#ue4-general
1 messages ยท Page 509 of 1
how do i make unreal engine run better on my pc
yeah i guess that is true, the nice part about BP is it's kinda like coding where everyone has their own unique style of doing it, but with BP you can definitely see the logic and ideas much easier
Off topic question
I believe they are just Structs if you are talking about what is used to make a Data Table
Yes. But do I just make it in Visual Studio, or do I have to create it from the editor so it will have the generated header file?
for a data table? create it in Blueprints is the easiest way to do it
@ocean hemlock go with whatever you believe looks best.
Okay thx
@ocean hemlock Keyboards are going to be better at delivering signals than you are at sending them.
Wdym
I mean that keyboard technology is at the point where you can't outperform any of todays top brand keyboards
Oh,
but you do have the tactile feedback and sounds which does make a difference ๐
I meant like whats the best brand for cheaper well quality keyboards
im looking for a comfortable keyboard
keyboard choice is more about comfort and customization than performance these days
yep you need to go play around with as many as you can
i have this really bad membrane cheapo keyboard
the spacebar gets jammed caps,shift ect
hard to type on so im looking for a comfortable typing experience
I personally like Corsair Mechanicals without the 10 key but I would love a blank Das if I could afford it
Can I create the structure in C++?
I use the corsair K68 and it's pretty nice
I linked the link for doing it in C++ above @empty nexus s
no
or the corsair strafe
the K68 is thick plastic
Oh, nice!
and fairly heavy
do you have blue switches?
I have the K65 compact, I have to have a 10key less and I need a wrist wrest so it hit both my needs
wait
I found said link. But it doesn't explain how to create that file through the editor so that GENERATED_BODY() means something to it.
the k68 is red switches
whats the diffrence between k68 and k65?
don't get blue switches without trying them first. some people love them, others hate them because of the noise
heh
i dont know how loud it is
personally, I've taken a vintage IBM keyboard clacker into the office and noone gave a shit, but it really depends on the environment
well it's an Unreal Struct (USTRUCT) definition so you can put it anywhere really in your module files
i REALLY suggest buying another membrane keyboard
Ill probably drive them crazy
as long as you don't go for browns
1000% buy a membrane
membranes are still clanky and loud
some people type louder on membrane keyboards than I do on my IBM
though
LEADHAND
Mechanical keyboards are loud as hell
What about cherry mx silent
I have a coworker that types with his index fingers. I can hear him on his mac from across the office
lol
Membrane keyboards are just as good as mechanical keyboards when it comes to usability
@empty nexus might help more http://jollymonsterstudio.com/2018/12/08/ue4-c-fundamentals-datatables/
I strongly disagree with paradigm on this one
E:\UnrealProjects\Necroficer\Source\Necroficer/CharacterInfo.h(4) : error C2504: 'FTableRowBase': base class undefined
You can disagree but it's true.
random question- do people ever hire a team of developers just to lay the foundation for their game? like say I hired a team just to get the groundwork going... like an example level and skill and enemy or something
Ah.
Unless you buy some incredibly cheap membrane keyboard.
Anywhere where i can test switches?
night and day difference between mechanical and membrane comfort wise, which when used for long hours can help reduce chances of rsi
sorry if this is the wrong channel for that
yeah
Okay. I figured it must have been a dependency.
i got the 20 combo membrane shit bag keyboard
there are some really shit membrane keebs, and most companies buy the cheapest they can find
there are also some pretty decent ones
@void geyser that sounds like hiring someone to make a proof of concept and sure it happens
Lewis that is a load of crap
technically it might be a vertical slice if it is super polished as a pitch for someone
@grim ore yes, and then building/adding content to that proof of concept
but I'm not sure if I've ever heard of any game devs that do that? where would one even begin to look for that?
maybe I'm just not looking in the right places
It's just weird that you have to use the editor to generate some things and not others.
If you already have the skills, it doesn't really make sense to hire others to do the proof of concept.
Unless you're strapped for time.
I've been using keyboards daily for decades and the only difference i've found with mechanical keyboards are:
1:Mechanical keyboards can take more dirt before they start locking up.
2:Mechanical keyboards are louder
I went full split mechanical keyboard for ergonomics for two years. Starting taking Yoga classes at my gym and improving my posture helped more than any keyboard ever will
well you can look to hire out a small studio to do the work, I've done that before for other companies, it's not super uncommon just treat it as making a full game just really small lol
GENERATED_BODY() causes an error. I'm pretty sure it has to be generated in order to get the generated header file that allows for that macro to work.
Yeah I imagine fixing your posture would help a lot
probably way too broad of a range of answers, but how much would that super small game cost? like 10k-100k? 100k sounds like too much probably?
$0 if you just make it
Well sure if you ignore the costs of living
@empty nexus don't really know what you file looks like but #cpp might have people who can take a look and give more intelligent feedback. If not you can try pasting a link to the code in here and we might notice what is wrong. and yes GENERATED_BODY and GENERATED_USTRUCT_BODY both might be needed as they are macros that UE4 uses to process specific info when building the files
Costs of living?! Games are living!
haha
But for you who don't feel as inclined to believe that games are worthy of your time
I would calculate how much it costs to eat food
And live wherever you live as well as electricity
How much it will cost is largely based on your skill
gonna lead a pretty unhappy life if you calculate the cost of every leisure activity and compare it against the payoff of spending that time working ๐คฃ
Lucien that is literally what work is
@@void geyser check out upwork.com for people who are looking for work and hiring for work in game dev, you can find stuff like "paying XXX for a XXX prototype" for example
@plush yew I don't understand what you're saying
@grim ore thanks so much! I'll check it out for sure ๐
there are other freelancer sites out there as well, again its not as uncommon as you think and its very.... uh.... cookie cutter for some genres lol
er nvm. I didn't read the whole conversaion
To me, making games isn't work
ignore me
it's just life
Do you like making games?
hell yes
you might not consider it working, but considering the opportunity cost, imo you should still consider the "cost" of the hours spent
I don't hate it, but I don't really like it. It's pretty hard...
if you don't like it you're doin it wrong
true, you should always consider the opportunity cost, then throw that number out the window if you like what you're doing enough.
I've always been a huge fan of modding games, but laying the initial groundwork is probably my least favorite part - if I could have the basics done already and get right into some content creation and other features, I'd be all about that ๐
I'm sure others feel very different of course
I feel the exact opposite, lol
I am the opposite lol
E:\UnrealProjects\Necroficer\Source\Necroficer/CharacterInfo.h(7) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
E:\UnrealProjects\Necroficer\Intermediate\Build\Win64\UE4Editor\Inc\Necroficer\CharacterInfo.gen.cpp(21) : error C2509: 'StaticStruct': member function not declared in 'FCharacterInfo'
ugh.... it's all done now I have to make 2000 variations on the same enemy or people will say the game is not deep enough... gaaaaaaah
then again we're in the UE4 discord so I gotta say the UE4 engine has been an absolute pain in the ass to work with
Line 7 refers to the GENERATED_BODY() function and I have no idea what it means by "StaticStruct": member function not declared.
