#ue4-general

1 messages ยท Page 507 of 1

autumn elbow
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That part I know. I'm debating on how to pack the data for save.

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Trying to figure out the best way to save the parent child relationship

woeful wraith
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you'll just need to make sure you're saving anything required to rebuild the objects you're saving. transform, parent id, etc etc

autumn elbow
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Yes..and save it in a certain way, that when I load, the parent loads first.

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I know what I need to do..it's just daunting.. and I'm afraid to make a mistake that takes me down the wrong path- wasting time. ๐Ÿ˜…

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It's not really a tech issue, it's a me issue. ๐Ÿ˜‚

plush yew
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Hey me again. Just a simple one, for those who know how pokemon works. If I wanted to make a capture mechanic, is there a link to show me how to do so?bc I doubt some one is going to type out the whole thing. (Unless u do then PM me pls) I have a the assets, I just don't know how to save the pokemon in storage, to later be sent out. Maybe this isn't the right project for a semi-begginer xd

autumn elbow
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Throw your pokeball at the Pokรฉmon. Have a variable on the player that adds that Pokรฉmon to the list. Destroy the actor

cloud palm
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How do u upload picture in unreal answerhub?

light coyote
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@autumn elbow what is the acual data you would need to load ?

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i mean, are you going to save configurations of things that have been built ? or what is it that you want to save ?

plush yew
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Thanks so much

autumn elbow
cloud palm
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ik, but it said my file is invaild

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I save it as word document

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I try to upload a picture of one of my bp

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How do I save the picture as jpg

autumn elbow
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@light coyote I need to save and load what the player constructs. Yes, different configurations of blocks. Parent, transform, how to make it efficient

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Thinking of using an Array...but then again Map looks good.

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The parent block needs to load before the child, else the attachment will fail.

woeful wraith
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getting all the actors of class/tag might already put things in the correct order - parent first, then children

light coyote
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why will it fail ?

kind robin
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how can i make it so a line trace will detect a object in the scene but the player and any thing else can walk strait through it?

light coyote
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i dont know your game as you do,,,, but if i had to say something, when ever the player is done, and he quits to menu, or presses save configuartion, or whatever,,, you would call an event that would get all actors with tag,,, so when something is snapped, you tag(SnappedObjects), when it is unsnapped, untagit

autumn elbow
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There will be more than 1 build in the scene.

woeful wraith
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iterating through actors/components is way more efficient in c++ btw, if that's something you're cool with.

light coyote
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to those objects with tag HasBeenSnapped you would get location, rotation,scale,,(a transform),,, and you would store an array of transforms

autumn elbow
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I can't use tags. I have to recursively go through from the parent using get Attach children or something

woeful wraith
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i would just use a tag, parent class for everything, or a component

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tag will be less efficient if it matters

autumn elbow
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Yea. Since there will be so much blocks, I wanna try to be more efficient.

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I'm concepting in BP...it will be in CPP in the final

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So you guys say tags, huh?

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I'll add it to the list of thing to try

woeful wraith
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meh, tags would be my second or third choice ๐Ÿ˜‰

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you can iterate actors & components in c++ differently than blueprints allow you to do it. it's much more efficient.

cloud palm
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how do you save a blueprint as image so that you can upload

autumn elbow
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Some have suggested loading in order of the attachment...other say spawn everything into the scene then call the attachment and transform.

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@cloud palm are you on PC? If so, use Snipping

cloud palm
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I did, but for somehow, I can't paste the image to the add comment box

autumn elbow
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You have to save the snip first

cloud palm
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How do I save it

plush yew
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Hey does anyone know how i can add images to my hud?

autumn elbow
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Hit the save button

cloud palm
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save buttom on where?

woeful wraith
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use UMG instead of HUD

plush yew
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whats that?

autumn elbow
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Save ur to ur desktop. Then load it to answer hub

cloud palm
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Is there a short cut for the saving process

autumn elbow
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Ctrl + S ?

woeful wraith
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UMG is the UI widget system. it's considerably more friendly than working with HUD

plush yew
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ok thanks

cloud palm
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let me try

plush yew
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how do i get that?

woeful wraith
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you're already using it from the looks of it

plush yew
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oh

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i need an image

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on it

cloud palm
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nothing happen with ctrl s

plush yew
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but i cant seem to import one

woeful wraith
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drag a texture into your content folder, and mark compression settings as UserInterface2D

plush yew
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?

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dm me lol

light coyote
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@autumn elbow

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Just felt like seeing what was there

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I could not find a get actor relative transform

cloud palm
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I get it now, thank you niik

light coyote
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so if something like this does not work, you may have to make your own transform by geting individualy, the relative location, rotation, and scale

rain venture
autumn elbow
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woooo... didn't know about Get All Child Actors ! Thanks @light coyote

rain venture
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or to be precise

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in the fbx file

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will it work ok when exported in that file?

light coyote
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just looking at what was there, im surprised there is no , whait,.

autumn elbow
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there is Get Relative Transform. Get All Child Actors makes my life easier. ๐Ÿ˜ƒ I was writing that function manually LoL

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@rain venture IK gets baked down to the bones.

rain venture
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true, but the ik foot roll doesn't seem to rotate like in the project file when exported into an fbx file

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it rotates all weird

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this is a professional kind of issue here

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cause it involves ik stretch, ik foot rolls, smart controls, drivers etc

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its complicated

autumn elbow
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yea.. looks like.. no idea how unreal deals with scaling the joints

rain venture
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it appears that it has no problem dealing with the scaling bones, but right here its all about parenting thing

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and its all at the feet

light coyote
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@autumn elbow

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Just did it for fun, i have not tested anything, but it seems to me that something like this would do the job

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Obviously, this is asuming you saved, and allready have the data loaded

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I got the relative location of all childs

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transform

autumn elbow
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very cool!

light coyote
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๐Ÿ˜ƒ

autumn elbow
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Thanks for trying it out ๐Ÿ˜„

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I appreciate it

light coyote
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Was fun

autumn elbow
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It is fun

cloud palm
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OMG, I finally solve my issue of the death function

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It is actually really easy

novel summit
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Hey sry bout this but i am working to make this server really good, can you guys join and tell me what you think?

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I haven't finished, I still need some bots and stuff it it should be finished soon

queen canyon
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Hello! How can I simply temporary turn off collision on my character with other characters to let him move thru them?

autumn elbow
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in BP? ( during runtime)

queen canyon
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yeah in bp

woeful wraith
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you can disable collision between pawn object channel

queen canyon
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want to make something like Kennen from lol lightning dash skill ๐Ÿ˜„

woeful wraith
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that will break anything else that requires collision, like ground movement

autumn elbow
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ohh right right

woeful wraith
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instead you can make it ignore certain channels

autumn elbow
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i'll delete it lol

queen canyon
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oh, and how can I select certain channels?

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Set collision response to channel?

autumn elbow
woeful wraith
plush yew
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Hey! sorry to be a pain, but can someone dm me and teach me a few things? would be appriciated!

woeful wraith
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you can do that in either the individual actor (you would need to make sure both things you want to not collide are ignoring each other), or in the project settings for a system wide way to make pawns ignore each other

plush yew
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i just need help with stuff like weapons, aiming etc

queen canyon
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Oh, well, "Set Collision Response to Channel" works good

autumn elbow
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@woeful wraith how come yours looks different from mine?

woeful wraith
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mine was in project settings and yours is on the actor

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colors are different on the window because it's the magic leap unreal editor

autumn elbow
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in project setting uder what heading?

light coyote
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@plush yew i am allwais up to help.
I have to go now, think about what are your main doubts, or esential things wich you might still have doubts in some realm, and i will do my best.

