#ue4-general

1 messages ยท Page 500 of 1

plush yew
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did you check the logs?

low saffron
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No, after loading.

mossy nymph
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its rare, but blueprints can get corrupted

low saffron
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I don't think the default landscape spline can

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And sometimes the same action works 100% fine

mossy nymph
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how long would it take you to recreate the level?

low saffron
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If so, can I move the level data over?

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Over a month

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Not an option

plush yew
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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.

mossy nymph
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you do have visual studio installed Sugar?

plush yew
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in your project folder, Saved/Logs

low saffron
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I don't get those logs sifty

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It just stops running and closes

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@mossy nymph yes

plush yew
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do you get a crash reporting window?

low saffron
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No!

plush yew
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then check the windows event log for ue4 events.

mossy nymph
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adding any c++ file to the project, compiling it manually, swapping the build target to DebugGameEditor

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and pressing F5

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would run the editor from the VS

plush yew
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if windows is closing ue4 it'll tell you in the event viewer.

low saffron
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OK.

mossy nymph
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when it crashes, the VS would at least tell you why it did

low saffron
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I just have to wait for the project to load again.

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Should take 4 hours max

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Fucking useless piece of shit program

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Can't even have chunks for a multi million dollar company

plush yew
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you can check the event viewer for previous events while you're waiting.

low saffron
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Fucking Minecraft has better graphics management

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I feel like I'm dealing with the graphics equivalent of a brute force engine

grim ore
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well holy hell I feel silly, I have never actually used landscape splines before lol

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they are pretty cool, no like real instructions on how to use them in the engine which is odd tho

dim plover
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Where did you find them?

plush yew
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they did a great tutorial on them a couple of years back

grim ore
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uh... landscape editor, manage, the last drop down option for splines

dim plover
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Oh, those, yeah they did a landscape tutorial about those.

grim ore
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well they might have but I never saw it ๐Ÿ˜›

grim ore
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kinda odd how there is no in editor instructions tho I just randomly guessed it was ctrl click

plush yew
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but there's a lot more to them than just what he goes through there

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hold on i'm not sure if that's the right one ๐Ÿ˜›

loud knoll
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terrain splines are a lot of fun

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I love how it can warp meshes

grim ore
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those are really spiffy, you don't even need to keep them either you can just use them as brushes

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draw draw draw, deform, delete

loud knoll
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yeah you would have to pay for easy roads in Unity for stuff that is free in Unreall

plush yew
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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.

grim ore
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see for me after I create a landscape I almost never go back to the Manage option which is why I never noticed them

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they seem.... odd that they are not in sculpt

plush yew
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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.

loud knoll
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you can make some fun race tracks

grim ore
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nice

low saffron
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I could, in theory, rebuild the track from scratch.

grim ore
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yep it makes complete sense on how these would work I just literally never saw them before

loud knoll
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I feel matt is going to make a tutorial

grim ore
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I have to cover landscapes in the future so yes lol

low saffron
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However, I'm worried that the first spline control point has an offset.

grim ore
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I would have eventually found them once I started heh

plush yew
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there's a couple of tutorials other people have done on using them effectively in c++ too.

low saffron
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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

loud knoll
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@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.

low saffron
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I don't have a screwdriver

loud knoll
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fine man, jesus christ

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LOLS

low saffron
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I'll buy one though

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Might need it

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But if it looks like there's anything exposed beside the RAM, I'm not doing it.

loud knoll
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at least you got a sweet laptop I didnt even know acer made laptops

low saffron
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Yeah. I just hope this works.

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I can't afford days with no work.

loud knoll
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did you get the AMD version or Nvidia / Intel?

plush yew
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use a knife

grim ore
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he said he got the intel/nvidia one

low saffron
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Idk

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It's Intel i5 and Nvidia Geforce

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That's what it tells me

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8gb DDR4 RAM

grim ore
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yep out the door it should work for the basics or UE4. I have and do use the engine on worse lol

low saffron
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I feel like it's the landscape size

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But I can't give measurements because the engine is still loading after a fucking hour.

plush yew
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do you have an ssd?

low saffron
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Haven't checked.

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One second

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No. It's HDD.

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1tb

plush yew
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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.

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if UBT is hung from the previous attempt it'll never load because it won't create another instance of it.

low saffron
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Oh no it loads alright

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Only takes an entire god damn lightyear

plush yew
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wooH! took a bit of a break but i wrote my first bit of original BP with some help from mat's videos hahah

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but i have a question

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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

low saffron
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Hmm.

