 characters? Especially in team/group settings, what happens if someone doesn't have it? Any issues?
@low saffron Your operating system is running
Good
I can't fucking believe how useless unreal's optimization is.
These lazy dumpy millennial fucks need to stop making awful tutorials full of "epic gamerz" references, and start working on the engine they were hired to work on.
huh, is Lerp vector positions reversed?
Why do I have better work ethic than these dumbasses with the monopoly on the engine with good graphics.
I'm not even their age ffs.
No it's bullshit.
And the fact I have to tolerate it just for decent 3d gaphics is obscene
Tolerate what? It's an awesome game engine
We're lucky to have it
There's plenty of other options if you'd prefer
cryengine
Not for good graphics out of the box - and even then that's debatable, Unity is moving forward, Godot is possibly an option, Cryengine has awesome graphics but probably too hard for you ๐
try getting anything done with cryengine unless you have a $300k+ service contract though.
@mint sequoia too hard?
I code.
In order to get close to unreal through html it'd take a lifetime.
unreal works incredibly well for me. even asset loaded levels with badly written custom code (mine) run well.
Yep
Unreal is perfect until you actually start pushing it.
Its honestly easier to start out in than Unity thanks to BP
So unreal is perfect until you reach your limit
No, unreal is perfect until you ask it to do something other than the bare minimum
i mean, i do push it. these are large levels with 4k textures, cel shaded, custom movement code, custom ai.
I still think it's bullshit how it's handled. But I'm also pretty livid atm
Mines under NDA, but it could be in any engine and we'd be pushing well past the limit
this isn't a particularly good PC either. only the GPU is less than a year old.
If you aren't happy with something in the engine, change it, its open source, we sure do
you know, because designers like to eat up the budget with macs. ๐
Yes unreal is the best. But holy shit is it run horribly.
That's your opinion, which is frankly weird because it's not something that really comes down to opinion
yeah and if only they'd use blender...
I guess what I'm trying to say is you're wrong
Well it's not objective.
would somewhat offset the cost of the hardware, but at least they have big depreciation writedowns.
The fact that I now have to code in graphical optimization myself and possibly remake my fucking map, is insanity.
lol
And the only reason I'm staying with unreal is because otherwise it's fine.
so did you check the size of your page file? manually set it to >16gb?
Did you check yourself instead then ๐
Haha no one's gonna listen to you for hours
I'm at my limit
And its been like 10 mins
You should have a break, you're frustrated with the engine, the engine itself is fine
yeah i have a meeting. i understand your frustration but you could express it better. i'd be taking a break for now if i were you.
I've been able to get nothing done for 3 days now
Yeah but thats you not the engine
Sure
You've been nothing but a smart ass prick since you started talking to me
The others and I were working on this without you, and clearly I now have my solution.
I'm done my venting.
๐
As I said, I do not believe Unreal has good optimization. A flat landscape should not be using 8gb of ram, when the page file size has been extended, the preview isn't real-time, and the fps has been limited.
๐ญ
Now, since another crash has happened, which I was under the impression I needed to have happen to get the log, I will do as sifty said.
Fuck you. @mint sequoia
This channel isn't really for venting about how "bad" the engine is.
<@&213101288538374145>
tbh if paging size and a reboot didnt fix it i dont have much hope for more physical memory. my sculpted level i have open here right now with textures and multiple LODs and assets doesn't consume more than 2gb, so the issue isnt with the engine.
@plush yew thanks again for the advice.
@misty creek It kind of is though
The ping was for swearing at Vaei
That is what I though too
secondly, sugar what you need to simmer down
Yes, which had been happening for 3 hours before you started playing the "git gud" card
You all need to calm down.
Hmm I was playing the acknowledge the issue card, which isn't UE4 ๐
If the discussion cant remain civil its time to walk away.
dude 3 days of no progress isnt that bad. ๐ weeks is when you need to worry.
Yet he can still be smug
Okay
Clearly I have to deal with all the people who joined in and only read the last 2 minutes now.
I'll add the people who were actually not talking shit and leave.
hey man, i get it, but if you behaved like this in a workplace you'd be having a serious discussion about it right now. and i get this isn't a workplace but it is full of professionals. so.
I thought UE4 games were supposed to be entertaining, not the UE4 discord ๐
Why not both
takes notes
Guys move on.
i can say in honesty after weeks of optimization we have learned something as simple as a bad texture on a landscape can cause a 50FPS hit or overloading a graphics card.
its just something that takes time. we have been in production for 2 years now and still learning the dos and do nots. ^_^
hey guys swarm agent not distributing processing mapping and all machines are working on 100% for some reason
it's been like that for an hour it was working fine earlier
it works fine on another scens
tried to clear cache as well
i would love to make my wifes PC an agent. ๐ the setup just didnt seem worth it.
can't be worse than this xd
hi
Ahoy hoy
Have anyone messed with Hierarchical Instanced Static Mesh Component?