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You can send long msg, i dont mind

woeful wraith
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Project Settings > Engine > Collision > Preset

autumn elbow
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Ahh cool

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never saw the presets section LoL

woeful wraith
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really handy to make new ones ๐Ÿ˜ƒ

autumn elbow
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I have made new ones, just didn't know about the preset section.

woeful wraith
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should note since this always drives me crazy - when you create a new preset or object channel, it won't show up until you close/reopen the BP window you're trying to change.

plush yew
autumn elbow
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Means you are using a variable, that is currently empty or not set

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Check your Character. Also, lookup the BP debug tool. It's very helpful in tracking values and flow

plush yew
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Nothing wrong with my character

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looks normal

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plus thats all i have

woeful wraith
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if you happen to be in simulate mode, i think the player controller ref would be null.

blissful trail
naive lotus
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Hey guys? me again, I was trying to figure out why building levels wasn't working. Well, I validated my install, and I tried again. It took over an hour before it just crashed altogether. Does anyone have a minute to help me try to diagnose? Here's a log file

odd steeple
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Hello, how can I switch my imported Maya mesh to use advanced auto collision instead of simple? Nevermind, I found it. I didn't have the static mesh details window open.

marsh swallow
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how would one make a camera animation play from the camera's current position. This is driving me nuts. I have moved to using the PlayerCameraManager. But when i fire a spell in a battle certain ones i want some visuals for. Okay so i created a basic CameraAnimation and i Play it. but the camera goes crazy when it plays.

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the documentation for UE4 on it... is about useless. lol

proven imp
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By the way is there difference First person view action and Virtual Reality view action?
The example Like at first i'm going making First Person View game on Windows or Mobile Version after that i upgrade it to Virtual Reality.

Note: Just Curious, Just Curious. Please ignore it if you don't know or can't answer this statement.

deep stump
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What would I need to look if I wanted to have a game, where players are not able to host their own sessions. Kinda like how DayZ used to be. I look at tutorials and they all are just FPS, 10min round and the server shuts down. What I need to look at if the server always remained on and clients (players) would be able to connect to it?

hard quarry
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@deep stump I guess the cleanest way to do this is to spawn a new server every time a new Round of the game has started. I dont know maybe you could use docker to containerize your server, I havent tried that with UE.

deep stump
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I just want a server that's always on.

orchid marsh
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Dedicated Server

deep stump
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And players can connect in and out of it without nothing happening

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Yes, but when I find them online their all outdated without using the nearest versions on unreal

orchid marsh
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Build Target

deep stump
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Are you able to provide a guide or video?

deep stump
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That's what I was looking at but it's 4.18?

orchid marsh
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hasnt changed

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host on cloud

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eg AWS

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building it is.... involved

deep stump
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Yeah lol

orchid marsh
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they are typically headless - so no graphics or animation on server

deep stump
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With AWS, is it free until I publish the game?

orchid marsh
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no - pay for server

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install ue dedicated server on it

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there are others... all pay

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Digital Ocean

deep stump
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Of course, I just don't want to pay until I need too

orchid marsh
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I mean you could host at home - just need to punch hole in router

deep stump
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lol

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I can use that for now just for testing?

orchid marsh
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also - you pay hourly - so could spin up - play couple hours - spin down

deep stump
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Then what's the deal with all these steam servers?

orchid marsh
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which steam servers? - or you mean steam enabled p2p

deep stump
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I look at tutorials and they all say something with steam

orchid marsh
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dedicated server different than standard mulitplayer

deep stump
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Right

orchid marsh
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with standard , one of the peers is the host

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with steam, they use stun/ice / etc to punch hole in nat for you

deep stump
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Is there away I can use that but switch between host?

orchid marsh
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possibly

deep stump
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Kinda like how COD does it, when the host leaves it switches to someone else in the session?

orchid marsh
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not sure about using steam with dedicated server

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yeah that is called host migration... unfortunately it is not out of the box with ue

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but you could write your own... non trivial

deep stump
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Yeah, I'll prob mess around with it a little.

orchid marsh
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best thing is just do regular multiple player instead of dedicated server...

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at the start

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and use steam

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steam is actually super easy to setup

deep stump
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Do you have another guide to that?

orchid marsh
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like edit an ini and make a few session calls

deep stump
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Ah Cool.

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Why is it named Spacewar? Is there away to change that?

orchid marsh
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lol.... not until you get a name from steam

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I have like 1000 hours on spacewar

deep stump
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Oh lol. That's funny.

abstract relic
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Itโ€™s a cute nod to early history, you gotta admit.

deep stump
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Yes ๐Ÿ˜†

orchid marsh
blissful trail
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is there a way to get an ai to destroy an actor if its in the way of getting to the player ?

deep stump
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I'll take a look at them. Thank you so much @orchid marsh

ancient otter
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Hey guys, so unreal crashes when trying to import a .obj file

deep stump
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Use fbx files

ancient otter
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What about textures?

abstract relic
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Import them separately

ancient otter
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What if its not me who is doing it and the person that is doing it cannot export as fbx?

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And the file has a bunch of textures, not just 1 or 2

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Like 50 o more

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...

deep stump
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I don't think you can import anything else other than fbx, but I might be wrong

abstract relic
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Thatโ€™s probably why it crashes

ancient otter
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What do i do then?

abstract relic
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You can do obj but it must be written specifically to be compatible

deep stump
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Maybe theres some sort of software that will magically convert it into a FBX?

ancient otter
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I imported like 200 obj files the other day and they importer just right

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@deep stump I still would have to apply 50+ textures

deep stump
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Yeah..

abstract relic
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And? Normal day in the office ๐Ÿ˜œ

deep stump
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lol

ancient otter
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[2019.08.10-03.13.05:210][240]LogWindows: Error: Fatal error!
[2019.08.10-03.13.05:210][240]LogWindows: Error: 
[2019.08.10-03.13.05:210][240]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000010
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[Callstack] 0x00007ffd75946f1a libfbxsdk.dll!UnknownFunction []
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[Callstack] 0x00007ffd78011364 UE4Editor-UnrealEd.dll!UnknownFunction []
deep stump
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I've been trying to get multiplayer to work for the past 5 hours and i should've just came here ๐Ÿคฆ

abstract relic
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I say export it as a mesh, wipe the mat ids and see if itโ€™s still complaining

ancient otter
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ok

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didnt crash @abstract relic

sonic cedar
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Not sure what channel to put this in: Anyone here who's won an epic grant before? Looking to apply, hoping to get some winners to review my submission

ancient otter
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What should i do?

abstract relic
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Have you imported an asset with just as many textures before

ancient otter
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nope

abstract relic
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Although Iโ€™m assuming you mean mat ids

ancient otter
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it has a ton of textures

abstract relic
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Textures and materials are not the same thing. If you are simply importing textures, do it separately. If your mesh has a high number of mat ids on the other hand, itโ€™ll fail import.

ancient otter
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it has a lot of mat ids too

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By mat ids you mean a lot of different materials, right?

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it has a lot

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Isnt there any type of solution to this?

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(for ue)

abstract relic
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Oh nice, it did import empty materials

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The textures are the problem then. Corrupted file, bad plugin/bridge, junk data, or thereโ€™s simply a hard limiter

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Start debugging ๐Ÿ˜œ Halve your texture output and see.

blissful trail
craggy kraken
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@blissful trail yeah your cast is most likely failing

snow crown
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there was a tweet by one of the UE developers a few days ago regarding changes to how UE batches materials

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does anyone remember it and/or have a link to the tweet?

marsh swallow
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So uh... Black screen in the curve editor is just a thing then in 4.22?

