#ue4-general

1 messages ยท Page 501 of 1

cursive dirge
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or fix build files

cloud cobalt
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Or someone without VS on the machine

mighty copper
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I've had someone do something like that, made a change saved it to github and then messed things up. luckily we have a local back up harddrive with backups and were able to work from that.

cursive dirge
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well, that too

rain venture
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The, when I made some collision changes for some meshes, I was completely unable to do anything

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Couldn't checkout in any way possible

cloud cobalt
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First things first : do you usually compile the code ? Do you have Visual Studio and dependencies installed ?

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Let's fix this step by step

rain venture
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Even worse,I couldn't submit the files anymore

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I can't do anything atm, I am on the phone right now

cloud cobalt
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Okay, come back when you need help

rain venture
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And oh yeah

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I need to reinstall visual studio

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I managed to infect it with neshta malware code

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So if I would open it

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The infected code would spread out to all programs

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This happened a few months ago ๐Ÿ˜“

cloud cobalt
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Well if you have malware on your machine you don't need to open anything for your code to be compromised

rain venture
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Avast won't allow it to happen tho:)

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When I launch the program, avast will immediately stop the spreading and remove the infected exe file

cloud cobalt
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Antivirus software completely and hopelessly sucks, so if you trust that...

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But okay

mighty copper
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chances are it's not just in the program. usually stores else where on the drive as a loading point. about 80-90% of all malware out there already knows how to get about security programs with not much effort. the idea is to not get the file on to your computer. once it's there its fair game... removing the malware and all of it's source files is step one... and then scan all drives for anything remaining. and the repair any damaged files... removing it alone is not always enough. best of luck Maker26.

empty marlin
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Hi all,
Not sure about this problem is related to here or not.
Did anyone know how to add a curve in detail panel?(like screenshot)
I want to add a curve like screenshot under a UPROPERTY
The screenshot is plugin content which is named Niagara
But after seeing this plugin source code, I still have no idea. how to do that

cloud cobalt
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Try UPROPERTY(EditAnywhere, Category) FRuntimeFloatCurve Curve;

honest vale
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hey, any juicy siggraph vids from Epic yet?

empty marlin
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@cloud cobalt got it , thanks

plush yew
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hello

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can someone help pls

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@cloud cobalt The problem happens regardless of if I'm debugging

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It just always gets stuck at 86.

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?

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someone help pls

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how about you actually say your problem

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that you need help with

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ok

honest vale
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๐Ÿ˜„

plush yew
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so when i opened Animation Blueprint

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I cant find anim graph

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i just find the event graph

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here is a screenshor

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i cant find anim graph

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which is supposed to be next to this

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wait

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i think i found solution

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thanks anyways

dawn holly
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Hey everyone, I have an issue I can't wrap my head around. I am almost finished with my project so I wanted to try to package it. however the packaging always fails with the same errors, I am including a log. I've googled this issue and it was usually a blueprint error which was pointed at in the log file, but I can't for the love of me find any hints pointing towards any particular blueprint. Any help is very very appreciated.
The errors are usually : something.dll UnknownFunction
and at the end unknown cook failure

severe ibex
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has anyone used V-Ray for Unreal?

rain venture
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ok, I wanna try again on collaborating with the user using perforce

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I just need to know which options need to be checked to get the right program

left citrus
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Anybody have any idea why including "Render Core" in the build.cs gives an error about missing dependencies?

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ok so it's RenderCore not Render Core

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any way to edit this page?

plush yew
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"We have temporarily disabled editing while we're working on a new Wiki!"

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๐Ÿ’ค

left citrus
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reading is for nerds

plush yew
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The ๐Ÿ’ค is aimed at Epic

left citrus
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I was just embarrassed that I managed to miss actually the first thing on the whole page, with a big orange box around it ๐Ÿ˜…

wary wave
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it's only been 18 months

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that's like an hour in Epic Time

cloud cobalt
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There's a Wiki ? unreal

serene birch
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hey the wiki is huge, it takes THAT long to use a script to reimport the database on another wiki software ๐Ÿ˜›

wary wave
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nah, it's being typed out manually by an intern

serene birch
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Wikipedia english is "only" 51 GB uncompressed it seems

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well yeah, that's his name : Script

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how does UE4 apply light attenuation when getting close to the max light radius?

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wondering which formula UE4 uses mostly

wary wave
marsh swallow
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you know i just had a 9 hour flight from Hawaii, i am highly convinced Amber never sleeps. ๐Ÿ˜‚

serene birch
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nah the thing is

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that's the "realistic" part of light attenuation

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but lights are all infinite in radius

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3D engines have a max radius and to avoid the sharp cutoff at that point they must be doing some extra attenuation for that ๐Ÿ˜›

marsh swallow
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and i have found searching things on the wiki is much easier, trying to use their nav on the left side is awful

serene birch
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I'm looking for that extra part

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ah wait I didn't read the whole page, doing that now ๐Ÿ˜ฎ

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nope, still just a hard cutoff, although in this case he computes the light attenuation radius automatically when in UE4 you manually enter that value and so you can make a super bright light with a small radius ๐Ÿ˜›

rain venture
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its so stupid using perforce gee....

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I tried testing out if I can delete a newly created workspace in a remote server

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and it just won't let me do it

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this is what it says

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To delete the client, revert any opened files and delete any pending changes first. An administrator may specify -f to force the delete of another user's client.

cloud cobalt
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This isn't stupidity, it's safety

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From its perspective, you have unsaved work here

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So deleting the client would loose work, which is usually not wanted

rain venture
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but this one is a completely empty workspace

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I wanted to test out

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and for no reason

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I can't do absolutely anything

cloud cobalt
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So revert your changes and then delete

rain venture
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not even revert helps

cloud cobalt
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So you have no pending changes ?

rain venture
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I'm locked

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I even deleted my pending changes

cloud cobalt
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You haven't checked out any file ?

rain venture
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I did right now

cloud cobalt
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I haven't used it in a decade myself

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In any case, you'll need to spend time learning how this stuff is supposed to work, I've never known anyone immediately understand source control

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Stay safe with your changes and take your time

rain venture
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I'm all out of knowledge with this thing

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I know nothing about it

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and I can't find tutorials that actually help the beginners

cloud cobalt
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Yeah, it's not very beginner friendly

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Git has better tutorials I guess, but it's also much more complex, and not exactly better for game art stuff

regal hollow
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Quick question guys, If i want to make a terrain master material, is there a way i can 'float' materials? so instead of draging all the textures in I can create a library of terrains etc, and just string or float the materials i want to use into that master material?

tepid knot
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According to me,no @regal hollow

regal hollow
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Damn :\

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thanks mate

tepid knot
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Ok

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Welcome

wary wave
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@regal hollow - use a material function for each 'material' layer

dawn gull
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does anybody here have experience using this plugin?

