#ue4-general

1 messages ยท Page 527 of 1

tardy sapphire
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Testing some server stuff

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Those crashes may have bugged me out

static viper
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well mr obvious

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load your backups then

tardy sapphire
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Lol

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Genius

static viper
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you are the one handling server stuff.

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genius

tardy sapphire
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Callin me Mr. Obvious yet youre the one with the crap advice

static viper
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you hate this yes. But it doesnt change a bit.

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are you not making backups

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and we already figured out your engine is fine.

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so rolling a backup would be great

tardy sapphire
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It gets back to normal when I disable the plugins

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And re-enabled them, buggy again

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Interesting indeed

static viper
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told you

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now find out what plugin

tardy sapphire
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ฤฑ DฤฐD

static viper
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and send it through vs

tardy sapphire
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I did*

static viper
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there might be an error

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or the plugin needs to be replaced with a newer version

tardy sapphire
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I deleted and re-copied them to the plugins folder

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Will see now

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Still buggy

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-_-

dim arch
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think it works if you can find the offending plug

tardy sapphire
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I did find the offending plug but I need that

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Its a critical plugin

dim arch
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then you need to make it compatible with the engine

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possible the plugin broke, try deleting everything except \content \plugins \source and the .uproject file in the project

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(make a backup)

calm widget
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@polar hawk Hey, i still dont know what a pooling system is : ) google made no sense to me

dim arch
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like aggregating ticks to reduce frame times?

thin tendon
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To my question earlier. I was able to hide the plane in game. But I can't seem to make the collision detection only ignore the player. The only option it gives me is to ignore all pawns. Any thoughts?

proven hearth
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Anyone know how to add an extra column to the World Outliner? Can't seem to find an option to add one, only to change the second column.

wraith acorn
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Hi!

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I am new

calm widget
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Hey

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Did you really misspell "Hi"? : )

wraith acorn
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n o

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I just added a !

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By the way

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is there a channel to like collaborations and stuff?

calm widget
wraith acorn
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Yeah I looked there but, I want a collab and not something that is really benefical in money

calm widget
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Yeah, kinda figured. But i think that's the closest one, or you could just ask here i guess. Not sure tho, depends on what you want i guess

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Does anyone know what a pooling system is? The suspense is killing me!

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@wraith acorn What exactly are you looking to collab, if i may ask?

glacial pecan
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I auto generated lods for all static meshes in my project, now how do I nuke them? ๐Ÿ™‚

calm widget
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What?

wary wave
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I believe the documentation is correct and you need to be launching standalone game

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you won't be able to

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you will need to launch standalone game for that

placid arrow
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if i use unreal engine to combine multiple actors into one static mesh, it doesnt optimise identical uses of a texture. to summarise, if i merge actor A, B, and C, and each uses material 1, 2 and 3, then it will make 9 draw calls, and won't optimise it to 3 draw calls. is there any way to get unreal engine to be smarter about this when merging actors to an SM?

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whats worse there is if i have one actor that uses one material and i merge 10 of them together into one SM, i get an SM t hat takes 10 draw calls to draw. surely theres a way to do better?

wary wave
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@west bane - yeah, you'll probably have to. IIRC the command switches are only processed on application startup - so if the editor/engine is already running that's that (but starting a new process/instance from the editor will work)

odd steeple
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Hello, I have a mesh and a point light in an actor blueprint. Is there a setting I can change so the mesh is invisible to the light in the blueprint? I'm putting the light inside the mesh and I want to make the light act as if the mesh isn't there at all. Never mind I found it, unchecked the cast shadow box in the mesh details window.

azure shore
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ok why when I just duplicated a wall the lighting literally unbuilt in front of my face?

wary wave
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because you invalidated the lightmaps

azure shore
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but surely other areas that have already been built would be unaffected?