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and its not fixed until 4.23

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How can i work around it? Or we cant. lol

vernal oracle
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Hey, so I know this is off topic but has anyone used the text edior Atom before, specifically for python scripting

bronze plinth
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Hello is there a channel of tutorials or guides where to start, I am decent at C++, and learned the very basics of blueprints in unreal through a YT vid

I'd like to know if there is an official or unofficial guide/course to get more familiar with unreal and coding best practices

I was a beginner in unity (chose it cz heard its easier to get started and have a taste of game dev) and then went for unreal as it seems the better long term option i'd wanna go into

GWnkePinguWave

maiden swift
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Anyone have insight into methods for accurately checking whether an actor component is visible on screen? I can do it with a single point, i.e. the component's world location, but I need something accurate enough to work with the entire component mesh.

autumn elbow
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Why not just use the Actor location?

maiden swift
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I just said why. I need it to work with an entire mesh.

autumn elbow
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Umm..I don't think I understand then lol

maiden swift
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If any part of the mesh is on screen, it should be marked as visible. Actor Location is just a single point, so it gets marked as "not visible" as soon as the center of the mesh is not on screen.

autumn elbow
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Are you trying to setup your own culling?

maiden swift
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No. I'm implementing a mechanic that only allows me to take an action when a certain static mesh component is not visible on screen.

autumn elbow
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Interesting...

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There is a node to check Actor bounds

amber girder
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can a widget be reparented? i have some which i moved into a plugin and now it doesnt find its parent anymore.

autumn elbow
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I believe Actor bounds will give you the entire area of an actor...not 100% sure

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You can also put Geometry around the camera view .. one that matches the focal length.

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Anything that comes into view will fire off an overlap event

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Might be the easiest @maiden swift

maiden swift
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Might be worth a shot. Thanks, I'll look into both of those.

autumn elbow
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Coolz

amber girder
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there is also wasrecentlyrendered, but thats not that accurate

autumn elbow
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My widget knowledge is very lacking Algorithman. Lol

amber girder
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context menu doesnt give me anything. oh well lets shuffle these classes around again ๐Ÿ˜ƒ

autumn elbow
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I'm not about that SetVisibility life LoL. I want a data driven system.

bronze plinth
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feels ignored

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Just need a pointer to where to start

autumn elbow
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Sup @bronze plinth

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What ya making?

vernal oracle
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@bronze plinth What I am currently doing (which is working well) is to just start making something with the knowledge you have, (even if you're clueless on how to do most things). The best teacher to these types of things is either money, to hire someone to teach you, or experience.

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I knew nothing about BPs but I had some "extensive" knowledge on c++ but I decided to stick with blue prints to learn the engine itself

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looking back, my code is garbo. but now i feel alot more comfortable easing into c++ coding with the unreal API

bronze plinth
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Mhm do the get my hands dirty by messing around with the engine approach ? Not follow a specific guide that will teach me best practices and the best way to do things ?

vernal oracle
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Im still recreating quake, its been good progress but I know the engine alot more than I used to, mainly comfort

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Well

autumn elbow
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What is it you want to make?

bronze plinth
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Rpg third person

vernal oracle
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Its hard, youre asking for a curriculum to follow

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Thats rare

bronze plinth
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But thats after i actually git gud

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No i mean like for example

rotund scroll
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so do one of two things

vernal oracle
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Well why not start making a poop rpg very basic

autumn elbow
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Start with pen and paper... write down your ideas. Break down the big problems into tiny ones.

rotund scroll
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either focus on making a good rpg on paper (e.g. use something like dnd)

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or focus on creating a third person game in engine

bronze plinth
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In unity when i started at first i didnt know of something called blend tree which blended animations

And ended up making my life really complicated
I just want to avoid those kind of things

vernal oracle
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i mean, wouldn't experience be the better thing though? familiarity?

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Not really focusing on making a top notch game

bronze plinth
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Familiarty => small parts of the game, such as inventory etc => mini rpg => etc

vernal oracle
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Understanding the actual engine seems vital before delving into such an endeavor

rotund scroll
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if you have a goal then you can also stay motivated to do your research and find out what you need for it

vernal oracle
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Agreed on that

rotund scroll
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rpgs are the hardest class of games to make

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by far

vernal oracle
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Well how the engine is organized, work flow Blueprints C++ api and such

autumn elbow
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... do you know the basics of Unreal? Interface, BP, gaming concept ?

bronze plinth
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Yea already wrote multiple pages on it x)

vernal oracle
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Nice lmao

rotund scroll
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my suggestion is

bronze plinth
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@ NIIK not enough really

rotund scroll
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create a scenario in dungeons and dragons

bronze plinth
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I am just using my instinct

rotund scroll
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play it out with some friends

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see what they think

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and if they like

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you can start thinking about moving it into engine

autumn elbow
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Start by learning the engine. There are thousands of vids on Unreal basics

rotund scroll
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in the meantime yeah learn the engine

bronze plinth
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Btw

vernal oracle
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Those vids only go so far though. Best to follow a tutorial

autumn elbow
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Make a box move.

vernal oracle
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^

bronze plinth
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Done that xd

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Oh controlled by the player ?

vernal oracle
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epics

autumn elbow
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Yea

vernal oracle
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ye y not learn input stuff

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that stuff isnt as clear cut as I thought

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bindings and all

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but its simple once you know

bronze plinth
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One more question

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For animations

vernal oracle
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pretty sure they work with blendspaces

bronze plinth
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On unity i used mixamo

vernal oracle
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and BPs

bronze plinth
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Do these work with unreal ?

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Mhm i see

autumn elbow
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Yup

vernal oracle
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^

autumn elbow
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Learn the basics, and it will all fall to place.

vernal oracle
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^

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Surprisingly true

bronze plinth
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Alright thanks

vernal oracle
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GL

bronze plinth
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I will try to make a mushroom collection mini game xd

autumn elbow
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ThIs forum/channel is full of tons of smart people who are willing to help.

bronze plinth
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Would allow me to get familiar with movement, inventory, UI etc

vernal oracle
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Also

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Idk if this is how people nomrally learn

autumn elbow
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Google Virtus learning on YT

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Go through his channel

vernal oracle
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but try not to bog urself down with animations and modeling, learning how to make mechanics is the most important and asset design and animation just slowed me down

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Animation is important but learning the actual environment seems more pressing

bronze plinth
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Yea gotcha

autumn elbow
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Do you know Blender? Maya? max ?

bronze plinth
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Nope not a 3D designer xd
I am a student software engineer
Never got exposed to 3D tools

autumn elbow
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Maybe play with Blender a bit. Unreal is for behavior, interaction and layout.

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The content is created in 3D programs.

proven imp
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I know them but i dont know how to use them

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Still self learningใ€œ(/ฯ‰๏ผผ)

autumn elbow
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Just to get familiar with the 3d space, camera, Geometry, animation. Materials, textures.

bronze plinth
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Mhm

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Btw Quick question why do all universities teach Unity and never unreal (at least to my knowledge) cz unreal was previously paid ?

autumn elbow
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I suppose. My school taught Unreal

proven imp
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It teach basic not focus oriented

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My college just taught us how to exploit coding and how to use visual studio, phyton

autumn elbow
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I did C++ in school, but use Python for work lol

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Adapt to the work environment

bronze plinth
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yea the language really doesn't matter that much once you get to work extensively with multiple b4

autumn elbow
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Yup

proven imp
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I need learn 3d modeling any guide?

autumn elbow
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What software?

proven imp
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Blender

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And unreal engine

autumn elbow
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I suggest YT vids on Blender 2.8

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Arrimus is an excellent resource on YouTube. He teaches Max, but it's transferable to Blender

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Most of the tools are the same

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Any Blender for beginners on YT is worth watching.

steady vortex
#

hey would like some help. so im verified and i have a xbox dev kit but i dont know how to export my project to the xbox dev kit .

lilac geyser
#

Hey guys just wanting to know do you know of anygood third person tutrials out there?
finding it hard to make a TPS

tall pendant
#

check out the console forums if you need further help. tho i think they have good docs about it.

lilac geyser
#

any help please

#

Please @ me if possible

short onyx
#

Hey guys
Can we still make HTML game on Unreal or is it no more updated ?