That's so relatable, MathewW. That's the part that can be reasonably outsourced too.
coding each skill/spell to work differently... that's the fun part to me haha
You're probably going to shoot yourself in the foot if you outsource the core/groundwork.
kind of a dumb question but ive been smashing my head against UE4 all day so I hope you can cut me some slack lol....I'm trying to add a 'gun fire' animation, what blendspace do i put it in?
right now the fire animation works with the aim offset blendspace but if hes moving the legs stop running when hes firing
@empty nexus with Macros in the engine alot of errors might refer to one thing but not actually be the problem. We wouldn't be able to guess without the code that is causing the issue or #cpp might guess better lol
Macros are evil in UE4 C++, they will break so many things if used wrong lol
It would be nice if Unreal Engine's documentation didn't suck.
the documentation is the source code ๐
but yes they know it needs work and it's being worked on, I would guess a fully functioning documented API by 2047!
yeah UE4's documentations could definitely do with an update, thankfully matt and other people in the community are omniscient wizards
Hey, apparently I'm missing some pieces even though I just validated the install?
Found this in the log.
LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
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 idea what's going on here?
that is normal for a launcher install
That's optional stuff
It's still loading up, hung at 45%, trying to figure out what the holdup is
45% of launching the editor is the Derived Data Cache compiling for the engine shaders, it's gonna be 100% dependent on your CPU and you have to wait
Deleted the logs and started trying again, here's the log it wrote so far.
True. And I just figured out the somewhat unintuitive process required to build that struct from the c++ board.
I am on Mac, so I have to use Visual Code.
Visual Studio Code I mean.
Every time I look at this chat someone is complaining they're stuck at 45%.
why can't you use VS 2019?
Is that supported by Mac?
sure is
And is it's code completion improved from 2017? I hate how Intellisense works in Visual Studio 2017.
not really, especially not with the C++ codebase lol
The code completion in Visual Studio Code feels like IntelliJ which is what I am used to.
anyone who wants to use C++ with UE4 just buys something like Visual Assist
I just complain every time I use it and try not to use it ๐
Visual Assist?
I'm cheap so I just suck it up but using the default intellisense with the UE4 codebase is just not fun heh
Okay, Unreal isn't doing anything anymore but it's still stuck. Zero CPU usage, zero GPU usage, zero disk write usage, nada
It was still on the loading screen after just trying to open the editor in the first place
is it still at 45%?
yep
if so and your machine is at 0% CPU usage what type of machine? amount of memory and cpu?
someone else had a similar issue but it required an engine source change to get it fixed for him ๐ฆ
It's just a laptop, HP Pavilion. 16 gigs ram, uhhh one sec finding processor type
quad core
oof... damn that shouldnt be it, his issue was not enough ram for the defaults
@naive lotus I know that someone else had the same issue, basically he could never get the shaders to compile they would just start and die off. he had to edit the NUM_ELEMENTS_IN_POOL value in the source code to a lower value (256 down from 512) and rebuild in order to get it to work
beyond that ๐ฆ
... It was working before I tried fixing the lighting settings...
...
why is this so hard, it was working when I just got it...
is this opening up the project or just the editor?
Project, opening the New Project menu is pretty instantaneous
so some weird settings you changed probably? have you tried renaming/deleting the Saved and Config folders in your project to try and get it to use the defaults instead/
I'll try that now
I would just rename so you can pull back other files like the input settings and such if this works
man I would love to know which settings you flopped to do this tho lol
You think this might possibly be an issue with Windows Insider? basically beta test for next win10 update
it could be, everything could be a cause ๐ฆ
we could always try flipping the same switches here and see what happens so know knows
Well other than resizing the panels it worked
Hi.
Where can i ask some questions about UE?
yeah your layout was in one of the config files
maybe start replacing stuff, your input settings should be in there somewhere as well lol
You can ask that here @swift lynx
it's a post process artifact of some description
it's not a shadow
Are those blocks like glitched footprints?
i have no idea what is it... i treid disablining literaly everything so problems must be in something "builed in" i guess
it's almost certainly post process
it shouldn't be THAT bad tho
but if you have any ghosting, TAA and motion blur are your prime candidates
@cursive dirge i've tried disablining TAA with comand
r.DefaultFeature.AntiAliasing 0
it didnt help
i;ve also tried disablinig psotproces volumes
did it actually turn off AA?
man that so looks like TXAA
just try to set the AA to FXAA or off from the actual setting
try turning it off in the project settings
@grim ore Mind if I PM you to keep from cluttering this? You seem to be helping though I have something else to ask
You can but I don't read PM's lol
no
Does someone knows how to handle melee weapon hit detection swing without using tick, for example using a timer by function name?
Engine -> Rendering -> Anti-Aliasing Method
the actual option for anti aliasing @swift lynx
or type anti in the searchy thingy
that's what I do
yeah
yep yep set it to nada
should i set it to none?
change that to something else
ok
The problem is still here guys C:
@hidden aurora a collision volume on the weapon swing part and using on collision?
turning it off changed nothing :<
then try disabling motion blur
its in rendering as well heh
i have 2 postprocesing volumes but i have already tired turning them off with no results
oooh
so, the issue I've been trying to solve on mine (and broke worse in the process) is that it hangs forever when building even simple levels, on the "building Texture Streaming" phase, and task manager basically says it's not even trying. 1% CPU usage going to it.
Also cancelling is impossible because it just infinitely hangs again
It just hit zero processor usage
well i guess i have found rly unusuall problem
nobody knows what is creating this shadow/mirage
@swift lynx What were you doing when this started happening?
Like, "Before I did X there wasn't a bug like this but after I did that there's the bug"
it is project created by a group of ppl
i am responsible for lighting, i've jsut got a massage form beta tester that such thing is happening
Hm, this isn't so much a fix as a workaround: does it still happen if you introduce a "carpet," a mesh a centimeter above the floor that's intangible?
the only time I have every seen that in a game, retail or dev, has been related to motion blur and AA ๐ฆ
motion blurr and AA would blurr colors on screen but this is sahdow only D:
@grim ore Any knowledge about hangs after hitting "build"?
@naive lotus i dont quite understand
try building 1 thing at a time to see what is causing it, the build menu has like 10 things you can build out. try each option one at a time to see which one might be actually causing the issue.
but the only other person I saw with building issues had to do the thread fix, there were too many being assigned for his machine so it would hang trying to assign them all
@swift lynx I'm suggesting a plane that is visible and just barely above the floor, but has no physics and the player falls through. So we would see if the footprint bug is stuck to the surface the character walks on. I'm calling it a carpet because it'll also look like it squishes when the player walks on it.
i feel like shadows are stuck to pixels on screen not meshes
because those shadows show somwtimes when character is walking without any emshes around and leaves shadow tray behind him
but is barely visible
ahhh
there is one thing that i have in my mind... in unreal there is something like mesh distance that adds shadows base on distance betwen meshes :? maby something liek taht
and there is something unusual about this project
1 sec
map is using
this for day/night time scaling
i though that maby this slows down perception of time that shadows should fade betwen frames but it is jsut a guess i am not a codding guy ๐
which blueprint has that node in it?
maybe the game is just using a weird custom shadow system as well that we have no idea about ๐ฆ
is there a tool or plugin for max or unreal that helps with texture atlasing?
@grim ore this map is using day/night system
and apparently turning it off helps
;-;
it looks like this
@naive lotus any ideas?
it is basicly timelines changing value in sun/fog/ and post procesings
turning all of them off helps
I'm no expert, but... well, turning off the day/night system fixes it, you say? Is the bug happening at all hours of the "day"?