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Because i need to know how to use it but the example project is not loading

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and as far as i know there are no tutorials on how to use it, just videos showing what it does

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Please tag me if possible,

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and thanks in advance

tepid knot
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@dawn gull there must be a option inside an actor or pawn for this custom gravity plugin

dawn gull
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ok ill look

tepid knot
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There should be one

dawn gull
tepid knot
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Maybe

dawn gull
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all of the options inside physics

tepid knot
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What's in the mode drop down

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Maybe something new there

dawn gull
tepid knot
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Or check your project settings

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Or do those plugin guys have any discord?,lemme check out for ya

dawn gull
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k

tepid knot
dawn gull
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ok

tepid knot
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Maybe this ones better

dawn gull
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do i file an issue?

tepid knot
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It's the same one

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Yes you should file one issue

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And check out there forum thread

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There's a link there

dawn gull
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ok awesome

tepid knot
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Maybe they help ya oit

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*out

dawn gull
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hey where are gravity maps located and how do i apply them

tepid knot
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You can get a answer for this on the forum thread better๐Ÿ‘

dawn gull
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ok

worthy inlet
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hey, y'all! Got a weird little issue. I've checked around for a solution, but there's nothing that really fits the problem. Likely something small that someone came across before, though. Basically, when attempting to run a standalone version of the game (by either right-clicking on the project file, hitting 'launch game' or running it from cmd), the game can't find my custom game instance, resulting in a dead black screen. Works completely fine in a packaged build and in PIE.

tepid knot
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Then you could see how it was resolved before @worthy inlet

worthy inlet
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Oh yeah for sure. I scoured the forums and whatnot for some answers, but didn't come across anything yet. I'll make a post there, too, but I thought I would drop a message here in case someone had a quick fix.

dawn gull
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how do i change the collision from simple to complex on a model? i can only change the view of the frames, not set the actual thing

thick cedar
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Go down the sidebar to the Collision section and change Collision Complexity from Project Default to "Use complex as simple."

dawn gull
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thanks

opaque plover
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When I create a material from a texture, the texture looks too lit.
Any idea what could cause this effect ?

wary wave
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that looks exactly like I would expect it to

spark sonnet
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Are you making minecraft? ๐Ÿ˜ƒ

opaque plover
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Sorry, the true texture is much less white. It is not shown on the screenshot I posted. This shows it in left corner:

cloud cobalt
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@opaque plover Looks fine - you need to tweak roughness, and of course you'll need to change lighting

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And use Color

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Not Linear Color

opaque plover
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@spark sonnet No, this is just for training x)

spark sonnet
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Ok : )

cloud cobalt
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Linear Color is for technically color stuff, that isn't stored in SRGB - basically non-display stuff

opaque plover
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@cloud cobalt I don't understand what you mean by "technically color stuff".

cloud cobalt
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I mean Linear Color shouldn't be used for colors you need to display

serene birch
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well a texture where you put AO, roughness and metalness

cloud cobalt
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^ that would actually be Masks

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Linear Color would still bleed between different channels

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I've honestly never used Linear Color ever before

worthy inlet
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Fixed my issue by doing the ol' deleting binaries and regenerating files trick. Classic. Sorry for the trouble!

serene birch
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well I use it for AO, metalness and roughness maps ๐Ÿ˜›

cloud cobalt
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For separate maps or packed ?

serene birch
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if they are packed together which Substance Painter does in it's UE4 default export settings

opaque plover
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I am not feeding any color but the color of the texture itself.

serene birch
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gltf also packs those three together by "norm" or something

cloud cobalt
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For packed maps, you need to use Masks

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@opaque plover Use "Color" in your sampler, not "Linear Color"

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That's your problem

copper flicker
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I have problems saving from GameMode.. in fact I'm saving, I'm finding the slot name, but if I ask the save game object for validity, it's always invalid, and it errors

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so the second image is inside Create Save Game

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I do the exact same thing inside Player

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and it works

opaque plover
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@cloud cobalt The editor complains that the material requires LinearColor.

cloud cobalt
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Open your texture and show us the settings

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Should be "default" compression, SRGB on.

opaque plover
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Only change I made was changing the filter to nearest.

cloud cobalt
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And ticking SRGB off

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While it should be on

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You can click the yellow arrow to revert to default

serene birch
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compressed a 4k texture as mask instead of Default

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I get a > 50MB file vs 3 MB ๐Ÿ˜„

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yeah I think I'll keep the bleed in the AO/R/M texture ๐Ÿ˜›

cloud cobalt
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Well yeah

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๐Ÿคท

serene birch
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from experience it doesn't seem major

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I haven't really noticed such issues I mean

cloud cobalt
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If you're fine with random noise in textures, then yeah

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I'm just saying I wouldn't do that

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There's a reason the compression is better - it process the RGB components together, saying "R=1 B=0.1 is basically like R=1 B=0"

green phoenix
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Helly everybody, I have a question about the size of decals in UE, I'm trying to create a decal like this, but when I place it on the world its too big and I don't know how to set a lower default size for the decal, can you help me with this?

serene birch
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well you need to like divide your texture resolution by 4 to keep the same GPU memory footprint

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this also has effects on the quality

stable crest
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Does anyone know how to build and debug the UnrealAutomationTool/UnrealBuildTool?

serene birch
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I'll keep my eyes opened for potential artifacts though ๐Ÿ˜ฎ

opaque plover
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@cloud cobalt Damn it, why did I not see that ?
Also, why did removing&reimporting the texture not reset the setting ?

serene birch
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UE4 tries to autodetect what is a texture meant to be used for

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so maybe it does see that small "8bit" texture as something technical in it's heuristics

cloud cobalt
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@opaque plover reimporting shouldn't change settings, and it won't, generally, for any content

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Reimport just changes the data

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You can go in the folder where you have the texture, click "import" again with the same file - that will overwrite the file

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(you'll be prompted about it)

opaque plover
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@cloud cobalt This is very good to know. Thank you. As you can guess I am a very fresh newbie.
By the way if LinearColor should not be used for anything truly displayed, why is it the default setting for Texture samplers ?
EDIT: Wait it's not

cloud cobalt
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It's not ๐Ÿ˜ƒ

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It is if the texture has SRGB off

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"Linear" and "SRGB" are basically opposite notions

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Linear means there is no SRGB

serene birch
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two sides of a coin ๐Ÿ˜›

copper flicker
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ok, let me try again... is there any difference between these 2?

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I am saving to a slot, the slot exists... but Save Game Object appears as invalid

cloud cobalt
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@opaque plover Since color output for display expects SRGB, it treats your non-SRGB data as SRGB, which usually makes all color brighter and less saturated

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@copper flicker How did you create SaveGameObj ?

copper flicker
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look above, I posted 2 pics

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with Create Save Game Obj

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and Save Game to Slot

cloud cobalt
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Do you create the object immediately before calling IsValid ?

copper flicker
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yes

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inside Game Mode

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works perfectly fine inside the Player

cloud cobalt
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So on begin play, you create the same game object and call IsValid on it immediately - same event - and it is not valid

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Right ?

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should never work

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It's begin play so the variable was not assigned yet

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it will never be valid

copper flicker
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the second time around it should be valid...

cloud cobalt
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Well no

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It's a variable, it's destroyed between runs

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It's never going to be valid

copper flicker
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I don't get this... I thought it's a SAVE GAME.. meaning once it exists, it cannot be erased, unless I erase it

opaque plover
cloud cobalt
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You can save game to a file, but variables will be destroyed

copper flicker
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I followed a tutorial tho.. the guy was checking the save game with a Vlid

cloud cobalt
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You need to create a new save object, load the slot to it, and read it

copper flicker
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Is Valid

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so that was nonsense?

cloud cobalt
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Either nonsense, or you misunderstood

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In any case, your graph can't work

honest vale
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large portion of UE 4 tutorials are nonsense so that's a possibility ๐Ÿ˜„

copper flicker
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ok, thanks

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yeah, i followed what the guy did step by step, he did exactly that

cloud cobalt
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@opaque plover Materials have a very particular output language that isn't suited to conditional stuff, though it would be possible to have it

copper flicker
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so I can use... Does Save Game Exist safely?

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instead of Is Valid

cloud cobalt
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You can use that, and then create a new save game object, read the slot to it, and load your data from that object

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@copper flicker

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This is what you need to load data from save

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Create save object, load from slot, use data

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The official doc is always better than random tutorials

honest vale
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what state is persisted into a save game?