Hey guys need some help. I have made some assets for modular castle pack Low polly. I need help with my windows i need to make a blueprint texture that represents candle light in the house. Any help or point in right direction will be appreciated. Thanks in advance
so the window is not open, it's just a texture that is supposed to look like a candle light in the window?
well you can either model in the candle as a mesh, so a flat surface with a separate material (might be easier in the long run) that you then just make a material with a time and sine node that would simulate flickering on just that part.
or you can do the same thing in the material for that window but then use a mask texture or mask object and do the same thing
i was just thinking of material colour yellow ith a emmisive that dims and britens randomly
like for the 2nd one your candle part on the texture for that window is one unique color, like bright pink, that you can then separate out in the material for that window and change it's color over time using those same nodes
yes the sine node and the time node together is what would simulate the dim and brighten effect
but you would still need to isolate out that area so it doesnt dim and brighten the entire texture/material
any tutorials on how to do that. sorry im a noob when it comes to blueprints. I just make the assets
yes the object is seprate from the surounding objects
allready seperated the area t hat the light needs to apply t6o
something like this is the basics, a flashing button on a console is the same basic effect
if the item to light is one complete material then it is super simple you just use the sine and the time nodes to flash that material
yes i saw alot of blinking material i just dont want it to completly go dark the light
like a breathing effect
after the output of the sine you can try clamping it, so 0 would be dark and 1 would be light, you would clamp the output from the sin to something like .3 to 1 so it never goes to 0
sorry if i dont make any sens i realy apreciate the help
then you can multiply that by a larger solid number to give your emissive the glow effect
theres lots of math involved but just knowing what does what is a good start. sin basically goes from -1 to 1 over time, time puts in the time and would make that sin node go from -1 to 1 as time goes on. clamping that sin node would make it stay at 0.3 anytime the number is 0.3 or lower then it would go up to 1 for a short time then back down. this would make it stay "dim" for longer than lit for example.
you can of course always use other math to adjust that as fit
its just alot of trial and error. you can for example multiply the time by a smaller number like 0.5 to slow down the effect (the time is now half as big as normal = numbers change slower)
ooh think i have it
is there a way to set up custom camera windows, without just using render to texture? or would that be the best way to create a "portal" view
as far as I know render textures are what you would use for that
the ceil completly shuts it down
but when i removed it it dos like a breathing effect of light
from dim to bright
yeah the ceil would raise it up to a solid number and you want a partial number
you might not want to feed that into the base color, just the emissive
well no maybe not, then I guess your light would never get too dark
neeevermind
lol, yeap at this point you have the basics now its math and playing with nodes to try and get it to feel better.
the other alternative is to turn this into a blueprint with a timeline that drives the parameter on the material....
@grim ore thank you very much it looks so cool and chostly now
๐
yeah don't do that last suggestion with the timeline and parameter unless you want overkill or something weird like the light spelling out SOS in morse code lol
just need to slow it a bit more down now still to fast transition between the lit and unlit side
try multiplying the time input by like 0.5 before you put it into the sine
Unreal Slackers is now listed on the launcher now
well that's cool. Sounds like Epic needs some officially hired official support people here in this unofficial channel ๐
hey allar, whats better hybrid animation or just hand animation?
yesh if its there that means this has to be official. ;)
before I create my own "hidden in game" editor widget, is there any way to hide ALL SELECTED objects in Unreal?
right, and how do I access that with 100s of objects of various types selected?
oh shit, I can... it's the static/movable that disappears when you select more than one object type!
yep
ok, so I need to create a "convert selection to movable" widget instead of hidden
okay so this is 2 times now.... has anyone else noticed that when moving around skeletal meshes they dont seem to create/fix a redirector in either A. the blueprint or B. the Datatable?
it even asked me to check out the DT when fixing up redirectors
but after everything seems to be there but the package process for loglinkers keeps throwing a ton of warnings with the old path
if u go to the BPs/DTs everything is there.
So, creating and fixing are two completely different things
Which one is it doing bad ?
i havent stopped in the middle to test.
im reverting my last submit to see if that fixes it
One thing that many people don't understand is that "fix" only works if you make sure to resave every single affected asset ; so "fix" needs to be run on your entire content folder and then you need to resave.
its just something i noticed now. the first time it was only 3 items.
bit this time it has hundreds of items.
i mean we have to fix up the chain sometimes.
UE4 doesnt always like to fix at the content level withour crashing. ๐
Basically "fix redirectors" just finds all users of redirector files, changes the links in user assets to the redirected file, and then the redirector is deleted - if you don't save the changes, it's as if you removed the redirector without fixing.
hmmmmm wouldnt UE4 prompt u it wasn't saved before closing?
It would, yeah
Crash would do it yes
yeh in the past ive had crashes before i could save and needed to revert
yup. but no this is without a crash
normally u would go into the BP or DT and the, for instance static mesh wouldnt be there
so u fix it and save and voila
the warning goes away
but in this instance the warning is still there, but the DT has the right path and so does the BP
ive also already cleared DDC, because i know that can hold onto log linkers sometimes.
How did you check that the DT and BP have the right path ?
opened them.
lol. looked at the Skeletal mesh var and waited for the path to pop up.
