#ue4-general
1 messages Β· Page 522 of 1
they are what you want if you want fake shadows
they can draw any texture/material on everything you want
but i can see its planar
how am i suposed to texture a table with it
it should be used on walls or other planar geometry right?
oh then you have to actually use a uv map on a mesh
it can be used for 3d objects too
but i doubt your case is included
i thought the shadow was on the ground
shadows override light tho
meaning that your shadows would be better off in emissive
but you have to try
Hello! I have a question. There is a game made on UE. Are there any unpackers so that I can modify the game?
shamelessly bumping again
Im still looking for help on how to solve this issue:
Failed to run init commands on remote server macDev. Output = Permission denied (publickey,password,keyboard-interactive).
If anyone knows anything please talk to me β₯
Also, here's my log
https://pastebin.com/PNxjdX8x
@static viper is valid doesnt work either, now its giving me the branch as an error lel
show
oke
is there a way to get navmesh volume lower? without moving whole scene.. dont wanne rebuild lighting :]
the navmesh volume can be moved when ever you like
its fully automatic
it will just rebake itself
by default
im moving with the volume but the level where it stays is the same
I dont want to fly in VR
the floor level is wrong
thats a visual interpretation
the navmesh is not at that height
and its innaccurate
you are not flying either
at first i thought that the pawn defines the floor level
but im walking like 20cm above the ground
which is similiar to the navmesh
alright so the pawn defines it then
are you sure your camera has no collision mesh?
its the default BP
but this is the in the pawn details
should i turn it off?
@nova kernel geez how many looking for talent posts?
Getting these issues while using movable point light Ray traced Distance feild shadow on, any thoughts?
Is there a channel here where I can talk to one of the engine devs?
This issue is really getting out of hand and were already working 3 days on finding a solution.
Why cant I remote build from win10 to mac Mojave?
hey what kind of a game can a signle developer make in ue4? Is there any chance for a single dev to succeed?
it depends highly on your skill level and your endurance ^^
you can do nearly everything if you have unlimited stamina
well I will be focusing more on programming and stuff
so I will probably need someone in the future i think
can I make things without making models?
you can make a calculator if you want
how ro fix this?
Can someone tell me why the third person character mesh is rotated 270 degrees? I made a character with the Mannequin's skeleton then rotated everything to x axis forward. Is this proper because I cant retarget Mannequins animations to my skeleton without rotation problems when playing animation
Say I wanted to sell my character in market place using Mannequin's skeleton what should I do lol?
how do i quickly take a screenshot without all the icons from lights and everything being captured
could just press 'G'
@midnight sparrow start the game, hit F8 then alt+c
190829_Announcement.jpg
WHAT
On this week's livestream we'll take a look at the beta release of Unreal Insights. Designed to help users better understand what is
shamelessly bumping again
Im still looking for help on how to solve this issue:
Failed to run init commands on remote server macDev. Output = Permission denied (publickey,password,keyboard-interactive).
If anyone knows anything please talk to me β₯
Also, here's my log
https://pastebin.com/PNxjdX8x
At this point you should raise a bug / post on the forums
Active people here clearly don't know about this issue
Cool, how did you get it back ? Recovery software ?
Okay, well t hat's good to know - do set up some source control so that you don't lose additional work
@cloud cobalt I started an question on the answer hub, isnt it the same?
i want copy my player model to an AI but its not working]
@river apex Answerhub is a bit dead tbh. if you think it's an engine bug, there is a new bug reporting system
if not, the UE forums still get more people than answerhub
Looks related
yes i have
were practically fucked.
the only way we managed to create working remote build thing was on win 7 and mac high sierra and we cant go back now
@little dawn You need to ask questions in much more detail. What are you trying to achieve, etc ?
im trying to achive all player models in the game to be only arms and legs
it looks weird
and very funky
I still have no idea what you're asking.
i get the glimpse that he wants full body awareness
thats basicly only arms and feet
its also not just a thing of hiding a bone...
the main body is parent to everything.
question mark?
what do you want in game
i did it by accsident and i really like it
did what
im doing this tutorialhttps://www.youtube.com/playlist?list=PLL0cLF8gjBprG6487lxqSq-aEo6ZXLDLg
i accidentaly got rid of his abdomen
and i want all the AI to look like it aswell
I belive he is basicaly asking how can he make ai
ah
yes
that will be touggh without a 3d tool.
bc this model looks like its a fullbuild
one material super uv map
i did it by accident tho. with my original player model
show
show what
oh
The accident
it looks different
no. i want that player model to be the same player model as all player models in my game
with different materials
Yes, but you basicaly want to know how to make an AI character.
Because for that you need.
The character, and the ai behaviour.