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I think my issue may be RAM, and not GPU

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32gb would effectively be 4x the RAM anyway.

burnt hatch
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A lightyear is just a normal year

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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

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unless I'm an idiot and that's the joke

grim ore
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@plush yew when would it not have enough time?

plush yew
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when the interp speed is low enough

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and alternatively, when the interp speed is like .01 it goes way past where i set it to interp to

grim ore
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Try swapping out the vinterpto for a lerp node

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And don't plug in the get actor location as the first value,. You want that to be a fixed value to start at.

plush yew
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for setactorlocation?

grim ore
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This will always move it from one value to another over the exact time your timeline is set to run from 0 to 1

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Ok so your interp node is trying to go from one value to another a certain percentage

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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 ...

plush yew
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oh, i got you

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i know what you mean, thats probably whats messing me up

grim ore
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Yep you should try and interpolate between 2 fixed values if you can

plush yew
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should i just make the actor transform a variable i guess

grim ore
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Nope because it would always change

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You can however set the starting position to a variable on begin play and then use that for the keep or interp

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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

plush yew
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yeah thats what i planned on doing

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thats what i meant by make it into a variable haha

grim ore
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๐Ÿ˜€

plush yew
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thanks for the help tho, sometimes the logic escapes me

grim ore
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It's not immediately obvious without pictures for me either so don't feel bad at all

plush yew
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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

grim ore
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And I tend to get it wrong like every 4th time i do it anyways lol

plush yew
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well, programming is 90% stack exchange reading anyways

grim ore
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Ooh boy is it

plush yew
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and 9% searching for missing semicolons

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a light year is a unit of distance, not time.

burnt hatch
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now i'm even more confused

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takes a mile to load

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sorry I should just stop lol

low saffron
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It's taken 2 fucking hours now.

plush yew
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9.5tn km or so is the distance light travels in a year. i think.

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so it's so far taken... 2.1bn km for ue4 to load ๐Ÿ˜›

low saffron
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Even with the usage at 40% it did it again.

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I'm fucking done.

abstract snow
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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.

low saffron
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Acer Nitro

abstract snow
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(I deal with this stuff on the daily)

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Yeah makes sense. I would definitely recommend a dual or triple fan cooling mat

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It will help immensely.

low saffron
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Bud it's not overheating

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The computer is ice cold

abstract snow
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Also replacing the plain white bs grease with an Arctic silver or silicon based transfer substrate helos

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Ok, well then that's out.

low saffron
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Plus you're talking about the wrong computer

abstract snow
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Alright sounds like you got this, sorry for even jumping in

plush yew
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i figure right now you should be looking at the event viewer and your project logs to see what's been going on.

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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.

low saffron
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Where do I find the backlog?

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Because, as I've already said, it does not give me a crash log in UE4

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It just says "Ran out of virtual memory. Exiting."

plush yew
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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.

low saffron
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Do I have to reload the project?

plush yew
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no

low saffron
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Good.

plush yew
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just go to the project folder in explorer.

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i figure this is a windows issue though, that's a windows error

low saffron
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Because I didn't do the exact same fucking thing

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I did something completely different, it worked, and then when I tested it a second time it crashed.

plush yew
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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

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and it'll give you a figure for hardware reserved, that should be very low. like in the tens of megabytes.

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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.

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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.

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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.

low saffron
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Memory Usage: 2.3/7.8gb

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Nothing is running.

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Every computer I've ever owned behaves like this.

mint sequoia
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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?

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@low saffron Your operating system is running

low saffron
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Good

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I can't fucking believe how useless unreal's optimization is.

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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.

plush yew
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huh, is Lerp vector positions reversed?

low saffron
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Why do I have better work ethic than these dumbasses with the monopoly on the engine with good graphics.

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I'm not even their age ffs.

mint sequoia
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Jesus lol

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Calm down

low saffron
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No it's bullshit.

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And the fact I have to tolerate it just for decent 3d gaphics is obscene

mint sequoia
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Tolerate what? It's an awesome game engine

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We're lucky to have it

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There's plenty of other options if you'd prefer

low saffron
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There isn't tho.

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Not for good graphics.

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Not even close.

plush yew
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cryengine

mint sequoia
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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 ๐Ÿ˜‰

plush yew
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try getting anything done with cryengine unless you have a $300k+ service contract though.

low saffron
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@mint sequoia too hard?

mint sequoia
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It's in writing

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I see no need to repeat

low saffron
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I code.

mint sequoia
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So do html devs

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๐Ÿ’ฏ

low saffron
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In order to get close to unreal through html it'd take a lifetime.

plush yew
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unreal works incredibly well for me. even asset loaded levels with badly written custom code (mine) run well.

mint sequoia
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Yep

low saffron
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Unreal is perfect until you actually start pushing it.

mint sequoia
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Its honestly easier to start out in than Unity thanks to BP

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So unreal is perfect until you reach your limit

low saffron
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No, unreal is perfect until you ask it to do something other than the bare minimum

plush yew
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i mean, i do push it. these are large levels with 4k textures, cel shaded, custom movement code, custom ai.

low saffron
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I still think it's bullshit how it's handled. But I'm also pretty livid atm

mint sequoia
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Mines under NDA, but it could be in any engine and we'd be pushing well past the limit

plush yew
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this isn't a particularly good PC either. only the GPU is less than a year old.

mint sequoia
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If you aren't happy with something in the engine, change it, its open source, we sure do

plush yew
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you know, because designers like to eat up the budget with macs. ๐Ÿ˜›

low saffron
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Yes unreal is the best. But holy shit is it run horribly.

mint sequoia
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Gross, they still make those?

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Its not tho

low saffron
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It is.