I mean short of looking at a text version of the asset you can't really know
Saving these assets should make sure they do use the correct path
i need to remove my favorite game music from my playlists
it's murdering me every time i hear their songs pop up
they're like massive hurdles i feel like i'll never be able to match
Not being able to match your favorite game is probably a given if you're realistic
Oh good, that's only 90% of a given game's overall workload
๐
i actually listen to Final Fantasy Orchestra and Legend of Zelda to get me in the mood and get me creative.
I've been working on a Minecraft-y game and I have building/destroying working just fine but the problem is that I'm using actors (just one specific class called Block that gets all of its textures and specific properties from its ID). Optimization and performance nightmare. Instanced static mesh components won't really work for me because they all have different textures and such given that there are multiple block types. How can I drastically reduce the number of draw calls I have going on?
Its something i know i will never be but it encourages me to be better. ^_^
whats a good program for creating intro for ue4?
"intro" ?
No idea what you mean so yeah
i can post here? im guessing
ill delete once your done seeing it
you can post it here and leave it
it's relevant to your question
oh im dumb
cause i made this but i wanna make a better one i dont know a good program
what im trying to say is u know when u launch a game u get the starting movie then the readme stuff
If you really feel like this brings value to your game, then you'd need to look into video making software
Basically After Effects
oh lmao
would something bad happen if I only import the animation to get its skeleton targeted with its original skeleton?
Though to be honest, no one wants that in a game
And it costs you time so it's a bit pointless
and one more question ๐
ah okay
would u know how to maybe rfix this?
its a error log when i build my game
Fix your code
What's on rimgate.cpp line 4 ?
let me check
You also provided an invalid icon file for some reason
um ok then
cause it showed its fine
IMPLEMENT_PRIMARY_GAME_MODULE(FDefaultModuleImpl, rimgate, "rimgate");
thats line 4
Not sure about that FDefaultModuleImpl.
same
Chan,ge it to like, FRimgateModule
okay
And declare that module in the header
class FRimgateModule: public FDefaultGameModuleImpl
kk
You should be able to use FDefaultGameModule instead of FDefaultModule and not declare it
oh okay
Your problem is probably that FDefaultModule already exists in code
do virtual bones work ok with ik system in unreal and with holding objects?
this is like the first time I try to do this
and idk if I'm even doing it the right way
one more thing, is it necessary to have a physics asset for each animation I import?
you need only one physics asset. the one for your skeleton
yes
nice, thanks ๐
hello guys
how solve this problem?
Failed to open map file. This is most likely because the map was saved with a newer version of the engine.
when i open my project it give me this message
how gonna fix this?
my ue4 is 4.22.3
Well, depends on which type of source control you decided to use
Git, Perforce, etc
If you haven't set up any, you need to use the newer engine version since you can't go back
Did you install 4.23 ?
no
Hey guys, can you bind functions to events in blueprint?
i work on my project and i close it my project and it asks to save or not and i saved
Does any1 has experience on creating action Fps Tps games ?
Lots of people do
does anyone know how to delete classes in C++ UE4
i know the question seems simple but i just cant find a way
i tried right clicking on the file it did not work
Close the editor, remove the class files from the source code in Windows explorer, re-generate the project files, rebuild the code in Visual and open the editor
Hey guys, do i even need to unbind event i binded in this case?
https://blueprintue.com/blueprint/-r_f4kcn/
Hi, anyone knows its possible to make a decal follow splines (like splinemesh component does)
@dim merlin Just use decal material on a splinemesh.
Hey does anybody know how to setup the Blueprint part of the Discord RPC plugin? I already made a working application I just need help putting the example code I know that I need in my own project. Thanks in advance!
Please tag me because I am doing something.
@grave nebula that would project the decal on the spline mesh, not on terrain right?
It will not project anything, It will just render the decal.
whats then the advantage of using decal rather than no decal?
I mean, it's a decal
If you want decals, use decals
If you want to put it directly in a mesh texture, go ahead
okay but, as it wont figure as a decal i cant use it
its for a road that needs to be projected on a slope terrain
Well yeah if you want spline decals, these don't exist
You can use decals on spline and they'll render as you'd expect
Not distorted
Umm guys
So I finished my first project,what now?
@peak acorn make a second one ๐
How do I convert it in a game I mean xD
does version 4.23.0 Preview 4 make the software run faster?
file > package project @peak acorn
No, @opal berry
Read the changelog
change*
so u should look at log and see what went wrong @peak acorn
It's mobile based so how do I obtain an apk file I mean
You package for Android
Packaging Unreal game projects for distribution.