And you where saying you couldnt make it work right ?
no i can do the ai behavier
I kind of want to see those things in action xDDD
is belnder easy
I think it is easyer now than it used to be,,, but i personaly never used it
This discussion derailed quickly
Ok, but didn you allready done that by accident ?
no i did that like 2 days ago
What doesnt make sense to me is why
why what
scale is not hte issue here
you clearly could see the scale is the same
Scaling back bones ?
how
like i started unreal 3 days ago
the spin usually has multiple bones
i think it's animbp issue...can you change animation to animation asset?
he cant just scale that
animbp is my guess
when i change the animation asset top another one he resets back to his original player model
I assumed you cant scale the bones aswell,, but i know he definetly didnt scale the mesh.
yeah, probably the blend bone is set inproperly
That is just so freaking ridiculous xD
He can literaly lick his...
you should show a few pics from the animbp
that is a really extremly broken blueprint.
the broken one is only able to look at when you playe the game or in the thirdperson charactor blueprint
show me the broken animbp
onme sec unreal just froze#
th broken anim bp deosnt look broke
in that bluprint of animbp
but when i look at the actul game or in the third person charactor blueprint it breaks
Hey guys, before I waste a year of mine, is it possible to create an application that can be used across android and ios on the same network?
dont think so dude
@pulsar fractal can you elaborate?
"an application that can be used across android and ios on the same network" makes no sense
Yes, so Iβm looking to make a program accessible by windows, iOS, and android, thatβs basically a video chat between all 3 platforms at once
yes, it's possible
So somebody with an iOS device, android, and windows could potential video call
google for WebRTC
Amazing, thank you
@midnight sparrow Would a stationary light do what your wanting?
You can re adjust things around a few times while keeping your meshes/actors dynamic for a while, then switching them to static later during the final build. While using stationary lights.
This should reduce the amount of work put in, though it may not be ideal.
Or perhaps you can use a special actor for lights, that switches between static/dynamic (as well as matching mesh related actors) based on some config setting or global variable.
But if you want to static bake lighting every time, there's really no way around doing what you need to.
wtf preview 8
gotta fix them bugs yo
What's the best approach to syncing music/sound files for players? If someone joins the server after the music has started i want them to be at the same playback position as everyone else
There's a shared world time somewhere
Which has the same value at the same time on every client
So you could use that when starting the music maybe
music is played on another thread though, so it won't be perfectly accurate with respect to game time
someone know about physics?
oy.. preview 8... we going for the long term here aren't we on 4.23 lol
release it already 
I already moved onto .24, .23 was last weeks news π
hey hey hey.. Iam I crazy or did Amanda's name get changed in the latest live stream? It's Schade now and not Bott
shady
@grim ore hey, everything just got weirder
i can see some of the trees shadows from very far distances.
the very same tree doesnt give the same shadows
and some of the trees have far shadows some dont
she got married
@wary wave I assumed as much just didn't see it mentioned anywhere, neato π
@tawdry sierra did you try those trees in a new project to see if you still have the same issue? What trees are those where did they come from maybe someone else can try
@grim ore they are from this months free nature pack
why the same the has different shadow render distances tho?
they are the very same tree and they are both foliage types
different tree sizes? if you have random scaling on for example
so Environment Set?
shadow culling is based on screen size of objects and there is a r.command to change that, I don't know if you have tried it
is there a way to get wireframe information of a model in a material?
meaning get the wireframe of a model with some thickness, and use it as a texture
I call OnComponentHit on the enemy character/pawn, it gets triggered when it runs into the player character/pawn but also when the the player runs into it
I tried to change the collision object type of the player into a custom one called "Player"
I made sure the collision response on the enemy is the same for "Player" as for "Pawn"
Yet now OnComponentHit only gets triggered when it runs into the player and no longer the other way around
What's going on?
Hello Guys, I started my journey of making a dedicated server for unreal engine and perforce
can anybody tell me if there is some benefit to using Ubuntu? or should I just go with the tried and true windows 10
in general Linux would use less resources for the operating system compared to Windows 10 but I have no idea how the build environment/support is for Linux. Maybe someone in #linux might be of more direct help?
if just trying to make a server you could take some time if you want to learn it all but if you just want it to work Windows 10 is definitely going to work
@grim ore Thanks again!
@grim ore do you have an idea what could be causing my issue?
Where'd my content browser go?
I started a new project and it just vanished while my viewport grew larger
Thanks!
So I want to use 3d models as player profile picture icons. Is my best solution really to open them in the ue4 editor, screenshot, crop in photoshop and export as png? must be something better... right?
@fast finch You can inport the models to a program like marmoset, to do some sexy renders
Can I do that even if the models are ue4?