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Look at their moderators and "advice" people

mint sequoia
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That's your opinion, which is frankly weird because it's not something that really comes down to opinion

plush yew
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yeah and if only they'd use blender...

mint sequoia
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I guess what I'm trying to say is you're wrong

low saffron
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Well it's not objective.

plush yew
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would somewhat offset the cost of the hardware, but at least they have big depreciation writedowns.

low saffron
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The fact that I now have to code in graphical optimization myself and possibly remake my fucking map, is insanity.

mint sequoia
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lol

low saffron
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And the only reason I'm staying with unreal is because otherwise it's fine.

plush yew
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so did you check the size of your page file? manually set it to >16gb?

low saffron
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That was the first thing I did

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Days ago

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I already said this hours ago

mint sequoia
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Did you check yourself instead then ๐Ÿ˜

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Haha no one's gonna listen to you for hours

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I'm at my limit

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And its been like 10 mins

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You should have a break, you're frustrated with the engine, the engine itself is fine

plush yew
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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.

low saffron
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I've been able to get nothing done for 3 days now

mint sequoia
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Yeah but thats you not the engine

low saffron
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If I don't get something done I'm going to lose my mind

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Can you fucking stop bud?

mint sequoia
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Sure

low saffron
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You've been nothing but a smart ass prick since you started talking to me

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The others and I were working on this without you, and clearly I now have my solution.

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I'm done my venting.

mint sequoia
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๐Ÿ™Œ

low saffron
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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.

mint sequoia
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๐Ÿญ

low saffron
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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.

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Fuck you. @mint sequoia

misty creek
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This channel isn't really for venting about how "bad" the engine is.

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<@&213101288538374145>

plush yew
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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.

low saffron
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@plush yew thanks again for the advice.

weary basalt
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@misty creek It kind of is though

snow crown
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first of all

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dont ping moderators for opinion differences

misty creek
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The ping was for swearing at Vaei

mint sequoia
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Wouldn't that be #lounge , I thought this was for constructive use of the engine

misty creek
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That is what I though too

snow crown
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secondly, sugar what you need to simmer down

low saffron
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Yes, which had been happening for 3 hours before you started playing the "git gud" card

weary basalt
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You all need to calm down.

mint sequoia
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Hmm I was playing the acknowledge the issue card, which isn't UE4 ๐Ÿ˜„

low saffron
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Be smug one more fucking time.

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Do it bitch

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Do it again

weary basalt
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If the discussion cant remain civil its time to walk away.

mint sequoia
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1โƒฃ

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๐Ÿคท

weary basalt
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Stop

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We just told you to calm down.

plush yew
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dude 3 days of no progress isnt that bad. ๐Ÿ˜› weeks is when you need to worry.

low saffron
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Yet he can still be smug

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Okay

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Clearly I have to deal with all the people who joined in and only read the last 2 minutes now.

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I'll add the people who were actually not talking shit and leave.

plush yew
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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.

rotund scroll
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I thought UE4 games were supposed to be entertaining, not the UE4 discord ๐Ÿ˜…

mint sequoia
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Why not both

plush yew
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takes notes

weary basalt
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Guys move on.

marsh swallow
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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.

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its just something that takes time. we have been in production for 2 years now and still learning the dos and do nots. ^_^

woven cliff
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hey guys swarm agent not distributing processing mapping and all machines are working on 100% for some reason

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it's been like that for an hour it was working fine earlier

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it works fine on another scens

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tried to clear cache as well

marsh swallow
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i would love to make my wifes PC an agent. ๐Ÿ˜‚ the setup just didnt seem worth it.

woven cliff
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can't be worse than this xd

latent flume
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hi

grim ore
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Ahoy hoy

latent flume
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Have anyone messed with Hierarchical Instanced Static Mesh Component?

fervent owl
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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

grim ore
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so the window is not open, it's just a texture that is supposed to look like a candle light in the window?

fervent owl
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yes

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but like vading a bit and then brighting

grim ore
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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.

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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

fervent owl
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i was just thinking of material colour yellow ith a emmisive that dims and britens randomly

grim ore
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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

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yes the sine node and the time node together is what would simulate the dim and brighten effect

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but you would still need to isolate out that area so it doesnt dim and brighten the entire texture/material

fervent owl
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any tutorials on how to do that. sorry im a noob when it comes to blueprints. I just make the assets

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yes the object is seprate from the surounding objects

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allready seperated the area t hat the light needs to apply t6o

grim ore
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something like this is the basics, a flashing button on a console is the same basic effect

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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

fervent owl
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yes i saw alot of blinking material i just dont want it to completly go dark the light

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like a breathing effect

grim ore
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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

fervent owl
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sorry if i dont make any sens i realy apreciate the help

grim ore
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then you can multiply that by a larger solid number to give your emissive the glow effect

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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.