Dang, nobody knows how to setup the Discord RPC plugin?
it's unlikely many people here have ever looked at it, you are probably on your own
๐ฆ ok
hey, does anyone knows why swarmagent doesn't distrpute processing mapping ? *blue bars" ? it takes 5 pcs as much time it take 1 pc
and all pcs work 100% till the job is done
because that task isn't distributable
I don't think so
so what's the point of swarm agent if 1 pc is almost as fast as 5 ?
can i compile game with preview engine version?
i mean it was workign fine
idk, my pc crashing in ue4.22.3
@woven cliff do you have some mesh with an enermous lightmap size?
something like that could well be the cause
individual mappings can be spread across multiple machines, but for any given mapping it has to be done on one machine
rest are jumpign between 64-512
so there should be enough meshes for all pcs right ?
is source control and perforce that difficult to use in order to share assets with someone else?
Hey guys,
I have a camera component following a spline, but at each new spline point, the camera makes jagged turns and doesn't look smooth at all, I tried many different methods and different curve types like curveclamped and playing with tangent points and whatnot but to no avail.. other ppl on Google had this issue as well but no solution, sequencer has the same issue.
I want the camera to follow the spline smoothly and not turn so fast, even on very small curves this issue happens.. anyone had this before?
I have question, Is it okay to delete Saved folder project?
It takes like 4 Gigs of my space
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): LogInit: Display: UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): LogInit: Display: Failure - 3 error(s), 157 warning(s) UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): LogInit: Display: UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): Execution of commandlet took: 2338.07 seconds UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): FGlobalReadBuffer::ReleaseRHI UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): FGlobalDynamicReadBuffer::Cleanup() UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): FGlobalReadBuffer::ReleaseRHI UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): FGlobalDynamicReadBuffer::Cleanup() UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): FGlobalReadBuffer::ReleaseRHI UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): FGlobalDynamicReadBuffer::Cleanup() UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): Took 2352,8223666s to run UE4Editor-Cmd.exe, ExitCode=1 UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): ERROR: Cook failed. UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): (see C:\Users\Falk Willems\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE_4.22\Log.txt for full exception trace) UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure) UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): BUILD FAILED PackagingResults: Error: Unknown Cook Failure
pls heplp
Packiging Failed
there is no information in that that anyone can help you with
(see C:\Users\Falk Willems\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE_4.22\Log.txt for full exception trace) there is that
Also i have a problem, my map is missing from the unreal engine, but when i check it on the folder, its still there. How do i fix this? And why is this happening?
URGENT
is there a way to get a property value by having the property name?
yes
I was trying something like this but it's crashing atm
you should read the whole thing @radiant haven
it has a spectacular number of errors and files it can't find
ok I fixed my propertything, had to use GetPropertyValue_InContainer
I am new, you have an unreal course in udemy
@radiant haven Ctrl-F , Error, enter. ProcessResult.StdOut: LogInit: Display: ProcessResult.StdOut: LogInit: Display: Warning/Error Summary (Unique only) ProcessResult.StdOut: LogInit: Display: ----------------------------------- ProcessResult.StdOut: LogInit: Display: CookResults: Error: Unable to cook package for platform because it is unable to be loaded: C:/Contasty/Saved/Cooked/Android_Multi/Contasty/Content/World/Materials/wall_mat.uasset ProcessResult.StdOut: LogInit: Display: CookResults: Error: Error loading C:/Contasty/Content/FirstPersonBP/Blueprints/UI.uasset! ProcessResult.StdOut: LogInit: Display: LogCook: Error: Error loading C:/Contasty/Content/FirstPersonBP/Blueprints/UI.uasset!
there are of course 157 warnings but these 3 errors are stopping the package itself.
how to get something like event tick in blueprints/cpp without using tick function
and what's wrong with tick?
I guess if you wanted something like tick you could set up a timer? but... uh... ^^^ what's wrong with tick lol
oooh. I know you could set up an event dispatcher in another class that calls that event on it's tick then listen for that event in the other class where you don't want a tick ๐
hey is anybody else here unable to download the latest blender 2.8 ?
i simply cannot download it no matter how many times i try, the download simply gets stuck randomly
can someone help me by these threee errors
Packaging (Android (ETC1)): LogInit: Display: CookResults: Error: Unable to cook package for platform because it is unable to be loaded: C:/Contasty/Saved/Cooked/Android_ETC1/Contasty/Content/World/Materials/wall_mat.uasset UATHelper: Packaging (Android (ETC1)): LogInit: Display: CookResults: Error: Error loading C:/Contasty/Content/FirstPersonBP/Blueprints/UI.uasset! UATHelper: Packaging (Android (ETC1)): LogInit: Display: LogCook: Error: Error loading C:/Contasty/Content/FirstPersonBP/Blueprints/UI.uasset!
delete the saved/cooked folder to see if it helps with the first, open up the 2 assets it refers to and see if there are any errors when you compile/build/save that material and blueprint
'elp...
I'm styuck trying to make a 'shuffle bag'
umm.. so I have an array, 0 1 2 3. I want to remove a random index. like 2....
and the remaining indexes to be 0 1 3
normally, all the indexes get renumbered, so I get 0 1 2
so I keep removing numbers, I get 012 01 0 nothing
what is the goal of this?
to randomize numbers
put them in the array, use the shuffle node, pull them out in order
but after 4 tries in an array of 4 elements.. we get another 4 tries
then loop over the array when you hit the length
reshuffle it before looping I guess lol
but the shufle node is exactly the same as random?...