#

(for 4.22+)

lilac geyser
#

@autumn elbow is that a good one i tried to follow it and it isnt that good

idle haven
#

whats better for landscape material, tessalation or pom?

steady vortex
#

i find no instructions how to package and send over my game to xbox

light coyote
#

@idle haven answer is it depends

In a flat wall is better pom

I mean, if it really shows it has volume, and you can see the object from the side(like a door if you open it),, then you really want it to have real volume, so tesellation

If its floor stuf, to wich you will not see the siluete, and be disapointed, then pom is fine

#

However, you can use a mix of the 2 sometimes and get amazing resoults

#

Because the more you tesselate, the more geometry you have, and maybe to get the amount of real geometry behaviour you want, it will take many teselation iterations, and to keep that to a minimum, you can use a mix of both

lilac geyser
#

well calling anyone does anyone have a TPS template with just the basics of just someone holding a gun aiming in and shooting? please pm

proven imp
#

Someone teach me make chibi model

dawn gull
#

@proven imp I use VRoid Studio for my anime models. You can make chibi too. It is free, and has lots of documentation

proven imp
#

oh finally found new app to create models, i tried find some and sick get weird link

light coyote
#

@lilac geyser Try and merge third person project and first person project

#

You are going to have to learn about it anyway

#

investigate what one has, what the other one has, and pick the stuff from the fps

#

you can have the 2 projects open at the same time

#

you will gwt to know what is what, and know how and where to do the stuff that your game requires

lavish blade
#

I've got a question about the very very basics which channel should i ask this?

cloud cobalt
#

Here

#

But tutorials and documentation are usually more helpful

lavish blade
#

Yeah i tried figuring it out myself but i'm just stomped. Maybe you could push me in the right direction . I've dabbled with unreal before but never seriously. so i decided to start a complete blank project and understand how the basic structure works. So the thing i'm struggling with is, i've got a custom gamemode bp i got a custom pawn class, i've got a custom player controller, game state etc. and got i configured in the world settings of my level. I added a player start to the level and when i press play i indeed get positioned at the player start. However the custom pawn is not spawned and i'm not sure which "camera" i'm looking through

#

I figured settings a default pawn class would make it spawn by default and the default player controller would apply it's logic to this pawn class by default

proven imp
#

here the person bad at reading but work when ask people show to how do it in real life

short onyx
#

Anyone know if HTML5 is still supported ?

lavish blade
#

It seems like it's experimental

keen pawn
#

guys does having a material with a tonne of BP make it more costly?

#

is it more effective to just have the 3 images like normal base and ao/metalic/rough

#

if so how much so?

light coyote
#

If the material has to do extra computations to the images you give it

#

yes, is more costly

#

However, i would not worry much about it

#

you can see some huge real crazy materials out there

#

alpha is what you have to maybe be careful about, in the senese of comon materials,,, because, when used for transparency, if you imagine 20 transparent planes in a row, and behind that there is a blue wall, it has to paint blue that screen area,, cause they are transparent and you are seeing the wall in theory

short onyx
#

Thanks Soep

light coyote
#

But untill it computes all 20 planes it will not know that that screen area is transparent in all 20 planes and that it should show you blue pixels

keen pawn
#

yeah thats the same with the particle effects as well i presume

#

visual overdraw its called or something right?

light coyote
#

That is why you have to be carefull with grass,,, and optimize by distance,, so make images with bigger clumps of grass or whatever you can think of,,, to not have toons of computations every frame

keen pawn
#

Yeah

#

tbh we dont have a tonne going on

#

just need to be effective as the player can add alot during the game

light coyote
#

@keen pawn yes, but particles are sort of ok, in general,,, but yes,,, is just that with grass there tends to be to many overlaps with a lot of info behind, and particles, in general,, there is not much overlap,, or where there is, if you get close to it and make it ocupy most of the screen, normaly there is not much info behind
When they are clumpet together, they dont ocupy much space in the world

proven imp
keen pawn
#

interesting

light coyote
#

@keen pawn I am not saying that the same thing can not happen, because it can,,,,, but in general,, what grass and foliage is, by its nature, makes more probable for issues to happen

keen pawn
#

yeah i see what you mean

#

I think its in general the same type of overload

#

on the face of it

#

i think every alpha on top of an alpha is an exponential calculation or something of the likes

#

is what i read

#

and it gets super costly quickly

light coyote
#

@proven imp is up to you, i prefer diffrent so i dont have to go turning things on and of when you have various menus overlapping
so main menu is one widget,, and what ever you can open from it would be another, but that is just my preference,,,, if your menu is simple enough, maybe is not worth even bothering

proven imp
#

okay

#

lets try make next step

light coyote
#

@proven imp What i like to do is have a widget, wich will be my parent, like your main menu maybe,,,, and, the rest that may come from it, i add them as a child

#

so at the beguining you would create all of the widgets one after another, promote all of them to variables,, and then you can easyly add them or remove them, or colapse them, make them visible,, in an easy way

serene sorrel
#

hey guys, im just wondering what the status is with UE4 supporting procedural terrain generation. It still seems like the UE4 is geared for static landscape scenes?

muted minnow
#

I figured it out, instead of using player controller, I now disable/enable input on the pawn.

#

For bonus points, slow down game time ๐Ÿ˜‰

viral fractal
#

i see blueprints

lavish blade
#

Coming back to my earlier comment, i decided to open the 2d scroller example and check out how that works. Here the default pawn class is the "2DSideScrollerCharacter" which is also added in the level itself and contains the character. If adding the blueprint to your level is needed than why even declare a default pawn class in world settings?

#

contains the camere*

#

camera*

#

And also, if you have to have your default pawn in the level as an object than what is the player start used for?

jaunty cedar
#

Is there any way to make Visual Studio less ungodly levels of unstable?

#

Move cursor with mouse -> stops responding
Type a character -> lags behind then stops responding

#

It's just progressively gotten worse over the last few weeks to the point where it is completely unusable

dawn venture
#

Any body know how share project so that 2 Or more people work on same project at a time..

abstract relic
#

Source Control prab

short onyx
#

Git, SyncThing, Perforce

#

And more that i don't remember the name

#

you have the choice

abstract relic
#

svn

copper thorn
#

Hi guys! I'm new!

abstract relic
#

Perforce is a crowd favorite. Otherwise, itโ€™s really up to what you need and preference. You got options to explore

dawn venture
#

Any tutorial link for using perforce with ue4?

abstract relic
dawn venture
#

@abstract relic thank you

spark sonnet
#

Hey. Anyone who knows how to use perforce? I have set it up but I cant figure out how to share the project with the other people

cloud cobalt
#

You'll need a server for that

spark sonnet
#

I have that

#

And they have connected

#

Now we have a workspace

#

But not the same

woeful wraith
#

they need to make a workspace from the depot. each user has their own workspace

spark sonnet
#

We have our own. What do we do now?

woeful wraith
#

pull it from the server ๐Ÿ˜„

spark sonnet
#

How? ๐Ÿ˜„

woeful wraith
#

haven't used perforce in a minute so i'm a bit rusty

spark sonnet
#

I have all of it in my workspace

#

My pc is also the server atm

woeful wraith
#

that's probably the problem unless you have ports opened up

spark sonnet
#

Its local

woeful wraith
#

oh

#

i don't remember there being much more than making a workspace and updating

spark sonnet
#

Hmm

lament star
#

guys I have a weird issue, today I opened up my project and everything (BP and C++) doesn't tick

grizzled axle
#

you have version control? Look whats the last thing you did yesterday

lament star
#

Last thing I did yesterday was changing a pawn BP

#

literally

grizzled axle
#

hard to say.. is it all classes or just pawns?