How do I add an editor version of a plugin? Already got an Plugins/Tool/Source/MyTool
Want to add an Plugins/Tool/Source/MyToolEditor to that but can't find anything online
@naive lotus yes
i have just added new sun and sky it helped
i will try now disabiling this node try part by part
@swift lynx I wish you luck. Honestly, I don't have a clue, all I was doing was trying to help narrow down the cause, but I'm glad we were able to help
@naive lotus
hot news
when i turn of cast shadows in skylight
problem is gone
Great! Glad you got it figured out! Just gotta figure out another way to do shadows I guess huh
So I keep getting this error in a level.... '7fff58d0a271 ntdll.dll!UnknownFunction []
LightingResults: Error: <None> === Lightmass crashed: ===
Assertion failed: Importer.ImportData((FBaseMaterialData*)this) [File:D:\Build++UE4\Sync\Engine\Source\Programs\UnrealLightmass\Private\ImportExport\Material.cpp] [Line: 13]
0x00007fff55c29129 KERNELBASE.dll!UnknownFunction []
0x00007ffed5a0ed77 UnrealLightmass-Core.dll!UnknownFunction []
0x00007ffed5a11707 UnrealLightmass-Core.dll!UnknownFunction []
0x00007ffed58a235a UnrealLightmass-Core.dll!UnknownFunction []
0x00007ffed582d6a7 UnrealLightmass-Core.dll!UnknownFunction []
0x00007ffed582de00 UnrealLightmass-Core.dll!UnknownFunction []
0x00007ff70c0b2b3a UnrealLightmass.exe!Lightmass::FMaterial::Import() []
0x00007ff70c084c6b UnrealLightmass.exe!Lightmass::FLightmassImporter::ConditionalImportObjectWithKey<Lightmass::FMaterial,TMap<Lightmass::FSHAHash,Lightmass::FMaterial * __ptr64,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<Lightmass::FSHAHash,Lightmass::FMaterial * __ptr64,0> >,Lightmass::FSHAHash>() []
0x00007ff70c0b628c UnrealLightmass.exe!Lightmass::FStaticLightingMesh::Import() []
0x00007ff70c114cf1 UnrealLightmass.exe!Lightmass::FStaticMeshStaticLightingMesh::Import() []
0x00007ff70c089f55 UnrealLightmass.exe!Lightmass::FLightmassImporter::ImportObjectArray<Lightmass::FStaticMeshStaticLightingMesh,TMap<FGuid,Lightmass::FStaticMeshStaticLightingMesh * __ptr64,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FGuid,Lightmass::FStaticMeshStaticLightingMesh * __ptr64,0> > >() []
0x00007ff70c0b4508 UnrealLightmass.exe!Lightmass::FScene::Import() []
0x00007ff70c09b104 UnrealLightmass.exe!Lightmass::BuildStaticLighting() []
0x00007ff70c0bdecd UnrealLightmass.exe!Lightmass::LightmassMain() []
0x00007ff70c0dc87a UnrealLightmass.exe!main() []
0x00007ff70c146f38 UnrealLightmass.exe!__scrt_common_main_seh() []
0x00007fff587b7974 KERNEL32.DLL!UnknownFunction []
0x00007fff58d0a271 ntdll.dll!UnknownFunction []'
tried to code block that
is this a sign I have to reinstall UE4 editor ?
You can try debug symbols and verifying your install.
@naive lotus we will see :3
the pwoer of darkness
has anyone had the issue with multiple splines merging into one when adding several spline components through construction script using parameters?
Ooh debugging symbols... another few gigs lol ...
@grim ore I narrowed down my issue: it hangs right after completing a lighting build and doesn't save the changes.
just the pure build lighting, not the full build right?
Yeah.
hmm.. after the build it should be importing the lightmaps back into the engine then applying them
which hangs for me for sure on a larger map, weird its not finishing on yours
Yeah, and that's where it is getting stuck and hitting zero processing again.
I've been wondering a lot about procedural animations lately, do people just create like a floating body then add the limbs on to that to react to movement?
I've seen the 0% processing before on importing which is "normal" just weird
And yeah I just have a simple tiny level that's basically a flat floor in a void
do you have a lightmass importance volume or does lightmass itself say anything in the swarm agent log in the program itself when running?
like for example this https://www.reddit.com/r/Unity3D/comments/cpa5c2/working_on_procedurally_animated_robots/
it just seems like the dev just made the initial robot head that moves and reacts entirely on it's own, then they added the legs to the head that react to the head's movement but are only essentially visual, is that ballpark for procedural animation?
I don't know anything about those, honestly. How do I find the Swarm logs?
@plush yew How I do it is I use a skeletal mesh, limbs and all, and bone constraints coupled with some targeting to procedurally animate skeletal meshes. To do it with static meshes would be the same, you would set up constraints between the different static pieces
when lightmass is building lights a program should pop up in your task tray called Swarm Agent, you can open it and there should be an output tab
@grim ore Have you wokred alot wiht splines?
@plush yew I have not ๐ฆ
alex how much of the skeleton is animated procedurally?
Ok dangit, no issues I'll figure it out, semantic issues in my script haha @grim ore
๐ฆ
so for example, a procedural run animation would just be telling the feet to constantly go up and down in a cycle?
like telling the foot bones to move up and forward however many units, etc
@grim ore I don't see anything about lightmass in the swarm log... The last line is that it accepted a job
@plush yew So for one attack I animate the left hip and lower hiearachy procedurally, on another attack I target from torsoo to head, on another from pelvis to end tail bone
you use FABRIK i assume?
@plush yew something like this and his other videos, it's a toooon of math and custom code basically but it's 100% BP so ๐ https://www.youtube.com/watch?v=uqsXmH4KBls
I used FABRIK, but now I use CCDIK since they implemented it in unreal, honestly I haev no real idea of teh difference haha
Well teh difference is I need less pre set up, even if teh difference isn't much
oh right I saw some stuff on CCDIK, looks useful. Thanks mat! this channel seems perfect for me
I'm basically trying to get as much animation done in BP as possible because the UE4 to Blender workflow is pretty terrible
@naive lotus ok so I get these for the first lines once its starts building 4:50:27 PM: [Interface:TryOpenConnection] Local connection established 4:50:27 PM: [Job] Accepted Job C28147AF-456D8AD0-43932EB1-BCC28CF8 4:50:28 PM: [Job] Launched Job UnrealLightmass_2019-06-19_18-14-37_1101200-64bit.exe 4:50:28 PM: [Job] PID is 9936 4:50:28 PM: [Job] GUID is "C28147AF-456D8AD0-43932EB1-BCC28CF8" 4:50:28 PM: LogLightmass: Display: Lightmass Win64 started on: DESKTOP-B21B1N6. Command-line: C28147AF456D8AD043932EB1BCC28CF8
Any good books for c++ beginners?
And mine does this.
4:36:52 PM: ... registering SwarmAgent with remoting service
4:36:52 PM: ... registering SwarmAgent network channels
4:36:52 PM: ... initializing SwarmAgent
4:36:52 PM: ......... certificate check has failed
4:36:52 PM: ...... initializing cache
4:36:52 PM: ......... using cache folder 'C:/Users/Nomad.DESKTOP-J0T7ML4/AppData/Local/UnrealEngine/4.22/Saved/Swarm\SwarmCache'
4:36:52 PM: ......... recreating SwarmAgent cache staging area
4:36:52 PM: ...... initializing connection to SwarmCoordinator
4:36:52 PM: ......... using SwarmCoordinator on RENDER-01
4:36:55 PM: ......... SwarmCoordinator failed to be initialized
4:36:55 PM: ...... initializing local performance monitoring subsystem
4:37:00 PM: ... initialization successful, SwarmAgent now running
4:37:00 PM: [Interface:TryOpenConnection] Local connection established
4:37:01 PM: [Job] Accepted Job CEB3E090-44B901B9-2FD3A6BC-FD47472C
yep I get that first part but it clears, your lightmass .exe file is never firing off
just getting the UE4 mannequin to play nice in Blender was challenging enough, not to mention having to make nice 3D animations which is already a difficult process, and I can't even imagine the heartbreak of messing up trying to reimport the animation back into UE4 and having to trudge through the blendspaces and blueprints
so weird question I assume this is not a source build?