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you can of course always use other math to adjust that as fit

fervent owl
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thank you very much

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trying it now

grim ore
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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)

fervent owl
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ooh think i have it

urban kettle
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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

fervent owl
grim ore
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as far as I know render textures are what you would use for that

fervent owl
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the ceil completly shuts it down

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but when i removed it it dos like a breathing effect of light

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from dim to bright

grim ore
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yeah the ceil would raise it up to a solid number and you want a partial number

fervent owl
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had to bring intensity also down

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was to high

grim ore
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you might not want to feed that into the base color, just the emissive

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well no maybe not, then I guess your light would never get too dark

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neeevermind

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lol, yeap at this point you have the basics now its math and playing with nodes to try and get it to feel better.

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the other alternative is to turn this into a blueprint with a timeline that drives the parameter on the material....

fervent owl
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@grim ore thank you very much it looks so cool and chostly now

grim ore
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๐Ÿ˜ƒ

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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

fervent owl
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just need to slow it a bit more down now still to fast transition between the lit and unlit side

grim ore
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try multiplying the time input by like 0.5 before you put it into the sine

coarse wigeon
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Unreal Slackers is now listed on the launcher now

marsh swallow
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no way?!

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it really is! ^_^ neat.

grim ore
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well that's cool. Sounds like Epic needs some officially hired official support people here in this unofficial channel ๐Ÿ˜ƒ

hearty cosmos
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hey allar, whats better hybrid animation or just hand animation?

marsh swallow
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yesh if its there that means this has to be official. ;)

glacial pecan
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before I create my own "hidden in game" editor widget, is there any way to hide ALL SELECTED objects in Unreal?

plush yew
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details panel

glacial pecan
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right, and how do I access that with 100s of objects of various types selected?

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oh shit, I can... it's the static/movable that disappears when you select more than one object type!

plush yew
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yep

glacial pecan
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ok, so I need to create a "convert selection to movable" widget instead of hidden

marsh swallow
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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?

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it even asked me to check out the DT when fixing up redirectors

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but after everything seems to be there but the package process for loglinkers keeps throwing a ton of warnings with the old path

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if u go to the BPs/DTs everything is there.

cloud cobalt
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So, creating and fixing are two completely different things

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Which one is it doing bad ?

marsh swallow
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i havent stopped in the middle to test.

#

im reverting my last submit to see if that fixes it

cloud cobalt
#

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.

marsh swallow
#

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. ๐Ÿ˜‚

cloud cobalt
#

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.

marsh swallow
#

hmmmmm wouldnt UE4 prompt u it wasn't saved before closing?

cloud cobalt
#

It would, yeah

marsh swallow
#

i have had crashing issues in the past.

#

okay then .

cloud cobalt
#

Crash would do it yes

marsh swallow
#

yeh in the past ive had crashes before i could save and needed to revert

cloud cobalt
#

Fix redirector, crash, submit as is -> broken

#

That's expected

marsh swallow
#

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.

cloud cobalt
#

How did you check that the DT and BP have the right path ?

marsh swallow
#

opened them.

#

lol. looked at the Skeletal mesh var and waited for the path to pop up.

cloud cobalt
#

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

plush yew
#

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

cloud cobalt
#

Not being able to match your favorite game is probably a given if you're realistic

plush yew
#

they're not even technically challenging to replicate

#

it's purely aesthetic

cloud cobalt
#

Oh good, that's only 90% of a given game's overall workload

plush yew
#

๐Ÿ˜‚

marsh swallow
#

i actually listen to Final Fantasy Orchestra and Legend of Zelda to get me in the mood and get me creative.

plush yew
#

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?

marsh swallow
#

Its something i know i will never be but it encourages me to be better. ^_^

plush yew
#

whats a good program for creating intro for ue4?

cloud cobalt
#

"intro" ?

plush yew
#

yeh

#

can i show ua exmaple

cloud cobalt
#

No idea what you mean so yeah

plush yew
#

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

#

what im trying to say is u know when u launch a game u get the starting movie then the readme stuff

cloud cobalt
#

If you really feel like this brings value to your game, then you'd need to look into video making software

#

Basically After Effects

plush yew
#

oh lmao

rain venture
#

would something bad happen if I only import the animation to get its skeleton targeted with its original skeleton?

cloud cobalt
#

Though to be honest, no one wants that in a game

#

And it costs you time so it's a bit pointless

plush yew
#

and one more question ๐Ÿ˜›

#

ah okay

#

would u know how to maybe rfix this?

cloud cobalt
#

Fix your code

plush yew
#

im not good at reading that kind of logs

#

oof

cloud cobalt
#

What's on rimgate.cpp line 4 ?

plush yew
#

let me check

cloud cobalt
#

You also provided an invalid icon file for some reason

plush yew
#

um ok then

#

cause it showed its fine

#

IMPLEMENT_PRIMARY_GAME_MODULE(FDefaultModuleImpl, rimgate, "rimgate");

#

thats line 4

cloud cobalt
#

Not sure about that FDefaultModuleImpl.

plush yew
#

same

cloud cobalt
#

Chan,ge it to like, FRimgateModule

plush yew
#

okay

cloud cobalt
#

And declare that module in the header

#

class FRimgateModule: public FDefaultGameModuleImpl

plush yew
#

kk

cloud cobalt
#

You should be able to use FDefaultGameModule instead of FDefaultModule and not declare it

plush yew
#

oh okay

cloud cobalt
#

Your problem is probably that FDefaultModule already exists in code

plush yew
#

could be

#

i never check

rain venture
#

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

#

one more thing, is it necessary to have a physics asset for each animation I import?

sudden agate
#

you need only one physics asset. the one for your skeleton

rain venture
#

ah, perfect!