wary wave
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the new object might affect the lightmaps on other objects, so the engine cannot assume they should be left as is

azure shore
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ugh ok then

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lighting has gotta be one of the most annoying things about mapmaking

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why wont pressing p show the navigation area in my map?

azure shore
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ok it turns out you need an actual pawn with pawn sensing in the map, I only had enemy spawners

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but is there a way to manually create areas to walk in, a lot of the paths seem to thin

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too

wary wave
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you shouldn't need a pawn to generate navigation data

azure shore
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yeah I didnt think so, but I dragged one in and that showed all the green for some reason

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the navigation was already there I just couldnt visualise it with p

radiant haven
compact oyster
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Topic?

wary wave
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obviously, an AIController is not a pawn

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also there's a player controller reference in there too

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this makes no sense

compact oyster
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Does anyone know if having nodes in the "preview" section of a Function Material Node Input affects the performances for the material or is it cut off when the shader is compiled if it's unused?

wary wave
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it's cut off

compact oyster
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Nice! Thanks

radiant haven
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this doesnt work

wary wave
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you're targeting a player controller

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also 'GetController(self)->GetAIController->' makes no sense

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either you're already inside an AI Controller or a Pawn

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presumably a pawn

polar viper
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I don't think unreal likes my low poly models (just for testing before i officially start)

blissful willow
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I'm currently working on a VR project, and I need to create some "sliders" for the player to interact with. I believe I can make them grabbable with the pick up actor that's built into the VR Unreal Template, but from there, I could use some assistance on getting the slider to "lock" to the axis that it's supposed to slide on, as well as getting the engine to detect when it's moved all the way over. Any ideas?

wary wave
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you can literally lock components to axes in their settings

blissful willow
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In blueprint settings?

radiant haven
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@wary wave sry

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was gone

blissful willow
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@wary wave I found options to lock to X, Y, and Z position, but I believe those are world position

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The sliders don't move along the world axes, they move at about a 45 degree angle, so they need freedom on the X and Y still

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And even with the constraints on, I can still freely move it with my motion controllers...they just "snap" back to their start position once I let go

wary wave
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you'll have to do it manually with math, then

blissful willow
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I'm not quite sure I understand how you mean by that

wary wave
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I mean you're going to have to define an arbitrary axis yourself and clamp the objects coordinates to said axis

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there's no magic bullet or node

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it's math time

blissful willow
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I didn't figure there was, I'm still just a bit new to BPs and coding in general. I've seen clamp before...but in order to clamp the values, I need to somehow tell UE4 the object's local axes, right?

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Or is it a bit more complex than that?

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Maybe getactorlocalvector?

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I guess the specific ones say "get actor (up, right, and forward) vector"

wary wave
blissful willow
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Oh, I very much am out of my depth. I just don't have a choice at the moment. ๐Ÿ˜‰

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I appreciate the help very much so though

placid arrow
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im trying to put a widget into an actor, basically a umg slider within a 3d object. functionally it works, but its all washed out like its opaque. nothing i can see anywhere is defining it as opaque

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can anyone please tell me what makes the diamond dark like that?

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last time i had this problem, i had to project it to screen space rather than world space to fix it, in this case i cant do that

compact oyster
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(is it normal behavior that blackbody node outputs a different color than the color of the light when you input the same temperature? I thought those were based on the same calculation EDIT: Nevermind, it was an user problem)

fleet rain
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i suspect 4.23.0 will be out any minute now ๐Ÿ™‚

spare kernel
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been out since last night..

fleet rain
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gah! thank you ๐Ÿ™‚

spare kernel
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nah jk its preview 8

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but the launcher messed up

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and showed it was released lol

fleet rain
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oh yeah i see

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well feels like its really close

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any day now

dawn vessel
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UE4 4.23 preview 9?

frozen slate
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hmm for me it just says 4.23

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.0

dawn vessel
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Yeah. I think it's a bug.

