#ue4-general

1 messages · Page 503 of 1

zealous cloak
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Aw yeah, weekened #3, week #2, project upgrade

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Just keep plugging away!

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Learned a lot these last 2 weeks

light thunder
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I keep getting a bunch of "unrecognized tabs" all over my blueprints, it's really annoying

spark sonnet
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Reset layout?

scenic delta
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what does "objs" in upper right corner means,is that total number of objects inside project ?

radiant haven
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can someone help me with adding footssteps without using animations/mesh*

plush yew
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how can I make the character rotate with an animation instead of just sliding on the ground?

rotund scroll
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you gotta make that animation first @plush yew

plush yew
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yeah

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it's not a problem

rotund scroll
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in the locomotion graph you can set it up

plush yew
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how?

rotund scroll
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are you rotating on the spot or does your rotation require a distance?

plush yew
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rotating on spot

rotund scroll
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so if you add the animation in the locomotion, you can make a transition rule that says whenever the character's rotation changes above a certain amount, use that animation

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then link it back to idle with a transition that says when the animation is done

radiant haven
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can someone help me why he does not play the sound???

magic dagger
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Any reccomendations to optimize UE4 for my Laptop. I prefer C++ to C# and would like to learn Unreal.
I use an Asus G751J
[Apologies with derailing the current conv]

radiant haven
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lol

dim plover
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You don't have very many options with a laptop, do you?
You can get an SSD and more RAM at best.

magic dagger
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sigh

autumn elbow
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hey hey... need some help...

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anyone into vector math?

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any nodes to help align the cubes ?

uneven latch
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Blueprints?

autumn elbow
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yup

wheat sphinx
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<@&213101288538374145> I really need to get in contact with a Epic Staff member, we recently updated to 4.22.3 and all our actors that are created from Blueprints are randomly resetting their location this is seriously hampering our ability to develop the game as we are super close to a QA build. Any help is greatly appreciated. I posted here on the thread, at the end https://forums.unrealengine.com/unreal-engine/feedback-for-epic/115953-survey-there-s-a-really-really-terrible-bug-where-child-blueprints-get-their-variables-reset

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"My actors are completely being reset as of 4.22.3. Pawns, Door Blueprints they are all reverting to 0,0,0 for their location and rotation you can view it occurring randomly on my devs twitch stream we'll go in to load a level and the actors are completely all gone and reset to a new position. The new position always be 0,0,0 this is completely new"

ashen brook
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Use UDN if you are a licensee with access

wheat sphinx
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How do i get licensee level of access?

upper heart
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Pay money

wheat sphinx
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How much is it? We really need help :/ this is seriously breaking our build

upper heart
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It's pretty expensive., 50k if I remember correctly

wheat sphinx
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How do they expect Indies to afford that :|. Ouch im so screwed....

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It seems like they tried to fix it in a recent update and broke it from reading that thread in that 4.22 version

upper heart
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I don't think they do. They can only provide support to so many developers.

hybrid scroll
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Is there an option to debug-draw physics constraints when simulating? Basically have those same lines and boxes that are visible when the actor is selected

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but during simulation

wary wave
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always have a backup of your project before making serious changes to your build

upper heart
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They are helpful on UDN tho, I'm surprised they find the time to answer so many questions with how successful Fortnite is

wheat sphinx
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<@&213101288538374145> Is there anyone that might be willing to help?

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We have backups we use SVN , that snot the issue the actors randomly reset themselves to 0,0,0

upper heart
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Please stop pinging mods when I'm here talking to you already

wheat sphinx
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We dont know whats causing o sorry

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bad habit xD

upper heart
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This isn't a moderation issue anyways

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ambershee was suggesting reverting engine versions if it is a development breaking issue

wheat sphinx
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IS that viable? to go down to 4.21?

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What might that break?

upper heart
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If you have source control yes

wary wave
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if you're using version control it should be trivial to go back to your previous version

upper heart
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You just go back a commit in your source control history

wary wave
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upgrading to an unreleased engine version for a production project was just a bad idea to start with though

wheat sphinx
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Well we've been in 4.22 for months it only started after the 4.22.3 hotfix

ashen brook
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If not, stop what you’re doing and set up version control asap

wary wave
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oh 4.22, not 4.23

wheat sphinx
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o sorry lol

wary wave
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4.23 should be stable

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it should be possible to go back to 4.22.2

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but if you don't have a local copy of 4.22.2 you will need to compile a new one from github source

upper heart
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yeah you can downgrade hotfixes, they are backwards compatible

ashen brook
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Yeah hotfixes should not break compatibility

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That’s really strange though

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You doing anything weird with your levels or actors that could be related to this?

wheat sphinx
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Sorry im explaining this oddly, we are currently in 4.22.3. We noticed on SVN after the 4.22.3 hotfix it started breaking. It has been breaking in small amounts across all the levels since around June 21st. Its now extremely widespread to all our maps. Its only affected , the following actors. Pawns, Door Blueprints and Light Blueprints static meshes are not affected

wary wave
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it is unusual, and if it's not just one type of actor, I would have expected to hear other people wit a similar problem

ashen brook
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Any construction script or level-wide things?

wheat sphinx
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Like, actors get their locations reset to 0,0,0

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they still "work"

wary wave
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I would suggest it's something like a single or couple of BPs just having something broken within it it causing your issue

wheat sphinx
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but their physical location changes between svn commits

wary wave
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it won't be changing between commits at random, there will be code moving these actors

ashen brook
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Do a project wide search for anything that sets position

wary wave
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randomly losing location transforms seems unlikely

ashen brook
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Breakpoint it and see what happens on level load

wary wave
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I'm not going to rule it out though, to be fair it is not the worst bug Epic has managed to ship in a production build 😐

ashen brook
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Hehe

wheat sphinx
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o god lol, hold on im trying to get a video of it

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from last, week showing 100 NPC's reset to 0,0,0 ontop of themselves

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across different levels

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i just did a project search nothing has that kinda control

ashen brook
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  1. Does it happen in every level?
  2. Does it happen with every pawn class?
wheat sphinx
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on the C++ side, still searching on the blueprint side

ashen brook
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If not, narrow it down

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I.e. get a repro case 😃

wheat sphinx
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It seems to occur randomly on all levels, and it affects a few set blueprints within them 3 types of actors

upper heart
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They are pre-placed actors? (sorry didn't read everything). I would just try replacing the actors if you haven't already

wheat sphinx
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trying to find the video so i can explain it, just its preplaced

ashen brook
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Getting a solid repro should be your first step

wheat sphinx
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yeah, thats bloody hard since its so wide spread. What i notice is it occurs between level loads

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When you load the level it just "resets"

upper heart
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Right, yeah it could be hard. You can right click and do a replace at in the world to help a little. But yeah it would be tedious if you have complex levels

wheat sphinx
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well hold on, im getting an example

upper heart
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okay and how big are your worlds?

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I've seen some crazy things happen when worlds get too big

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(distance wise)

wheat sphinx
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Would you guys be willing to let me package the project?

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Take a look at it?

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Heres an example

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I go in to search for what happened to these actors notice they are all reset to 0,0,0 under the map

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about a few dozen

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All the actors always go to the same location no matter what map they are saved on, nothing is running on them to set their location it occurs right after the hotfix 4.22.3 from our SVN reverts backtracking when it started on the project

upper heart
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ahh I've seen this before, but been a long time

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I would downgrade

wheat sphinx
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dam, :\

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What causes it, do you know?

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What caused it previously in engine versions?

upper heart
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Pretty sure it's just caused by corruption. I'm sure I just reverted when it happened in my source control and kept on going

wheat sphinx
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When you say corruption are you saying its SVN related or engine bug?

ashen brook
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My wild guess is something is trying to set position on these actors during initialization to a spawnpoint or such that’s in a different level, and that different level isn’t fully loaded yet at the time

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Accessed none on transform or vector returns a zero transform / null vector

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Likely the hotfix changed something under the hood that led to a subtle change in loading behavior

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Check your output log the next time this happens

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If there are any warnings or errors, investigate

wheat sphinx
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let me look for warning just a sec

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i have my team trying to repo it all they've noticed is it occurs behind the scenes while the map is loading

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the reset

ashen brook
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If you are indeed using spawn points for these guys, validation of the reference/soft reference with a delay loop until valid might preempt this

wheat sphinx
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Well they are manually placed in just normal Pawns

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and special light actors etc

ashen brook
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In that case it sounds like something more low level

rotund scroll
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has anyone seen a functional kuwahara filter function for 4.22? or a tutorial for one? I tried one for a previous version, which unfortunately throws me a lot of errors

wheat sphinx
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o low level?

ashen brook
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Are they based on custom C++ classes? If so check that they’re following the usual conventions for placed actors. Might be something missing in the constructor that usually doesn’t cause problems

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I’m just grasping for straws now

wheat sphinx
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Well thats the odd part, some of them are from C++ as childbp's others are as simple as a custom light setup BP with no parent but Actor

ashen brook
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Dafuq

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Yeah sorry, I got nothing

wheat sphinx
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It will be random actors like this

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that just show up under the floor at 0,0,0

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But its only Blueprints that do it reguardless of parent

ashen brook
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Could there be anything else that accesses them?