#

same thing for meshes?

sudden agate
#

yes

rain venture
#

nice, thanks ๐Ÿ˜ƒ

primal salmon
#

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

cloud cobalt
#

Use the newer engine version

#

Or revert the change in source control

primal salmon
#

how do that?

#

revert the vhange in source control?

cloud cobalt
#

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

primal salmon
#

my engine is up to date

#

4.22.3

cloud cobalt
#

Did you install 4.23 ?

primal salmon
#

no

cloud cobalt
#

Ah, okay, that's a bit weirder then

#

Had a crash ?

iron merlin
#

Hey guys, can you bind functions to events in blueprint?

primal salmon
#

i work on my project and i close it my project and it asks to save or not and i saved

plush yew
#

Does any1 has experience on creating action Fps Tps games ?

cloud cobalt
#

Lots of people do

opal berry
#

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

cloud cobalt
#

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

iron merlin
dim merlin
#

Hi, anyone knows its possible to make a decal follow splines (like splinemesh component does)

radiant haven
#

HOW?!?!

grave nebula
#

@dim merlin Just use decal material on a splinemesh.

dawn gull
#

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.

dim merlin
#

@grave nebula that would project the decal on the spline mesh, not on terrain right?

grave nebula
#

It will not project anything, It will just render the decal.

dim merlin
#

whats then the advantage of using decal rather than no decal?

cloud cobalt
#

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

dim merlin
#

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

cloud cobalt
#

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

peak acorn
#

Umm guys
So I finished my first project,what now?

dim merlin
#

@peak acorn make a second one ๐Ÿ˜ƒ

peak acorn
#

How do I convert it in a game I mean xD

opal berry
#

does version 4.23.0 Preview 4 make the software run faster?

dim merlin
#

file > package project @peak acorn

peak acorn
#

Did get it

#

Didn't*

cloud cobalt
#

No, @opal berry

opal berry
#

what is new

#

does the UI chanhge?

cloud cobalt
#

Read the changelog

opal berry
#

change*

dim merlin
#

so u should look at log and see what went wrong @peak acorn

peak acorn
#

It's mobile based so how do I obtain an apk file I mean

dim merlin
cloud cobalt
#

You package for Android

wary wave
dawn gull
#

Dang, nobody knows how to setup the Discord RPC plugin?

wary wave
#

it's unlikely many people here have ever looked at it, you are probably on your own

dawn gull
#

๐Ÿ˜ฆ ok

woven cliff
#

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

wary wave
#

because that task isn't distributable

woven cliff
#

emm

#

it was distributabel before

wary wave
#

I don't think so

woven cliff
#

so what's the point of swarm agent if 1 pc is almost as fast as 5 ?

plush yew
#

can i compile game with preview engine version?

sudden agate
#

yes

#

but you shouldnt

woven cliff
plush yew
#

idk, my pc crashing in ue4.22.3

honest vale
#

@woven cliff do you have some mesh with an enermous lightmap size?

wary wave
#

something like that could well be the cause

woven cliff
#

there are 2754 meshes in the scene

#

around 4 or 5 of them are 2048 lightmap res

wary wave
#

individual mappings can be spread across multiple machines, but for any given mapping it has to be done on one machine

woven cliff
#

rest are jumpign between 64-512

#

so there should be enough meshes for all pcs right ?

rain venture
#

is source control and perforce that difficult to use in order to share assets with someone else?

wary wave
#

not really

#

setting a server up is a faff, but the act of using it is pretty simple

tardy sapphire
#

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?

potent wing
#

I have question, Is it okay to delete Saved folder project?

#

It takes like 4 Gigs of my space

wary wave
#

no

#

but somethings in there could be deleted

#

autosaves, crash logs, logs etc

radiant haven
#

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

wary wave
#

there is no information in that that anyone can help you with

mossy nymph
#

(see C:\Users\Falk Willems\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE_4.22\Log.txt for full exception trace) there is that

potent wing
#

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

rustic imp
#

is there a way to get a property value by having the property name?

manic pawn
#

in c++ yes

#

assuming you also have an object that contains a value of said property

rustic imp
#

yes

radiant haven
#

it shows thwe same thing

rustic imp
serene birch
#

I've been trying that Twinmotion thing

#

the UI is kinda obscure

#

XD

mossy nymph
#

you should read the whole thing @radiant haven

#

it has a spectacular number of errors and files it can't find

radiant haven
#

I red

#

But i couldnt find ut

rustic imp
#

ok I fixed my propertything, had to use GetPropertyValue_InContainer

tight ore
#

I am new, you have an unreal course in udemy

grim ore
#

@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.

leaden dust
#

how to get something like event tick in blueprints/cpp without using tick function

wary wave
#

and what's wrong with tick?

grim ore
#

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 ๐Ÿ˜‰

candid moat
#

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

radiant haven
#

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!