#

that wont tick

#

maybe something overrided PrimaryActorTick.bCanEverTick = true; in c++ constructor or bp

lament star
#

everything....

grizzled axle
#

oh then I have no idea

lament star
#

I just found a weird workaround

#

I tried on an actor that prints hello every tick

#

wouldn't work like everything else at first

#

until I checked "Allow tick before begin play"

grizzled axle
#

I think it's on by default? Never messed with the setting but sounds weird if they dont tick at all

woeful wraith
#

it's off by default

lament star
#

yeah, it's off by default

#

this is so weird, still no clue on how to fix this

woeful wraith
#

check fps settings in project settings, maybe something got out of whack? but honestly that sounds pretty weird

grizzled axle
#

no error messages? maybe its something going wrong before ticking actors and instead it prints error, but you would propably have mentioned that

lament star
#

no errors

woeful wraith
#

timescale set to 0 would stop it too, but i suspect you would remember changing that

lament star
#

you mean Global Time Dilation?

woeful wraith
#

yes

lament star
#

that's completely untouched in this project
Perhaps there's a way to clean up this project, or something like rebuild all the BPs/C++ classes?

grizzled axle
#

isnt there something called refresh in bp menu?

#

or if its c++ project, you can try deleting Binaries and Intermidate folders and generate new files

#

I do that all the time

#

just take a backup first, just in case..

#

atleast you cant blame me then heh

lament star
#

yes!

#

will try that sicne it's a c++ project

grizzled axle
#

also I noticed that if I change header file and recompile while unreal editor is open, sometimes strange things happen, so I always close my editor if I change .h files

#

like bugs that made no sense

fading river
#

Hi everyone, random question here, but does the community have a decent amount of people who make games as a hobby? Most of the LFW/LFT messages seem to be paid one way or the other so I'm curious if that's common.

woeful wraith
#

i do both hobby & work

#

most hobby stuff is just learning though and not really focused on making a full game

fading river
#

yeah that's how I am

#

I realized I have all these ideas though, and a bunch of half-complete concepts (mostly in Unity) and figured I should learn UE4 since I already know programming and used to know UE2

#

and maybe make something playable

woeful wraith
#

ue2!? ๐Ÿ‘ด

#

you should do it. if you know unity & programming already it's not very difficult

fading river
#

yeah I know a bunch of game dev stuff I can do almost all parts of it

sturdy swift
#

Can anyone help me with some programming questions?

sinful kayak
#

any one here who could give an assist in figuring unreal collaboration, been a nightmare for me

sage tree
#

Not sure which channel is the best for this so I'll drop it here. Anyone have suggestions on learning material for camera post processing effects and visual styles?

lilac wedge
#

so i AddWorldRotation to my player capsule components raw + 90. But then my pitch does not change direction depending on where my player is facing if that makes sense...

earnest cape
#

So I've been running tests comparing 100 AI between behavior tree AI and blueprint only AI, and so far I'm getting roughly 30fps faster on blueprint only AI. Why is that? Do behavior trees really bog down performance that much or am I going crazy?

small sapphire
#

Hello everyone ... upgrading from UE4.21 to 4.22 ruined my game lighting , so I moved back, but today I updated the 4.21 to 4.21.2 and the smae thing happened, tried to build lighting but nothing changed, it still so bad, it was much better before the update !! any help is appreciated.

rotund scroll
#

probably a flaw that was happening in your lighting before then, but now it just... came to light

#

try and fix the underlying issue

light coyote
#

@small sapphire Silly thing but i will mention it just in case.

When you build lighting, by default, its on lower quality,,,, even the preview lighting looks much beter than low or even medium quality settings.

You can increase lightmaps resolution aswell.

Just make sure you where not used to the preview by default while building your enviroment,, and then build basic light qlty to be surprised it looks worse,, is normal, is the way it is.

Also, is recomended you build, to see the real resoults, as preview is good in terms of quality,, but not in terms of reflecting the atmosphere you are creating in the game

#

Build lights every once and a while, low o medium qlty depending on pc, and keep working with mix of preview and your built info.

lilac wedge
#

how would u add world rotation depending on forward vector ?

jaunty cedar
#

My phone shows up in the adb devices list in cmd but won't come up in my unreal engine's device manager

#

I can't test my mobile game on mobile

#

Is there a solution?

gusty ore
#

need help w udk 3

#

might be willing to pay

spark sonnet
#

Is there a way to add something like a gyroscope? Or a way to always know which direction is up to the sky?

gusty ore
#

just place a pure csg thats like the marker for what direction sky is

#

idk might work

#

when youre making new stuff n moving it the blue arrow is up n down

rotund scroll
#

you can get the world up vector and use it?

gusty ore
#

how can I make it so the cube tool aligns perfectly with the same size?

regal mulch
#

We are kinda only UE4 here

pallid flint
#

sexy Query is Sexy SELECT enemies.uid, name, description, data, point_worth, game_level_enemies.spawn_rate FROM enemies INNER JOIN game_level_enemies ON game_level_enemies.level_id = (SELECT id FROM game_levels WHERE uid = uuid_generate_v4()) AND game_level_enemies.enemy_id = enemies.id

Query for Enemy Information based on a Level with enemy association. :X Just so I can randomly spawn these properly in UE4 โค So nice.

kind robin
#

hello, is there a way to make a custom variable that affects the object in the editor window much like any of the settings in the details pain
i want to create a drop down box where you can choose a color enum and have a material instantly apply based on the color you pick
i know i can create a function on begin play that will set a material based on the value of a variable but i want to see it both in the editor and in game

spark sonnet
#

It should be possible

#

Like this?

#

@kind robin

autumn elbow
#

Can I only Spawn Actor from Class ?

kind robin
#

@spark sonnet sorry for the long reply!
yes that looks pretty similar to what i'm looking for, if i change that value will it update in the editor as well?

spark sonnet
#

You need a small code in the construction script. I can show you

kind robin
#

sure, that would be wounderful

spark sonnet
#

Make sure the Material Variable in my picture named Color is public so you can see it in the settings

kind robin
#

awesome, thanks a bunch!

spark sonnet
#

No problem ๐Ÿ˜ƒ

autumn elbow
#

Why does the overlap event fire when I spawn ?

spark sonnet
#

Because its overlapping?

#

Oh

autumn elbow
#

just as it spawns in the sky

spark sonnet
#

Saw it now

autumn elbow
#

lol... weird right ?

spark sonnet
#

Yeah

#

Maybe its overlapping itself?

autumn elbow
#

dont know

spark sonnet
#

Try actorbeginoverlap instead just to test

autumn elbow
#

same thing

spark sonnet
#

Hmm

autumn elbow
#

It is colliding with itself

#

Weird I 've been setting up overlap events and I didnt even notice it

#

๐Ÿ˜„

plush yew
#

Whenever I try to rename a slot it tells me that the asset that is currently open is using that slot and that I'll have to delete the asset first if I want to change the slot name

rotund scroll
#

@grim ore you here?

plush yew
#

I figured out my problem, just stop using the slot in your montage if you want to rename it

spark sonnet
#

Haha. Glad you figured it out @autumn elbow ๐Ÿ˜„

bitter iris
#

Any ideas on why im getting this Assertion failed: Pair != nullptr [File:c:\program files\epic games\ue_4.22\engine\source\runtime\core\public\Containers/Map.h] [Line: 476]

dim plover
#

Guess somewhere you used FindChcked and it couldn't find the pair by key.

plush yew
#

What am I misunderstanding here?

#

I have three combat directions, up left and right. The way this is set up only one blend weight will ever be 1. But it will only ever update based on the highest pin.

#

So before I added direction 3, the animation would only update on direction 2. Now that 3 is there, 1 and 2 don't work but 3 does

proper crane
#

I've come across this multiple times, and have to know

#

What exactly is supposed to go into target when I use a variable from another bp?