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whole world?

cloud cobalt
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All the data that you wrote into it manually

sudden agate
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you cannot save references

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you need to manually write persistent data

honest vale
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right

cloud cobalt
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Basically you create a new object with variables on it

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You fill the variables, write it on save

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Then you can get a copy of that object back by loading the save

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It's just a list of variables with read&write

honest vale
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is there some function or other interface that you can implement for actors and it works automatically?

cloud cobalt
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Nope

wary wave
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need to write function to save and restore pertinent data on a per-actor basis

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it's not hard, but it does help to plan this stuff

cloud cobalt
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Usually you have like 10 variables for your entire game tbh

wary wave
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eh, depends on the game, a lot

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some games will have literally millions of variables, most will have a couple of hundred

cloud cobalt
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I'm aware, our game saves were like 50MB uncompressed with hundreds of thousand objects

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Sim games.

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Still, your average shooter doesn't have quite a lot

wary wave
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I had to manually edit a Divinity 2 save file to fix a game-stopping bug once

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that was a delight

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2 million line xml file ๐Ÿ˜„

rotund scroll
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why wouldn't you just serialize at that point

wary wave
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it is serialised, but you can decompress and recompress the files

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either way I was fortunte that I had a pretty decent idea of what had gone wrong so it only took a couple of hours to find and fix the problem

rotund scroll
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apologies, I meant serialize into a binary format. I get the use of xml as an intermediate format, but if your xml file reaches that many lines it doesn't seem like a great option

cloud cobalt
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Serializing all objects directly is still going to make the save even more massive than it already is

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We used JSON with similar scale

wary wave
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that's what I mean, it is serialised into a binary format

cloud cobalt
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With compression on top

wary wave
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but they have tools to convert to XML and back again

rotund scroll
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ah I see

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good on them to think about workarounds I guess?

cloud cobalt
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The "compressed structured text file" approach means you get an easily editable, easily debuggable format that's quite small and very resilient to changes in format

manic pawn
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binary save files are fun when you get a mysteriously broken one and have no clue what's wrong with it

wary wave
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yeah, absolutely essential for a game like OS2

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but yeah, I was quite pleased with fixing this

cloud cobalt
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Adding new data fields to a JSON/XML file is usually completely harmless to previous implementations, which is not as easy to get with a binary file

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UE4 save files definitely are not as good on this

green phoenix
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Hey guys, sorry to repeat myself, I have a question about the size of decals in UE, I'm trying to create a decal like this, but when I place it on the world its too big, and I don't know how to set a lower default size for the decal, can you help me with this?

cloud cobalt
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resize it ?

green phoenix
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I need to give it a default size since we place the decals with a blueprint, randomly

manic pawn
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unreals binary serialization should handle adding and removing fields fine though

green phoenix
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I know I can resize it by hand but I need a way to set a size, in the instace, for example

cloud cobalt
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Make it a Blueprint ?

rotund scroll
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not sure about the available bp nodes for decals, but it sounds like there would be a node that would allow you resize each instance as it is placed?

copper flicker
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@cloud cobalt That doesn't work tho.. I don't understand why am I creating that Save Game Object in a Load

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checking for the existence of the slot tho, that works

cloud cobalt
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@copper flicker Okay, so the problem is that you don't understand how saving in UE4 works

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Let me explain

copper flicker
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yeah, I've never saved anything... in any of my projects before

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๐Ÿ˜„

green phoenix
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damn I have no idea, I was specting something easy as a parameter in the instace hahaha

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thank you anyway ๐Ÿ˜ƒ

copper flicker
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but I've implemented whatu sugggested, and it broke the game

cloud cobalt
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Saving, and loading save data in UE4, works by using a save game object

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The save game object is created at every single save operation

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When you are saving, you put your data into it and then write it to a slot

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When you are loading, you read data from a slot into the save game object, and then read your data out of it

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You need to create a new object in both cases

copper flicker
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ok, but if I create an SGO and THEN Load, nothing loads..

cloud cobalt
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What's your full saving graph, and your full loading graph ?

copper flicker
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well, I erased the changes, one sec

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I think the errors were created by this check

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if I remove the is valid.. all seems good

cloud cobalt
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If you're going to use IsValid, do it on the output of CreateSaveGameObject before setting it

opaque plover
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I have a weird situation:
Basically I want to feed a different texture to my material depending on the vertex. My material is to be applied on a procedural mesh.
I can do that by putting some value on the alpha channel of the color , then in the Mat BP I can access Vertex Color and just do an if on the input value.
So far so good. It works.
But assigning a Color to a vertex in a procedural mesh seems to be deprecated (see http://api.unrealengine.com/INT/API/Plugins/ProceduralMeshComponent/UProceduralMeshComponent/CreateMeshSection/1/index.html ) and now only LinearColor is supported.
I can't get LinearColor in Mat BP, so I have no way to know which texture a vertex should have.
Is there another way I can just attach some data to a vertex and get it in the material ?

Create/replace a section for this procedural mesh component.

copper flicker
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@cloud cobalt oh I know now.. why the guy was creating Is Valids. To speed up computation.. and bypass creating save game objects if they already exist

cloud cobalt
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More like "avoid crashing the game" tbh

copper flicker
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nope. look

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so in this case, if the thing is not valid, we are creating it anyway

upper heart
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Does anyone know how an animation graph can get stuck in a state? The only transition out of that state is returning true properly. I thought it was blueprint corruption but I rebuilt the blueprint from scratch and it is still happening. This is really baffling me ๐Ÿ˜ฆ

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The transition out of it is returning true

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But it's not taking it ๐Ÿ˜ฑ

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And the "Active" time shown on the first screenshot in that state isn't incrementing. It stays around .02 seconds

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I'm calculating the result of that transition in c++

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And I can see that the breakpoint is continuously being hit and setting the value to true

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        const FName MachineName2 = FName("Full Locomotion");
        FAnimNode_StateMachine* const StateMachine2 = GetStateMachineInstanceFromName(MachineName2);
        const FName GroundedStateName = FName("Grounded");
        const FName LandStateName = FName("Land");
        if (StateMachine2) {
            const FName CurrentStateName = StateMachine2->GetCurrentStateName();
            const int32 CurrentStateIndex = StateMachine2->GetCurrentState();
            const int32 MachineIndex = GetStateMachineIndex(MachineName2);
            if (CurrentStateName == GroundedStateName) {
                bGroundedToFallLoop = Velocity.Z < 10.f && bIsFalling;
                bGroundedToJump = Velocity.Z > 10.f && bIsFalling;
            } else if (CurrentStateName == LandStateName) {
                const float TimeRemaining = GetRelevantAnimTimeRemaining(MachineIndex, CurrentStateIndex);
                bLandToGrounded = (TimeRemaining == 0.f) || bIsFalling;
            }
        }
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bLandToGrounded is the variable

dim plover
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(TimeRemaining == 0.f) Maybe this is bad?

glossy oriole
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Hi,For a chess game, is only blueprint enough? System vs player or player vs player๐Ÿค”

plush yew
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I have a question. This guy made this low poly game, and at the beginning he was stuffing his face and you could see him gulp. Was that animation or blueprints?

upper heart
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@dim plover I can change that line to bLandedToGrounded = true; and it still has the same behavior. I have also printed out the current state name each tick and it is always returning "Land" when I'm stuck in this state. So I've confirmed that it isn't actually hopping between states quickly. It's so weird that the "Active" timer in the editor keeps resetting.

wicked tiger
left citrus
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When updating texture regions.. the first 2 pixels are consistently garbage

upper heart
left citrus
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I'm completely stumpted

left citrus
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is the update texture regions function just broken.. I'm losing my mind

serene birch
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I see that nature picture and I really want to try that pack

manic pawn
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is there some way I can get the "reference viewer" to actually show the name of the property referencing it?

fringe pivot
#

This has me totally lost, I'm trying to programmatically delete all the spawned foliage.
I iterate over all the instances and what happens is that only half of them are processed, for every deleted mesh there is another that is not.
When it's done half of the map is totally clear and the other half keeps untouched.
Does this ring any bell to your guys? Any particular reason this could be happening?

lofty edge
#

That feel when I'm 95% done downloading an update to the engine and "We are currently experiencing connection issues and are retrying."

honest vale
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@fringe pivot how are you iterating the instances?

fringe pivot
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     for (int32 i = 0; i < components.Num(); i++)
     {
         int32 k = components[i]->GetInstanceCount();
 
         for (int32 j = 0; j < k; j++)
         {    
             if(components[i]->RemoveInstance(j))
                 UE_LOG(LogTemp, Warning, TEXT("deleted %d of %d"), j+1, k);
         }
     }
#

components array contains existing AInstancedFoliageActor instances.