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Shouldn't be fully released? Right?

frozen slate
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no clue

dawn vessel
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Damn update was 9 GB for me.

frozen slate
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Compiling source ๐Ÿ˜›

serene birch
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at that point I'd be sad if we don't get to preview 10 for the record!

frozen slate
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lol

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pls no I want it now

vale silo
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it looks like there is 1 unresolved bug in the issue tracker for 4.23.. So we might just get 4.23p9 before the release ๐Ÿ˜›

earnest lily
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For a completely procedurally generated game is unreal engine something practical to work with or would i be better off working with direct3d directly?

wary wave
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depends on what you mean by "completely"

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but there are plenty of games using procedural generation that use UE4

earnest lily
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Rimworld style situation where the world is pre-generated and you can have multiple saves on a world

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/ Dwarf Fortress

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actually yeah dwarf fortress is a better example

wary wave
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sure you can use UE4, why wouldn't you be able to, and why would working with D3D directly give any advantages?

serene birch
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you can have a completely dynamic works in UE4

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the dwarf fortress scale is more what will cause you difficulties than the dynamicity

earnest lily
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i more ask since ive got a bit of c++ / direct 2d experience and other low level stuff but not worked with an engine before, ive had a poke around in and noticed the majority of the interface seems to be around building 3d enviorments directly which is why i ask about procedural stuff

wary wave
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I wouldn't expect much of an interface if you're generating stuff procedurally, no? Anything there would be bespoke for your project

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games like Deep Rock Galactic are heavily proceduralised

earnest lily
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well yeah thats what I mean, it's hard to get a hold of whether what I can do "under the hood" is limited by using the engine without asking someone

grim ore
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uhm... 4.23 did come out why has no one said anything lol

serene birch
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the way I see it, the engine is perfectly capable of having fully runtime generated levels, provided you can live without :

  • precomputed long distance terrain lods
  • precomputed shadowmaps
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and stuff like that

grim ore
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it's like not even on the official website lol

earnest lily
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As you'd expect for rando on discord this is still in the pipe dream phase but I've been very interested in making a voxelized mix of a rogue like and minecraft

grim ore
real hound
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Having an Access None error when trying to get player controller and set show cursor in my game instance. Any ideas?

fleet rain
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its weird mathewW its like something got messed up here

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i just did the update from preview 8 to preview 8. I'm not sure if this was supposed to say preview 9 or if this was supposed to be the released version.

serene birch
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the launcher wants to update to the release version here

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doing the update right now, let's see what I have in the end

fleet rain
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hmm. well i just ran the update and mine still says preview 8. relaunched and still says p8

glacial pecan
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@grim ore I hope they didn't release it, because you can't build WMR projects with preview 8

vale silo
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@real hound perhaps your player controller hasn't been spawn yet, when you are trying to access it ?

real hound
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I acutally figured it out. Doing a Is Valid with a print string showed me the server was trying to access it aswell and that was throwing the error.

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Its funny that gameinstance doesnt seem to have switch has authority

grim ore
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@glacial pecan I dunno it looks released to me lol

dawn vessel
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Damn. They must've released it O.o

fleet rain
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well the version i have here is: 4.23.0-8386587

real hound
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I do have a peculiar problem however. I am using Find Path to Location Synchronously, however it will not work unless I already have an instance of the player character spawned on the map. I spawn the characters on begin play through the player controller, and they will work fine so long as there was already a chracter placed on the map.

fleet rain
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preview v8 was 4.23.0-8115738

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so it is a bigger number lol

grim ore
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welp I guess release notes gives me something to do for the next 3 hours at work ๐Ÿ™‚

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oof... this... was not expected tho "Chaos functionality in Unreal Engine 4.23 must be enabled and compiled using a source build. See this guide for instructions on enabling Chaos."