#

it's a difficult thing to find out myself because of the very specific nature of this

rotund scroll
#

you need a reference to the actor that you want to use the boolean of

proper crane
#

No idea how to do that

rotund scroll
#

I don't know the context of what you're trying to do

#

so it's hard to say how to make it work for your case

#

but let me put it in layman's terms: the two actors need to "meet" somehow and exchange information

dark depot
#

you are referencing a variable that belongs to something else but there can be more then one of that object so you need to tell it which one you want changed

proper crane
#

I don't know how to get that

dark depot
#

on collision/ casting / event dispacters / on spawn. there are 100s of ways it depends on where this is and when you want it to show up

rotund scroll
#

that's why I asked for context

#

I don't think just throwing terms around will help

#

he's clearly not on that level

proper crane
#

man, I just want to pass a boolean to this blueprint

rotund scroll
#

you can't

#

it's not that simple

dark depot
#

ok when do you want to

#

and from what

proper crane
#

I can't tell if you mean when it's being called for, or

dark depot
#

yeah what makes it change

#

and where are you changing it

proper crane
#

press of a button and it's being called on tick

dark depot
#

is the button a widget or?

proper crane
#

widget?

dark depot
#

where is the button

rotund scroll
#

not on that level

#

๐Ÿ˜‰

proper crane
#

Is that in a literal term or the other blueprint

rotund scroll
#

where is the blueprint where you are using the boolean?

#

like what is it

#

what does it do

proper crane
#

where and what are two different words

rotund scroll
#

answer both

proper crane
#

just saying

dark depot
#

its 2 questions

rotund scroll
#

I mean it's your problem

#

surely you want it solved

#

so I'm not sure why you're second guessing me

proper crane
#

where, I don't know if You mean literally, files, or some way I don't know of

#

literally as in, in the project

#

or, leel

#

level*

rotund scroll
#

level

#

does it exist in the level

#

is it the player blueprint?

proper crane
#

it is the player

dark depot
#

ok that answers where

#

now you said button do you mean a button in the level

rotund scroll
#

probably button as an input

proper crane
#

key would be the proper term

dark depot
#

ok like a button press

proper crane
#

key

dark depot
#

like a keyboard and mouse input

proper crane
#

lets leave it at key

#

or input

rotund scroll
#

yea he he means that

dark depot
#

ok

rotund scroll
#

so for keys you can use events for when they are triggered

#

you can define these events in project settings

#

like which buttons do what

dark depot
#

so like WASD to move the player?

proper crane
#

oh shit, right. I could've made it an event in the project settings and changed the bool based on the input

rotund scroll
#

bingo

dark depot
proper crane
#

I still am confused about casting to something, and it asking for an object

#

I look at other people doing shit, and it doesn't ask them for an object input

dark depot
#

it does

rotund scroll
#

casting always requires an object

proper crane
#

it hasn't always required one though, since tutorial videos show a version where it doesn't ask for them

rotund scroll
#

no the concept of casting requires an object

#

there is not a scenario where you wouldn't require an object

dark depot
#

there is a pinned video under #blueprint that talks about talking between blueprints

rotund scroll
#

there is nothing to cast

proper crane
#

I can get the video

ember thorn
#

hello guys! could you help me, i need to export my Humanoid model from Maya to UE4 and use the Mannequin animations... do you have any tutorial/doc that i could use?

dark depot
#

there is always a need for a ref because as a said there can be 1000 of the same object and you only want to talk to 1

rotund scroll
#

@ember thorn look up animation retargetting

dark depot
rotund scroll
#

well it's not really about quantity, it's about knowing what the class is

dark depot
#

i meant it in more of a it needs to know where to be directed

rotund scroll
#

ties into polymorphism, the fact that it can be used to isolate actors is incidental

ember thorn
#

@rotund scroll thanks!!

proper crane
#

I tried to do an animation blueprint, but the tutorial didn't work because it didn't ask the guy to input an object

#

it didn't even have the option

dark depot
#

if it doesnt know the object it doesnt know what to talk to

#

he already had the object i imagine so it showed the proper get

proper crane
#

And there seems to be nothing online in making an animation blueprint

#

It's either outdated, or their method includes functions that I don't seem to have

#

Though, I've had to remake functions myself because some are actually missing from my UE4

rotund scroll
#

what version are you using

proper crane
#

Newest one

#

I reinstalled and there's still missing shit

rotund scroll
#

4.23?

proper crane
#

22, than

rotund scroll
#

generally there aren't any functions available from the get go

#

you're supposed to create them yourself

#

I think there is some basic locomotion available for the mannequin

#

but I'm not even sure if that's standard

proper crane
#

By functions, I mean the nodes you use to build blueprints

dark depot
#

they might not mean functions when they say it

#

yep

rotund scroll
#

that's what I meant too

#

what else would I be referring to?

dark depot
#

i imagine they mean things like move to that have changed names over the years but it could be just functions in which case yeha you make them yourself

rotund scroll
#

the anim blueprint hasn't changed drastically as far as I am aware

#

it's just that it's very basic

dark depot
#

yep

rotund scroll
#

in terms of functionality there haven't been any changes

#

so you still need to do most of the stuff in the locomotion graph

proper crane
#

No, I was working with people in my version, and I was missing things

rotund scroll
#

you were missing things because those things weren't standard

#

probably the tutorial you followed was building on top of something

proper crane
#

They seemed to be pretty blank

#

And it's possible they had less limitations, being in a much earlier version

rotund scroll
#

no such thing

#

I think you're conflating missing understanding with missing functionality if I am being honest

dark depot
#

they have just added more features haha. its just a new project is just that its a new project you start with just the engine and nothing people made unless you add a template

blissful trail
#

is it possible to have an ai move its body without animations ?

proper crane
#

...

rotund scroll
#

sure

proper crane
#

Have They even installed UE4?

rotund scroll
#

who are they

proper crane
#

Potato there

dark depot
#

have you? ๐Ÿ˜›

rotund scroll
#

oof

proper crane
#

I have at least enough done to know that my AI doesn't need to have animations

rotund scroll
#

well you don't know how to do much else

#

and your attitude is to blame the system rather than find solutions

#

so you're worse off really

proper crane
#

Worked for making bots

#

(not in UE4)

dark depot
#

@blissful trail how you do it depends on if you are using a blackboard for AI or just a BP i mean its the same but the execution's is different the is a Move to node unless you mean for its model to move then its more of a material thing in which case yes

proper crane
#

I mean, I don't have much other options when I'm directly told a thing is impossible other than to just keep trying to do it

rotund scroll
#

you can do research

proper crane
#

hey, I almost did this from scratch without help

rotund scroll
#

you can look up the documentation

#

to see if you can find the node there

#

it's not hard

proper crane
#

and documentation is worse than the actual video tutorials

rotund scroll
#

it really isn't

#

again, that you can't read it doesn't mean it's not useful

proper crane
#

I would rather have a terrible video on Animation Blueprints than have a page of links that just redirect me to the page I'm already on

#

They literally all lead nowhere for me

rotund scroll
#

reading is hard, I get it

proper crane
#

no, there's nothing to read

#

I see nothing

#

in half of the things I look at

#

in documentation

#

it's just links that point to other places that also have nothing

#

sometimes, I find an actual helpful thing

rotund scroll
#

so there is nothing, but then there are links that also lead to nothing

proper crane
#

That's what I get when I look at Documentation

#

on the UE4 site

rotund scroll
#

I'm not sure game development is for you

#

no offense

#

reading documentation is a basic skill requirement

proper crane
#

That's like saying I shouldn't use Blender 2.8 because there isn't anything written for how to use it yet

#

Actually, that's a bad example, cause it's true

#

Blender 2.8 is confusing as shit

#

No links

woeful wraith
#

docs are sometimes awful depending on what it is

#

it's true

proper crane
#

clicking what looks ilke it should contain a link: No redirect

woeful wraith
#

those look like they're at least supposed to be links

proper crane
#

They do nothing

#

This is what I mean

#

I don't see how this equates to my ability to make a behavior tree (I actually did get a patrolling AI working)

dark depot
#

must of broken at some point its meant to be under engine features

proper crane
#

And this link doesn't show up in search results for me

#

it shows the other one

#

which gives a good suggestion as to where it's sending even newer people

dark depot
#

i literally found it with search ๐Ÿ˜›

#

but yeah they need to finish the docs

#

if you have issues like that its good to just search the name of the thing that looks like its a link

woeful wraith
#

you have an awfully fitting username for this convo

dark depot
#

๐Ÿ˜„

rotund scroll
#

and somehow nobody takes note

dark depot
#

^

rotund scroll
#

but I guess it's always easier to blame the system

proper crane
#

Okay, now, don't turn this into a lesson on the counter intuitive nature of hippieism

rotund scroll
#

no idea what you're talking about

proper crane
#

Than You probably disagree

cloud palm
#

hi everyone

#

Have anyone try to use advertisement to make money in their game? I want to know how it work .

proper crane
#

Okay, now I'm confused.