I dont know if it's exactly the same, it doesnt have a seed for example
well, what I need is to remember the index
btw MW, love your videos! ๐
you should have a ton more subs
array -> Shuffle array -> set index to 0. get stuff from array in order. if getting the last index reshuffle array and set index back to 0. profit?
it's some of the best training you can find anywhere, superdetailed, superthorugh
ok, back to arrays
๐ glad you find them helpful
hmm.. I'm not sure I get all that reshuffling.
well the shuffle node basically randomizes the values in the array
so 01234 becomes 23140
what I need is to have the array not reshuffled I think.. and each index remembers its number
I know, I know.. what reshuffle does.
nvm figured it out, splitting the struct causes it not to be fast pathed lol so touchy
but I don't see how it can help with a shuffle bag.
well the goal is to have 10 numbers randomly pulled out of an array once each time?
I need 0 1 2 3 to remain 0 1 3.. after removing 2
nono, the goal is to remove only ONE number at a time
and remember which one I removend
so I don't remove it again
yep so if you shuffle the array to 23140 and get index 0, you now get back the value of 2 and the next time your index is 1 and your next pull is 3
after I removed all 4 numbers, I start over from a full array
repeat till you pull out 0, shuffle the array to get a new random order, then repeat
oh...
so reshufle until I get 0
but.... hmmm...... everything becomes zero eventually
ok, I'll try this see how it goes
sec lemme show you @copper flicker
I'm supposed to be working and not playing WoW anyways so might as well fire up the editor lol
just private servers for now until classic next month
I imagined you play only brain games for supersmarts
: >
like Go, Chess.. and Minesweeper 3D..
https://i.imgur.com/dDmja9P.png the blueprint stuff, the results https://i.imgur.com/teGJpFp.png
obviously the prints strings are just for show
One more month to survive until WoW release. So harsh.
@plush yew not out of the box You could integrate the C++ code into the project and make blueprint nodes or look for someone who has done that already and buy/get their plugin
I don't know if there is, it was just an option if there was.
yeah unfortunately there is nothing built in and I don't see any REST api for it so ๐ฆ
yes you can do the C++ SDK into your project then make blueprint callable nodes to run those functions. You expose the C++ to Blueprints then you can set it up all in BP
yes. Every Blueprint node right now in the engine is just C++ behind it
someone might have already done this and has it somewhere but I don't know ๐ฆ
dunno why but it works..
๐
I need a break.. I'll understand this shuffle later
@grim ore thx a lot MW!
What's the proper way to rename maps? I've had issues were somethings (like the Project Launcher) did not reflect the change and still looked for the old map by name.
guys
i reinstalled windows 10, 1903
installed new drivers amd
compiled new ue4.23 preview 4
and when i launch engine my screen goes black, and pc crashing, lol
whats wrong?
for movement type abilities in a third person game whats the best way to move the player i wodner?
like for example just a forward dash
should i move it using animation or code the movement
@plush yew we wouldnt have any idea on what the actual problem is, it could be literally anything. You should have event logs in windows and crash logs in UE4
a simple dash would be something like adding impulse or force to push the player, there is also the teleport node. Using animation would work as well to physically move them with the animation. It's basically what do you want it to look like and how do you want it to feel
so I'm assuming I can move the player BP with animations
Can someone help me with setting up a OBB Key
awesome, thanks for ref
@grim ore I can't replace your Index with a Local Index, inside a function..
I tried Macro as well
If this is being done in a function or macro then yes because that would reset every time. The index would have to be in the main BP itself
ideally.. I'd like this shuffle bag to be a function in a library
same with the array, any local arrays or variables wold be reset
not code inside a bp
you might not be able to do that then since you want the data to be persistent and macros/functions/libraries are not designed like that
your Game Mode might be an alternative to hold the function
ok.. or I just use Player var
I was just hoping to be able to reuse this function without having to make local changes to other objects
game mode is a bit more.. global.. but hmmm
still, locked to this here project only
that was why I was suggesting it due to being able to call/access that bag from anywhere in the project
everything I build I'm trying to build as a framework for future projects as well
I mean the other option is to make this bag an actual actor in the world
keep it self contained, you can move it from project to project, and your game mode or player or whatever just needs a reference to it at some point to use it
how can i move the location of this common derivedDataCahce folder from C disk ?
its a loot of
gb that is taking on my C drive
Project opening on 4.23 preview with 0 code changes or warnings! looks like it'll be a smooth transition
If there are any problems that anyone has noticed when upgrading a 4.22 project I'd love to hear of them
Could anyone point me to a good resource or starting point for changing the target cook settings of assets? Ideally I'd like to be able to section out different device thresholds and have them cook at the correct size, but any direction of how to modify the cook would be great ๐
a lot of what I was reading yesterday was how to utilize the MIPs, which is fine except i'd love to be able to have the same texture cook at different levels without having to modify the mipmap of the texture
i realize i might have to alter engine code but I don't even know where to look 
Hi everyone! I'm having some issues with imported mixamo animations. These were retargeted to the Epic Mannequin, and now when the animations play at runtime, the character mesh actually moves, and I would like it to stay in place.