#

In the map I have right now there is a foliage with 3264 instances.
The last logged line is deleted 1632 of 3264

#

As you can see it's exactly the 50%

#

@honest vale

#

what makes it really weird for me is that it process one side of the map and ignores the other one.

#

as if foliage is mirrored or something

honest vale
#

I guess for some reason the instance index isn't valid

fringe pivot
#

UInstancedStaticMeshComponent::RemoveInstance

#

Remove the instance specified. Returns True on success. Note that this will leave the array in order, but may shrink it.

#

maybe you are right

#

not really sure how to interpret that, will do some test

honest vale
#

ah right

#

it shrinks the array on remove

#

that's the problem

fringe pivot
#

yep removing always the first index does it

#

thanks!

honest vale
#

isn't there anything to remove all instances?

fringe pivot
#

how so?

honest vale
#

seems that there isn't based on source

fringe pivot
#

sorry I don't follow

serene birch
#

I have selected a foliage mesh in the foliage editor

#

how can I know which mesh that specific foliage instance it?

#

short of scanning the whole list of meshes to find the one that looks like it?

keen moss
#

Anyone use distributed lightbuilds with swarm?

boreal topaz
#

@grim ore Does unreal work with scorm packaging and inserting into adobe captivate or a LMS? do you know

grim ore
#

as far as I know it does not, all of the LMS stuff epic does right now is not integrated with the engine

boreal topaz
#

okay thanks

zealous cloak
#

if I needed help getting my project upgraded from 4.19 source to 4.21 would this be the best channel?

grim ore
#

#cpp might be the best because if there are any issues they would be more apt to know how to fix them. In here is fine as well but the basics are upgrade to .20 and see what breaks then to .21 and see what breaks lol

#

and of course it's all in source control right now right?

zealous cloak
#

Thanks

#

well I have my 4.19 in source control

#

but when I opened 4.20 source control was disabled

#

and I don't know what that is about

grim ore
#

weird

zealous cloak
#

Its my first game

dawn gull
#

Hey, has anybody here worked with the Custom Gravity plugin? I am trying to figure out how to use it. If you could tell me that would be a big help. Sorry to interrupt.

zealous cloak
#

trying to get vehicle physics right and finish, had a recommendation for a feature in 4.21

#

๐Ÿ˜ƒ

#

so I did it watching videos, reading guides, and tried 5-6 ways it feels. Hopefully they can help. Thanks MathewW

regal mulch
rotund scroll
#

anyone found a nice tutorial on a kuwahara filter made in ue4 without c++?

grim ore
#

niiiiice @regal mulch

regal mulch
#

They also went ahead and applied it to a few other struct breaks/makes I didn't target, so multi-win

grim ore
#

whoot

fringe pivot
#

@honest vale I figured out what you were saying, yes you can remove the whole set of meshes at once, but it's not my end goal, I'm trying to make sure I can arbitrarily manipulate specific instances.

rotund scroll
#

...anyone?

dawn gull
#

dang bro we both get no answers

rotund scroll
#

never used the custom gravity plugin myself

#

so I don't have answers

dawn gull
#

i did, it does not explain how to actually use it though

#

it shows it off

plush yew
dawn gull
#

ai

#

i cant really do that

plush yew
#

@dawn gull do you know how to use email?

dawn gull
#

Yeah, but I can't for reasons

cedar snow
#

what reasons?

dawn gull
#

lol i am not old enough to get one yet

#

legally

#

i have an icloud, but that is for emergencies and stuff

rotund scroll
#

imagine that

plush yew
#

Discord and GMail have the same age requirements.

dawn gull
#

Ik

#

still i can't do icloud bc real name and stuff

#

any other ways? like have any of you used it?

#

note: i did make a github

rotund scroll
#

set up another email and use that to talk to him?

#

I mean

dawn gull
#

nah

#

i think github should work

#

just wait a couple days

plush yew
#

Github will work.

dawn gull
#

alrighty

rotund scroll
#

I was gonna say they start young these days

dawn gull
#

yup

#

middle school

rotund scroll
#

but then I remembered I got into game dev pretty early as well

dawn gull
#

started before middle

plush yew
#

Email is probably a much faster way to contact this person.

dawn gull
#

:I i wish i could, but i can't

#

lol would temp mail work

plush yew
#

No.

dawn gull
#

dang

rotund scroll
#

how is temp mail different from setting up another email

dawn gull
#

ik thats why i was confused

plush yew
#

temp mail doesn't require any information.

rotund scroll
#

oh you mean like a 10 min mail

dawn gull
#

no

#

this will last for weeks

rotund scroll
#

I see

#

same concept though

plush yew
#

That's the same thing as setting up an email address

#

It just redirects everything.

rotund scroll
#

but it's anonymous

#

I guess

plush yew
#

also it exposes your email to temp-mail

dawn gull
#

yeah @rotund scroll thats exactly why i would be able to do that

#

i dont sign up

#

its free

#

eh, i can wait i'll just stick with github

rotund scroll
#

I mean what I meant with setting up another email was that you could use a fake name and still come off as legit

dawn gull
#

still, nah

rotund scroll
#

but whatever, perhaps a bit too early to start your social engineering career

#

now to find someone who knows about kuwahara

dawn gull
#

๐Ÿค”

#

what the heck is kuwahara

rotund scroll
#

it's a filtering technique for image rendering

dawn gull
#

oh

#

ok

rotund scroll
#

that I'm trying to engineer into a material function

#

even though it's clearly not meant for this in the node based material editor

grim ore
#

well if it's math you can do it in a blueprint and feed that data into a material, or you can use a HLSL node in the Material to do heavy math, or uh lots of nodes!

#

but asking for heavy maths directly in BP for stuff like this might be bad and implementing it in C++ and exposing it to BP is recommended

#

this has a shader and some HLSL code that might be a start

rotund scroll
#

that's amazing, thanks

#

what's the HLSL node called?