I'm curious how much FABRIK can be used to replace classic animations
Source build, meaning I used the source code to get Unreal? nah, just got it from the epic store
yep, ok just asking since the source built doesnt actually compile lightmass lol
huh, weird. But the store version should include that right??
it does yep, you can check in your binaries folder for UnrealLightmass.exe
yep and if the file is missing swarm wont even start, I just tested
It exists
I know there is an issue with lightmass not working if you don't give the editor or swarm or lightmass network access but that doesnt seem to be the case here. it could be but i would assume it wouldnt say it made the connection lol
Think my antivirus could be doing it even if nothing shows up in the quarantine?
Yes
it could be if it's a fancy one yep
Shader compiling can also be affected by AVs
i would suggest other changes to the settings but it's not even getting to that point ๐ฆ Your lightmass is just never firing
scratch that, quarantine is empty.
even then try disabling it temporarily and close swarm and try again
AVs can hold up processes and not let them execute, even if it doesn't flag the process to you
^
Dang, that's weird.
frick, and Immunet doesn't have a way to let me turn it off without uninstalling it
eh, I'll just install it again when I start doing risky stuff
ok so I got it to do lighting when doing a large build and that first part is when the engine says its exporting out the lightmap info, the next part for launching the job is not until lightmass starts up
<Uninstaller.exe has been quarantined>
so on the swarm status with the colored bars does yours just show the grey one with "exporting scene" ?
Yeah, it's all "exporting scene" grey, but says distributed progress = 0
yeah that is normal, is exporting still running or does it stop? like mine says "exporting to local cache in 14.11 seconds" when you mouse over it
The only answer I can find about this is deleting and reimporting the lightmass importance volume if you have one, or making sure to use one ๐ฆ
Mine says that too but the number keeps going up
yep then it's stuck exporting it
soo.. you atleast know where it's failing now lol, its not the lightmass itself but getting stuff to it from the engine
Delete and reimport the lightmass importance volume. Is that part of the game or part of the editor?
it's a volume in the content panel on the left, it tells the engine to only do lighting in this square area
ahhh
try dragging one in then building lighting, don't worry if it's tiny
well not only do lighting in this area but that this area is important and to do lighting here mainly. its useful for large levels with blank spaces
but maybe this can trigger a small lighting area and force it to build
I'll try that once I get it back open. Unreal is a crashaholic today
๐ฆ
the only thing else I can think of like was suggested in the AV, maybe it doesn't like you writing temp cache files because it's stupid
Dude. I greatly appreciate your help, thank you so much Mathew. You just know all this because experience, or is there some reading you'd suggest?
which part? lol most of it is experiencing the same crap and reading the docs
and being in this channel all the time you see stuff... stuff you wan't to forget but can't.... weird stuff
figures it's just "read the freaking manual" lol
the manual is too big and in too many places to do it all tho ๐ฆ
there is one other option I didnt think about I just found on the interwebs, ue4 did change to a different lighting model for lightmaps that might be causing it as well if this doesnt work
Hm, okay then. Though I did make it with the new one. You suggesting I try the old editor anyway?
no big deal if I lose anything, all I've made is something I had a tutorial for.
well you have the lightmass importance volume to test
then disabling AV
and also https://i.imgur.com/yEtw93T.png turning it back to the Sparse Volume Lighting Samples option as another lol
Ahhh, okay, maybe that'll be worth trying too.
it's a couple things to try, maybe one will fix the issue
I'll try those, report back when I get them all. Thanks man.
I hope something works lol
because if not the next step is to turn it all to dynamic lighting and be damned the performance
Wish I could opt for toon shading instead of realistic lighting
I know there is a toon shading example on the learn tab but no one ever seems to be happy with it out of the box
Better than so much realism it'll melt my heat sink
๐ ๐ฅ
do selling games way more profitable then selling mesh ?
https://www.youtube.com/watch?v=YQOJ958ufJc this video is really inspiring, I wonder how i would go about trying to do something similar? especially the blue line thing he has to detect ledges, that seems invaluable
PLEASE READ: This is an older video I decided to make public. The plan is to get this system to the UE4 Marketplace once I finish some other projects. At the...
that is a very good question but as far as I read he does it all in BP so it's there somewhere. I did dynamic building using meshes or just placement and you can do alot with line traces and normals lol
yeah im gonna do some homework on line tracing and stuff
oooh @plush yew dedicate 2 hours of your day and https://youtu.be/RYu-NiYCDkY
If I want to tell the target that I hit that the damage it took was a crit and/or a headshot, would I make it a damagetype or is there a better way?
welp better make some popcorn
I think the video is mainly the dynamic anim stuff but you get to see a ton of code and layout so ๐
I want the number that pops off to be a different color if it's a crit, a headshot, or both, and the main way I can think of doing it is making a DamageType for each one and then both
@jaunty cedar that is up to your damage system. using the built in one you can swap the damage type, or you can pass in to a custom damage event a crit boolean for example
what's the difference between an animation curve and a blendspace?
or animation layering?
Right now I have it just applying damage the built in way. Would it be better overall to use just a method in the enemy's class that can have the crit bool passed to it?
animation curve just seems like layering to me
The things you can damage aren't only enemies though, unless every single destructible prop, enemy, player, etc inherits from some DamageableObject.h that will be a pain
I have a personal ledgeclimbing project, I would suggest refreshing linear algerbra @plush yew
yep if you are already using the built in system might want to find a way to abuse it
I think I have some ideas about how I could potentially do ledgeclimbing
Also, using anims with root motion tracks is a good way to skip some otherwise nasty calculations haha
rn I'm thinking probably just have two detection colliders that check for the wall and the floor connected to the wall, and just find the difference between the normals of the wall and the floor
if the difference is too small, then the slope is too angular and we can't grab it
@jaunty cedar if you aren't using any of the inputs specifically, like if you don't need the damage causer specifically, you could cheat and do something like pass in the target as the causer and then when the event for the damage is done on the target it can check if it was itself for the causer or something else and if so know it was a crit. Then you wouldnt need to make new damage types
That's fair
I'm probably just gonna go with damage types, I don't want to cheat tooo much
I'm not a fan of "If it works, it works" programming
And I might want to use the causer down the line
Points, kills, killfeed
yep yep ๐
i used to not be a fan of 'if it works, it works' magic code until i came across quaternions
I always liked the built in damage stuff but I never used it for some reason, always made my own using interfaces and generic events
it's probably why Epic moved over to the Gameplay Abilities stuff for complete customization
I have a pretty weird problem
in the editor the texture for my skeletal mesh shows up fine, but when I put him in the world this happens
default test material?
So when teh editor doesn't know where to find a texture it defaults to a greenish perlin noise map
would there be a reason it shows in the editor?