I cant get the raw files
Since they are from the asset store
uasset*
or if you want the icons to be dynamic(so, to respond to changes), maybe rotate or watever you want to do, lights, change appearence,, you can make a camera view the object and view the icon as a video, however, more expensive of course
No I just want it as a transparent picture
you can exprort the resources from the engine
if thats the case cant I use blender to render hte model to png
but I didnt know u could export uasset models to blender and such, makes things easier
thanks richard
I would highly sugest you export model to marmoset, wach a tut, and make an awseome render with a black background,,,, then that image, you use it in additive mode, and black becomes transparent
Im going to look into mormoset since I havent heard about it. Using the image in additive mode, is that something I do in mormoset or ue4 itself
This is a BA64 i did,, wich is ok, is good enough,,,but...,,, renders in marmoset make it look amazing
π
There is another one analogous to marmoset,,, i belive is called keyshot
i just have marmoset, i like it, and it does what i want,,,, but is worth having a look at both if you still dont have any
Create stunning art that will make your portfolio shine. This episode is the closing chapter and free part of the 15 hour long Mech tutorial available at: ht...
This is the tutorial i followed, and yes,, is very long but because he explains stuff,, i like that
however, i still havent seen the full video xD
I guess there is no way to somehow re-open a project which is shipped like this back in the engine editor ?
A bit more specific; This is inside of a folder called WindowsNoEditor
there are ways, none of them are perfect and it depends on if its packed or cooked or encrypted etc.
Is there any link which you could give me so that i can check it out ?
generally speaking you won't get too much out of it
I know that i wont get back most of the stuff which i had in the editor, but i'd still like to get my BP classes and such
if you're expecting to get code back out, you won't
not sure what state blueprints are in after packaging tbh
Even the map alone is actually already worth for me π
I kinda hate myself that i always delete my old projects
But since i deleted it i didn't run CCleaner through my PC.
Maybe i also have a chance to get it back ? hehe..
@maiden sundial dont you use github or something?
you should always have ur projects saved
Sadly not
Better start right now
Ik
How do I import a animation made from blender into UE?
@real mesa much easier for you to youtube/google it than for anyone to explain every detail
try this video for starters - https://www.youtube.com/watch?v=SWKOOoSKFK8
In this video we will be creating a simple mesh with armature and create a simple key-frame animation and export that to Unreal Engine 4. Follow Cryonetic on...
thats just baked light chillin on the floor
...build lighting
that's not a fix, that's forcing dynamic lighting
you build lightning
with the thing on it showed
then you turn it back off after its fixed
takes less the 30 seconds
still confused
its not gonna get easier.
Using Lighting and shadowing geometry, using Global Illumination, and setting up reflections.
here
Hi guys, when i try to teleport in my oculus quest game it just freezes and starts shaking. It works just fine until i teleport.
Anyone who experienced it?
dont ask the same question in 2 channels?
i aplogized that it was bad channel and didnt look back there
Hey. I have a problem. I made a map for the game "Mordhau". It looks just fine in unreal but when I cook it & load it in-game, the lightning / shading / colouring or whatever looks waaaay different. Anybody know how to fix this?
In Unreal
In-game
Look identical to me
its beautiful
went from AAA to runescape
thank u but I would very much like to have the colours etc just like in unreal. Its way too grey in-game
no idea. how do I check?
Any way to cancle Montage, bcz my enemy play attack animation with montage but at some point I hit enemy same time die montage trigger,,, problem is after die animation finish it goes back to attack montage section
I want to cancle attack montage before die play
you'd do that in the animation blueprint
same as with any animation
okay so
if your enemy goes back to attack animation after dying
you need to make it so after dying animation is played
it cant go back anywhere else
because its dead
so there should be no lines leaving the dying animation
This is the problem I am facing with montage
did you change your near clip plane to 0? @little dawn
yes
It's goes back to attack anim bcz it's not finish, interrupt by die
well don't do that
Anim
@fast finch
Can you take a screenshot of your animation blueprint
who
deadsecc
I am not usibg animation blueprint only for idle and run
Attack and die trigger by
Blueprint montage
I am using **

Hello. How can I do real time grid generation? I want do something like here:
https://unrealpossibilities.blogspot.com/2015/02/unreal-engine-4-dev-update-14-real-time.html
I need split map on grids and then check that mouse is on grid? Or no... maybe better was check position from 0, 0 and then take grid? π€
@tawdry sierra I remember that there is a art that u can change
U can change it from epic to high resolution or medium and low
i swear i saw in a video that the resolution can be changed through the editor. Im looking for it but i cant find it
I forget the exact place but just play with the settings
Yes
I think it is a option called performance
@tawdry sierra
@tawdry sierra did u find it?