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I know it was like that during the previews but to have it be source only for a big feature like that is gonna be alot of people asking how to compile source lol

vestal drum
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anybody know why the update is so huge ? 11+GB updating from Preview 8, my guess is it downloads android & ios crap even though i specified before in options that i don't need it

grim ore
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it looks like you might be right on that one, I even had linux support auto added lol

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might be best to just delete the preview and reinstall the final without options

vestal drum
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yeah thought so, thanks for confirming

grim ore
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I was wondering the same thing on my update but I have bandwith to spare so didn't care to confirm heh

vestal drum
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yeah don't want to download 6+gb for something i will remove afterwards because of SSD space

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someone messed up @ Epic on this one

grim ore
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yep yep, thankfully removing works

fleet rain
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i'm kinda surprised it'd get posted right after the holiday weekend

vestal drum
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just wanted to confirm if you do a new install without any of the target platforms in options it's only 5.47 GB

fleet rain
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good to know thanks

vestal drum
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also got a substance plugin warning, i guess the launcher tries to install that plugin by default when you have it installed for an older version

dim plover
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I've heard problems with people installing a new versions without deleting the previous previous versions.
So, in your case, it may be better to delete the preview anyway.

fleet rain
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yeah i'm removing my preview 8 build cause updating seemed to be buggy

vestal drum
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the problem is the latest update not respecting your install configuration from before and tries to download extra target platforms you did not have before

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not a big deal for most but instead of a 1.5GB update you get 11+GB lol

grim ore
vestal drum
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that's a long read

grim ore
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it's only like 1/5th of the actual release notes heh

vestal drum
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yeah i just saw the scroll bar get tiny, it's mostly pictures

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for full release notes

fleet rain
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there's a lot going on in 4.23. i understand their urge to get it out, many of the updated systems aren't complete or perfect but they are good steps in the right direction. it has to be good enough or else they'll sit on 4.23 forever trying to get in every feature they wanted

cloud cobalt
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Any idea why this does that ?

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Basically, looks like you can't build arrays of event delegates.

vast fossil
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hey guys quick question. Im trying to learn the multiplayer phase, I test my project with server side and client side windows and when I set the client to 30 fps, the server window also reduces to 30 fps. Doesnt the server have his own fps or tickrate ? What am I missing here ? The thing is I want to test how it will experience if a client has low fps. Who can put me in the right direction ? thanks

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@cloud cobalt your custom event 0 needs to be plugged into the print string

grim ore
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it sounds like you are testing with a listen server?

cloud cobalt
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@vast fossil Nah it' sjust Blueprint doesn't support this

vast fossil
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ah oke

cloud cobalt
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Using a structure around the delegate type fixed it

vast fossil
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@grim ore basically with PIE

grim ore
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so you see 2 players then, that would be a listen server and with PIE that makes sense you are limiting the frame rate for the editor

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you need to decide if you are using a listen server or dedicated server setup at this point and go from there

vast fossil
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hmm, any good tutorials about this subject ?

grim ore
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have you read the unnoficial ue4 networking compendium?

vast fossil
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never heared of it ๐Ÿ˜„

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ill google it

vast fossil
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thank you

grim ore
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the basic difference between a listen and dedicated is the listen is a server AND client

vast fossil
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I probably need them seperate which seems more logical for my project

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with the servers fixed tickrate

calm sphinx
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4.23 released

grim ore
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when you think of a traditional networked game a dedicated server is more than likely what you are thinking of so yes you might want to look into that and start coding/testing with that (you can still do this thru the editor for testing). It's not the same result as a listen server

dim plover
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I think the majority of non-AAA games have strayed away from dedicated servers.

vagrant yew
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So, 4.23 was released. Who is doing Balls of Steel challenge? (Upgrading your only copy of the project to new version without backup)
Not me, that's for sure.

vast fossil
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when I check "run dedicated server" that will be enough for testing right ?

grim ore
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for testing yep, it should spawn a new dedicated server in the background in addition to your clients

vast fossil
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alright thanks

calm sphinx
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@vagrant yew We're on 4.23 for about 2 months

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๐Ÿ˜

vagrant yew
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damn, u good

vast fossil
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does 4.23 have a fixed timestep for the physics ?

calm sphinx
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No

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It won't be implemented never ever afaik.

vast fossil
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ah darn

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wow really ??