Hmm, hwo do you mean shows in teh editor, when you open teh skeletalmesh it has the correct material set?
is your material created at run time?
are you dragging you teh actual skeletal mesh in teh levelor a character class implementing the skeletal mesh?
dragging in the level
No I meant what are you dragging into the level, the Skeletal Mesh asset, or a Character asset?
blueprint character asset
Ok so open teh character asset adn see if teh material is actually set correctly in the character asset
it is
Is it possible to create a save game object that can't be erased? I'm trying to record physics of objects to playback later but don't want players to be able to destroy the file that contains that info.
then also, look inside teh character asset BP construction script that materials aren't being reset there
nothing in the construction script or in event graph
in terms of stuff that would change
Have you tried seeing if you can replicate teh issue on a fresh proejct
I have not let me try
cya
found a really good tutorial on dynamic climbing for anyone who was interested in that topic https://www.youtube.com/watch?v=4yjcwZLQqlE
Tutorial series covering the following Vertical wall run Grabbing ledges Climbing ledges Sliding down walls
also a nice vid to familiarize yourself with tracing
is it just this..
Anyone here tried out Editor Preferences > Experimental > Multithreaded Lightmap Encoding? How's it compare?
Frick. Tweaking the settings is what made Unreal refuse to load up.
So weird. Anyone ever have a crash just from using a float lerp node?
Whats that thing called where the light shines rays in through a window?
My scene looks good but also kind of flat at the moment
believe those are called 'god rays'
https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/VolumetricFog/index.html this might also help to acheive that
An overview of the Volumetric Fog features available when using Exponential Height Fog.
I turned that on a but ago and it did things but no light beams from my windows
Does it not work well with DirectionalLight assigned to Sky Sphere and Sky Light combination?
I might have set Scattering to too low a value, let me rebuild lighting and check
Maybe If I override color with inscattering to give it contrast.
I'll take a couple pictures so you can see what I've got going on
wtf it crashes every time I add a Lightmass Importance Volume
So these three images are the same scene, same settings, same session
I kind of want those light beams from the window to be more constant
The walls and ceiling are ugly, those are placeholder materials. Ignore that
There's also this where if you stare directly at the window it's an issue, but I'm not too bothered by it.
@naive lotus If you meet the required specs and it's consistent, submit a bug report.
Hey guys. have an issue with rendering out a movie. from the sequences. it renders fine when at 1080p but when i take it up to 4k crashes at the first frame pretty sure its the gpu, maxing out. watched the memory its doesnt max out. so cant be gpu memory. i have tried increasing the time on the TDR delay still crashing.
any ideas to the things i should be looking at to pinpoint what it is? i dont get anything in the crash report
@naive lotus .... oy is that was caused your issue?
nah, I got it to work (by doing nothing differently) and I'm waiting on it to try building again.
no I mean was the checkbox the issue, for multithreaded?
Maybe yeah? At least the issue that prevented it from opening the editor.
Well it's frozen again but it got far enough to say "25% done exporting lighting data"
@autumn elbow there should be a straight == (equals) for an enum if you drag off the enum type, should be a drop down for the enum to compare to in the node
@jaunty cedar what did you end up going with for the solution?
๐ Not an idea I would have thought of but super glad to see it worked
@grim ore Yeah mine's frozen again. I tried the Sparse Volume Lighting Samples option and using a Lighting Importance volume.
For the volume all you need to do is drag it in and scale it to cover all the important bits right?
yep or just drag it in and see if it works, either would have been fine I was just hoping it would help. Generally it shouldnt help on this but I had hopes
so at this point it's just not finishing exporting out to the cache so virus scanner?
I actually uninstalled my AV altogether, it was causing other issues anyway
Swarm log looks like the last one I sent
hello, need help with my code its rotating more than 90 degrees that i have assigned. sorry new here
damn yeah then its just simply not finishing the exporting if the counter keeps going up. At that point I have no idea what's stopping it
I have a strange issue. I am taking an old vertex, then recomputing its z with a noise map and then using the noise maps output as alpha as a lerp between new and old (new after scaling) and for some reason I am getting bat shit crazy acceleration on the verts, when I assume it would lerp towards the new value fractionally.
Well, okay, but at least I know what to research... right? Lightmap build isn't exporting?
@rocky mantle are you trying to go from one rotation to another over time? if so you are constantly setting the rotation then using that new value on the next update from the timeline. You would want to store the current value of the rotation BEFORE the timeline and use that as the A on the lerp
oh i see let me try
Ah I think I am lerping by a negative
basically you are saying each frame "go from this rotation to this rotation + 90" and setting this rotation every time so your "start" is always moving heh
if i decrease the samples on ray tracing it renders out without crashing? anyway to say dont crash when gpu reaches its max?
Does anything persist through level change?
Hi @grim ore it worked! thank you
Or is every actor destroyed and new ones constructed
@tardy lily everything is static in the scene nothing is destroyed or created
What I'm trying to get at is: is there a way to attach an object to an actor that persists through level change like game state or something
So I have a game, if I attach an actor to my character and change level the character doesn't come with me a new character is spawned for me on the other end of the level change. Is there something that I can attach it to that persists through this and then reattach to my character after the jump
me googling "Unreal fails to export lightmap when building lighting"
@rocky mantle yay! ๐
@tardy lily what you are looking for is seamless travel if you are changing maps completely, alternately you can use level streaming and keep your persistent items in the persistent level
Ok so is that a Boolean on the change level node
gah, I've spent all day on this one and gotten no closer to fixing it... I'm giving up for the day
Know them feels voxel get some rest you'll crack it in your sleep
@grim ore and what does that preserve? Player controller, gamestate, both?
Okay this is driving me nuts. Here is what i am running to play a Camera Animation on the PlayerCameraManager. I use the Camera Animation screen and highlight the view mode of the camera, take a Keyframe, Move the camera in editor and timeline then take another keyframe, move the camera again, etc. When i play it, the camera goes CRAZY.
I also cant see the curve editor as its broken in 4.22
Sorry (again)
Where's the uh help channel here
I want to change my top down game to control with the keyboard instead of the mouse
Look for Mappings in project settings > mappings, and you can start with that. In the player's blueprints you can use those mappings to trigger actions like movement. That's most of what I know, I'm new too @plush yew
@plush yew If that component is inherited then you won't be able to delete it.
how do I un-inherit it
I don't believe you can.
sigh
What are you trying to do exactly?
Um
What are you talking about
why can't I import this 3D model
What do you mean by "degenerate"
according to the internet it's too thin, maybe try scaling it up
according to another post it could be due to vertices being duplicated on top of eachother
so the question is where are the files coming from
any idea what they made it in? and does the entire model simply not import?
it imports the textures, etc.
but not the polygons
apparently they used Paint 3D
Not sure what that is, so uh
(Normally I use blender)
no part of it came in, it's just SUPER tiny it was not exported at the right scale
hmmm
delete what imported
OK
import it again, this time choose 100 for the scale and combine meshes from the advanced options
Got it
Pivot is in a bad spot but it's there
the 100 scale thing is very common if not exported for the proper units
and it being too small caused the tangent issue, and needing to combine it because it was multiple meshes in the fbx
there is acheckbox to combine them in the import box
the advanced menus are the little down arrows at the bottom of each section, https://i.imgur.com/CIdBEAZ.png
Does the UMG still poll every frame?
I heard it was updated, not sure if it's event based now
soooo how do you get chaos destruction working ?
is there any tutorials online or anything cos im having trouble finding stuff about it
Hello guys. How can i make an event if the player press Enter on mobile keyboard?
Hey, is it possible to edit already placed foliage? Forgot to turn off shadows... ๐ฆ
okay, found it... Sorry ๐
made a new c++ class and this happened should i be worried ?
That's for the most part fine. Just means your build failed.
However, you shouldn't HotReload. You can turn off HotReload from adding a C++ class in Editor Settings.
will it still all work ??