grim ore
#

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

copper flicker
#

'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

grim ore
#

what is the goal of this?

copper flicker
#

to randomize numbers

grim ore
#

put them in the array, use the shuffle node, pull them out in order

copper flicker
#

but after 4 tries in an array of 4 elements.. we get another 4 tries

grim ore
#

then loop over the array when you hit the length

#

reshuffle it before looping I guess lol

copper flicker
#

but the shufle node is exactly the same as random?...

grim ore
#

I dont know if it's exactly the same, it doesnt have a seed for example

copper flicker
#

well, what I need is to remember the index

#

btw MW, love your videos! ๐Ÿ˜„

#

you should have a ton more subs

grim ore
#

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?

copper flicker
#

it's some of the best training you can find anywhere, superdetailed, superthorugh

#

ok, back to arrays

grim ore
#

๐Ÿ˜ƒ glad you find them helpful

upper heart
#

๐Ÿค”

copper flicker
#

hmm.. I'm not sure I get all that reshuffling.

grim ore
#

well the shuffle node basically randomizes the values in the array

#

so 01234 becomes 23140

copper flicker
#

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.

upper heart
#

nvm figured it out, splitting the struct causes it not to be fast pathed lol so touchy

copper flicker
#

but I don't see how it can help with a shuffle bag.

grim ore
#

well the goal is to have 10 numbers randomly pulled out of an array once each time?

copper flicker
#

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

grim ore
#

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

copper flicker
#

after I removed all 4 numbers, I start over from a full array

grim ore
#

repeat till you pull out 0, shuffle the array to get a new random order, then repeat

copper flicker
#

oh...

#

so reshufle until I get 0

#

but.... hmmm...... everything becomes zero eventually

#

ok, I'll try this see how it goes

grim ore
#

sec lemme show you @copper flicker

copper flicker
#

๐Ÿ˜„

#

thank ye

grim ore
#

I'm supposed to be working and not playing WoW anyways so might as well fire up the editor lol

copper flicker
#

you play WoW??

#

๐Ÿ˜›

grim ore
#

just private servers for now until classic next month

copper flicker
#

I imagined you play only brain games for supersmarts

#

: >

#

like Go, Chess.. and Minesweeper 3D..

grim ore
#

obviously the prints strings are just for show

grave nebula
#

One more month to survive until WoW release. So harsh.

grim ore
#

@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 ๐Ÿ˜ฆ

#

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 ๐Ÿ˜ฆ

copper flicker
#

dunno why but it works..

#

๐Ÿ˜„

#

I need a break.. I'll understand this shuffle later

#

@grim ore thx a lot MW!

grim ore
#

lol

#

๐Ÿ˜ƒ

copper flicker
dim plover
#

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.

plush yew
#

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

grim ore
#

@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

plush yew
#

so I'm assuming I can move the player BP with animations

radiant haven
#

Can someone help me with setting up a OBB Key

plush yew
#

awesome, thanks for ref

copper flicker
#

@grim ore I can't replace your Index with a Local Index, inside a function..

#

I tried Macro as well

grim ore
#

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

copper flicker
#

ideally.. I'd like this shuffle bag to be a function in a library

grim ore
#

same with the array, any local arrays or variables wold be reset

copper flicker
#

not code inside a bp

grim ore
#

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

copper flicker
#

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

grim ore
#

that was why I was suggesting it due to being able to call/access that bag from anywhere in the project

copper flicker
#

everything I build I'm trying to build as a framework for future projects as well

grim ore
#

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

copper flicker
#

alrighty. thx again MW

#

: ]

broken stream
#

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

steady owl
#

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

olive pendant
#

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 ๐Ÿ˜ƒ

#

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 sadpotato

errant spire
#

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!

spark sonnet
#

Select "In place" before exporting from mixamo

grim ore
#

^^^ , when you export you are using root motion which is not what you want

errant spire
#

Gotcha! I looked for that though and could not find it

spark sonnet
#

Its right below the mirror option in the animation settings

errant spire
#

You know what

#

i see it

#

Excuse me guys while I go haze myself

#

Thank you so much

grim ore
#

you have option in UE4 that might work to fix them in engine, look at the root motion section in the animation in ue4

spark sonnet
#

Np ๐Ÿ˜ƒ I've forgotten that myself quite a few times ๐Ÿ˜ƒ

errant spire
#

Gotcha! I tried that and that did not work

#

I know for sure @grim ore ๐Ÿ˜‰

dawn gull
#

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

radiant haven
#

can i apply screen effects without using Post Process

regal mulch
#

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.

civic crown
#

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)

true leaf
#

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

civic crown
#

I've streamed with OBS a few time but I've never tried setting up a recording profile or anything with it

olive pendant
#

You just have to tell it to also record to video ๐Ÿ˜ƒ everything else operates the same

dawn gull
#

Hey, what website do you guys most recommend for uploading stuff? Right now Mega is looking the best because of 50 GB for free

grim ore
#

I use google drive for my file storage if i need to share

dawn gull
#

Ok

#

Because right now i am using drop box and it takes forever to upload

grim ore
#

well thats on your side not theirs

autumn elbow
#

I use OneDrive

#

When I bought my laptop, they offered 1Tb free for a year. Now I'm paying $3 a month for 2Tb

grim ore
#

yep one drive is super cheap if you need a ton of space

gray shale
#

I need help with my project, my game doesnt Posses the Player

plush yew
#

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

grim ore
#

@gray shale how do you have it set up to posses your player?

spark sonnet
#

@gray shale

#

Sorry. I mean the "Auto possess player" should be Player 0

dawn gull
#

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.

gray shale
#

I want to do some upgrades in my project but idk how to do...