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Some script or manager somewhere

wheat sphinx
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It could be our floor manager system but we ruled that out because all it does is set them to hidden or not hidden

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it never changes their location

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Thats the only BP that ever does a GetAllActors or Tag search

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So last week, this guy reset to 0,0,0 on level load its so odd :|. Trying to engine revert to 4.21 now

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IN the editor btw not a play session or anything

dim plover
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@wheat sphinx, so even when you replace the actor, the new actor will go back to 0, 0, 0? If so, that means the map isn't corrupted, which is good.

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I'm not too familiar with this, but I think that a hidden actor is somehow related to 0, 0, 0. I don't remember where I saw that, though.

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Actually, I think I was wrong about the hidden actor thing, since I can't find it anywhere.

wheat sphinx
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So you want me to try reverting to a map with its location broken? Try a replace opertion @dim plover on one of the assets that are reset to 0,0,0

dim plover
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Yeah, just do a replace on one or a few and see if those ever get reset. If they don't, that's good.

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I can imagine this sort of thing happening from accidentally HotReloading.

ashen brook
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@wheat sphinx don’t revert to 4.21, all assets saved with 4.22 won’t work with it anymore

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But reverting to the last working hotfix of 4.22 might work

wheat sphinx
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Is it possible to download an older hotfix version @ashen brook

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I only see, 4.22.3 not 4.22.2 etc

ashen brook
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Not from the launcher, you have to compile it from GitHub

wary wave
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I said it ages ago, if you don't have a local copy of 4.22.2 you would have to compile it from github source

wheat sphinx
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crap yeah thats kinda out of the question we have like a dozen people on the team 😐

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And i dont know how to build source

wary wave
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it's the only option you realistically have

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other than identifying and solving the issue

icy mulch
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I'm Trying to make my field like hyrule field from ocarina time how would I do that would I need a height map or what

plush yew
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how important is it to optimize animations considering modern PCs?

pulsar badge
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Is there any way I can get arma 3 Cherno map which is modded into UE4?

tall ridge
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is it possible to open 2 projects at once?

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i couldnt figure it out

eager swan
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2 different instances of ue? yeah, you'll probably want to make sure your pc can handle it. But its possible, and I havent had any wacky issues from it

tall ridge
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if i wanna open a second project it just closes the current project and opens the selected

eager swan
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why do you want 2 projects open at once

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jw

tall ridge
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i want to use old assets. im not that kind a pro to create every assets or bp again on my own

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so i can check on the old project

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i got it 😄

icy mulch
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Is there a way to download asset from the epic store through phone and drag it to desktop

tall ridge
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you cant drag. as far as i know. it will mess up everything. you have to migrate it into your project

icy mulch
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Okay then is there a way to import. A picture into. A height map

light thunder
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Is there a Set Material node that does ALL of the elements of a material?

undone cape
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@pulsar badge maybe, depending on the file format you have

remote kraken
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In my blueprint viewport, I can move things but when I hit compile it teleports to its original position and I can't move it again. Can someone help me with this?

light thunder
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I have some different primitive components that have varying number of elements for their material...I want to change them all, whether they have one element or 10....is there a way do do this in BP ? AFAIK there's not a "get elements" node, or something I can put into an array and loop through

undone cape
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@plush yew Well modern pc should be able to handle it but I would optimize every time i can just because it will be cleaner and you can handle way more stuff. But maybe you can explain more detailed what you mean especially?

light thunder
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Also, I updated to 4.22 - what is causing the clouds to do this?

plush yew
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@undone cape I mean, is LOD so important for animations?

light thunder
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...so what does the "update" mean? I don't see any errors or even info boxes on this BP

undone cape
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@plush yew IMO animations won't use much resources to run fluently as long they are clean and you are not running thousands the same time. But you should maybe try the result and check if there are changes in performance. sometimes you may even just turn off animations at a certain distance. Best to test it within ur project not sure if there is an overall yes or no 😁

plush yew
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testing is the best way all the time

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thanks for reminding :)

pulsar badge
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@undone cape does the assets come with it?

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Or would just the terrain

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I’m still trying to figure out how to do it

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DayZ, arma 2, arma 3 has the same map trying to figure out how they did that

undone cape
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@pulsar badge So you want to import the map from the game?

pulsar badge
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Correct I want to bring it to Unreal

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From arma 3

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But I also want the buildings to come with it

undone cape
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idk if the map is accessable through their folder structure in the game files.
But I believe without an fbx file you wont be able to bring it in

pulsar badge
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Could I change the file to CBC

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Fbx*

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From something different ?

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I just don’t know how other games are getting the same map

plush yew
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I have a new 4k display and want to enable the resolution in Engine and project; I read many responses to similar discussions and didnt discern any clear way to clean it up.

undone cape
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@pulsar badge well if they use the same engine its easy to use the same file. I cant tell if you can do it, dont know what file it is. But you can probably add their file in the same engine and export it as fbx 🤷

pulsar badge
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Ok thanks

vestal osprey
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Hey I am new to making games is there anyone who will teach me I don't have that much money but I am willing to pay

halcyon flame
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@vestal osprey your best bet far and away is the official unreal YT channel for tutorials to get started

vestal osprey
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I tried it but it's kinda confusing the only thing I really need help on is the blueprints

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The other stuff I can figure out

halcyon flame
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the blueprint intro series will be a good start

vestal osprey
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Is it from unreal

halcyon flame
vestal osprey
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Thanks!

halcyon flame
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yes, I don't know why this isn't part of a playlist but in reality there are a lot of these

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some things will be outdated, a few nodes. don't get stuck if something simply won't work for you. just move through them. I recommend working along with tutorials in the beginning so you get in the habit of troubleshooting

undone cape
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@vestal osprey I agree with @halcyon flame there are some really near tutorials out there. Also Unreal has some courses on their webpage as well which are explaining the blueprint stuff pretty well for starters.
https://www.unrealengine.com/en-US/onlinelearning

vestal osprey
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One last thing do you need to know how to code

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Some videos say you don't but

halcyon flame
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yes and no. technically and practically the scripting (blueprint node work) is coding, but it's a lot more accessible. you can figure out C++ down the line if you like

vestal osprey
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Ok

pulsar badge
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@undone cape they are .pbo

halcyon flame
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I should also mention that if you're serious about this, after getting your feet wet for a week or two, the Udemy course on Unreal Engine with Ben Tristam is a much better start in terms of learning architecture and design practices

languid lichen
halcyon flame
vestal osprey
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Ok

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Thank you all!

languid lichen
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And don't be afraid of the price, you can have it for a lot less.

vestal osprey
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Got it

languid lichen
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If you're interested go there: https://www.gamedev.tv/ you can find discount coupons for all their courses (and seriously, I think they're all great!)

light thunder
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I have a component I"m moving against a wall, and my debug print shows it keeps jumping to world origin----it's been moved via a tick event using a line trace to set world location (from the end of the pointer) .....so why would the impact point suddenly be zero? i'm projecting against a huge wall

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Unless it stops colliding, which would make the impact point be zero, but it's not even close to that

autumn elbow
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How do I use Make Rotator from Axes

undone cape
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@cloud nexus take a look in the config folder. there the settings are stored :)

plush yew
undone cape
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No just the project folder. All the files in there store some settings so you may just copy all of it or just go through it and look for the right ones :)

plush yew
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If I cant rotate my mesh with my camera, should I pull my hair out trying to fix it, or just leave it as rotating on the x asis?

plush yew
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so, I created a line trace in event tick and I want to debug it but when I turn debug lines on, it won't draw the line every tick

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any idea on how to fix it?