#

I know the code by heart now, I'm just having issues translating it into node based format without a million vector nodes

#

well, a million node threads

rotund scroll
#

some 24 nodes

grim ore
#

and yes im sure this would look amazing in pure nodes lol

#

sooooo many nodes when doing math

rotund scroll
#

that node is gold

#

much obliged!

grim ore
#

hey no problem I hope it works ๐Ÿ˜ƒ

brave lark
#

Howdy

dire coral
#

hey

#

same name here as everywhere ๐Ÿ˜ƒ

brave lark
#

Usually same, but Life Art Studios is my company so I made a channel for it

dire coral
#

gotcha

#

I'm currently on a ton of servers and channels ๐Ÿ˜ƒ

brave lark
#

same, like 40

dire coral
#

wassup?

brave lark
#

at my brand spanking new full time game dev job

#

and when I go home I'll be working on my own game dev stuff haha

#

24/7 game dev

dire coral
#

ouch

#

did that for a good few years.. hard going

brave lark
#

it's better than the factory night shift I just left

#

I aint mad

dire coral
#

oh yeah.. better than doing bloody business software too

brave lark
#

but I am short on time which is why looking for a decent IK to merge with the VR expansion plugin for my game End of Days

#

and also for my spider-man VR fun project

dire coral
#

Well, my mates a Cooperative Innovations are doing an IK plugin system designed for VR stuff, they're also good guys.. but I dunno their business model for it licensing wise

#

They got some seed funds and whatnot.. very good guys. So if you can work out a deal I do recommend them

brave lark
#

whys all the IK stuff about licensing

dire coral
#

Because a lot of VR devs were licensing their IK stuff

brave lark
#

so a trend in the market?

dire coral
#

not really sure.. I don't really have a need myself, so I guess its just something they're being asked for a lot

#

I suspect they're doing a lot of work with companies that don't know VR, so they license some tech to do it more easily

#

Best bet is to drop them a mail

#

They wont bite ๐Ÿ˜ƒ

brave lark
#

I greatly appreciate the clue to my hunt

dire coral
#

The other options are BIK, or IKinema. I'm guessing there are others

brave lark
#

both too much and cause tons of issues, I know devs using them

dire coral
#

yeah, I've worked with a team using them or trying them out.. ended up badly mostly ๐Ÿ˜ƒ

brave lark
#

best thing I've found so far was something basic from the market, but it doesn't use quats for starters so lots of bad deform. it doesn't handle room scale movement very well either so eh

#

I need to make a decent anim blueprint for it and add quats or a solver I guess and it'd be good

dire coral
#

I get ill really quickly in VR these days.. so I haven't really followed the tech

brave lark
#

the index is so worth it for that

dire coral
#

so what exactly IS the index?

#

is it the new high end Valve VR headset?

brave lark
#

it was like being in vr for the first time again, even in 90hz ( same as original vive ) somehow it was smoother and the res and fov were great

#

yes

dire coral
#

I'll wait until we get some in for work

#

and give it a go

#

unlikely it'll help though

brave lark
#

I've been in the test group for over a year for the knucks, but finally bought the HMD because wasn't going into VR much due to my eyes hurting and stuff

dire coral
#

to be honest, I'm more interested in just tracking rather than VR itself

brave lark
#

same, the new trackers are supposedly better

dire coral
#

yeah, by the tech specs, they're way better

brave lark
#

the camera passthrough is cool as hell as well

dire coral
#

and much bigger capture volume too

#

sad part is that we're losing our VR lab for a year as a new dept is stealing our lab for a year or so

#

unless they do as they say and give us another room, but I'm not holding my breath

brave lark
#

eh, what would yall be doing with it anyway

dire coral
#

VR research mostly ๐Ÿ˜ƒ

#

well, not myself, most of my research is ML stuff

#

but most of our research students work in VR

brave lark
#

ooh, I want to buy a jetson nano for the house so I can set up a ghetto jarvis

dire coral
#

haha.. lots of stuff like that these days IOT and cloud ML stuff

#

I'm more of a computer vision + machine learning + AI guy ๐Ÿ˜ƒ

brave lark
#

would be if I wasn't a well rounded nerd ha

opaque plover
#

With a material with multiple texture sampler, how can I specify where on the mesh which sampler should be applied ?
Without vertex colors (it's a procedural mesh).

plush yew
#

ue4.23 preview 4

#

this is bug?

#

Doesn't look like a bug

#

nvm, changed project name, made it shorter and bug dissapear

grave thorn
#

finally at the right channel

#

Im in need of some help

#

(I'm in need of some help. Lighting related the lights are on but they only show up when i press actor hidden in game)

dire coral
#

is there an actor that is causing them to be moved and when its hidden it doesnt?

grave thorn
#

I have this lamppost inside the iv attached the spotlight

dire coral
#

what about glass? maybe its blocking the light?

grave thorn
#

ill bring up some images

plush yew
#

i don't know how you can mess this up

grave thorn
#

idk either is so bad

#

just let me explain

plush yew
#

๐Ÿ˜

#

Hello guys!

#

Im pretty new

#

But im trying to make a ski game

dire coral
#

pretty new? so maybe 1, 2 years old? ๐Ÿ˜ƒ

plush yew
#

Is there any good templates tutorials etc_

#

_

#

?

dire coral
#

just being silly, ignore me

stray smelt
#

Is it possible to make particle vfx work with blendables? so that a line-particle is visible through all terrain or models?

dim merlin
#

hi, just to know, whats the max of ai used in unreal, in general?

#

i know there are many things to optimize along

#

e.g. would it be possible to have 500 ai walking around and use navmesh?

abstract relic
#

Impossible to answer

plush yew
#

Hello

abstract relic
#

depend on your system and how clean the framework is

plush yew
#

Is there any good templates / tutorials for ski games?

dim merlin
#

it should depend on the character movement code like out of the box in unreal @abstract relic

#

its important to know if i should use the basic character movement code and navigation or rather implement my own pathfinding for ai @abstract relic

#

its not 'Impossible to answer' if there are some things done well @abstract relic

keen moss
#

anyone do distributed swarm light build?

proper crane
#

I've been looking for a good tutorial on Animation Blueprints for a few weeks, and have had 0 luck

#

The UE4 channel stream doesn't even really explain anything, just shows them optimizing one rather than showing how to make one

grim ore
#

did you follow the docs for creating an anim bp ?

proper crane
#

The docs give me links that just redirect me to the front page of the docs

dim plover
#

I'm having trouble importing (very simple) animations to UE. All the transforms seem to still be mapped to the Maya coords. i.e. Maya-Y will be interpreted as UE-Y.
And upon import, the mesh will be rotated along the X.
I export with Z up and import with Front X and tried other settings with no success.

proper crane
#

Just hold in mind that last time someone had me use the docs, the docs held literally nothing for the topic

#

just gave a page of links, every single link bringing me to the page I was already on

grim ore
junior solstice
dire coral
#

Razz: few things to test.. Is the lighting blocked by some geometry? Is the light set as moveable? static? What does it look like params wise during play in editor?

#

Mich: there's a limit of 50 set in the settings for crowd I believe. Although you can easily up it. Doing 500 characters would require a fair bit of work if you wanted them to animate etc.

dim plover
#

That is quite interesting.

manic pawn
#

what genius decided to call them Unreal Authorized Trainers so now it has the same abbreviation as Unreal Automation Tool

high sparrow
#

Hi everyone๏ผŒ I am trying to make two character move in the opposite direction of each other or in another word, the reflection of each other. For example, the first player move left then the other player would move right. However, I am not sure how to do that. I hope someone can help me with it, do i put the second character as AI controlled?

rotund scroll
#

also shortens very nicely to UnAuthorizedTrainers ayyy

warped tangle
#

rryisthebest, could take the movement input values, and pass them to the second character. Wouldn't need AI for that if you just want exact reverse of the Player 1 input

high sparrow
#

Thank you for the response, I just want the exact reverse of my first player

dim plover
#

A physical center is a strange choice, imo. Wouldn't this sort of thing benefit from the Internet?

high sparrow
#

So can I do that through blueprint?

warped tangle
#

Yeah absolutely, I'm no whiz but it should actually be extremely simple. You could use the 3rd person template stuff, and just pass the reversed movement values to the second character

plush yew
#

"do it by doing it"

autumn elbow
#

is there a way to get the rotation difference between 2 actors?

warped tangle
#

findlookatrotation I think would work

autumn elbow
#

kk..lemme try

#

thanks

rotund scroll
#

I think find look at rotation is from the forward vector

#

so you can use math to define the point where you want the rotation to be defined from

#

obviously if it is the forward vector you need to do nothing ๐Ÿ˜„

high sparrow
#

Kharvey, I am new to the engine so, one of the character is controlled by human and the other one is not controlled by human, so would I still be able to use that method.

warped tangle
#

yes you basically need to pass the data from the controlled pawn to the mirroring pawn

#

I'm setting up a BP right now

light thunder
#

how does that happen exactly?