I'm not sure. Try building from VS.
@plush yew Is that not the same as any other key press? Also, in BP or C++?
@silent frost i will check it out again
is this what DefaultEngine.ini is meant to look like ?
Can i change the image of a button at runtime?
yes
How can i do that?
IIRC you want to grab the brush from the button or something similar
it should be easy to find
Yeah, just found it. Thx
Why is this not updating?
without context it's hard to say
Its a widget
well obviously
Hi guys, weird stuff happens when I migrate a few materials to another project. The are are just not visible in the content browser and folders are empty. Has anyone expirienced that before?
When clicking a button it should do this which will change the color of a button in another widget
right, that's some context - but when and where is this happening?
for one thing, it won't change the colour of another button because you're creating a button
but also the above doesn't do anything with the widget except set the background to black
I presume it's never even attached to anything in any way
why are you creating a HUD widget?
an actual reference to '1'?
you're overwriting the value of '1', you're not getting it
Its in another widget
then get a reference to the widget that contains it
And I would do that with create widget?
Ok. What would be the best way to get a reference to it then?
from whatever is creating it and managing it in the first place
I made a reference to the widget now but I cant get the buttons or texts from it
HUD Object reference is not compatible with HUD Object reference
Hmm
Ok I figured it out. Thanks for your help! @wary wave ๐
when packaging my game my dynamically created UMG Widget is not behaving like it is in editor ๐ฆ
it's driving me nuts. tried many variants and it's just buggy as it seems
code seems to be not executed in that offending blueprint widget
What bp is that in? Could it be it's called too early? Try a delay of like 0.1 before the cast
I'm on my phone, it's hard to see the text
i create the Widget BP in FirstPersonGameMode and then try to update its text in Event Tick of FirstPersonCharacter
oh i see
i set the default text in the UMG editor to still unset
I'd move UI stuff out of gamemode
the crazy thing is that when i run this in the editor the text is changed to testing as expected... but when i run it as packaged game the text remains still unset
what's your preferred location for this?
I handle UI in the controller most of the time with a separate event graph for UI
i don't see why it's not working because i have 4 other widgets i use and they don't bug out
but ok... so i'll try different locations for widget creation and see if this helps
I suspect it's called too soon. Try the delay
ok
I'm using a texture to pass vectors to the shader but using FColor means the values aren't correct - if a color has 85 in the red channel, it ends up an actual pixel value of 156, should I be using LinearColors? or after normalization will the value "85" or a third of the way along the 255 set be respected?
I presume the former..
@scarlet birch you were right! it was a life-cycle issue. code does not run in the same order in editor and packaged as it seems
i moved the creation of the widget to another location and that fixed my problem
thanks! ๐
Hey. Have someone tried to get webrtc real-time video stream from Pixel Streaming plugin and play it somewhere outside the browser? Racking my brain to deal with a crazy R&D project ๐
Hi, any know any tutorial, template or something for a equipment system like World of Warcraft?
for armor parts
for the 3d part, what system used for attach, for example leggings for a character, and this work with the animation
it would be just sockets on a skeletal mesh bone
look up equipping a weapon and do the same thing
yeah, but if i attach a leggings, the item need to do the same animation like the character (with the legs)
weapon is more easy, don't need attach to the body of the character
yeah good point my brain's fading
i'd take a character mesh and cut down all the polys to the pants
and rig that against the normal skeleton you use
and retarget the anims
create the item and add rig like the character
yeah
WoW use a something mechanic for mix the textures
i think
is there a better way to debug shaders? I've got something which works perfectly in c# in unity but transferring the logic to work as a shader in unreal is mental
https://gyazo.com/775125aae2fc3c0a691adb24ce2321ec
tried making a text that displays above the players head but sometimes they go invisible
@left citrus you mean materials or actual shaders?
@honest vale got a bunch of hlsl in a material - might just shift the whole thing to hlsl if it's easier to debug
@blissful trail TextRenders are affected by the lighting as well so they maybe going invisible due to not facing the light source and getting a shadow. Just something to keep in mind.
Question, does ue4 still compile bsp brushes like it used to? I know you can still create levels with brushes, but if you build a room with 6 brushes does the final level stil have these 6 brushed or is the bsp compiled into just the inside faces?
as far as I'm aware brush tools haven't changed much at all since UE3
so it would be reasonable to assume it works similarly to before
So it would still build the final faces of the level from the 'inside' faces and discard the 'outer' ones? Not just keep the brushes as full cubes? Could anyone confirm this please
what is this platform? it's an imported mesh from mixamo and the same platform is not visible when opening in 3ds max
also why is the rotation wrong
more importantly how do i fix it
Not all exporters use the same axis as your 3d modeling software
make sure you export with X forward and Z Up
You should be able to rotate the mesh in ue4
but i made sure to rotate the pivot correctly and selected z-axis as up-axis
unless mixamo somehow screwed it up
Not every exporter uses the z axis for height. Some use it as the x or y axes.
How Can i make an event when Pressing enter on mobile keyboard?
how do you use a variable from one level to another level keeping tis value ?
good day everyone
@blissful trail There is a blueprint type called game instance.
What it does, is it keeps the values of the things in it while game is running,,, when shut, it disapears
Thus the name Game Instance,, is used as an instance for the game as a whole
But is not the only way
You can save it as data and load it when needed
anyone have any good resources for working with runtime procedural geometry?
never really used it before outside of doing a simple terrain generator, but want to do something not dissimilar to a light cone that can be blocked
Whats a good comparison between fps in the viewport and fps on a packaged version?
@plush yew Search for touch input in the bluprints
@wary wave I never used procedural, but a friend followed an aparently good tutorial in youtube of a procedural runner game, if that is of any help
@real hound NFI (no f$%ยทing idea xD)
haha, not much help at all no
@wary wave Runtime Mesh Component and UnrealFastNoise go together nicely. Midgen also has a thing called cashGen that mates the two and generates terrain and everything.
"want to do something not dissimilar to a light cone that can be blocked"
also, no external stuff
no plugins etc
Yeah I dont really know what you mean there.
Me neither xD
fake volumetric effects, light cones
it's not what I'm doing, but the technique would be very similar
If you cant use plugins (assuming this is a school project) then I would still download them and look at how they implemented everything in cpp
it's procedural because it needs to be blocked by geometry
it's not a school project, it's a professional one
Hi, any try the Master pose component for equipment system?
Why cant you use free plugins off of github in a professional setting?
because I can't just slap random stuff into engines that 100+ other people are using
licensing is a thing, so that's one issue
then there's the fact they need to be maintained, and running on multiple platforms
They are free... I think midgen jsut asks you credit him in the game credits.