#

InputAction affects a bool in one place but the exact same setup doesn't work on a different blueprint

scarlet birch
#

Are you sure it is receiving input?

#

And not being handled or directed elsewhere

woeful wraith
#

inputs are consumed, also, unless unchecked

#

usually good to only run input on pawn or player controller

scarlet birch
#

Yeah, it's hell tracking down input errors if you recieve it all over.

#

handle it all in one place and use interfaces or event dispatchers to get it elsewhere

dim plover
#

Too bad you can't really do that with UMG. Or maybe you can, if so, tell me :(.

scarlet birch
#

I'm looking at the physics substepping in project settings and the tooltip says it is still experimental. Is physics with UE affected by framerate if you don't setup substepping?

#

nevermind, I'm just tired. I got it.

serene sorrel
#

would anyone recommend cryengine over ue4 for doing an open world game with dynamic lighting

scarlet birch
#

I mean, know your audience.

serene sorrel
#

what do you mean?

#

I found some oldish threads on the internet about cryengine being better for foliage dense sitations and it has performant GI . Just wondering if thats changed for UE4 or not

#

obviously cryengine has other downsides over UE4 that make it a hard consideration

scarlet birch
#

I've not looked at in a very long time, but with the user base UE has and the constant updates, and the fact that it handles the typeof thing you're asking about just fine, I'd have a hard time believing it'd be a better choice unless you're already tied to it.

serene sorrel
#

i heard some interesting GI type stuff is coming in 4.23 or 4.24

#

unreal engine is taking forever to download for me, keeps spiking to my max internet speed then drops to 0 for 3 minutes

scarlet birch
#

router unable to keep up?

serene sorrel
#

nah everything else working fine

#

20 minutes to download 84mb

#

maybe Fortnite users taking up all the bandwidth these days lol

#

was doing the same 12 hours ago before i went to bed

#

Could you test it on your end with a new unreal version and see if you are having similar issues?

#

looks like the TCP connections to the epic servers keep being killed and recreated

deep stump
#

Ok, I've installed Unreal Source and all but each time I package the game it comes up with an error. I'm trying to make a dedicated server but nothing works. All the online tutorials always leads up to this error and I've been trying at it for the past day lol

serene sorrel
#

@deep stump you had any issues with downloading?

autumn elbow
#

is it possible to spawn from anything other than Class?

deep stump
#

Not at all @serene sorrel

#

Are you referring to the source build?

scarlet birch
#

@deep stump It might help if you shared what the error is.

deep stump
#

Yeah, it prob would lol

#

I'm going to try something first because I deleted everything to start over, if it doesn't work. I'll let you all know. Thank you though.

scarlet birch
#

I've found most of the tutorials for setting up anything for online stuff are a bit outdated if you're using 4.21 or 4.22

deep stump
#

Exactly!

#

It's annoying

scarlet birch
#

If anything they've made it too easy. I kept having a hard time because I expected it to be more complicated.

deep stump
#

Yeah, and the videos don't show if something goes wrong. They assume everything goes perfect

scarlet birch
#

I'm not sure you even need a source build for dedicated servers anymore. I know I read something about not needing it anymore.

#

A lot of it is just configs and ini files now.

deep stump
#

Seriously? lol

#

I would be disappointed in myself if that is true.

ancient otter
#

I am getting this problem

#
ERROR: UnrealBuildTool Exception: Visual Studio 2017 requires the Universal CRT to be installed.
#

I alredy have it installed though

#

So..

#

what

scarlet birch
#

I'm not 100% on that. I just remember reading it somewhere, never checked it out or verified.

deep stump
#

I had that too @ancient otter, what are you trying to do?

ancient otter
#

making a new c++ project

scarlet birch
#

maybe install that?

ancient otter
#

i did

#

alredy said it

scarlet birch
#

ah

deep stump
#

Sometimes, check if you have the tools installed within vs

ancient otter
#

wdym

#

It worked on a custom build of ue4

#

VXGI

deep stump
#

Open Visual Studio Installer and click modify and install the thingys

ancient otter
#

so it makes no sense

#

Thats what i just did lmao

deep stump
#

Oh

#

lol

ancient otter
#

yeah so why it does not work

#

on the normal build

#

again, makes no freaking sense

deep stump
#

No worries, I'm in the same boat with outdated guides on making a server XD

ancient otter
#

?

deep stump
#

Scroll up and you'll see my issues

ancient otter
#

oh ok

deep stump
#

ayyy My visual Studios installed again

autumn elbow
#

Anyone know of advance weapon setup tutorial ? (Multi attachment, weapon switching, saving, Loading )

real mesa
#

Hello I'm new to UE4.

#

Can someone recommend the best BLUEPRINT tutorial?

serene sorrel
#

the ue4 download worked after i cancelled it 30% in, restarted it from 0% and it went fast, strange bug in the launcher there

#

i looked at the log and CURL error messages were popping up about "resuming from file"

#

@real mesa just find something you want to do, then look up if there is a tutorial on it, best way i think

real mesa
#

I just want to learn how to use blueprint

serene sorrel
#

you must have a reason you want to learn it

real mesa
#

To code games duh

#

What else would I be wanting learn bp for. tf.

hearty cosmos
#

craton, listen to ferris, he is pointing to the moon and u are looking at his finger

serene sorrel
#

@real mesa so think about what type of game you want to make and the features it has, then concentrate on one of those features and look for a tutorial on it

#

If you want an overview of it all the epic website has that, maybe you should start with an introduction tutorial

real mesa
#

The genere of my game is open-world, role-playing and adventure.

serene sorrel
#

blueprints arent complicated at all, you just need to dive in and get experience

hearty cosmos
#

ferris do I need to know math to use blueprints?

serene sorrel
#

some basic amount sure

#

arithmetic, multiplication for a start

hearty cosmos
#

ok ty!

serene sorrel
#

im a veteran c++ programmer, and it still takes me time to learn how blueprints work because its just something you have to learn

#

but unlike c++ the barrier to entry is much lower

hearty cosmos
#

ok great

#

some games can only be coded with C++ right?

#

created*

serene sorrel
#

If you need some custom thing then probably yeah

#

but i havent really used UE4 for 2 years, its probably changed for the better since then, i think blueprints can be a lot faster now

hearty cosmos
#

ok thats motivating! thank you sir ๐Ÿ‘Œ

serene sorrel
#

You can definitely make something decent in UE4 with just blueprints

real mesa
#

What is the difference between bp and C++?

#

What does one have to offer than the other.

woeful wraith
#

bp is quicker to write usually and doesn't require compiling. c++ is more flexible and faster, but harder unless youre already a programmer.

#

also when working in teams BP is a pain because they can't be merged easily like c++ files.

serene sorrel
#

whats version control like with blueprints?