#

I get that packaging will add some of the framework

#

but how can I reduce that bulk? did some things from my content folder (or engine content) get put in there?

manic pawn
#

make sure you manually specify maps to package in project settings > packaging

warped tangle
#

rryisthebest, message me if you can't figure it out

high sparrow
#

ok, thank u

light thunder
dim plover
#

I don't think your images are going through.

light thunder
#

me?

dim plover
#

Yeah. At least, for me.

light thunder
#

I didn't check "cook only maps"

#

no chance in file size, I guess because I only had one blank map there?

autumn elbow
#

is the fwdvector always pointing down x?

rotund scroll
#

the forward vector is where your actor/character whatever is pointing towards

#

if it was always pointing down x you could just replace it with a (1, 0, 0) vector

autumn elbow
#

for default rotation

#

i'm having so much trouble snapping my objects together lol

rotund scroll
#

what are you trying to do?

autumn elbow
#

i have 2 cubes.. and I am trying to snap them together

#

but.. there are opposing axis

warped tangle
#

pics?

autumn elbow
#

Red X... Blue Z .. Green Y

#

I get the target snappoint

#

@warped tangle @rotund scroll when i snap, as you can see in the vid... it snaps the pivot of the held object to the snappoint

rotund scroll
#

the pivot of your box is in the middle

autumn elbow
#

yea

#

now I need to offset the held object so the faces touch

rotund scroll
#

otherwise it looks like what you intended to do?

#

yeah so if it's in a blueprint just offset from the root component of the blueprint

#

that way you can move the box to where ever you want the pivot of it to be

#

if you want to change that in real time you can also do that by math

#

given that you probably want to snap to corners and sides

#

but I don't think you can get around it without changing the pivot

autumn elbow
#

thats the issue.. the relative positions are different for each box

rotund scroll
#

aren't they just instances of the same blueprint? and if not, then why not?

autumn elbow
#

they are

#

but i rotate them in the scene.

#

When a VR player picks up the block..it could be picked up at any orientation

rotund scroll
#

well you still know the forward vector

#

so you can just use that to offset the box in a particular direction

#

regardless of box orientation

autumn elbow
#

trying to figure out how to do that

#

lol

rotund scroll
#

you can set the transform or location of the box to a new pivot by pushing the box in the opposite direction of where you want the pivot to be

#

if the default pivot is always central, moving it half of the box size will leave it on one face

#

then you can move a half box size distance to get to an edge, and once more to get to a vertex

autumn elbow
#

i have different objects that will snap together

rotund scroll
#

if they are non uniform you are going to be needing a mathematician

autumn elbow
#

soo... i have to rotate the vecotrs of held cube to match the other

rotund scroll
#

not sure that can be done without quaternions

#

in which case you'll have to dive into code

plush yew
#

i dont know if anyone's posted this yet but articy:draft 2 is currently deeply discounted on fanatical: https://www.fanatical.com/en/game/articy-draft-2-se

i personally havent used it, but it's a very big discount on what's normally a very expensive dev tool. and tbh i bought it but probably wont move away from using visio and ms project. ๐Ÿ˜›

Branch out your story with the official Steam Key for articy:draft 2 SE, making writing easy yet complex.

autumn elbow
#

i think just talking about it gave me some ideas

#

๐Ÿ˜„

rotund scroll
#

sure

autumn elbow
#

Thx

rotund scroll
#

no worries, I guess...?

autumn elbow
#

i'll be back when it doesnt work

autumn elbow
gleaming lotus
#

How do I get the shadows on my trees to not be so ugly? I've tried a few different things and nothing is working.

#

This is after building lighting at production level

rotund scroll
#

good stuff @autumn elbow glad you got inspired

light thunder
#

@gleaming lotus What have you tried exactly?

plush yew
#

well that was fun

#

UBT could not produce my project dll and i spent 2 hours troubleshooting before finally deleting the VS folders (intermediate, saved, binaries) and recompiling

dim plover
#

What causes the intermediates (or binaries) to get corrupted?

plush yew
#

I have no idea, honestly

rotund scroll
#

probably memory addressed being overwritten

plush yew
#

I was writing a basic AI enemy to test out and after a few compiles (Hot reload, could be related?) it broke entirely

rotund scroll
#

while it is saving or some shit

dim plover
#

Yeah, HotReload will do that.

autumn elbow
#

is there a Rotator - Rotator node?

#

Difference between 2 rotators

plush yew
#

is there a help channel?

#

im trying to get this fbx exported mesh to animate in unreal but idk how to apply it in the editor

dawn gull
#

@plush yew this pretty much is the help section. Try #animation though. They might know more.

plush yew
#

thanks

#

Could I recreate fortnite using 100% blueprints?

dim plover
#

Probably not.

gaunt iron
#

i mean you could try, but all you would end up with would be a mess that ran at 1 fps

keen moss
#

anyone have experience with swarm distributed lightbuilds?

grim ore
#

The more correct answer would be if you were asking that question then no, you could not recreate fortnite with 100% blueprints.

#

and it's not an engine limitation but more if you are asking the question then you would not have the skillset required to singly recreate that project.

light thunder
#

i would think you could nativize the blueprints for a fair amount of it...

plush yew
#

@grim ore I mean is it possible

#

Not if I can do it

grim ore
#

well you did ask if you could do it

plush yew
#

Sorry

grim ore
#

yes it would be possible with the correct team

plush yew
#

@grim ore do you know Virtus?

grim ore
#

your biggest issue would be waiting on epic to expose all of the C++ only stuff to blueprints over time that would make it perform the same

#

I have watched his videos yep

rotund scroll
#

anyone figure out how to add includes to the custom material node?

#

for some reason I can't add project specific includes, only engine version specific ones

gaunt iron
#

@grim ore what c++ only stuff is there, if you don't mind me asking?

grim ore
#

Most of the network replication stuff is C++ for the rep graph, I am sure there is more.

gaunt iron
#

ah ok

grim ore
#

Epic has slowly moved stuff they make in C++ over to the general use part of the engine, BP or the Editor, like exposing more of the animation nodes to the designers and such. Fortnite at this point is a very service oriented game so it's designer heavy so getting as much in front of them in the Engine and not in Code is important.

gaunt iron
#

that does make sense, i would assume they need a quick feature turnaround to update the game every week

autumn elbow
#

@rotund scroll I got it working, but then something happens..no idea what..and it stops working

lime cobalt
#

btw I have constant editor freezes when using 4.22.3 ... It's becoming un-usable

#

not sure if it's coming from blueprint editor utilities or something else

urban kettle
#

setting up a new side project,

what are the folders that you want to add to your perforce depot,

and where can i find that listed for future refference?

lime cobalt
#

I have versioned Config , Source , .vs , Build, Content and DerivedDataCache

autumn elbow
lime cobalt
#

you can also version Saved if you wish, it's all the previously saved files.. I dunno what others are versioning

cunning siren
#

How would you attach a BP item to another BP's skeletal mesh socket?