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it draws it, but not on every tick

plush yew
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pls help

gentle hearth
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Hi people

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If you are looking to become a part of a team

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DM ME

eager swan
jovial venture
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is this where i come to ask for help?

rare dagger
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yes, just make sure you post your questions in the respective channel

covert ivy
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Hi ! Any ideas to make this more "smooth" !? :

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I mean to smooth the jolts of the character when the box collides with him (and to prevent the character to go through the box, also) ...

real hound
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Does unreal engine round mesh vertices locations? Or rather if I were to find some offset values for spawning mesh vertices how many digits should I bother taking it to?

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If I were to just predetermine them.

plush yew
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@covert ivy Blueprint?

real hound
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@covert ivy You could try setting the characters velocity and acceleration to the same as the colliding cube.

covert ivy
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@real hound How so ? You mean in adding code or in changing a parameter in the options ?

autumn elbow
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@covert ivy Disable collision with the ground

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OnHit event... disable collision

plush yew
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What's triggering this @covert ivy ?

autumn elbow
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@plush yew how much hair u got? Lol

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@plush yew u fix ur issue?

plush yew
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No :(

autumn elbow
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Can I see ur bp ?

plush yew
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Im not on pc

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Sowwy

autumn elbow
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No worries...

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LoL

plush yew
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@autumn elbow I have the normal amount of hair

autumn elbow
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Hahahaha

plush yew
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Have you seen mordhau’s pre-alpha raycasting debug videos?

autumn elbow
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Good good

covert ivy
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@plush yew What's triggeing what ? The collision ? I don't add a box collision. I thought it was useless because it collides anyway (see the gif) ...

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@autumn elbow « OnHit event » ? So finlally I must add a box collision, I presume... 🤔

autumn elbow
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Umm...actually nevermind lol

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Not collision... gravity

plush yew
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@covert ivy Increasing "Vitessa Lecture" will smooth it out.

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That is the rate of which the events fire

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But that should also increase the rate at which the object moves

midnight bolt
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is it possible to force UE4 to automatically assign material with matching nameto static mesh from the material slot?

plush yew
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@midnight bolt That sounds reasonable, simply load all textures and find their matching static mesh and apply them.

midnight bolt
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that's manual

plush yew
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It isn't manual if you code it.

midnight bolt
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if :)

plush yew
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That's what force implies.

covert ivy
midnight bolt
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well, i just want some sort of right click -> use material from content with matching name used for static mesh material slot

covert ivy
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@plush yew Ok, I'll try

autumn elbow
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Hey polo... ur character is just the basic 3rd person ya?

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Ground is WorldStatic

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What's the block... world dynamic?

plush yew
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OH

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I just noticed what's happening @covert ivy

covert ivy
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@plush yew You mean this parameter (at the very bottom down-right) ? Tt controls the speed of the objects moves but nothing else... I've already change it many times. 🤔

plush yew
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Show me your player in the editor

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i think your collision box is tiny

covert ivy
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@autumn elbow Yes, it the basic 3rd person. And the block is a StaticMesh with a BP.

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@plush yew Mh, in fact, I does'nt add a box collision because like I said, I thought it was useless because it collides anyway (see the gif) ... But maybe it must be one anyway...

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This is my player in the editor :

plush yew
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It isn't colliding until it hits the center of the model

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Add a collision bounding pill

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or box

covert ivy
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( no box on the block Mesh I mean ! But the character has one however )

plush yew
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The player's hat is clearly inside of the moving cube

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That should not happen.

covert ivy
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( I mean a capsulecomponent... but I don't know if it's really a box collision... )

plush yew
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who cares, make it work

covert ivy
plush yew
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look at the hat

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in the gif

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It's clearly registering the hit late

autumn elbow
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@covert ivy i'll make a quick mock up and see if it does it in mine

covert ivy
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@autumn elbow Thanks

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@plush yew My collision box/capsule collision's size seems normal...

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And anyway, even while extending the box, it does the same... 😕

rare dagger
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whats the collision preset of the moving box

plush yew
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@covert ivy try turning on Teleport

light thunder
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I have a component I"m moving against a wall, and my debug print shows it keeps jumping to world origin----it's been moved via a tick event using a line trace to set world location (from the end of the pointer) .....so why would the impact point suddenly be zero? i'm projecting against a huge wall
https://cdn.discordapp.com/attachments/225448446956404738/607731178920738839/unknown.png
Looks good there -
https://cdn.discordapp.com/attachments/225448446956404738/607731447410720780/unknown.png
I move it over a few inches and bam -
https://cdn.discordapp.com/attachments/225448446956404738/607731660758319104/unknown.png
Unless it stops colliding, which would make the impact point be zero, but it's not even close to that

plush yew
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@light thunder Try checking where your ray trace is outputting

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I'm guessing it sometimes outputs 0,0,0

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If that is the case I'd suggest you store a good output to a v3 variable

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and if it's = to a v3 constant of 0,0,0 don't update the v3 variable

covert ivy
rare dagger
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ah that already takes care of what i thought it was 😤

plush yew
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@light thunder Let me know if you understand.

covert ivy
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😓

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@plush yew « try turning on Teleport » What ? 🤔

plush yew
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Look at the far right node

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Click the [ o Teleport ]

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checkbox

light thunder
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@plush yew I figured out what is causing it....the axis of that panel isn't constant....it's "leaning"

covert ivy
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@plush yew Just tested. It changes nothing either... 🙄

plush yew
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@light thunder That's good but it doesn't fix your issue does it?

light thunder
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good..but you can watch it disappear into the panel as it moves left

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whatever value that is x or whatever, is not the same....we aren't perpendicular

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not sure how to fix that

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it doesn't matter if I make the angle from the linetrace perpendicular, or angle or not, it's all about where that panel is "leaning"

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@plush yew I've checked both absolute and world rotation in the BP actor, they are all zero....maybe somehow in the world?

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although that shouldn't matter

plush yew
#

All I know is that (0,0,0) is being determined somehow and you have non (0,0,0) values sometimes

#

And any good programming language will allow its user to fix that issue.

light thunder
#

won't that cause glitchy behavior? I need to understand why this is happening

plush yew
#

If the rate is high enough it might not even matter.

light thunder
#

end of the function that it ticks and moves

plush yew
#

You need to Evaluate if the Raycast result is == to 0,0,0

light thunder
#

no change

plush yew
#

Well I only told you the first step

#

Now you need to create a variable raycast result

light thunder
plush yew
#

One moment let me learn blueprint

light thunder
#

it was printing 0,0,0 always, so taking only one of them should still work

plush yew
#

it shouldn't be very difficult

light thunder
#

lol what? I'm going to sleep but I was trying to understand what is happening, it seems like the raycast isn't perpendicular, like it's slanted against the panel

#

thanks for taking a look at it though

soft crescent
#

quick question, we have a local co-op game, and only one player can be controlled, is it because we're using the same player controller blueprint for both pawns

light thunder
#

you have to differient using get player controller and making sure it is assigned to the right player

#

also, you're doing replication correctly, right?

soft crescent
#

dont need it for local

plush yew
#

@light thunder

#

This bypasses any error by UE4

light thunder
#

interesting, i'll hook it up tomorrow and let you know how it works

#

my only concern is, this isn't an "error", it is probably behaving the way it's supposed to, but i'm not figured out how to "align" it

plush yew
#

You need to do this for X,Y, AND Z

#

@light thunder

#

since it's specific logic

#

not array logic

#

using an array would take less evaluations and time but i don't know blueprint

inner yacht
#

Is it possible to run execute command console on a dedicated server on all clients connected at the same time to connect to another dedicated server?

#

I have not been successful at all

manic pawn
#

well first that's pretty simple, just put a multicast rpc in the game state that does it and make sure it doesn't run on the server too

#

and you should most likely be using server travel instead

inner yacht
#

I'm trying to learn why and I I like how you wrote server shouldn't run thank you

autumn elbow
#

@covert ivy can you do a test... put a box .. make it moveable.. check simulate physics

#

Put it in the path of the moving block

light thunder
#

christ why doesn't Epic support it's HLOD system..it's been like 3 years

autumn elbow
#

@light thunder is your trace actually making it to the wall?