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then how is the chaos engine supposed to work online ?

calm sphinx
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If you need deterministic results, there are immediate mode for Physx afaik.

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I thought you were talking about physx

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Chaos is possible, yes.

vast fossil
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oke

craggy charm
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Just opened Epic games launcher after 3 months and within 2 seconds, I get notification UE 4.23 released.3

uneven fractal
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What are you working on john? Oh I've started working with chaos

polar hawk
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@calm widget aye then don't worry about it

calm widget
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Huh, but i wanna know

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You wouldn't deny me knowledge would you? That'd be unethical

placid leaf
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does Chaos, when enabled, replace PhysX (for e.g. character movement, extent traces, etc.)?

grim ore
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it should not, it should just be for destruction

vast fossil
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how do I add a "playerstart" in my world outliner ? I cant find a blueprint called that name

grim ore
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it's in your modes panel on the left

vast fossil
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found it, thanks. I had modes removed to have more view so I couldnt see it.

fringe grail
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Ugh must remember to mute at everyone

plush yew
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Hello ! How to control the area of movement of many actors ? I've thought to use multiple nav mesh but I don'tknow if it possible... I didn't find much to help on internet...

maiden swift
dim plover
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A single navmesh can support many actors, if you didn't know. Jorickan.

serene birch
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aww, Chaos is still hidden behind a compile gate ๐Ÿ˜ข

plush yew
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soo sould i download it now or wait for hotfix 1 ?

velvet fern
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when i delete an asset collection i got from the marketplace from a project, it takes a very long time or crashes the editor, is this common?

mild meteor
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Yo! I have installed 4.23 right now, but it says 4.23 preview 8 in launcher, is it okay?

serene birch
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well you probably missed the release snapshot by a couple minutes

plush yew
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@dim plover Oh excuse-me sir ! I would say many actors WITH DIFFERENT TYPES OF MOVE ! In clear : Somes can jump and some other can NOT. So it needs to paramater "Agent Max Step Heigh" diffrently for each actors.

serene birch
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or you were on a CDN server that was still a little in the past

mild meteor
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@serene birch so you dont have that preview note, yeah?

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thanks I'll reinstall it

serene birch
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I'm in the update process

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I had preview 8 before updating though, so I hope it'll be at least preview 9 or the full release after!

plush yew
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or can i update on top of preview 1 ?

azure shore
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oo new update sounds cool

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whats the main features of the new physics?

plush yew
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uwu hey

warped tangle
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@azure shore go watch the livestream on it, there's tons of features

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It's insanely powerful

plush yew
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where ?

warped tangle
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google it? It's on youtube

azure shore
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niiiice

plush yew
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Has anyone had trouble subdividing from ue to blender ?

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my normals seem to be really messed up

warped tangle
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I've had normals flip in blender when editing, make sure you invert any flipped normals before exporting from blender

plush yew
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i get this when porting back to unreal

radiant fable
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does 4.23 still have to be launched with a dx12 flag to get rtx enabled?

serene birch
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4.22 had and I haven't seen any mention that it would change

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at best I think you can hope to have raytracing work with Vulkan ๐Ÿ˜„ RTX is a DX12 feature

grim ore
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it does not

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you can go into project settings -> Platforms -> Windows -> default RHI -> direct X 12 and restart

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no need for flags for a few versions now

radiant fable
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oh nice, thanks, looking into now

grim ore
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yep once it's restarted you can hover over the project name in the top right and see which RHI it is using

radiant fable
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useful, now i can go back to launching my projects from the epic launcher

idle haven
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is there any option to update ue4.22 to ue4.23?