Thank you to anyone that can help!
Editor Animation
Select "In place" before exporting from mixamo
^^^ , when you export you are using root motion which is not what you want
Gotcha! I looked for that though and could not find it
Its right below the mirror option in the animation settings
you have option in UE4 that might work to fix them in engine, look at the root motion section in the animation in ue4
Np ๐ I've forgotten that myself quite a few times ๐
Hey, I need anybody that understands BP pretty good for a problem I have been having for a long time and I cannot find any documentation for it.
please tag me if you can help
can i apply screen effects without using Post Process
Yo, if you peeps get DMd with some job stuff without ever having talked to the specific person before, please notify us.
This is against the rules and we just removed a user for doing this over and over again.
What do people commonly use for recording footage of their game in UE4? While I normally use LICEcap to record gifs, with UE4 I get overly large GIFs (like at least over 10MB)
I use OBS
You can totally customize it and it's free and open source
But it can be a resource hog on top of the already hog that is ue4 lol
I've streamed with OBS a few time but I've never tried setting up a recording profile or anything with it
You just have to tell it to also record to video ๐ everything else operates the same
Hey, what website do you guys most recommend for uploading stuff? Right now Mega is looking the best because of 50 GB for free
I use google drive for my file storage if i need to share
well thats on your side not theirs
I use OneDrive
When I bought my laptop, they offered 1Tb free for a year. Now I'm paying $3 a month for 2Tb
yep one drive is super cheap if you need a ton of space
I need help with my project, my game doesnt Posses the Player
Hey. I am trying to get good name to my spaceship that is last hope for humanity and its going to alien planet because earth is dying. Would any of these names be good for it?: Endurance, Salvation, Sanctuary
@gray shale how do you have it set up to posses your player?
Make sure this says player 0
@gray shale
Sorry. I mean the "Auto possess player" should be Player 0
I need help with replicating some BP code to my own use, because I do not know what most of the nodes do
Can anybody help?
I am taking some code from the Discord RPC example project and trying to get it to work in my own project.
I want to do some upgrades in my project but idk how to do...
like controling Character Health and Death Character
Not sure if this is the best place to post this (since I feel this doesn't fit in both #work-in-progress or #released ) but I finished my snake recreation! It's not the best code-wise and it's missing QoL stuff but I think it came out well since this is my first time using UE4 in a while
Quality of Life
Gotcha
Are you adding a cube to the an array ?
I've been looking for HowTos for classic aracde games to study
๐
I'm just spawning an object behind the snake which disappears after a few steps, I don't see why you couldn't use an array for it though
check out https://ue4resources.com/ , he has a Snake 2D Template among other things
oh wow I didn't know this was a thing; thanks for posting this!
can't wait to see how horribly inefficient my version of snake is compared to his
he does good work and tends to keep them all updated as new versions come out ๐
Holy moly, Mathew Wadstein is here ๐
https://cdn.discordapp.com/attachments/510953807018983429/606206399059591168/unknown.png but I can't put actual emojis or . in variable names ๐ฆ
Anyone know if there is a workaround to Actor Position WS swapping to the parent actor once an object is attached to something?
would a 4.22.2 plugin work with 4.22.3
Yup.
Okay this fits in with Blueprints/levels/etc so ill just ask here. lol. We have recently figured out that in order to not have your screen freeze between level loads and actually have a little animation screen between battles (turn based battle system) we have to use Level Streaming. My question here is, our battles have a different Controller and pawn from our regular world. Can you change the Game Mode's in level streaming?
do tell
because this has been driving me up a wall
i have tried so many things and nothing seems to work unless i stream the levels.
If you just need a bit of animation, a simple loading screen will do
yeah thats what we have now
but you can see the widget lock up (which is the level change)
then on level load it just loads that same widget
which is really just cheating it in place
but what is seemless travel? thats not streaming i take it
Seamless travel loads the new level in background and then does a swap thing
So you keep playing
interesting. Is there a trigger for when its finished loading?
Dunno
ill take a look at it, nevermind.
It has some limitations in multiplayer
its all SinglePlayer
Then you'll be fine
perhaps https://youtu.be/6CkR6KG2znM will help?
Get All Actors with Tag
This one is for spawned actors
How can i get actors with tag without them being spawned
@marsh swallow @cloud cobalt MoviePlayer is another option, it runs on its own thread
where are the actors at? the intention of an actor is it is part of the world. before that it's just a class somewhere in your content
what are you trying to do?
Id go create a lookup table/map for that in the class that does the spawning
SUBSCRIBE for More Free Game Docs โบ http://bit.ly/noclipsubscribe Become a PATRON to unlock more videos โบ https://www.patreon.com/noclip In the first of our ...
they got a FUCK TON of money and success from the hitman 1 demo
?