no
hmm
ive found some old code in my game and im not sure what i was trying to do is even possible
reletable
all my levels are streamed and i have a blueprint and widget that acts as a loading screen. this works fine. on the loading screen is a progress bar with 'is marquee set'
the reason it has is marquee set is because i was trying, it seems, to figure out how to report progress
i have an ontick event counting actors in the streamed in level
but i never finished the bit that counts the number its expecting, to work out a percentage
is such a thing even possible? i thought the idea of streamed levels was you never knew the total in bp
looks like newer ue4 has a function GetAsyncLoadPercentage
I call OnComponentHit on the enemy character/pawn, it gets triggered when it runs into the player character/pawn but also when the the player runs into it
I tried to change the collision object type of the player into a custom one called "Player"
I made sure the collision response on the enemy is the same for "Player" as for "Pawn"
Yet now OnComponentHit only gets triggered when it runs into the player and no longer the other way around
What's going on?
@plush yew Can you take a screenshot of both the player and the enemies collision table thingy?
@dawn gull tried this? https://answers.unrealengine.com/questions/739643/view.html
Thanks!
np
I just need binary stuff though. Off or on
I suppose you can put it on 0 when its off?
Ok
Hey guys! Is there a hotkey to refresh the content section of Unreal after I make changes in Maya? Or is closing and reopening the project the only way?
Also, I keep getting this error every time I try to import a mesh in.
I never changed or touch any of the names of the bones.,
@old kestrel its telling you some of the errors
something is wrong with the model
You gotta open it in a 3d software and fix it
I am able to delete it and then put it back in.
but the moment I try to update it, I get that message,
Ill look over the bones.
yeah each bone has its own name
anyone know if there is a good idea on level unlock system?
like unlock the next level if u pass the current one
@cloud palm at a basic level, you could just have an array where each element represents a level
And when you load the menu, check which elements are true or false, true = level unlocked
I did that, I put in a string array variable
try a bool array
kk
@fast finch it's literally default settings of pawn except it also blocks player
@fast finch How can I make the user widget to display a checkmark once the player pass that level?
and make the level they did not pass with a lock icon
Im currently working on a singleplayer game with levels too, I havent gotten to that yet @cloud palm, will get there eventually. Keep in mind, Im not sure how far into your game you are, but things like displaying the levels as locked or unlocked are t hings you can leave at the bottom of your to-do list
Right now just focus on making it functional
@shy silo Just the online part, or the turn based functionality as well? Like creating rooms, and general gameplay?
I actually should probably consider my question more and come back to it in a bit, thanks for responding though.
Yeah its quiet a broad question, try to narrow it down π
@plush yew if both are supposed to block each other than it is supposed to work... hmm
@fast finch but it doesnt unfortunately
collision works in the sense you cant walk through eachother but the oncolliderhit event doesnt get triggered
however it does one way, but it should work unidirectionally
Is your delegate added in the constructor?
i use blueprints
ah
Just
provide the 2 screenshots I asked for
doesnt hurt to take a look
2 pics of the collision section
for both objects
Also
What happens when they collide
is physics involved?
they're characters
yeah, whats suppose to happen when they collide
the trigger prints a debug message with the collided actor name
i dont see how that's relevant but to deal damage to the player
and keep in mind we're in the enemy blueprint
you should use beginoverlap
instead of OnHit
If you just want to deal damage, BeginOverlap is the better one
but also the player should not be able to walk through
Let me check one t hing real quick
As I thought
you can still achieve both
If you have Generate overlap events activated on both player and enemy, and then the correct collision preset
on their respective colliders
but on their MESHES
have block
it will trigger the event + block each other

Does anyone know why an animation blueprint can't access replicated variables in the character its for?
For example, I have a camera, for the first person camera, the animation blueprint is able to read this for the host, but not the client
Same with the weapon reference
Which is replicated
Thank you!
Ok now I am getting somewhere.
Now I am can start animating. Now my only concern right now is when Jill interacts with objects, (holding a gun or a knife)Is there a tut that can show me how to translate the animation, while interacting with objects, to Unreal from Maya?
Should I setup a constraints of her holding the weapons in Maya?
2 animations at the same time
?
exporting both animation separately
make two animation montages
put one for the character and a other for the weapons (knife don't need one)
something like this is result using RE2 Remake
https://gfycat.com/decimalexcellentdevilfish-resident-evil-2-remake-ada-wong-red-dress
Montages, you mean the action itself. Full animation of the action.
yes
ok cool. That I can do. So from there, how would I transition that into Unreal? export the animation, that I get. Im confused with the weapon part.
Should the mesh in Unreal already have the weapon constraint?
Like for example
The image I posted is the Jill with no weapons.
how would the weapon animation transition over to Unreal from Maya?