#

Check your trace distance

light thunder
#

I've moved on to HLOD's to cook while I sleep...and unreal has always been an asshole about that system.....it keeps telling me HLOD isn't enabled in sublevels....and I literally opened up all of them and enabled it in the world settings and saved it

autumn elbow
#

Oh lol... have fun with that

light thunder
#

I've played with the distance added to the forward vector but it didn't seem to change anything

inner yacht
#

Does server travel work with ip? I tried and think it loaded normal map with previous ip instead of disconnecting current and joining new dedicated map

autumn elbow
#

Since u said u wall is leaning... maybe it gets out of range

manic pawn
#

server travel is meant to load a new map on the current instance and keep the clients

#

guess if you really want them to move to a new server it needs to be done manually

inner yacht
#

That's perfectly it

#

I'm struggling and I was told same to use server travel so I must be on right path

#

Prolly my fault how I wrote the question

#

I've tried for each node to do the work for me also problems

#

Thx for understanding...i will keep trying

covert ivy
#

@autumn elbow Ok, I test this. We need two blocks which cross together, alright ?

autumn elbow
#

Just a box in the path of the blue box

autumn elbow
#

Lol... looks great... call it done.. package and ship

#

Don't sim physics on the blue block

covert ivy
#

I thought you want to !

#

Ok, so I uncheck !

autumn elbow
#

Create a new box..

#

Just a simple cube

#

set physics on that new cube

soft crescent
#

wait so I'm reading that unreal for a local mp game with shared screen.. you cant use a gamepad and keyboard together since they both get mapped to player 1 by default?

#

Is this true?

covert ivy
#

@autumn elbow So now I have this : 2 box meshes which cross together + 1 simple box create from the Basic section in the Modes :

#

@autumn elbow I check your link...

autumn elbow
#

Ok...now set the white box to simulate physics

#

So that it is pushed by the blue..then go stand there

#

What you should notice is the jitter goes away

covert ivy
#

Mh

#

I don't see "Simulate Physics" option like in my blue box BP ... 🙄

autumn elbow
#

maybe make it a bp

haughty oxide
#

Oh Devil....

#

This not Russian server...

covert ivy
#

@autumn elbow It work perfectly well !

#

Now I want the same with my character !!! 😭

autumn elbow
#

now make your character stand there with the box

covert ivy
#

Same problem that before... 😥 :

#

It's just the character who doesn't react well...

autumn elbow
#

hmmmm

covert ivy
#

I've watching your link.

#

« Problem is that playercharacters simply CANNOT be pushed correctly by other objects when they stand on the floor. The solution is to move them manually the moment the pusher collides with them. »

#

Mh, I don't really understand what he's saying... 🙄

quaint swift
#

guys, I need your advice! Do games made by ue4 consume a lot of energy when run on android?

tawdry mesa
#

Hello. Please, question to UE4 deep water gurus. Is there a legal way to change default engine's WorldGridMaterial? I mean like option somewhere, not just brute force change. Thank You!

undone cape
#

@covert ivy Hi, what he probably mean is that once the box is hitting the character the character should fire a movement event similar to your manual movement by input. So you would get the forward vector and "add Movement Input" and fire it till the overlapping stops

covert ivy
#

@undone cape Okaaay, I think I get it. I must add an event OnComponentHit and base the parameters on this, right ? :

undone cape
#

Yes exactly

covert ivy
#

Seems a bit perilous to me since I'm a beginner in prog and that this part of the code was already done but I see the principle. I'll try. Thanks ! 😉

rotund scroll
#

@tawdry mesa unlikely you'll find one unless you dig into code

#

but what's the issue with using world grid?

tawdry mesa
#

there are also ones with grids with numbers. Would be cool if default one has option to swap

wary wave
#

I'm pretty sure there's a non-hardcoded reference to default material somewhere

#

would not be surprised if it's an ini setting

tawdry mesa
#

i did read after 4.20 it can be changed to other one manually without crashing engine

#

just... would be nice as editor appearance option, i think

wary wave
#

I suspect it's called something like Editor Default Material (emphasis on default material), but it may not be accessible through the actual editor options

cloud cobalt
#

Yes there is a ini file

#

Check base engine.ini

iron merlin
#

Hey guys, is there any other discord server that are active to help out with issues?

floral aspen
#

Any suggestions to where I get some PBR materials?

autumn elbow
covert ivy
#

@autumn elbow Awesome ! Thank you so much sir ! 😃

olive heart
#

Just a quick question. I'm using UE4 at work (working remotely at home), but their projects require Visual Studio installed (installing the 2019 version), because otherwise I can't open them. I've followed a guidline how to proceed, but the tickbox for "Unreal Engine installer" is recommended to be enabled... but I already have the latest version UE4 installed.

#

So, is that option for those who haven't installed UE4 in the first place?

cloud cobalt
#

You don't need the UE part

#

Or IntelliCode or C++ profiling tools

olive heart
#

Oh, alright, thanks for the confirmation.

lusty carbon
#

I got a file media source playing in my level and it's too dark. how can I increase its brightness?

cloud cobalt
#

How did you set the material up

lusty carbon
tawdry mesa
#

@cloud cobalt , thanks for .ini file direction hint, i will look there

wary wave
#

I have a line trace by channel with the draw debug set to persistent

#

...but the line is not persistent (more like one frame) - anyone seen this before?

#

it's making debug very hard

lusty carbon
#

How can I stop collision boxes from triggering when the actor is invisible?

wary wave
#

turn them off

lusty carbon
#

how?

light thunder
#

When generating proxy meshes for HLOD's, I get a message regarding out of video memor but unreal is still using 29 gb of memory - does this mean it is actually still working on building the HLOD's, or is it stuck in some type of memory loop it will never recover from?

wary wave
#

@lusty carbon - just disable them when you make the actor invisible

#

like, literally turn the collision off

lusty carbon
#

I think you don't understand

#

I have a trigger box that is due to be visible after <something> happens. I want it to work but only when it is visible

light thunder
#

use IsVisible boolean @lusty carbon

wary wave
#

you're right, I don't understand, I don't understand what's difficult about calling the enable collision node at the same time you make the actor visible

light thunder
wary wave
#

pretty much

#

though maybe on the individual components if needed

#

as for your problem, @light thunder - you're out of video memory, not system memory

#

I don't know if it will recover, but I suspect not

teal dagger
#

Hey, slackers! So i'm a super newbie in Unreal, any youtube or other tutorials you guys could recommend?

heady frost
#

There's a huge amount of content on the official unreal engine channel

teal dagger
#

Wait, they have a YouTube channel?!

heady frost
#

they do tutorials on various topics every couple of days it feels like

#

hang on, I'll grab the link

teal dagger
#

Thanks! :D

heady frost
#

they also stream a lot of the events on twitch (they also stream them on youtube)

lofty wave
#

Sphere- and Linetracing doesn't work anymore. The end is always at position 0,0,0 😦

fallen flower
#

What the- if you run a standalone game on a dx12 editor the standalone will be dx11

lofty wave
#

Can anybody please help me?

fallen flower
#

Post the BP

#

@lofty wave And go in to details. We can't read your mind.

lofty wave
#

The sphere trace always ends at pos 0,0,0

#

@fallen flower ?

fallen flower
#

can you confirm the params?

lofty wave
#

Wdym?

fallen flower
#

debug or print the inputs to the block

lofty wave
#

I placed a block at 0,0,0 and the trace always ends at the block

fallen flower
#

is it tracing as expected

lofty wave
#

no

#

I want it to trace where the player is looking at

fallen flower
#

oh wait

#

wait

#

I see

lofty wave
#

Get Forward Vector

#

or is that wrong?

fallen flower
#

ya, you need to multiply

lofty wave
#

But 0*500 is still 0

fallen flower
#

and add to the start

#

Forward vector is a unit vector, so it is starting from the camera location in WS and ending at almost 0,0,0 in world space

lofty wave
#

OH

#

Ok so what should i multiply it with?

wary wave
#

a distance

lofty wave
#

No i mean what number?

fallen flower
#

it should be (vector * length of the trace) + Camera Location

heady frost
#

the number is however many units you want the trace to cover

#

so if you want to trace a distance of 300 units, you would multiply the direction by 300

lofty wave
#

Well the direction is changing slightly now

#

But its still not working right

fallen flower
#

can you show the updated bp

lofty wave
#

Wait now it works i forgot to add the Camera location

#

Thank you so much!!

fallen flower
#

np

lusty carbon
#

I have several of the same collisions spread in lvl. using a cast to my pawn to only trigger when pawn overlaps it. one of the collisions casts fails and ive no idea why

#

ideas?

#

it prints my fail string but it strangely works properly

lofty wave
#

Another question:
How can i check if the object that got hit by a trace is the one i want?
For example: I have multiple items that have different effects How do I then check if the glasses(example) got hit?