#

like controling Character Health and Death Character

civic crown
#

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

autumn elbow
#

@civic crown very cool

#

Whats Qol ?

civic crown
#

Quality of Life

autumn elbow
#

Gotcha

#

Are you adding a cube to the an array ?

#

I've been looking for HowTos for classic aracde games to study

#

๐Ÿ˜„

civic crown
#

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

grim ore
civic crown
#

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

grim ore
#

he does good work and tends to keep them all updated as new versions come out ๐Ÿ˜ƒ

pseudo dune
#

Holy moly, Mathew Wadstein is here ๐Ÿ˜„

visual belfry
thick cedar
#

Anyone know if there is a workaround to Actor Position WS swapping to the parent actor once an object is attached to something?

dawn gull
#

would a 4.22.2 plugin work with 4.22.3

dim plover
#

Yup.

marsh swallow
#

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?

cloud cobalt
#

That's not really true tbh

#

In order to avoid freezes, you can use seamless travel

marsh swallow
#

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.

cloud cobalt
#

If you just need a bit of animation, a simple loading screen will do

marsh swallow
#

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

cloud cobalt
#

Seamless travel loads the new level in background and then does a swap thing

#

So you keep playing

marsh swallow
#

interesting. Is there a trigger for when its finished loading?

cloud cobalt
#

Dunno

marsh swallow
#

ill take a look at it, nevermind.

cloud cobalt
#

It has some limitations in multiplayer

marsh swallow
#

its all SinglePlayer

cloud cobalt
#

Then you'll be fine

grim ore
plush yew
#

This one is for spawned actors

#

How can i get actors with tag without them being spawned

mossy nymph
#

@marsh swallow @cloud cobalt MoviePlayer is another option, it runs on its own thread

grim ore
#

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

plush yew
#

How can i get the class somewhere in my content

#

๐Ÿ˜‚

grim ore
#

what are you trying to do?

mossy nymph
#

Id go create a lookup table/map for that in the class that does the spawning

frank escarp
#

they got a FUCK TON of money and success from the hitman 1 demo

cedar snow
#

?

marsh swallow
#

@mossy nymph So just playing a movie version of it instead and holding that in game instance, then stopping it?

frank escarp
#

where you could play the tutorial for free

marsh swallow
#

that seems effiecient as well.

frank escarp
#

so this is one case where a "demo" where they succeeded

cedar snow
#

that documentary is still on my must watch list

mossy nymph
#

There are plenty of resources for movie player online, as wellas somewhat outdated bp plugin

marsh swallow
#

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.

plush yew
#

@mossy nymph lookup table map?

grim ore
#

@marsh swallow even full fledged games use static loading screens so I don't think in the end it's a big deal ๐Ÿ˜ƒ

plush yew
#

U mean data table?

mossy nymph
#

Say a DT with tag as rowname and array of classes as content

cloud cobalt
#

@mossy nymph Isn't loading screen entirely just the movie player ?

marsh swallow
#

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

mossy nymph
#

Note that this is extremly inefficient for BP liading unless you use soft class pointers and load them manually as required

grim ore
#

๐Ÿ˜ƒ

mossy nymph
#

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

cloud cobalt
#

Right, I did mean the movie player based one.

mossy nymph
#

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

cloud cobalt
#

I found it impossible to work with myself

mossy nymph
#

It does get initialized very early when the game runs

cloud cobalt
#

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

mossy nymph
#

We used it for non interactible widget display

#

Just so there is no impression the game froze

cloud cobalt
#

Yeah, for that, and just, it works

#

For a more cinematic thing with more control, well...

mossy nymph
#

The thing runs before there is a GI

#

Or controllers, or anything

cloud cobalt
#

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

thin hornet
#

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

grim ore
#

the same basic concepts can apply across genres tho. Transitioning to another area is just loading to level 2

mossy nymph
#

Level transition is not specific to jrpg

thin hornet
#

essentially, yes, but what about transitioning to battle?

mossy nymph
#

Seamless travel should have you coveted, especially if its a SP game

#

Covered*

grim ore
#

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

thin hornet
#

right

#

I'll see what I can do for that

grim ore
#

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

thin hornet
#

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

grim ore
#

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
#

that seems like the thing I want

#

I'll try that

marsh swallow
#

@thin hornet we are actually doing a lot of what u just mentioned. if u need help just dm me for whatever. ^_^

thin hornet
#

thanks, glad to see everyone is open to questions in this server :)

marsh swallow
#

i am working on a screen shattering effect between battle maps

thin hornet
#

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

marsh swallow
#

yup

#

thats what we have. ^_^

#

our player jumps back a little and a faded movie effect plays.