If that makes sense?
you need to code the transition between weapons (destroy the current actor and spawning next weapon actor). you use montages with montages blueprint that call the player for it the next weapon is changing or destroying in current time.
Well thats the thing. Im not creating a game. I want to render my animations in Unreal.
weapon systems are complex ass fuck
So I have idea what you are saying lmao
play both animations at same time and that it
Like I said I have no idea. Is there a video tut on how to I can achieve that?
I made like a 30 part video tutorial for UE3 about a weapon system
and it didn't even scratch the surface
π
Wow thats nuts.
I am still trying to figure out this program
render out a small animation im gonna do
Quick question, Im about to finish up my models for import and was wondering about materials
In Blender, I can Set a specific group of Vertices to use a specific material
can i do that in Unreal as well?
Unsure, Im going into Unreal Blind lol
I don't know about vertex, but u can add different materials to faces
Ok, if its by faces I can work with that
DO i still need a Perfect uv unwrap, or can i be lazy?
Thanks btw
ok thats pretty straight forward
In Unreal you'll have something like that...
Does my Uv Unwrap matter, or can i be lazy with it?
No that exactly because I couldn't find a google image
UVs will be what u make
If it looks ok to you in Blender, then it will look the same in Unreal
Coolz
yo im dumb asf how do i rotate the camera
oh.. E
np...everyone is once new π
hol up
when i press d my character turns with the cam but i dont turn as im facing the way my character WAS facing
any fixes?
I just want to ask if UE has something like this before I spend time making something to do it. I want to stretch and scale a mesh like you would a 9 slice image. So when the mesh is scaled each section is stretched like in this picture with the corners never stretched at all. I looked at spline meshes but it doesn't seem like it does quite what I'm looking for.
are they all separate meshes? @scarlet birch
No, I think that's what I'm going to do though. I'm building it now. just going to set it up to scale each section from a input value for total width/depth. I just wanted to check in case there was something simpler already there.
I'm not sure I understand the reason, as in why just scaling it won't work? But yeah I've never heard of something like what you're asking for before
On that note....you can't just scale it?
No, scaling will distort the edges.
The more you increase scale the more pronounced the corners will become
well the corners would have to scale would they not? unless you plan to scale the "wings" opposite of the "body" scale to keep that corner radius constant
no, you can maintain the same outer curve at any scale if you scale each section as I described
As in, as the body scales up, the top "wing" would stretch horizontally, and shrink verically?
That's definitely going to take some tinkering. I imagine it could be done with a body (center) mesh, a "wing" mesh (I don't have a better word for it), and a corner radius mesh
is this a editor time thing or a runtime thing?
It's fine I already have a solution.
I'm just finishing it up. I just didn't want to make a tool if something was already there.
gotcha, I was just more curious than anything how you were implementing this
rock on though
I just did it the same way you would a 9 slice. Just cut the mesh up and set it to scale each section
I spend a lot of time building tools for level building. This is another one of those that will make laying out levels easier.
I just threw a test mesh into blender and used a bunch of duplicates and boolean modifiers to cut it up. Applied the transforms , snet it over to UE. put it into a BP with a unit width/depth input, and have the bp scale everything as it should.
How do you handle branching and reverting within the ue4 editor or should I just do that externally?
I guess more a question for #source-control
Anyone know why my camera in unreal engine is nothing like my camera in 3ds max or real life. My iso is 400 shutter speed 100 and to get a similar result in unreal shutter speed has to be 1 and iso 5000
if i use same settings as 3ds max or real life its verydark. and if i change F-stop nothing happens
@hasty bough If what you mean by camera is while in editor ,or, the character camera while in play, and is not something else you are doing with a camera.
Then its probably eye adaptation.
Top left viewport, search for a menu that gives options and disable it. That is for editor.
For during play desactivation you have to search in your postprocess and make min and max value be the same.
doesn't Z or F zoom and focus on the selected object?
I can't get it to work anymore...
great... confusing it with blender/max probably... urg, I need a zoom to selected hotkey
f should focus
f zooms and focuses right?
π€·
i have this error at launch ... whats problem ?
isn't there anybody that know about this error ?
sos dude have no idea
To : @timber mountain
I no idea about the error but
Try re-check the ShaderFormatD3D from filename ModuleManager.cpp at Line 373
you maybe make mistake at there
@proven imp its not my mistake. when i want to launch Unreal Engine 4 it gives me this error. i run on my labtop but in my pc gives this error
I doubt he's changed that file
as a general FYI, if you don't have the answer, spamming the chat doesn't help
all I can tell you is that there's a problem with material shaders, but you probably already worked that out
I assume it is with a specific project?
@wary wave there is no specific project ... i crashes on loading when i run Unreal
and this is a new problem?
so does it nly crash on this version of unreal?
what version is this
i am curious if your ue4 is modded
what was the combination to measure in the static mesh view? alt middlemouse?