@mossy nymph So just playing a movie version of it instead and holding that in game instance, then stopping it?
where you could play the tutorial for free
that seems effiecient as well.
so this is one case where a "demo" where they succeeded
that documentary is still on my must watch list
There are plenty of resources for movie player online, as wellas somewhat outdated bp plugin
as well @grim ore thank you!! I have been looking around for Loading screen tutorials/trainings and have yet to come across this one. Just a bunch of little widgets or streaming level tutorials were all i found.
@mossy nymph lookup table map?
@marsh swallow even full fledged games use static loading screens so I don't think in the end it's a big deal ๐
U mean data table?
Say a DT with tag as rowname and array of classes as content
@mossy nymph Isn't loading screen entirely just the movie player ?
yeah we were loading widget before changing map which was just a blinking animation , then upon load running that same widget for a few seconds until everything popped in
you have all given me many ideas to work with. Thank you
Note that this is extremly inefficient for BP liading unless you use soft class pointers and load them manually as required
๐
As loading the class referencing the DT would load all you tagged actor classes right away
@cloud cobalt dangerous not to be specific as someone might use term loading screen for custom widget
Right, I did mean the movie player based one.
I never implemented it myself, but definitely seems like the way to go about it, as its moving parts wont freeze no matter what the game does
I found it impossible to work with myself
It does get initialized very early when the game runs
Seamlessly animating stuff, hiding mouse cursor, preventing it from auto closing on click / end of load
Short of editing the engine code, there's really npthing to do
We used it for non interactible widget display
Just so there is no impression the game froze
Yeah, for that, and just, it works
For a more cinematic thing with more control, well...
That's fine, but I don't care about that, I care about smooth level transitions
And I found that to be undoable
As in, moving from level A to level B, with an animated widget that doesn't show the mouse, and a manual trigger to stop the loading screen - when I, the developer, want to
Not when UE4 has decided it's technically possible to show almost-loaded textures
I'm trying to learn something similar
I'm making a jrpg with a certain level design where if you reach a certain point in the level's area
it transitions to another area
I need to figure out how to do that
I can't necessarily find many tutorials for all the things I'm doing since not too many people teach anything about jrpgs on YouTube
the same basic concepts can apply across genres tho. Transitioning to another area is just loading to level 2
Level transition is not specific to jrpg
essentially, yes, but what about transitioning to battle?
your battle dictates how you transition as well, if it's combat in the same level you would handle it separate than on another map than on another type and then is the battle 2d or 3d etc. etc.
design -> break it down into parts -> learn to do the parts
like was mentioned if you have a separate map for the combat then you can use seamless travel to load it up without the game stopping or you can just load up the new level and do combat in there. If it's not a separate map then you can pause everything else around you and do combat right there
I made a test map for that
I ended up getting it so thanks for that one
the way I got it set up is where if the player touches the roaming enemy, battle is engaged
but in between that, I want to try and make a transition via animation + screen effect
then seamless travel is your best bet to look into it or level streaming in the battle map if that is possible.
capture the screen to a render target, put up a UMG widget with that render target, do some special effects to the image while the map loads, remove the widget to show the battle map behind it is one option.
if you want a generic animation and effect you can use a pre rendered movie and play it back, or a generic UMG widget to play back an animation while the map loads
@thin hornet we are actually doing a lot of what u just mentioned. if u need help just dm me for whatever. ^_^
thanks, glad to see everyone is open to questions in this server :)
i am working on a screen shattering effect between battle maps
for me, I want to play an quick animation then show a screen effect that transitions to battle
here's how I envision it, the roaming enemy hits the player, the player flinches, and a screen effect plays that transitions to battle
it's simple but that's how I would like to see it
yup
thats what we have. ^_^
our player jumps back a little and a faded movie effect plays.
I need to get that going for mine but I have an issue with my damn models
because in order to get a headstart, I ended up getting a template offered on marketplace
now that's great and all, but you have to work within a fixed set of code and try to work around it
it may be a problem, but I look forward to making it work
I'm just that stubborn ._.
Does anyone know how to adjust the cook settings for textures/assets in general? or a place to start? i've run into a dead end and don't really know where to look
Anyone good at Vector Math ? I'm trying to get the center point of the cube.
given A and B?
why is my brain exploding just from looking at that image
Get Tag Value
@visual belfry yes. I have a cube and the pivot point is at the bottom. When I do attachto...it attaches to the pivot. i want to get the offset so it attachs to B
I dont undeestand what that means
I think unreal engine froze again...
Nah. 45% is the magic number. Just leave it be
Yep
it should freeze at 42%
3 hours means it either got stuck or you're using the engine on a toaster
it's a toaster
that isn't a reasonable time for anything to take
we've had this discussion before, it's a $25 processor from 2009 or something
lmao
Pingu's The Thing AKA THINGU. Check out more by Lee at www.youtube.com/user/leehardcastle Official thingu merch at www.johnnycosmic.co.uk
Wait shouldn't the ... on the loader be moving?
also @cedar snow you just ruined my childhood
If you're wondering if your UE Editor is actually doing anything, you can check Task Manager.
k
shader compilation putting the loading stuck to 45% is normal
it always stays there for a good while
ai
When saving an object, like a BP actor, I can't just save a reference to it. (I'm trying to build the variables in my save game object but I want make sure I build the correct ones)
Any good blender to ue4 guides for skeletons?