Its just some cpp math wrapped up for use in unreal bps
licensing means the legal department needs to look things over and it takes a considerable amount of time - and it's a big dependency that is much better avoided for the sake of just one visual effect
@plush yew I dont know, i never used it before,,, but ive seen there is a touch enter, when touch, stopped touching,, ... maybe you dont have acces to all individual keys cause that is androids busines,, i dont know
@light coyote all right. Thx :^)
quick question, how do I enable the edition of a material instance's paremeter? referencing the box that isn't ticked on 'Color'
So this is essentially for a particle effect like smoke that needs to wrap around an obstacle?
worse, gameplay element, but needs to be blocked by geometry
it shouldn't be too tricky, and it looks like there's some decent examples of using basic proc meshes in C++, so I think I'm going to be fine
@vital jackal The material needs to be dynamic
Dynamic meaning you can change things in runntime
Not to be confused with things that change in a material, but are programed to do(even random stuff), its in the code
I dont know 100 per cent if you can do that, but im prety sure you can, as long as you make the variable public,,,
I know you can change the material itself when made dynamic
@vital jackal
All I can do is point you at things as examples, and they are all plugins. Sorry man. Maybe look into BOIDs
yeah just wanted the variable public, guess I'll just make a dynamic material bp and from there I can make the variable public
cheers mate
Boids might be your solution, if not overkill
..boids? That has nothing to do with what I'm doing, heh
this is what I'm currently looking at
@vital jackal wait
what I wanted was decent info about how to wind the verts, set up UVs / tangents and all that jazz
@vital jackal You make the variable public in your material(maybe you dont even need that)
in the blueprint, search for create dynamic material,,, promote to variable,,,, set it to the material you want it to be
That uses runtime mesh component
a plugin
from koderz
the one I recommended in the beginning
yes, but that plugin is build on top of Proc Mesh and many of the functions are the same
If you want to use UE4's build in procedural mesh just be prepared to take a 70% performance hit
They are no where near the same under the hood.
https://play.google.com/store/apps/details?id=me.virusx.ourplanets I made this app using ue4 gimp only, try it now ๐ ๐
@light coyote thank you very much ๐
@light coyote so even if I just want to change the color in the editor (not run-time) I have to make the material dynamic?
I just want the variable public so I have a BasicColor material and I can apply it anywhere and just change the color on the paremeter
how do i change the skeleton of a blend space?
@vital jackal You already have that
That is why i thought this was your cuestion
just click the color parameter in the instance to enable yourself to change it, even while you play
this is only posible in the editor for obvious reasons
Or i belive so to be
lol I was overcomplicating it
thing is I want the material to be different per static mesh, see how the wall and the circle are both grey? just want the instance to be on its default color when I apply it to a sm
I am trying to build for iOS from my Windows, but I keep having troubles with the SSH key. I tried to use IPhonePackager and package it from the editor.
When I use the IPhonePackager It keeps telling me that UE4_22 is missing the PList file. Then when I try to run it from the editor I get ERROR: Failed to generate SSH private key for <Username>@<Server Name>
so I just want the color parameter to appear here
Does anyone have tried to setup the build variants or flavors like we do in Android Studio
so I can change it
I can't install 4.23 in my default directory, it says "maximum path length exceeded ". But all my other versions are installed in that directory and never had that problem. Any solutions, I like having a good file structure and don't want to move the whole Unreal folder.
@vital jackal Color set on the original material, will be the default color in the material instance
What you want to do is create more material instances
Dont make an instance of an instance
Just make more of the same original material
somebody please tell me how i can fix mixamo's rotation being wrong, i changed the rotation in the import settings but that only affects the mesh, not the animations ๐ฆ
What do you mean ?
The animation plays backwards ?
Your character has to be imported looking forward
ah, so for every color I'll have to make a new instance? that's alright just thought there was a way to just use one instance
An instance is just another material
The reason why you should be working with instances is that there is less data loaded i belive,,, and less calls to do to the engine
same as all objects in world are instances (copys ofan object)
that's fair, so there's no way to simply change the color per sm through the variable and I must instead have an instance for every color I want right?
you can keep making more and more copys, but the data of what it is to be copied, is allready loaded
@vital jackal Yes, but, i mean, you can make it dynamic for what you want, and then set the color (i dont think is worth in this case)
or
@vital jackal unless the meshes are going to be blueprints where you can change the color thru the detail panel you are going to have to just make 1 instance to drag/drop onto the meshes per color
that's alright, cheers
You could asign a random color to each one
unfortunately you can't expose the parameters directly to the world for materials they have to go thru something
that's fair
@light coyote i imported the character looking forward but the animation still has the wrong rotation
Srry, sometimes i explain myself too much, that is me xDDD
But yes, as its an instance, its a more afordable material.
Normaily you would have a few parent materials.
One for simple solids
Solids with alpha
etc..
Is there a way to see the current size of data of an object, I am trying to decided what I would choose to replicate.
To wich you change textures
hi guys, would like to ask if there is a node like flipflop with multiple outputs. in the pix is what i am trying to do.
i tried this proposed solution but it only fixes the mesh, not the animations, someone help please: https://answers.unrealengine.com/questions/352105/how-do-i-fix-the-animation-orientation-of-mixamo-r.html
@old fulcrum what are you trying to do?
use a switch node with an index that you increment every time it's called, use a select node with an index that is incremented every time it's called and pass that to your tile
use an index basically lol
I need to check if you dont give me the answer ๐
pretty sure it's a select, you get one input and it chooses one output based on the input
didn't think of that lol. thanks @grim ore
is there any way to do axis conversion on an fbx that includes animation?
nope not select, switch would be a case lol
yeah switch on XXX would be like a case function in traditional programming
@plush yew Send nudes. I mean screenshots
which I guess technically it's a switch on case in that case in old man code programming so it makes sense lol
@grim ore I am confident in blueprint programing,, but i can miss basic basic stuff sometimes,,, where i studied was a bit of a chaos sometimes,, but i liked it in a sense
I like it, i enjoy it,, but i dont know enough
you never will ๐
Wierd,,,, that felt good and bad at the same time xDDDDD
It's the one reason I like programming, you can always learn something new even if you've done the same thing a hundred tmies
One thing i would really like, would be to have a template to create an app in ue4
not a game,, a propper app
it's possibly just super overkill
if you can make interfaces, and comunicate with the internet,,,, in theory, is perfectly doable right ?
In what sense ?
@light coyote
well I can make an app do that in C# in a few lines of code and it will be super small in size, doing that in UE4 would result in more lines of code than needed and it would be much larger in file size/memory use
you don't need a 3d engine to render out 2D text for example
@plush yew when you imported the mesh and the animations did you use the translation option to rotate them at import time?
Yes, and that is what i meant by a templete for app.
Literaly, no 3d world at all
But, the larger the app,, the more afordable it becomes to do it here right?? or is it not even worth considering ?
ah, well in that case you can technically do it using slate. The launcher is an example of using the "engine" for an app
but it's going to be C# or C++ in the end if you do it that way
and at that point, roll an app in C# using WPF or QT and it's a ton easier lol
using UE4 to make an app is using a hammer to turn on a light, it works but you really don't need a hammer to do it lol
hahahahahahahahahhaha
@plush yew are the animations all part of the original FBX? if so you might need to pull them out and import them separately. I know that way works. Otherwise you can make a keyframe at frame 1 of the animation and rotate the root to the correct rotation and save it with the new rotation for frame 0
fixing it in the design program would be best of course
I don't know what would happen if you just rotate the frame0 on just the animation and not the model tho ๐ฆ
@grim ore ah thanks, lemme try importing the animation and skeleton in seperate fb exes
maybe if you dont have the animations you can export out the animation from UE4, then import it back in and translate it lol
I know that works as well but again I don't know what it would do if the original mesh is not rotated
It will work what you say if it only had 1 key in the inner square
I belive mixamo gives you quite a few keyframes
Hey! How can I rotate the camera in the Top View Mode of Viewport?
yeah it's going to be trial and error to try and fix it in engine, fixing it in blender or somewhere else is the correct answer
Looks like its FIxed at all axis
This bone to say,,,
if you move it,, everything will move,, if you rotate aswell
All keyframes in animations are related to this fellah
@worthy ginkgo I don't beleive you can when you are in ortho mode
so you can rotate this to correct position in all the keyframes it has, and everything should in theory be ok
If I have a rather heft bit of code for generating a 3d noise volume for some procgen stuff and I only want it to run on a server and then replicate the volume data where would I build that? In GameMode and then pass it through a GameState?