π€
hmm, this thread would suggest owl is right:
https://forums.unrealengine.com/unreal-engine/feedback-for-epic/42247-bug-delay-actor-using-tick-when-paused
Tell us how to improve Unreal Engine 4!
very annoying
I need to stop an actor ticking, wait a frame, then have some logic execute, heh
but I guess I need a one frame timer
well i only meant that the calculation of time is different between those nodes
so i assumed delay is a pure tick based thing
so if you shut tick of
it should just kill itself
well, timers are purely tick based, it's just that the thing that ticks isn't the actor itself
you know
that is very important info
XD
wasnt a one frame thing like
0.0
i love raceconditions
it's because I want to null the mesh on an HISM, but actor tick is pre-physics, which means it queues up an asynch physics update, then nulls the mesh reference, then tries to do a physics update on a null pointer
disabling the tick means it won't queue the physics update
Hello everyone - starting a project in school using ue4 - unfortunately our server is really slow (long save and load times - like reaaaaally long) - Is there a way to store it locally but still be able to work on the project multiple people ?
usb stick
sharing one usb stick between 20 people multiple times a day may not be optimal π
server outside school?
one usb?
multiple times?
how do people work with you on the same project
i dont understand
and 20 people???
you have some explaining todo XD
perforce server or whatever in the school
which is slow, hence the problem
if you always use the same machines, one of your local machines could have a local P4 server maybe?
the only valid thing here would be version control
but that still doesnt explains how 20 people work on ue4
I assume they're already using version control
so
some create 3d models
soem animations
what about sound
we did this too
and we only had usb drive.
USB drive is... not a good idea
we cannot run around with usb drives
its 2019 - we need to be able the acces the same project from every pc
well not if version control is involved
but you are in 2019
where school server cant do this
XD
@light coyote
my eye adaption in post process is min1 max 1 so cant be that so weird
School server can do it - but save times are around 15 minutes - and around 20 seconds if its local
you mean uploading changed stuff
i belibe you ran into this by accident
and that if you had known before
you wouldve stopped it
If i compile it do i need only the Engine or the other folders to or can i delete them?
im not really following you tbh
when i hit the big old save button in ue4
there must be some version control solution at play?
but not with the save button
only if it uploads straight away
which is insane
that makes no sense
saving creates version control queries
so that it can check the file's status
if version control is slow, this process is also slow
yee but that should happen locally
no, it checks the server
you need to press a seperate button to commit changes
it has to check the server to see if someone has files checked out, or if they're not at the head revision
15 minutes is kinda absurd, so there's something questionable going on
first step is to identify what manner of version control is being used
for a moment i felt like a spoiled kid.
bc the server at my old job did all this in seconds
Im not sure - this was just a test since last semester had problems with slow server - so i took a big project from last semeste - uploaded it to the server - and put one locally also ! Now when i open this simultaniously on 2 pcs and just hit save (no changes made) - It takes around 15 seconds on local - and rought 10-15 minutes on the pc running the project from the server
so the project and all the files are actually on a server?
FYI, this is madness and won't work
and then hooked every pc into this manually
like, you don't have a local copy of the project etc at all?
worse, if you have multiple versions of the editor running, files will get locked etc so you can't save anyway
this is why im here - maybe i put on the server wrong ? I just copied the entire project folder.
well yee
oh boy
it would be great to have the most recent version on a pc now
and to let everyone check over it
to see if its fine
previous has 1 shutersspeed, i take it to default 60 goes black
we dont want you to loose any data
you should probably get something like a Subversion server set up, and TortoiseSVN on the developer machines
just copying the files onto a server is pure madness
I need advices on my current project that's on BETA Stage now, do you guys mind downloading my game and try it out? Then gives out some ideas,advice or bug fixes?
put it in #work-in-progress
Is there somewhere i can read about how to setup a project like this ? the proper way to do it.
We are 20 people in class who needs to work on this (Mostly 3d artist) - Everyone needs to be able to access the project and make changes from their own pc.
and if i dont copy the entire project folder to the server - then how do i put it on there ? π
one thing to look at might be the Multi-User Editor feature
that could actually work for you, I'm not sure
with a few people yes
if that does not work, then you'll need to talk to someone about setting up an SVN server
but judging by the server power
MUE can be hosted from a local machine - but it will probably be pretty slow
SVN is the 'correct' way to do this
yes you can do that
(most companies will probably use Perforce, but that costs money)
you can just connect your pc per lan cable with another at will
we are not gonna be 20 people on the project at all times - most are animators who just need the live link to follow along - maybe 3-5 people will actually be editing stuff - lighting, materials etc.
you dont have alot room here
you should make it clear who uses ue4
and who doesnt
that way you dont have a random animator breaking your project settings with the server
and you dont need to explain all the time
how to make ray sphere intersection
okay so let me ask in another way - If you had 20 3d artist working on a cinematic - most of them with no real UE4 knowledge.