thin hornet
#

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 ._.

olive pendant
#

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

plush yew
#

I managed to make it through asset registry

#

Thanks guys

autumn elbow
visual belfry
#

given A and B?

dawn gull
#

why is my brain exploding just from looking at that image

autumn elbow
#

@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

plush yew
#

I dont undeestand what that means

dawn gull
abstract relic
#

Nah. 45% is the magic number. Just leave it be

dawn gull
#

magic

#

it stayed at that when i was compiling it from source for 3 hours lol

abstract relic
#

Yep

rustic panther
#

it should freeze at 42%

manic pawn
#

3 hours means it either got stuck or you're using the engine on a toaster

wary wave
#

it's a toaster

manic pawn
#

that isn't a reasonable time for anything to take

wary wave
#

we've had this discussion before, it's a $25 processor from 2009 or something

manic pawn
#

lmao

dawn gull
#

o o f

#

i can give stats

#

it is an AMD Phenom II X3 720

#

it levels at 50 c

manic pawn
#

it's not a toaster

#

it's an egg warmer

dawn gull
#

lol

#

noot noot

dawn gull
#

Wait shouldn't the ... on the loader be moving?

#

also @cedar snow you just ruined my childhood

dim plover
#

If you're wondering if your UE Editor is actually doing anything, you can check Task Manager.

dawn gull
#

k

cursive dirge
#

shader compilation putting the loading stuck to 45% is normal

#

it always stays there for a good while

dawn gull
#

ai

light thunder
#

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)

plush yew
#

Any good blender to ue4 guides for skeletons?

dawn gull
#

Update on my %45 editor

#

i noticed it is using %0 cpu

#

bad

#

no

dim plover
#

Click the dropdown and check those.

dawn gull
#

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

upper heart
#

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

light thunder
#

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 )

autumn elbow
#

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

worthy lintel
#

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

abstract relic
ruby folio
#

Blender 2.80 batch fbx exporter that handles collisions and LOD's anyone?

worthy lintel
#

how can i post in looking for talent

dim plover
#

Check the pinned messages.

south ridge
#

@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

ruby folio
#

Bah

viral karma
#

Hello

#

Anyone still messing with ue2?

plush yew
#

rocket league has been approved in china for a f2p release.

safe rose
#

@plush yew No surprise with them being bought out by Epic Games

#

Seeing how Tencent owns part of Epic

plush yew
#

psyonix have had a partnership with tencent since 2017 though.

safe rose
#

Right

#

But... when did it finally get approved?

#

When it got bought out by Epic

#

Coincidence?

#

I think not ๐Ÿ˜ƒ

#

Having some partnership without the ability to launch in China was strange anyway

plush yew
#

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.

safe rose
#

Well, US/China relations have been strained to say the least

#

Tencent just want to make a crapton of money

plush yew
#

arent they still something like 30% owned by a south african financer.

safe rose
#

ยฏ_(ใƒ„)_/ยฏ

#

tencent is synonymous with china

plush yew
#

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.

autumn elbow
rain venture
#

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

#

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

autumn elbow
zealous cloak
#

ugh, upgrading my game to 4.21 is still not going well ๐Ÿ˜„

fervent pike
#

Anyone know how to add categories to repnotify functions?

potent wing
#

hi everyone i have a question

#

its already first of august

#

why the marketplace isnt updated yet for free for month content?

unique lodge
mighty copper
#

Thats cool.

plush yew
#

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

zealous cloak
#

no idea

wary wave
#

It's probably compiling

cloud cobalt
#

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

verbal carbon
#

Anyone available to help me out with a UMG question? ๐Ÿ˜ƒ

dark depot
#

its better just to ask the question

verbal carbon
#

I've just posted there but I don't think anyone is around.

dark depot
#

some things take time

verbal carbon
#

I love UE4 but man, sometimes it angries up the blood! ๐Ÿ˜‰

halcyon hare
#

I'm not sure if this is the right place to ask, but I was wondering something about possible alternative engines.

cloud cobalt
#

What are you wondering about ?

cursive dirge
#

@halcyon hare use #lounge for other engine talk

mighty copper
#

@rain venture Did you ever find a solution for the source issue?

rain venture
#

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

mighty copper
#

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.

cloud cobalt
#

There is no such thing as not being for source control, it's completely vital if you're any serious about any software project

mighty copper
#

@cloud cobalt do you have an tips or ideas for Maker26 that may help fix the problem in question?

cloud cobalt
#

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

mighty copper
#

@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?

rain venture
#

Well then

#

I am no coder here

#

I don't know much about coding

cloud cobalt
#

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

rain venture
#

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

cloud cobalt
#

You need source control if you're a team, that part is fine

rain venture
#

Somehow I managed to do something to save and checkout the changes I made in some added assets

cursive dirge
#

I don't know the past discussion but "could not be compiled" sounds very much like someone updated their UE4 version for project that has c++ code for older API

#

you fix that by updating the c++ files to newer API