#

And TrueSky plugin seems to break a lot of things, dont think i should play around with this thing

eager swan
#

@serene sorrel if you are meaning version control/ source control I would say it works very similar to C++, But I'm pretty sure its generally a good idea to have the entire project in a version control as opposed to just the script. Like using perforce

#

The truesky plugin also really shouldnt be causing that much of an issue, there should be a ton of documentation on it. If you have specific issues you need help with im sure someone in this discord could help.

serene sorrel
#

@eager swan do you know any UE4 games released with truesky?

eager swan
#

I guess I don't know of anything specific since I haven't spent time learning everything about that plugin. but Their website makes some pretty bold claims

#

But at the end of the day, it's your game. So ultimately, if a plugin/asset isn't helping you reach your goal, then get rid of it

wary ferry
#

heyho
i have a question about filesize - i recently tried loading some different type of meshes into the engine, some just 6mb big but with known issues like maldeformed mesh or nonmanifold surface (i know its shit lets not discuss that ๐Ÿ˜‰ ) and also some pretty big combined meshes with up to 7.5 million triangles (with a filesize up to 250mb).

For the first type of mesh unreal had real issues loading it in taking a lot of time.
For the second type of mesh unreal loaded so long that I eventually had to interrupt the process and end it (after 30 minutes or so).

Are there any guidelines in the documentation I can check to learn more about the inner workings behind the import process? I want to understand better what unreal is doing when I import stuff, since it will help me create smoother workflows for that part of the process.

eager swan
#

Hey, so as for the smaller mesh it sounds like you already know what could be causing unreal to take awhile loading. But I have always heard to just split up the mesh. Uploading pieces to it separately will keep the poly count the same, but decrease the amount of time and then just make a blueprint and put all of the meshes in there.

#

^especially when it is a larger poly count

celest umbra
teal tulip
#

@serene sorrel Ark

lavish blade
#

Question: I'm importing from blender which has gone well in the past but now i get an all black building (it looks like the normals are wrong) however rendering in blender it looks fine and with previous objects it could just recalculate the normals which does not work this time aroudn

plush yew
#

Whats the difference between android etc1 and android etc1a?

shell jacinth
#

Can someone tell me what happened here and how can I unlock these Buttons + Context Menu again?...

light coyote
#

That is wierd

#

The only thing i can think of, is that it cant find the path where the project is, so is disabling it cause it does not know where to import it to

#

@shell jacinth Try opening project settings window, click all settings, then search Directories,, see if there is anything wrong there

#

Do the same in the Editor Preferences window

serene sorrel
#

Is there some reason InstancedFoliageActor wouldnt show up in the world outline?

light coyote
#

@serene sorrel Dont know but could be many things,,, press play and look at what the blueprints are doing in real time

If you have only one of tipe, it will be selected by default,, but if not you have to select arrow in blueprint editor, and select the correct bluprint instance to see what is going on,,, it should say, simulatiung and yellow outline will let you now you are in play.

#

Yoy can press shift + f1 to show your mouse again, in case you lose it and want to see the blueprint

serene sorrel
#

i can select it in viewport, theres just no corresponding item in the world outliner

shell jacinth
#

@light coyote .. seems like the project knows were the project is, i also can access all content packs folder in the content browser ... only the buttons dont working anymore in this project ๐Ÿ˜ฆ

light coyote
#

@shell jacinth Well that is definetly wierd

#

@serene sorrel Ahh so its spawning then
I dont know, maybe it just does not appear what is instantiated in the editor in runntime.
Maybe only things you tell it to instantiate in the editor itself will appear, i really dont know,, never noticed

rapid lion
serene oracle
#

Hey guys

#

Im sure you are all familiar with
aqProf.dll
VtuneApi.dll
VtuneApi32e.dll not found

#

Any help here pls?

serene sorrel
#

profiling dlls

#

try installing Vtune ?

serene oracle
#

Thanks for the answer

#

Is there a specific path I should download those dlls to?

rapid lion
#

anyone helping with my problem ?

serene sorrel
#

installing VTune should put it in path so it will probably work

#

does the plugin say Vtune is a requirement?

serene oracle
#

It doesnt even open the editor

#

It gets to Project Browser, crashes and on crash file, it says those dlls are 404

serene sorrel
#

Do you have visual studio installed?

serene oracle
#

2017 yes

#

Specifically the Game Development package

#

This is for version 4.21.2 (3rd reinstall) btw

#

Intel Vtune Amplifier?

serene sorrel
#

so youre just trying to open unreal engine editor, and its bombing out on those files missing?

serene oracle
#

Correct

#

Launching as Admin from Desktop

serene sorrel
#

weird

serene oracle
#

Ikr

serene sorrel
#

are you running some special version there or just something from epic launcher

serene oracle
#

Epic Launcher

serene sorrel
#

What OS

serene oracle
#

Win10

serene sorrel
#

Something sounds borked there hehe

serene oracle
#

XD wdum

serene sorrel
#

How did you install VS2017

serene oracle
#

Download VS Installer from microsoft site

#

2017 version, then selected the game package

#

I must say, I have VS2019 too, so not sure if that conflicts

serene sorrel
#

do you have Vtune installed?

serene oracle
#

Nope

#

Is it Intel Vtune Amplifier?

serene sorrel
#

are you loading a project when this happens

serene oracle
#

Nope

#

Just opening the Editor

#

Click on the Unreal Engine logo

#

What packages did you install from VS?

#

I'm gonna reinstall those

serene sorrel
#

so you just click "launch" from the launcher, and it wont load demanding those dlls

serene oracle
#

Correct

serene sorrel
#

not double clicking on a project or something

serene oracle
#

Or the Desktop icon

#

I dont even have a project on my computer yet :)

serene sorrel
#

found this info, donno if it will help

#

Someone else advice him to Clear folder located here :

C:/Users/{system username}/AppData/Local/UnrealEngine

(Without any spaces, find folder exactly like i wrote)

Then i delete all contents of this folder. and rebuild VS files.

TaaaDaaaa! All works great right now. I hope that my solution will be helpful to all who will face a similar problem in the future.

serene oracle
#

:O

#

Let me try that

#

oof there is an older version I had 4.20, I thought that was deleted

#

Pardon my ignorance @serene sorrel , but to what exactly do they refer by rebuild VS files?

serene sorrel
#

dont know

#

probably of the project they are working on

serene oracle
#

hmm, alright, ill try

#

Thanks!

light coyote
#

Vs represents visual studio i belive

#

Visual studio code is a code editor enviroment

dim merlin
#

Hi, in 4.22 where's the 'ShowOnlyActors' list?

#

there used to be a array, its gone ๐Ÿ˜ฆ

crude mesa
#

my subtract brush wont cut a hole in this wall

wary wave
#

...is the wall a brush?

crude mesa
#

no

light coyote
#

@crude mesa Sometimes BSP are a little glitchy

#

From the bsp geometry palete, look down, you will se subtractive, additive down there,,,,, select it first, then drag new one to scene

lusty carbon
#

Do actors tick when invisible? And if so, how to make actor instance NOT tick when invisible?

proven imp
#

i want make visibility parent can be called by child. how to do that? i need tutorials

wary wave
#

If the wall is not a brush, you cannot subtract

light coyote
#

@proven imp there is a get parent node

spark sonnet
#

If I want an actor to simulate physics, should I only simulate physics for the root component or all components?

wary wave
#

It has to be the root

civic mantle
#

the root, the root, the root is on fire!

proven imp
#

Since it first being called and it used to called other widget blueprint it means it a root or parents right?

vague cypress
#

it's my first time ever using unreal engine 4 and i dont know c++ i only know python. Could someone teach me the very basics of using this engine as all the tutorials i have seen on the subject are not at all what i am looking to do?

proven imp
#

@vague cypress there are modeling and programming
if you wanted create system you can learn programming with blueprint or c++ in unreal engine
if you wanted create model you can learn blender or maya or any 3d programming that can be imported to unreal engine

vague cypress
#

thank you. I don't really want to use bueprints for the whole of my game tho? Or is that just how the engine works?? @proven imp

#

im a huge noob

proven imp
#

blueprint is like some already make conditions inside unreal engine you can use it to create game or sharpen your logic. You also can use coding or combine both of them to make games. and not every conditions or function have been inside the blueprints so some need make manually.]

#

just hope dont be like me which have lots idea but can be implemented