How would you manage the project itself ? as i said we haven't started yet - and i have only worked on personal project stored locally.
well i wont talk about the pipeline for a cinematic
as that is your job
but from a technical perspective
pick a few people that will be your ue4 experts
tell them everything
and only give ue4 tasks to them or under their guidence
and the rest fall under their guidence
The basic problem is that 20 people who don't know UE4 means lots of them are going to need starting.
Some of them might be able to avoid UE4, but really that's a big problem
i believe the key to a succesful team besides teambuilding, is teaching your experts yourself.
and you need to get this fear away of security. Dont involve them into problems until they are real issues...
the core team yes
In any case, you'll need to setup Perforce/SVN/Git on a server somewhere so that everyone can access. That's really the only way to share the work data
Everyone installs UE4, get the project, work on it
Possibly different workspaces for asset resources outside UE4, and the actual UE4 project
ofc - maybe i explain poorly - not all 20 are gonna make huge changes or any changes at all - im gonna be handling most of the technical stuff - but i need for everyone to be able to open the project and make some changes - so i dont need to run back to the one pc that has it stored locally to make the change
teach them
you have a beamer?
that machine that throws pictures at the wall
show them things
and then write them something
i would always do the literal thing.
people are practical
they love that
there is a teacher teaching the unreal stuff π i need help with the setup of the project - not how to explain to people how not to fuck up π that aint my job - teacher does that
"need everyone to be able to open the project and make some changes" is exactly what Perforce, or a free alternative, will do
i know π But its only a school project and we are all still learning - i was just tasked to help the IT guy setup the project
the rest of the stuff is not really my department π
good for you!
Pick a version control, create UE project, share credentials, done
source control ?
General discussion about the game industry and the Unreal Engine community.
i wanted to send this...
Since it's a student project with a large team the options here really are Git or SVN
i do not recommend git
yee there are some issues
for 20 people
yeah you will run into some very nasty merge issues
Git works better with 2000 people than 20, it's true.
Yup
yeah i'd go for svn
Git's a bit expert mode for stuff like that
Learning it is a bit outside the scope of such a project
How to setup SVN so that you can share assets with other on your team.
https://youtu.be/SGPleVfrPyo?t=1677 this video here at the timestamp ive linked explains also why you do NOT want to use git with ue4
Join Ari as he recounts the pitfalls, tips and tricks learned during Housemarque's first year of using Unreal Engine 4 for AAA development.
yeah sure
allright ill look into it and try and talk with the IT guy ! I might be back next week for some clarification ! Thanks a lot everyone
just be prepared, version control with 20 people and no prior experience in doing version control is going to be a tough one
make daily backups of the project
i will - and ill try and keep it on a minimum - hopefully some people can stick to maya and hand over stuff when they are done
but atleast for the animators we would love to have atleast the live link going for them
Free tip of the day : don't let anyone email you, onedrive you, box you, or otherwise upload files to you, outside of source control
You pick the tool, they use it
yeah and dont get me wrong, even for normal art assets, you shuold still vc them
Everything on the project needs to be in version control
get a team member, have them study and learn all the ins and outs of the version control you are using, with a large team you are going to need a version control warden of sort
someone who knows how to unf*** a bad panic
that will most likely be me
Yup
but i have some reading to do - cos right now source control is just an alien word π
it is essential for team projects
heck, I use it for solo projects, just so I can unfuck my fuckups π
yeah i have my own perforce server (on an aws thing) and even when in solo projects i still use it
what does it do exactly ? Can someone do a short ELI5
version control?