Click the dropdown and check those.
oh wait i think it was wrong one
i think it was this one
but its been running for a good hour now
still, it's been frozen at that for a l o n g time
Does anyone know how an animation graph could get stuck in a state when the transition rule out of it is returning true?
lol apparently my graph thinks it's opposite day. My transitions are responding to false instead of true
Must be corruption
If I have a list of actors (valve in this case) and I want to save all their data, how do I keep track of which is which, if I am using an interface call to trigger the saving and loading? (in theory, the call would target the same actors in the same order but still, my understanding is limited )
Now i'm stuck https://youtu.be/2PAX9XH8w9U
Anyone know how I can get these cubes to snap flush against each other
I dont know how to offset it
The challenge is to work with the snapping axis
Hey would anyone be able to jump in a call with me on the weekend and help with a project I'm working on. I'm making a VR Cannon game and having the cannons rotation and projectile velocity controlled by a slider. the two things i am struggling with is getting my slider to control the rotation and how to make a ui button to fire a projectile. any help would be greatly appreciated.
Dm me if you think you could help me
Blender 2.80 batch fbx exporter that handles collisions and LOD's anyone?
how can i post in looking for talent
Check the pinned messages.
@ruby folio I have one for my workflow
I can't share it as-is though D:
It handles automatic batch exporting of a single file (1 scene = 1 model sorta thing), automatic operations we need for our workflow, collisions and writes custom LODs
And generates permutations of models automatically if applicable
Bah
rocket league has been approved in china for a f2p release.
@plush yew No surprise with them being bought out by Epic Games
Seeing how Tencent owns part of Epic
psyonix have had a partnership with tencent since 2017 though.
Right
But... when did it finally get approved?
When it got bought out by Epic
Coincidence?
I think not ๐
Having some partnership without the ability to launch in China was strange anyway
no idea. the chinese govt have been coming down hard on tencent. i'm not sure if that was their in. and tencent's markets aren't just china.
Well, US/China relations have been strained to say the least
Tencent just want to make a crapton of money
arent they still something like 30% owned by a south african financer.
naspers. that's the one. they sold down 20% or something earlier this year. before that naspers were majority owners. i think.
clever people at naspers.
@mighty copper
its bad when you try to use source control to share the assets with someone else
always getting errors without explanation or solutions that don't even fix anything
checking out the files, getting error from both options of source control
checking out from perforce, not letting you because someone else opened it
you literally just can't do anything
even on github
if you get the project from the master, it asks you to rebuild the project in order to open it
but no, you get this error
me with the other user literally lost our minds because we couldn't find a single fix for it
and I didn't even know what source this thing was mentioning
@mighty copper
ugh, upgrading my game to 4.21 is still not going well ๐
Anyone know how to add categories to repnotify functions?
hi everyone i have a question
its already first of august
why the marketplace isnt updated yet for free for month content?
Thats cool.
Whenever I create a new C++ class in the editor it gets stuck at 86%, and I have to just kill it with stop debugging.
What causes this? Any fixes?
Everything still works after I do so
it's just infuriating
no idea
It's probably compiling
Probably not a great idea to add a C++ class while debugging from Visual
Since the adding entails compiling the C++ code
Which probably waits on Visual
Just launch the editor the regular way
Anyone available to help me out with a UMG question? ๐
I've just posted there but I don't think anyone is around.
some things take time
I love UE4 but man, sometimes it angries up the blood! ๐
I'm not sure if this is the right place to ask, but I was wondering something about possible alternative engines.
What are you wondering about ?
@rain venture Did you ever find a solution for the source issue?
No
We literally wasted like four hours in total of try to have both the project folder AND fixing this rebuilding problem
Cause we later changed from perforce to github desktop
And the problem worsened
some people are all for source control and some aren't.... If your not setup just right it will mess up your whole week trying to make it right.
If you find a solution please share. someone once told me they fixed it by turning off the source control on the project using a hex editor for I wouldn't recommend that option.
There is no such thing as not being for source control, it's completely vital if you're any serious about any software project
@cloud cobalt do you have an tips or ideas for Maker26 that may help fix the problem in question?
I don't know what his problem is
Found it
Well, build in Visual and see what the error is
"Could not be compiled" is a C++ problem
@rain venture
@rain venture have you tried to recompile the source files in visual studio and see if that resolves or if you got an error from it?
Your project's code is the problem here
So someone on your team put code in it
If you have code, then you need to decide how your team will handle the building of code - either everyone compiles every time new code is pushed, or the programmer on the team will push compiled binaries for the rest of the team
The user I am working with is a programmer, but I don't really know what he did there cause the first thing we used was perforce and source control
At first every was going not so fine
You need source control if you're a team, that part is fine
Somehow I managed to do something to save and checkout the changes I made in some added assets