#

I understand attaching a static mesh, but I've got an item BP that has a static mesh and a particle system attached to it... how do I attach that BP to a socket on my character? D:

ancient lotus
#

BPItem->AttachToComponent(RootComponent, FAttachmentSomethingRules, FName("BoneName")); something like this, i cant remember all the params on the top of my head

cunning siren
#

Something this simple I'd want to do it in BP D:

ancient lotus
#

attachtoactor node? idk with blueprint, its effortless in c++

cunning siren
#

That said, what if I wanted to call it from the character itself.

ancient lotus
#

get a reference to the blueprint item, attach that blueprint item to your skeletal mesh. the bone name should be a parameter you can pass into attachtoactor

stone finch
#

Hello guys anyway to import mesh, set it combined, but still be able to move and rotate parts of this mesh?

#

like in Unity?

ancient lotus
#

like a mesh with multiple parts?

stone finch
#

correct

#

I can screenshot the example

ancient lotus
#

i have a knife will a few parts, ill import it real quick and see

#

do you want it as a skeletal mesh?

stone finch
#

the only way I see in Unreal is to import the mesh, fully seperated and combine them by hand again, or check - combine mesh in options and have a mesh combined where you cant operate with parts. No it is static object

blazing shore
#

Hey all! Hope you don't I ask a quick question.

#

Need some help with a project... I was wondering if any of you might know how to get the oculus to play in standalone mode?

ancient lotus
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like that?

stone finch
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@ancient lotus Ok thx, i will try that, can I parent them in one game object... ah yeah, it is called Actor and Pawn here. Okay, thx Cody I will try this method

ancient lotus
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not sure with how the meshes work in this case

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yes there seems to be

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@stone finch is that what you meant

stone finch
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@ancient lotus Exactly, thx, I did as you say and it worked, then I just grouped them and going to connect with Actor (gameobject) so they will be under one controller

ancient lotus
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nice

cunning siren
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Okay new question. I have a smoke particle emitter attached to a mesh in a BP. I would like for when that BP object moves, the emittled particles (smoke trail, in this case) stays put (ie, the entirety of the particles do not move around with the object it's attached to)

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Anyone know how I can do this/

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never mind, I found it ๐Ÿ˜„

regal mulch
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Am i the only one suffering from UE4 not properly reporting errors in blueprints after changing something? Often only if the asset is actively used when pressing play, this time it just failed silently instead of telling me the XYZ enum value doesn't exist anymore. Cpp wouldn't even compile, why do BPs not care-_-

glacial pecan
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I've duplicted all of the light sources and deleted the originals and still I get this... what gives?

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@regal mulch I also noted that when I changed input action names, the old events remained without updating their names

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I deleted them and re-created them in my blueprint just in case

regal mulch
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Yop and you also get like 0 message about that

spring eagle
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hey guys. i'm suddenly having a problem with this:

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this started happening today. yesterday it worked fine. I'm kinda stumped with what this means...

glacial pecan
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woo, one of my reported bugs was fixed in 4.23 and boo, the other won't be fixed until 4.24... such is life

little warren
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Anyone here built a IOS C++ project before? I need some help

tepid knot
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any way to resolve this

spring eagle
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@tepid knot what's this bot? for discord?

tepid knot
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yeah for looking for talent and work

spring eagle
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shouldn't there be a add bot option in discord that you can use for adding bots to your channel?

tepid knot
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dont know,i found this on github thats why i think its better

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i think there isnt one

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cuz the unrealbot does not have any option

spring eagle
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as far as i know you create a bot with writing code. then you add the bot into your discord server with authenticating it.
I found this: https://www.digitaltrends.com/gaming/how-to-make-a-discord-bot/
maybe it helps you figure out what you are missing to make it work by working trough the steps.

Digital Trends

Discord bots can make life a lot easier for users of the gaming-centric online chat application. However, it's not as simple as clicking a few buttons to get one up and running. Here's what you need to know to get started making your own Discord bots, from coding them to addi...

tepid knot
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the bot is made

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its unrealbot

spring eagle
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sing This Channel
To get started, send a DM to Unrealbot with the word talent (you can also say lft). The bot will ask you a series of questions, automatically format a message based on your answers and post it to this channel.
NOTE: Each question only allows up to 30 seconds for a response. It is recommended that you write the larger portions of your post outside of Discord and paste them in during the questionnaire. The questions are listed below.

The Questions
โ€ข What is the name of your company? For individuals, just enter your name. (Max 128 characters)
โ€ข What role are you hiring for? (Max 128 characters)
โ€ข What type of job is it? (Choose one: Permanent, Contract, Freelance)
โ€ข How will the job be compensated? (Choose one: Paid, Royalty, Unpaid)
โ€ข Where is the job located? (Enter Remote for remote-friendly jobs)
โ€ข What is the job description? (Max 1024 characters)
โ€ข What are the skills required for this job? (Max 1024 characters)
โ€ข Finally, add instructions for applying to this job. (Max 1024 characters)

If you any problems or want to help us improve this feature, please let us know in

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pretty simple use of how to post in #looking-for-talent just message the bot and it'll lead you trough the process

tepid knot
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hey thanks

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oh good

valid root
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Hiya, I'm looking for up to date literature about PBR materials and lighting. Any suggestions?

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if there's focus on UE4, that's even better

honest vale
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I guess siggraph papers about it would be most up to date

valid root
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Nice!

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Thank you

cerulean nova
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Alexander Paschall on last UE4 Livestream alex ๐Ÿ˜„ Nice to see him back i realy like him in the streams ๐Ÿ‘

small creek
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I have problem can anyone help me.......When i press play button the game looks blurred and displays at the left corner as "Texture Streaming pool over 97 MiB budget....

tepid knot
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Is your computer showing some problems in graphics or only in ue4 @small creek

wary raft
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I need some very specific help

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I'm making a VR Air Hockey game. I want the VR hands to not go through the air hockey table. How can I achieve this?

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Please ping me

rotund scroll
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make sure that the hands are on the same collision channel as the table, and then use IK bones @wary raft

wary raft
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idk what that is

rotund scroll
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well then google it

copper flicker
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I need a solution for filtered randomness..

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MW helped with a shuffle bag solution that's too difficult to implement..

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in practice..

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I mean in my game

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I don't know how to explain this tho..

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O o

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I need to control random numbers so I don't get weird patterns like 0101010101010101...

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instead of 01232102321203210123

next badger
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@copper flicker "I don't know how to explain this " then we don't how to answer this

copper flicker
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haha yeah

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you know what a shuffle bag is?