#

I know that i have to break the hit result and get the Hit actor but whats next?

light thunder
#

@wary wave it's Building hlods, it's a mystery but I just wanted to make sure that as long as I see memory being used that unreal is still actually working there's no real way to check progress and in the past I've let it sit for 8 hours with no noticeable change at all before finally giving up

midnight bolt
#

is there a right click context menu keyboard buitton? the one near win key does not work

real hound
#

ARe there any other ways to scale all vectors in an array by some float OTHERTHAN doing a foreach loop?

light thunder
#

@wary wave Unreal crashed again building HLOD's.....it runs out of video memory, despite me using a 1080TI....is there anyway to make HLOD's less incomprehensible...I've watch the livestreams but even after two years of it, there is still so little explained

wary wave
#

I know very little about it

light thunder
#

NO ONE knows anything more than "a little about it"

#

despite them building fortnite with them

wary wave
#

I'm not a level designer or an artist, so I don't exactly spend much time with those kinds of tools

limpid turret
#

does anyone know what this node is, because the written tutorial I'm using never mentions it

wary wave
#

landscape layer

limpid turret
#

yeah I just found it as you said it

#

thanks

onyx cedar
#

Does anybody know the header file for FSaveGameData?

#

I'm googling it and for some reason can't find the documentation page for it

wary wave
#

the 'F' denotes that it is a struct

#

however a quick search indicates that that struct is not in UE4 by default

onyx cedar
#

ah ok

#

so that's the problem

#

got it thanks

#

Guess I missed the part where they were using a custom struct to write the data with

wary wave
#

just double checking it's not in a cpp file, but yeah, it could well be a custom struct

#

and no, doesn't come up in a search

onyx cedar
#

ty ty

plush yew
#

Can anybody tell me if my textures have to be a power of 2 when i want to use Them as "background" for GUI (for an app)

wary wave
#

they do not

plush yew
#

Thanks man

onyx cedar
#

So I'm trying to save some serialized data to file.

#

bool bResult = FFileHelper::SaveArrayToFile(Archive, *SaveName);

#

SaveName is an FString.

#

If SaveName is "Data.sav" or something

#

Where does it go when it's written? Because I'm writing a file, and it says it's been written successfully, but I can't find it.

#

Should I be feeding that thing an entire path of where it should go?

wary wave
#

there's a saved folder in the game directory somewhere

onyx cedar
#

I'm looking for *.sav

#

Is it written as a uasset?

#

ok nvm, i specified a path and found it

#

also, if anybody is wondering, whatever you save is saved with the extension you give it, not "*.uasset"

spark sonnet
wary wave
#

not really

#

that's a complex fluid simulation

#

you can do stuff with particles and various stuff baked out of 3d programs, but you can't do that in a material

junior solstice
#

How to delete my actor from all players

spark sonnet
#

Would it be possible to make something similar in materials? Just smoke falling within the material?

tepid knot
spark sonnet
#

Ooh. Thanks

radiant haven
#

what could I add?

#

or make different

spark sonnet
#

You could use a different font or colors

naive burrow
#

why do UE4 crash for me when i try to create a new landscape?

autumn elbow
#

UE does crash a lot, mostly when dependencies are lost or broken.

#

Maybe you don't have enough memory.

#

Maybe try turning off realtime in the viewport

naive burrow
#

i have 16gb dram so i think im good on the memory side

autumn elbow
#

Landscape too big ? Too dense ?

naive burrow
#

nothing edited except size set to 31x31

#

and what i mean with nothing edited is the standard settings when u geenrate a new landscape

hidden aurora
#

Unreal crashing is a daily basics for me

autumn elbow
#

clean house? Delete all the unneeded files, folders..

#

Do you get any errors?

vale silo
#

@gleaming narwhal @elfin jacinth are going to see another preview for 4.23 or release is the next thing coming ?

gleaming narwhal
#

@vale silo There will be another preview this week

naive burrow
#

and why cant i apply paint to my landscape?

#

there is nothing in the target layers tab

dark depot
#

is it using a material with landscape layers

naive burrow
#

should be

#

the material i'm using should have

#

it has for the guy in the tutorial

light coyote
#

Hello.

I need some help on answering a certain cuestion i have wich is driving me nuts cause i cant seem to find the answer im looking for wich points me on the right direction to look for.

I want to be able to download, upload, and delete files o to my google drive acount.
Not during development, the end product, the exe, the game.
There is no server where the game will be hosted, no multiplayer. Just my game, and my google account.

Do i need an API in this case ?
Do google plugins in engine serve that purpose ?
What is in the standard google subsystem plugin wich is deactivated by default used for? What does it provide? (I cant seem to find information about it, is all about the google play subsystem(wich is another plugin), or new google plugins for ue4). And i cant find the documentation about it.

naive burrow
#

come on UE4 work properly please

light coyote
#

I really need someone to help me point at the right direction.
Is driveing me isane not knowing what should i do.

I dont mind learning, but i want to know why.

autumn elbow
#

You mean for archival, Richard?

light coyote
#

Archival ?

#

Storing data in general, or json files, etc

quartz reef
#

Does somebody know how to export a prefab from Unity to UE4 ? There is an FBX Exporter plugin for Unity but there are so many errors that it just doesnt work.

autumn elbow
#

Why not use the desktop app?

#

I don't use google, I use OneDrive...but it's the same.

#

It's just a folder that syncs with the cloud.

light coyote
#

@quartz reef check for obj exporter maybe someone created something similar.

I exported some meshes from unity a while ago, but i dont remember exactly.

#

@autumn elbow I really want to do it this way

naive burrow
#

how long is it gonna take for UE4 to compile 7k shaders?

autumn elbow
#

Which way?

#

Google drive app?

icy mulch
#

I want to make hyrule field in unreal engine 4 how would I do that

quartz reef
#

Does the obj file contain all the Skeltal informations ?

light coyote
#

@quartz reef i would have a look for you, but i completly removed unity from my pc about a month ago. Didn use it anymore

autumn elbow
#

Google. 'google drive app sync'

light coyote
#

@autumn elbow google acount in general,,, but google drive web really

autumn elbow
#

Yup... get the desktop app. It's a folder on your desktop that syncs with the google drive.

naive burrow
#

Unreal Engine 4? should be called "Crash Engine 4"

#

UE4 crashes so damn often for me

icy mulch
#

Hello?

naive burrow
#

it's so unstable

light coyote
#

@icy mulch Man, it may be a lot of work that.
But i dont know how much you know when you say how would i do that. I dont really know what to answer.

icy mulch
#

I don't know to use a height map or sculpt my self cause ever height map I use it doesn't look good at all

light coyote
#

@autumn elbow I will look at that, see if there is any luck. Thanks.

But what you mean is that if i literali say store this here it will automaticaly upload ?
If that is the case, and it works, thank you very much

autumn elbow
#

@icy mulch Lookup Unreal Landscape vids on YouTube.

icy mulch
#

Cause I'm Trying do what crenzx does I wan the field to be similar but different cause my pc cant handle to much grass or it will lag like crazzy

autumn elbow
#

Yup Richard, it's just a normal folder on your desktop... with the drive icon. You can add, delete, move, copy, paste.. all the things you can do with a normal windows file folder.

#

Then it matches ur local drive and online drive. Syncs up.

naive burrow
#

jesus why is there always something in UE4 that doesn't work?

autumn elbow
#

So u have a copy locally and on the cloud

light coyote
#

@autumn elbow I mean, i have to test it anyway.
But in google drive, as soon as you do any change, it automaticaly saves.

naive burrow
#

now UE4 thinks that every material texture looks the same for me

autumn elbow
#

Yup.. give it a ago.

light coyote
#

Do you think that feature also exists on desktop version in this manner without having it open?

autumn elbow
#

Yea...that's the point of it.

#

I use the same method to backup LoL

#

And I use it to store source control stuff

#

MathewW here uses google. You can ping him. He is usually here.

light coyote
#

@icy mulch Look up mixamo.com if you have a 3d model of a character, you say where certain parts of the body are in your model,, and it will generate the animations you select from their extense collection. It will righ and weigh the model and do everything for you. I think you can have some fun with that :)

But if it doesnt work perfectly sometimes, is ok,,,, it is free to use, easy, and i think you will like what you can do with it.

icy mulch
#

Oh okay also does anyone have a island height map for unreal engine 4

light coyote
#

@autumn elbow i will give it a go, and if i have some cuestions i will ask here.
Thanks for the help man

icy mulch
#

@light coyote do you have a island height map for ue4 cause every height map I use does not turn out right

autumn elbow
#

Np

#

@icy mulch Google 'height map generator'

icy mulch
#

I don't have wifi to use can I use it on my phone

lilac wedge
#

In my actor bp i have a run on sever function, The function works when when it is called from the event tick of the actor, but not from an other function that is sent from the player via blueprint interface..

light coyote
#

@icy mulch yes, i had one that you would like, but i cant find it

#

@lilac wedge what do you mean ?

plush yew
#

Hey! Was the retarget manager moved? I can't seem to find it. Engine ver 4.20, not in the Window menu nor the toolbar for skeletal meshes

#

I haven't done a full project like this in Unreal in a long time so some of the stuff that's been moved has been a little jarring for me like the navigation headers and the destruction

icy mulch
#

@light coyote oh okay can you make me a island height please

light coyote
#

@icy mulch what niik suggested may be more advanced.
But if you want to do it yourself, do this.