yeah
it gives you a central repository that maintains your project, and monitors the state of every file in your project
so everyone gets their files from the same place, puts their files in the same place, and people can't accidentally overwrite one another's work
Simply put, version control stores every change ever done on every file down to the bit
aye
ofc - makes total sense
yeah, also another tip, have a document that acts as a FAQ/Style guide/basic setup/use guide for your team
i made a perforce guide for my team who were all new to vc/perforce and it's saved me a lot of headaches/pain that ive had to suffer with prior projects
does svn have perforce file check out stuff
Simply put, source control is a process more than it is a tool
Git is an open-source darling because it reflects the open-source processes, like everyone can branch out for a few weeks, rewrite the history by rebasing regularly, and then deliver nice clean squashed commits to merge in the dev branch
Perforce locks edited assets because it's a much better way to handle conflicts for their target users
the big issue with ue4 and git is branches
No, the big issue with branches is binary assets
Whether it's Git or Perforce, UE4 or any software, doesn't matter
It's more like the big issue with binary assets is losing the ability to branch really
Branches are extraordinarily powerful as a tool
This is a big reason to move to full-editor-history tools, by the way - tools that store project files as the history of their changes
But yes - the end result is that UE4, by relying heavily on binary assets, has made life for Git users difficult
Using Perforce for assets & compiled executables while keeping Git for sources is an interesting tradeoff where both teams keep the software best adapted to their work
does mean having to manage both, however
It does, but it can be a pretty comfortable situation. The only real issue is config files
Since the source code repo would loose sync of that
So you can change the config files (for a new class redirector for example) while committing new executable files - the artist side is fine - but the source code repo has no way to track the state of the files at that time, which sucks a bit
Gonna give svn a try - school don't have budget for perforce - and according to a former student they had troubles with the git solution
anyone play league of legends if so hmu ign master yi kid
ty
Is there a way I could add a couple of collision/overlap volumes to the PlayerController/Camera Manager? I am trying to detach the camera from the player character, give it some edge pan and constraints. I need the overlap volumes for terrain spawning. So far, anything I add to the PlayerController doesnt appear visible, not to mention the player controllers do not actually follow the player or camera position.
@fast finch I fixed it by modifying the charactermesh preset to ignore player
@plush yew thats what I was going to suggest to you last night but from what I understood you told me there needs to be like a physical impact when the player and enemy touch, anyways glad you solved it π
yeah but that's still there through the capsule colliders
so I'm trying to create a save game object, like so
and it's the same way I'm creating other save games
others work fine.. this one doesn't create a save game
any idea why this fails?..
inside the save game I have one variable
how does it fail
this could can not fail unless something inside the collapsed node fails
that's inside the collapsed node
and this is inside the save game BP itself
makes no sense..
I've duplicated the same nodes from another save
that works, this doesn't
it doesn't write anything to disk
MYGAMESNAME\Saved\SaveGames
I mean I can see that the other saves are being written there
in editor it stores it in project
yeah but now I'm just checking in Unreal
PlayerSaveLife is the slot name
but I'm using a variable for that
so there's no naming error
what you are doing there is not how i do saves
What hardware do you guys have to make games?
you have this weird save game object variable
that you dont need for this
i would unplug it from the create save node
and then unplug the name variable for test
I need the variable tho
why does attach to character not follow the player when i jump in the air?
i'm trying to make mario hold a koopa shell, should i use attach to actor for that?
do you have different save game objects?
yes, 2 for now
and this is the third
I checked the location, I'm pretty sure this is the correct one
I removed the saves, the game went to defaults
put back the saves, I have the correct saves in the game
so location is good, BP is exactly the same I think... as the other saves
I tried making another save game with the same name
unreal crashed on compile
π
ok
i assume this is right for you
your game has 3 save slots
and thats never going to change
and apparently the save slots have fixed names
like its all fixed
so the player has limited saves
I don't get it... can't I create as many save game objects and slots as I want?
I have 3 now, just for the player
where does this save game object come from then
where is it set
ok lets scrap everything and start from the top.
π
ok, I need one save game for Life, cuz I save it often, one save game for Variables, which updates rarely, on upgrades and such.. and one save game for Player Skills, which have a different behavior that other variables
I could save Life with all the other variables... but then I keep saving everything else with it, which is overkill
can I save everything in one save game object and only update slots?...
ok, go ahead
just a sec.
you are thinking back in 2005 measures
where this was an issue
we can read and save gbs in seconds
even on mobile
I don't really know much about game saving tbh, I only followed tutorials XD
every modern game uses single data packages for saves when possible
oh, I se what u mean
you can put everything in one save
why
oh I see
also
your code will get so much more complicated when you decide to have m,ultiple chunks
skyrim also has single save files
hmm.. I need to wrap my head around this tho..
cuz I needed separate saves for separate reasons
allloooot
yeah my saves are 1 kilo
thats a tiny fraction of a second
but I want to save LIFE very often
that is no issue
that's a lot of writing to disk
no, just... 10 times a second if life keeps fluctuating
that is bizarre tho
I'm not sure it's a good idea
10 times a second?
why is that important to be 10 times a second
data will evtl collide with itself
handle what tho
i dont understand why you need to save it so often
what is this game
I don't want the player to be able to quit with Alt F4 and get away from punishment...
what is the punishment?
and what is the challenge?
I want to save the player's lifge every time it changes
no what is the challenge
does it matter..?
imagine a shooter, anything
you get shot, you're at 50% life
next time you start the game, you have to be still at 50% life
that means that there is an inherint punishment to death
the player must start from a new
completly
yeah, it's a roguelike