@grim ore Oh wow. Hopefully they'll implement it.
@worthy ginkgo I would assume they won't as ortho is generally used for a fixed view and top is relative to the normal rotation of the viewport
@sterile bison no that is just a regional thing, the . and , are interchangeable for numbers depending on region
๐ฆ
man, thank god I have source control, I literally borked my entire project with Blueprint to the point where it crashes on startup 
do I get a medal or something?
How is that even possible. lol like it wont even let you start ue4 editor?
yeah, it crashes on startup, pretty epic if I do say so myself
oh there is a pun in there, I am on fire
gg
This appears to be as good a channel as any other for my question. I'm having some trouble with my lighting and I'm really not sure what the problem is. When I build my lighting it looks fine
But when I close that level and work on a different one then come back to it my lighting looks like this:
Any ideas why?
I'm using the platform starter pack
Looks like uv overlaping in a sense
The diagonal wood that is completly black.
Is it completly ok in the other side ?
other side of the box
same diagonal
after you built it fixes this right? did it maybe not save correctly.
Yeah, I can rebuild and it looks fine
Any way I can check if it is saving?
I've rebuild a lot of times
next to the map is there a builtdata file? in the content browser
Yep
got a problem for yall
I'm using "GetRandomPointInNavigableRadius" to spawn my entities, and need to use "adjust location but always spawn" in the override to get them to spawn
is there anything I can do to limit them from spawning on top of other entities
I'm at the stage in my game jam entry where I am runningi nto issues I can't google ๐
@misty creek wish I had an answer, have you changed any of the default settings? it looks like a bad shadow map on the cube from built lighting but UV1 looks fine
I don't think that I have, I'll check as soon as shaders are done compiling, I'm switching to dynamic lighting
yep the example map uses dynamic but even swapping to static is fine here
Im assuming this is a new map you were making?
Yeah, it is
ok I can get it to mess up when it's trying to use UV0 for the lightmap channel for the boxes but not UV1 which is the default, maybe it got flopped? If so it should give a ton of errors in the message log after you build
Dynamic lighting appears to have fixed the issue
I wasn't getting error after the build
well yeah if it's a UV issue it won't use them when using dynamic so that makes sense ๐
Thank you for your help!
it's on the trees too so I wonder what the actual problem is ๐ฆ
I've also never opened this platformer pack and it's really freaking adorable
aww darn it's not perm free, would be nice to make future tutorials using it
aww man... the platformer pack is using event tick for animation ๐ฆ
XD
You could do a tutorial on random scale spawn of those trees
and rotation
to give variance i mean
it's a really neato pack to be honest, nicely themed together. Super happy I grabbed it when it was free
I know that the brush from the landscape is able of doing that, but for who ever wants to learn it in terms of programing
Looks cute
only thing missing is a cat
well I am not an artist but I made one using the pen tool in UE4 lol https://i.imgur.com/yBPEKhv.png
wtf
is there a tool or plugin for max or unreal that helps with texture atlasing?
hahahah
@sterile bison all I could think of is get that point, do an overlap check from that point for anything that you don't want to spawn on, and if it finds something get another point. Repeat till you get a clear point.
man this is why I hate game jams
no one ever wants to join forces and there's always some shit round the corner
@keen moss I didnt know what you meant, now i do.
But i dont think you should worry about that
You can separate things by Uv chanel
@light coyote does doing that help reduce draw calls the same way as atlasing does?
So...
In 3d max, you can pack all together that you want in 1 uv(maybe a character or whatever)
Once packed
You can select all, and in the uv window you will see in the bottom left, U V
You can now select all the character, and as an example put -1
It will move all objects to the left (or down, depending on U or V), by exactly 1 uv space
you can assign a chanel to each bach
And then when you have your material, you change the chanel, and it will change the texture
@sterile bison @keen moss I dont know for sure, but i assume it does help a bit
But yeah
dont know๐
aw damnit
if you move the UVs by exactly 1 uv space, wont the textures remain the same? doesnt the texture tile in theory every uv space? sorry if that is a stupid question its been a while since ive messed with UVs
yes
but you only move it so you can pack the next bach confortably
to not have a gazilion lines overlaping and see what you are doing
oh i see
When finished you would do exactly that
Put them all together again in the default uv space
But you allready separated them by chanels
What i like about this method is that you can see if one bach has more uv space than another
and you can distribute
i will have to try that, it sounds confusing reading it here, im sure it will make sense after i try it
to not have the handle of a door in 4k and the door itself in 128 p
if you are not working for a AAA company, i would be a little more relaxed
@grim ore Just tried that. Capped it to 4 maximum attempts and it's failing rather often...
what if you had it do the next search for the navigable point from where your "miss" was at so it tries and find another spot hopefully empty near there @sterile bison
I wouldn't know hwo to do that I am afraid.
@keen moss
Then look up material instances, parent materials, etc..
you can have a simple solids material, and any simple solids materials you may have, will all be instances of that.
You would create an instance of that parent material by right clicking on it, and you can have, all kind of tile textures, wall textures, metal, wood,,whatever
@sterile bison when you look for a navigable spot you have to put in where to start from? When it finds a spot and if that spot fails when you search again use that new spot as the start for the next search
Hello
it would basically be "look for a spot" , if that spot failes "look for a spot around this spot that failed in a smaller radius", repeat lol
Please can anyone help me with ADS for a first person shooter
idk man this is getting too spaghetti for me
I have figured out how to re-plug the origin
I guess I'd have to store my star tloc as a variable?
@light coyote Thanks Richard
maybe you have a parent for glass
some glasses may have some normal to them,, or some may be more satin, so you will reduce the roughness, maybe even add some noise or whatever.
The point is that the parent glass material will have everithing a glass may have,,, converted to a parameter,,,
And when you create an instance of it, you can activate it, and replace textures or change values to get the glass you need
@keen moss In theory you could have one material that would act as parent of all materials.
But that would be a bit crazy. They are just to many things you can do.
So look for your own balance.
Help
I fail to understand how that exec pin is supposedly not connected
especially when this macro has an exec input
Are you setting its location to where he exactly is at that moment ??
@novel lodge Advertising ?
Nope. Aim down sights
So the way it works is that my Parent has a certain location. I trigger it. And from its location I look for a spawn point @light coyote .
So yes
My parent is hand placed in the map by the ld
Anything wrong with that?
Like what?
from its actual location, get me a random location in 10m radius, and Set it as this location,,, or am i missing something from your bluprint ?
oh son of a bitch
it's colliding with the map mesh itself
FUCK
๐
Now to find a way to get that as an exception...
@novel lodge Aim down can be a pain.
If you dont want to fully properly aim, you can acces the camera of the fps, and if you reduce the Field of View,, it focuses,,, because it makes the camera see less, but it still has to fit the screen
@light coyote Currently I'm using an animation to line it up and for attachments I offset the mesh position but I'm hoping there's a better way
@sterile bison Add a tag to whatever needs one
check if actor has tag, then allow it to happen
I got really frustrated when trying the same thing and left it aside
But i was thinking on making something to adjust it wile in play, and somehow save the transform :/
I got really frustrated
Can I refresh/Update a widget?
niceee
@light coyote I just use a socket in the scope or iron sights for the bullet trace when aiming so the bullet always goes to the centre of the scope / ironsight