Search for mountain height map in google.
You are looking for an alpha texture, wich is a texture wich is in black and white. That is what you want, an alpha texture,, is a tipe of texture that is used for many things.

An island is like a mountain in a sense.
So that means that if you play with the size of the brush, the strengt, and if you want to go down or up, you can get intresting resoults.

Look for a texture that does not have any white in the sides of the image. White is where the things happen, the more white, the more it happens, so you want things to fade out,, so you want all sides of the image to be black.

icy mulch
#

Which one ?

lilac wedge
#

@light coyote I have an gun actor. When my player picks it up it can send a function over blueprint instance to the gun, that function is meant to spawn a bullet via the sever but it doesn't.

light coyote
#

the 3rd one looks ok,,, but you never know 100% untill you try it out by yourself.

lilac wedge
#

fire bullet one does not trigger on the client but does trigger if the sever does it

icy mulch
#

@light coyote it works but it's not smooth

light coyote
#

reduce the strenght

autumn elbow
icy mulch
light coyote
#

you oficialy just did minectraft

naive burrow
#

and UE4 froze again

#

i wonder when UE4 is gonna stabilize and stop freezing time to time

light coyote
#

@icy mulch That has to do with the resolution of your terrain

spark sonnet
#

When you get a good enough computer? ^

naive burrow
#

@spark sonnet ehm i think a 1070ti + ryzen 5 2600 + 16gb ddr4 3000mhz should be good enough for UE4

#

but i guess im wrong

light coyote
#

@icy mulch search ue4 terrain resolution or something like that,, for sure you will find an article or video

icy mulch
#

@light coyote what resolution do I need

naive burrow
#

Unity works just good with low end hardware

#

and UE4 is so glitched up rn i cant even close it with the task manager

#

UE4 is poorly optimized

light coyote
#

@icy mulch look for details on terrain and send picture.

spark sonnet
#

Why dont you use Unity then?

naive burrow
#

it uses up 6.5gb memory and i have a small landscape

light coyote
#

it may be the pixels of the image, but im pretty sure unreal manages ok

naive burrow
#

because im trying to make a map for ark but the wildcard being stupid chose one of the most unstable Engines out there

lilac wedge
#

@naive burrow this may be a few things, could be ur code that causes the crash in certain places or some things are not well optimized if u have a large project. ue4 very well optimized in my opinion

naive burrow
#

i have a small project and it eats up 6.5gb memory

light coyote
#

@naive burrow Man, you dont know what you are talking about

spark sonnet
#

I have lower specs than you and I have never had any freezes or issues on version 4.21.2

icy mulch
dim plover
#

It's not normal for a small project to take up 6.5gb of memory.

naive burrow
#

now it uses up 8 gb

#

this is a small project and it takes up 8+gb

#

the annoying part is that i cant even force close UE4 for some reason

lilac wedge
#

@naive burrow I currently have a map that is basically endless with near to real world size planets and im getting 1gb or usage, u must be doing something wrong

icy mulch
#

Overall resolution is 4336 4336

#

Components is 17 and 17 @light coyote

#

225x225 quads 1x1 section

naive burrow
#

if UE4 freezes one more time im quitting this project

#

i dont have the patiance to deal with an unstable engine

spark sonnet
#

But you got time to shit on it to people who enjoy the engine 😃

light coyote
#

@naive burrow You also have automatic saves that unreal makes just in case something goes to the drain, you have a back up project you can load and continue from where you where, weight may come from there too.
Tripple A company use this engine, every time more, and they are not stupid.
Unreal created an excelent business model, wich allows them to be on the lead, with the most powerfull engine on the market, and you can enjoy it at its full potential, no premium acount features, and all of that for free. Denada

naive burrow
#

is it just some coincidence that both Conan Exiles and ARK both have optimization problems?

dim plover
#

Yeah, lol.

light coyote
#

probably yes

naive burrow
#

both are big open world survival games and both is made on UE4

#

Rust on the other hand is made on UNit yand has no optimization issues

light coyote
#

team who developed it, and hardware running it

spark sonnet
#

You clearly prefer Unity so why don't you use that @naive burrow ?

naive burrow
#

because ark dev kit doesn support it

#

so guess im stuck with the world's most unstable engine

dim plover
#

Yup, too bad.

plush yew
#

lol ue4 is not that unstable

#

if you've ever had to work with CryENGINE you would not even say anything that remotely sounds like that

hearty zodiac
#

HURR DURR ENGINE BAD

plush yew
#

I shudder at the memories

light coyote
#

@naive burrow Man, repeating that you are not changing anyones minds.
Do you like programming ?

plush yew
#

and honestly having made games in all 3 and a few smaller ones i can say ue4 isn't that unstable at all when looking at other engines if you're on a mid-high end PC

#

like it freezes up a bit when compiling shaders/etc but only for a few brief seconds and rarely actually crashes

light coyote
#

his pc is a brick with a welded ram card, that is why

plush yew
#

LOL

naive burrow
#

my pc isnt a brick

light coyote
#

two bricks

plush yew
#

I mean my friend with an i3 and a 1050 has been working on his game parallel to me while we're both on call and he hasn't had more than one crash

#

and his one crash was his fault

#

and that is basically a brick

#

so your pc is like... a grain of sand, not a brick

wary wave
#

@naive burrow - have you stopped to consider that Ark is the problem?

plush yew
#

the dust that comes off of the brick

wary wave
#

it's a terribly made game hobbled together by amateurs

plush yew
#

or your ue4 install is fucked

naive burrow
spark sonnet
#

😄

icy mulch
#

What's the good resolution to make it smooth ahhh

plush yew
#

this all sounds like a you issue BoostSimon, it's extremely stable for me and for most people here

naive burrow
#

@wary wave ive had problems with stock UE4 before

spark sonnet
#

Which version are you using?

plush yew
#

either your code is shit or something is fucked with your PC

#

or your install is broken/old old version

naive burrow
#

though that was on a potato pc but on the other side; Unity ran just fine on that pc

plush yew
#

yes, unity is designed to run well on low end pcs

wary wave
#

I use UE4 more or less every day and crashes that are actual engine crashes are pretty rare

naive burrow
#

im using 4.21.1

light coyote
#

@naive burrow yes, i did,,, it crashes constantly with the best current engine on the market

plush yew
#

helps that the default rendering engine is ancient, the new HDRP is just as heavy as UEs i find, but my computer is nothing super special and it still runs ue4 like a champ with barely any hiccups

#

also yeah that's not quite a brick but it's also not exactly anything super special

naive burrow
#

the best optimized and stable engine is Unity though

light coyote
#

nope

plush yew
#

why are you even here if your entire goal is to complain about ue4 and promote unity lol

#

also nah

naive burrow
#

Well Unity is better optimized than UE4

light coyote
#

wait, unity also implemented node based programing right ?

#

bit late

plush yew
#

nah, once you start including the hd render pipeline in your unity that performs and looks closer to ue4's graphical fidelity it becomes really heavy as well, and they're only now catching up features wise in some aspects

#

ue is optimized, its your project and those games that aren't lmao

naive burrow
#

well im off to play some ark and leave this unstable engine alone

#

hopefully it will behave properly tomorrow though

plush yew
#

mate i think your pc is unstable

#

ue4 is good for me tho

#

doesn't crash too often

light coyote
#

optimization is not only improving pervormance in terms of weight to power ratio in the case of an engine.
optimization is anithing that makes anything easyer.
ue4, on all the things you can consider about an engine, has an absofuckinglutly incredible balance

naive burrow
#

@plush yew if it were my pc that was unstable wouldnt unity and other games crash often too?

spark sonnet
#

Then it could be the code

dim plover
#

Alex, how well does Unity's new HDRP perform in an actual packaged build?

plush yew
#

yeah, engine crashes that aren't the fault of some of my own poorly written c++ hitting a breakpoint or some out of date plugin are extremely rare for me and I find my workflow itself wayyy more efficient than working in Unity (considering that I brought a FPS game from conception to release in like 9 hours in Unity including art, it says something lol)

#

i think your code is ass

#

I don't know about the full packaged build, but I know in-editor it was giving my computer some grief when it was previewing

light coyote
#

sometimes some things are sacrificed in gain for others.
like mobile phones batterys.
size, durability, longevity, weight, price .....
considering all, what is in the market now a days, is what people want

plush yew
#

I packaged my last game with LWRP or the standard, not HDRP, IIRC

dim plover
#

Hmm, I would be surprised if Unity somehow magically achieved graphics on par with UE4's.

plush yew
#

oh god

#

crash when launching game

light coyote
#

Siome people say that node based programing is not programing.
To those i say, shut the bullshit up.