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yo utake numbers out of a bag, when you run out of numbers, you refill the bag

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so that way you never repeat a number until you're done with all numbers

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the problem is implementing this

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O o

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in a function ideally

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and it has to work between game saves

rotund scroll
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use an array to store what you have picked out of a shuffle bag

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done

copper flicker
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can u show me pls

rotund scroll
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if it hits that number again, check for it in the array

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then reroll

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can't

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simple to do though

copper flicker
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I spent a few days going nuts with this bag

rotund scroll
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so I'm sure you're a big enough boy to figure it out

copper flicker
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I just can't figure it out

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yeah, in theory it sounds SUPERSIMPLE

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in practice, I can't do it in Unreal

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O o

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like.. how do you save something in an array

honest vale
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can you do it in javascript? ๐Ÿ˜›

copper flicker
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neah

honest vale
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do you know how to program in general?

copper flicker
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only in a language that I would invent myself

rotund scroll
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just... take it out of the bag and as you have it, put it into the array with the same action

honest vale
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make array, add stuff to it

next badger
rotund scroll
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but tbh you wanna do some quicksort level stuff to reduce the amount of rerolls you'll get once you hit a particular number

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otherwise you got bogosort levels of complexity

copper flicker
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ok, what I don't understand about arrays.. is they have generic entires, not numbered indexes

honest vale
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what do you mean?

copper flicker
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an array is like 0 1 2 3

rotund scroll
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they have numbered indexes

honest vale
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no it's not

copper flicker
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if I reshuffle it it's still going to be 0 1 2 3

honest vale
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the indexes are integers

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the stuff in them can be anything

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like in any programming language really

rotund scroll
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pretty much

copper flicker
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yes, but I don't need ints, I need to shuffle indexes..

honest vale
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add numbers to it then

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add integers as contents of the array

copper flicker
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I tried to reshuffle an array of something elses

wary wave
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why would you ever "shuffle indices" of an array?

copper flicker
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and then same issue, didn't know how to get indexes out of it

wary wave
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that doesn't make sense

copper flicker
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well, it doesn't make sense for me either...

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basically, if I reshuffle the array... I get the exact same array

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in terms of indexes

wary wave
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jfc

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an array is a list of something

honest vale
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stop thinking about the indexes ๐Ÿ˜„

copper flicker
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yeah.. I need to shuffle that list

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I hold NOTHING in it

rotund scroll
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grabs popcorn

copper flicker
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I only need the list

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hahaha

wary wave
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the indices aren't a thing

next badger
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if you really want to shuffle indices - use map

copper flicker
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I don't know man, my brain is fried after like.. 3 days of failing at this shuffle thing

wary wave
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what are you actually trying to do?

rotund scroll
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reservoir sampling, as it is apparently named

wary wave
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because this whole empty array shuffling indices thing makes literally no sense

copper flicker
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ok, specifically, I need to chose a skill out of 4

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every time the player dies

honest vale
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add all skills to an array

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call shuffle

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pick first

copper flicker
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no, that's a random function

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it will just give me junk

dim plover
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Why not just pick a random index.

wary wave
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aye, just pick a random number?

copper flicker
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I can pick a random skill, sure

honest vale
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so you need to pick it deterministically?

next badger
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random junk

rotund scroll
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lmao

copper flicker
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and the results will look like 0 111 0 00 1 01 2 10 00 1 010101 03000

dim plover
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lol

brave salmon
next badger
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...use reservoir sample algorithm

wary wave
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@brave salmon - can use a struct or something

copper flicker
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I mean skill 0 can happen again and again,or maybe in a pattern like 0101010101010101

plush yew
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are you trying to say that you want to avoid repitition?

brave salmon
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@wary wave structs are not curves

rotund scroll
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a good contender for functionality that should actually be there though @wary wave @brave salmon

wary wave
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you can put a curve IN a struct

brave salmon
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but still there gotta be thousands of curve assets

wary wave
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yes

copper flicker
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@plush yew yes, that, and also avoid skill 3, for example, not being used for ages

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so I want to be in control of this randomness

plush yew
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right

wary wave
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@copper flicker if you want to avoid the same skills coming up, literally all you need to do is put all the skills into an array

copper flicker
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that's why the shuffle bag...

next badger
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@copper flicker use reservoir sampling algorithm

wary wave
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then shuffle the array

copper flicker
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what's that... reservoir sampling?

rotund scroll
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@next badger clearly that's too easy

wary wave
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then just get array[0], then array[1] etc

copper flicker
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shufflling an array is pure randomness

honest vale
next badger
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@copper flicker i gave you the link...please pay attention

wary wave
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I'm so lost, if you don't want it random, why was there ever any talk of shuffling at all?

honest vale
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I dunno either anymore

next badger
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@wary wave he wants no repetition out of shuffle until it depleted

wary wave
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sure, so bung them in an array, then shuffle the array?

rotund scroll
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hence, reservoir sampling

copper flicker
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oh ok, I found it

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๐Ÿ˜„

rotund scroll
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actually what he wants is a priority queue

copper flicker
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sorry, I missed that one

rotund scroll
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but let's not argue semantics

copper flicker
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Reservoir sampling is a family of randomized algorithms for randomly choosing k samples from a list of n items, where n is either a very large or unknown number.

honest vale
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so you want sort of randomized selection but you don't want the same thing selected twice in a row? ๐Ÿค”

copper flicker
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that's .. I don't understand that. or why it would help me with my problem

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๐Ÿ˜„

rotund scroll
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he wants whatever gets picked never to show up again

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the priority queue is probably best solution

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incidentally also a contender for missing functionality in blueprints, sadly

copper flicker
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well, my list is small. 4 items. I want each item to be used.. frequently

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yeap.

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this is important stuff to have...

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filtered randomness

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๐Ÿ˜„

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we need a C++ thing for it

wary wave
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I still don't understand what's wrong with just shuffling an array

rotund scroll
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I mean that's not what a priority queue is but whatevs

copper flicker
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shuffling an array = pure randomness

wary wave
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as opposed to what?

copper flicker
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it's exactly the same as picking a random number

wary wave
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do you want four items in a random order or not?

copper flicker
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I don't want random...

next badger
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no its not...

rotund scroll
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lol how are we still having this conversation

next badger
honest vale
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checks to what did I reply back at 16:43

safe rose
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@copper flicker Have two Int arrays, one that's 1-4, call that DefaultSequence. Another array 1-4, call that CurrentRandom (change these terribad names btw)

Now, SHUFFLE CurrentRandomArray only once.

Now, get 0.
Do whatever.
Remove 0.

Until there's nothing left, repeat.

Once CurrentRandom is empty. Fill it up with DefaultSequence.

Now you've used everything at least once, it'll be shuffled again (different order hopefully)

copper flicker
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@wary wave again. I don't want randomness. I already asked and explained this a few times. I need something like a shuffle bag. controlled randomness.

wary wave
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I'm going to ask my question again - do you, or do you not want a list of four things, in a random order?

copper flicker
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@safe rose thanks, that might be something.. I'll give it a try

safe rose
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No problem

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It should get you what you wanted. At least it'll be a lot closer

copper flicker
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amber, I do want 4 things picked randomly. but once the 4 things are picked, we reshuffle and pick the same 4 things again.

safe rose
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yeah, so just do what I said

wary wave
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right, so all you need is one array

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put the four things in an array, shuffle it

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pick 0, pick 1, pick 2, pick 3

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shuffle it agaiun

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repeat

safe rose
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Right, but then there's a chance that one won't get picked ever

wary wave
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no

safe rose
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Or that one will get picked multiple times

wary wave
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there is no chance

copper flicker
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oh.. actually yeah.. maybe that could work too

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๐Ÿ˜„

safe rose
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Pretty sure I've used shuffle over the years

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And there's a chance

honest vale
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you iterate through all and not remove them, only after then you reshuffle

wary wave
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^

safe rose
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Right, but you still need to put them back ๐Ÿ˜ƒ

copper flicker
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so I shuffle, and then use each index in order

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and the reshufle

wary wave
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yes!

grim ore
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this makes no sense, this is literally the code and answer you were given a few days ago...

safe rose
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Yeah, that does work as well

copper flicker
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oh oops.. MW is back

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the problem with that solution is that it was only working as is, not inside a functoin, so on..

safe rose
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Dunno, many ways to do it @copper flicker

honest vale
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if you want to do some weighted shuffling then you can use a second array and add the skills to it (A, B, C, D) and if you want A to be twice as common during the shuffle you just add two copies of A to the array to be shuffled. Then get 0, use it, remove 0, etc...

safe rose
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Try the solutions we've stated