I tell them, that nodes in unreal are like libraries in regular code.
you save yourself from wrighting some stuff, and the mistakes that may ocurr when doing so, they are a function, a piece of code that serves a purpose allready given to you ready to use.
Nodes are the same in that sense.

So to those people with hacker complex i say, dont use libraries, or you are not really programing.

plush yew
#

ue4 crashes when I try to launch the game (non editor)

#

It's a whole new renderer, not just a magic update, Floss

icy mulch
#

@light coyote what resolution do I need

dim plover
#

Alex, I don't quite understand the full implication or meaning of that. Particularly in how it affects games made with Unity.

manic pawn
#

nodes is mostly inefficient programming

plush yew
#

Unity changed their entire rendering pipelines recently, which means the graphics work in an entirely different way. Node based scripted materials etc

manic pawn
#

so much visual noise

plush yew
#

With proper node based materials etc

#
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist``` any ideas?
#

Also, I'd say for my workflow blueprint combined with C++ (make my core functionality in c++, extend with blueprint) works the best

manic pawn
#

those warnings don't matter, ignore them

plush yew
#

I find writing blueprint to be extremely efficient for smaller features like the usable objects' actual functions, flickering lights, level scripting, certain things the enemies can do behavior wise, etc in my current game, but once blueprint gets bloated (ie. using it for a full game) writing it becomes really inefficient and messy

manic pawn
#

the most inefficient part is reading blueprint graphs

dim plover
#

So, pardon my ignorance, this would mean that games made with Unity using the new HDRP will have good graphics?

plush yew
#

And it is slow as hell in practice especially if you have a bigger game with thousands and thousands of actions on your ticks, 500 simple addition operations tested as for loops showed a dramatic impact on latency

#

I mean it depends on the artists and developers, but yeah

manic pawn
#

it takes much longer to follow all the wires and determine what is actually going on

#

than reading the equivalent 10 lines of c++

dim plover
#

Some of the BP stuff is not convenient. Like copying variables from one class to another. Or copying function parameters.

plush yew
#

The features of the HDRP are very impressive, but the performance isn't amazing. You can use it to achieve UE4-like graphics, with a bit of extra fine tuning

dim plover
#

And maintenance of the BPs is weird.

manic pawn
#

that too

#

moving a function to a different bp = br_egg

dim plover
#

Thanks, Alex, for the info.

light coyote
#

you sacrifice some things, like in the example of phone battery

But to say samething is better or worse you have to take all in to consideration.

And its worst than best that experiment, it will eventially die.
But seeing unity implement it aswell, people doing it for web, as a way on teaching to children, and its beeing used more and more,,,, my bell says it is here to stay, unless something better comes out

plush yew
#

When a game is small scale it isn't that noticeable but I find C++ scales better, is neater, more efficient to write for bigger mechanics, more readable, has better performance for bigger mechanics while blueprint remains king for smaller features because of its iteration time and for expanding on C++ classes IMO

#

it is extremely useful and has great utility

#

It is real programming, people who say otherwise can fuck off with their elitism

tall pendant
#

The engine has almost nothing to do with how good graphics look. Thats all on the skills of the developers using the techs.

plush yew
#

but it does have limitations and there are areas where C++ is advantageous that I feel like a lot of people who love blueprints tend to deliberately ignore them and pretend they don't exist, which just isn't healthy for the engine in general and really I think BP should stop being pushed by people as a replacement for programming because it just isn't, it is more like an augment once games get bigger and more complex

light coyote
#

@icy mulch sorry, send a picture

plush yew
#

It is an amazing learning tool and great for working with less intensive/complex mechanics but it just doesn't scale as well as C++

icy mulch
#

@light coyote here's the picture

light coyote
#

This is how unreal sets it by default

#

Give it a try, and play arround

#

It may be a bit wierd cause some things are not intuitive, and i do not remember well since i last used it

#

give it a shot and see

civic mantle
#

hmmm, can unreal only create on default subobject of each kind (so... just one UBoxComponent for example)? or did i screw something else up, bc unreal claims subobject is already set up.... kinda confusing ^^

light coyote
#

what do you mean by sub object ?

civic mantle
#

i am using CreateDefaultSubobject to add collision boxes

#

trying to add a head collision for crits and stuff, and unreal doesnt seem to like it

#

as 2nd box collision

#

comming from c++ ofc, not BPs. BPs everything is working as expected ;)

light coyote
#

i never heard of that

civic mantle
#

^^

grave thorn
#

Hey guys, would anyone know how to hide the arrow. As im recording a video in f11

light coyote
#

isnt it better to add colision box from the viewer tab in the blueprint ? im asking

civic mantle
#

had probs with calling the onoverlapbegin if i don't initialize the collision triggers in c++

#

i will just try it on a new actor class then ;) and see if it works without everything i did so far on the NPC

grave thorn
#

@plush yew i am using sequencer. I just wanted to know how to hide the arrow since im recording the screen

light coyote
#

@civic mantle but, i mean,, in the viewer of the blueprint, select the colision, scroll down on the right side parameters, and click create on begin overlap event,, it will take you automaticaly to the blueprint with an event box

grave thorn
#

It is for me 😦

#

When cropping wouldnt that lower the res?

civic mantle
#

yea, adding multiple collision objectis in BP works. tested that first after the first "no reaction". but i prefer working in cpp, and it should work in cpp too, i just guess i failed elsewhere

#

tho atm i fear i broke the build ;) gonna reset it

light coyote
#

@civic mantle you can also create it by searching for it, or if you have it selected is easier, cause it appears up the search as you have it selected

#

Xd ok

civic mantle
#

yep yep, broke the build on that first fuckup ;) now lets see how the rest reacts

light coyote
#

XD

#

@icy mulch I will send you some 2k tileable textures so you can use on your landskape, meaning that they can repeat themseves side by side and you will not se the cut,,, they are seamless

#

they seem like one big texture

#

however, if they are to small, or you are from far away, or have a really distinguishable ting in them, you will see the tileing, th repetition

civic mantle
#

yupyup, was me fucking up, not unreal, as usual ;)

#

unreal just fucked up like i told it to ^^

astral phoenix
#

is there some1 that can explain to me how ''Audio Volume'' works? the way i understand it is when a player go inside then there is some kinda sound and when the player leaves the ''Audio Volume'' the sound stops but how can i get it to work? 😃

light coyote
#

Here you have, normal, height, and diffuse

limpid turret
#

is it possible to make an alphamasked landscape material? so for instance, each layer material is only applied to the alphamasked parts assigned to it

indigo owl
#

anyone here good with replication?

#

So i Found out that the problem is a server/client problem but a very weird one that i still have not found a fix for.

Basically Who ever is in the lobby first can take damage from the turret all others wont take damage.
so if client starts the match and he is on the blue team he will take damage and the server wont.
if the server starts the match and he is on the blue team he will take damage and the client wont.
If a client starts a match and another clients joins which ever client started it will be able to take damage.
Do you have any ideas on that?

radiant haven
#

ripped Wuhu island from WII SPorts

light coyote
#

They are things you can do, like make the texture bigger the farther away you are to avoid repetition but without it beeing notizable,,,
You can also use the height map(alpha), wich gives you the diffrence of height points in a texture, to determine what is further up and what is further down. More white is more up, more black is more down. And you use this texture toguether with the concept of what parallax is, to displace the color pixels so it seems like it has volume, like it has geometry, like its actualy sticking out.

Parallax is the fact that if you are moving in relation to other things, the tings that are farther away move less, and the things that are closser move more. Think on how fast you pass a person while in the car, and how slow the mountain on the distance does in relation to you.

limpid turret
#

yeah, I've got the heightmap, its just knowing what to do with it that was the problem

#

so I just slot this into a heightblend?

light coyote
#

@limpid turret I know what you are looking for, and yes is the answer, but i think that what you want is to create two materials, or milty layer material or whatever,,, and then just paint with that mask in the brush, so, using that alpha.

#

That way you can guive more variety to how the diffrent layers or materials are applied

limpid turret
#

heres my current node group, I just slotted a heightmap in under the diffuse there. would that work?

#

thanks for helping with this btw

light coyote
#

No worries, but i wouldnt do that.

limpid turret
#

alright

light coyote
#

i would use it in the brush, you can put a bit here, abig chunk there, and it not beeing repeated

#

also, use the node TextureCoordinates

limpid turret
#

ah alright

light coyote
#

It will allow you to make bigger or smaller, or whatever your needs are

#

But one node goes for each set (diff,norm,rouh,met,....)

#

i mean, one node for rock with its correspondent normal etc..

limpid turret
#

yeah

#

ok so for some reason, the texture in the alpha brush keeps going back to default after I put one in

light coyote
#

ive had that issue, cant remember, give me a sec

limpid turret
#

cheers

light coyote
#

try this

#

doubble click image

#

set to masks no rgb

#

save

#

not sure

limpid turret
#

the default or the one im changing to?

light coyote
#

is not that

limpid turret
#

yeah its not

#

just tried on both sides

light coyote
#

is your material layers i think

indigo owl
#

hey richard are u good with replication?

light coyote
#

show me your layers

#

@indigo owl what do you mean by replication ?

#

If its programing im ok, but only ok xD

limpid turret
light coyote
#

press plus icon and show me

limpid turret
#

I can't, it wont let me

light coyote
#

i know you have to do something there but i cant remember

limpid turret
#

do you want me to show the layer info? because the + says it will create it

light coyote
#

yes

limpid turret
#

for each layer or just the one?

light coyote
#

Im not sure now

#

send pic of bluprint

limpid turret
#

for the material yeah?

light coyote
#

yes

limpid turret
light coyote
#

you have to have both nodes

#

texture coordinates is to tile yor texture, but you still need landscape cords

#

i think is that

limpid turret
#

so I put the texture coord into the tex?

#

and the landscape coord in uv

light coyote
#

im not sure xD cant remember

#

give it a try

limpid turret
#

oh it just doesnt slot anyway, floats not compatible

#

it can only go in the UV

#

same with landscape Coord

indigo owl
#

sorry im back basically Who ever is in the lobby first can take damage from the turret all others wont take damage.
so if client starts the match and he is on the blue team he will take damage and the server wont.
if the server starts the match and he is on the blue team he will take damage and the client wont.
If a client starts a match and another clients joins which ever client started it will be able to take damage.
Do you have any ideas on that?

light coyote
#

i had a project and deleted it

#

@indigo owl I mean, cant you have a variable of the tipe, like players, or controllers, or whatever,,,, call it PlayerCurrentlyTakingDamage, for lack of a better name, and the first in lobby gets setted to it.

#

You have a function wich is doing tha damage thing

#

to the PlayerCurrentlyTakingDamage variable that has stored that reffernce

indigo owl
#

but u can shoot and damage each other

light coyote
#

im prety sure it can be done like this, but not exactly how, i have never touched servers yet

limpid turret
#

oh, it works with the default alpha masks, but not this imported one. so it must be an issue with how this imported

indigo owl
#

and to top it off, If u can be hurt by the turret and they guy who can be hurt is standing if front of u can the turret shoots at you then it will damage the other guy LOL

radiant haven
#

Can someone explain me this widget?

light coyote
#

cursor ?

limpid turret
#

say you open up a menu or widget or whatever, whether the cursor becomes free to move on the mouse or wherever it stays 'in game'

#

so like, in skyrim where when you open your inventory the cursor comes back on screen rather then being locked into FPS mode

radiant haven
#

ok thx

#

** whats the difference between these?**

light coyote
#

i think is looking it to the widget space

radiant haven
#

oki

light coyote
#

i dont know if is this one, but if you set it to lock, and show mouse cursor,,, when you play you cant go to parts of the editor, only on the game screen

#

this guy is just absolutly great

#

recomended chanel for learning bluprints

plush yew
#

So i'm trying to implement two core mechanics one is that the player can use magical weapons to defeat enemies and boss but you also use gems with these weapons to make the weapons more powerful.The other mechanic you can combine a element or a gem with a non element weapon but for a element weapon you have to use a gem because you can't use a element because it's already a element.

frail jasper
radiant haven
#

how i cant use launch?

limpid turret
#

use the drop down arrow next to it and assign a launch method

vague vigil
#

@naive burrow ark dev kit has memory leaks, it's not UE4 lol

plush yew
#

I think i may have fucked my project, any way to "clean out" a deleted plugin?
I added a plugin I found and enabled it, ended up finding out it didnt work with the newest engine, deleted it from my plugins folder and removed the ref from the uproject file, it was never used in the project but now unreal is throwing errors that it doesn't exist when i try to compile

civic mantle
#

tried the basic fix? deleting/renaming the sln file and the binaries, then generate VS file and rebuild on start?

light coyote
#

@plush yew does it say something like you want to recompile and after say yes it gives error saying do it manualy or something like that

#

?

plush yew
#

nah, it just spit out the error in the output log, and yeah i tried that

#

I fixed it

light coyote
#

@civic mantle i need to do that for a pluguin to work on newer version.
Do you know about how to do that?

civic mantle
#

do what exactly?

light coyote
#

@frail jasper no

frail jasper
#

I added more virtual memory hope that helps

light coyote
#

i have a pluguin, that i putted in the plugins folder from UE4 editor

#

then it apears on plugins inside editor, i enable it, calls to restart, i say ok

#

but then guives compile error, asks me if i want to reconstruct, i say yes,,,, but then it says it was unable

#

or something like that

#

and the project wont open

plush yew
#

Turns out that when I deleted the plugins it didn't ever actually delete

civic mantle
#

sounds like a broken plugin to me ^^

plush yew
#

Even though it popped up that it was deleting with Windows and I waited until it finished, I went back and it just.. existed again

light coyote
#

aparently not, by what i have read

civic mantle
#

same i wrote above, but with a female voice and vid ;)

light coyote
#

but i really want that plugin 😃

#

😦

icy mulch
#

Will any of the height maps work

civic mantle
#

if that doesnt help... you actuallly need to bugger the plugin guys i guess. fixing stuff that doesnt work in 3rd party stuff is... tedious

light coyote
#

im going to give it a try

civic mantle
#

gl

near hill
#

Hey guys, i have a few.upk files and i would like to open them. But my UE3 will crash without an error when i try. Has somebody seen something similar before?

spark sonnet
#

How can I set collision to not collide with other characters but collide with ground? Via blueprints

civic mantle
#

collision settings, overlap pawn and collide with the rest ^^ and no emphis, sorry, didn't work with ue3

spark sonnet
#

I mean with blueprint nodes, if thats possible

upbeat tendon
#

Ive hit some key combo and now i can't level objects just terrain with a left mouse click

civic mantle
#

uh, well you can set own collision profiles in the project settings, and use em

spark sonnet
#

Oh nice. That could work

civic mantle
#

didn't find a way to access those collision settings during runtime somehow, only way i found were own profiles

spark sonnet
#

Hmm

civic mantle
#

there should be a set collision profile by name i think

spark sonnet
#

Would it be possible to make a collision settings variable?

#

Ah thats it I think

civic mantle
#

as said, couldn't access those "tick settings" you got in the editor myself, so i used profiles ;) if there is a way, i don't know it

spark sonnet
#

But how can I use that variable now?

civic mantle
#

wrong node

#

if you added an own profile, you can access it with that node

#

set collision enabled only works on std col. profiles i think

spark sonnet
#

What would be the name then? "Pawn" ?

civic mantle
#

the name of your profile ^^

#

whatever you named it

spark sonnet
#

Oh, the variable?

civic mantle
#

edit > project settings > engine > collision then open presets

#

and add a profile there

spark sonnet
#

Ok, thanks

civic mantle
#

no idea why the collision presets can't be edited on runtime ^^ would be easier. as said maybe there is a way, but if, i did not figure it out yet ;)

#

hu, set collision response channel

#

check that node

spark sonnet
#

I think I got it. Used the default overlaponlypawn

civic mantle
#

didnt try it so far (obv, just found it) but it seems to be useful