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or i need to download new one?

radiant fable
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i believe you need a fresh download. you can cut a lot of the bloat by choosing in the options to cut some platforms

harsh tiger
serene birch
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what are the "Geometry Collections" things really?

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some kind of prefab?

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usable outside of Chaos?

spark sonnet
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Hey everyone! I have been looking around and can't seem to find an easy way to do this so I'll try to ask here. Is there an easy and simple way to make an outline on an actor? It will be triggered by the cursor hovering over the actor

rocky mantle
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uhmm guys why it says preview 8? is it safe download it now or wait for the launcher to update?

serene birch
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I just updated it

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to the "normal"

jovial solstice
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is it possible to disable ue4 auto focusing on whatever you select? I just want to focus manually with F

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or not focusing but it changes rotation center

rain dome
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hey,

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how does one download the new update from the installer?

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does it do it automatically?

exotic lion
cyan cargo
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Since Mobile barely has traffic: does anyone know how to get an accurate or rough estimation of a phone height from ground, or at least figure out the floor plane without need of scanning for AR?

exotic lion
scarlet birch
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Depends on what you have selected mine's under 50 at the moment

rain dome
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@exotic lion Ah, thanks. ๐Ÿ™‚ Should I uninstall the old version as well?

scarlet birch
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@cyan cargo I don't know of a way to do it without using the camera at the least. You can get height relative to sea level on most phones with other sensors.

serene birch
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that's you only that knows if you need them or not

exotic lion
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Only if you need the space, uninstall the oldest version.

harsh tiger
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can anyone take a look at my question in #packaging

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please

cyan cargo
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@scarlet birch thanks, I'll see if I can tap into that... I might just do a rough estimation based on user height

rain dome
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Ah, ok.

earnest lily
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How practical is it to ignore the editor and just use unreal engine as an API in visual studio?

serene birch
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I think you'll be missing the editor a lot to manage assets

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the 4.23 tool to convert textures to Virtual Textures is pretty amazing and straightforward to use btw!

rose glen
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Hey guys, quick question. i have a C++ pointer of a class i made.. but when i assign it in BP and press compile it resets(aka doesnt take the value). what coulld be the reason

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it goes to none

dim plover
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Don't Hot Reload.

rose glen
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i deleted all files, and regenerated the code

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i was on ue4.22 , and upgraded to 4.23

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removed the generated code and regenerated

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still

mossy nymph
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assign it in BP on instance or defaults?

next badger
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HOLY F*...i've started to install ue 4.23 4 hours ago...and it was still installing...just stuck on 55% and was writing whopping 400mb/s whole time

mossy nymph
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there is a little bit of a difference between the two

exotic lion
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The 2?

rose glen
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i created a custom c++ player controller > created a blue print from it > assign the value (fails)

exotic lion
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You mean the launcher and the SC?

mossy nymph
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i mean assigning a pointer on an instance of the actor on the level

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or assigning a pointer on a class CDO

scarlet birch
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Sometimes it hangs up when it has to compile shaders or something. It can take a while depending on your system.

mossy nymph
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first works, second doesn't without the Instanced specifier

rose glen
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@mossy nymph , im not sure im following here

mossy nymph
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you can't instance objects in class defaults

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unless

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object's class has EditInlineNew specifier

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and the UPROPERTY holding the object has Instanced specifier

earnest lily
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@serene birch more asking if it Imposes any limitations

scarlet birch
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@next badger That does seem excessive though. It only took a few minutes to download and install for me.

next badger
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hope it was not writing those GBs for real tho...

rose glen
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@mossy nymph so i should instance it on BeginPlay ?

mossy nymph
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that would work, but it would not be editable from BP editor

next badger
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that's 6Tb of data

mossy nymph
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you can alternatively add those 2 specifiers and instance it on the CDO

rain dome
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so, do projects created on older version of ue4 work on the latest version?

scarlet birch
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endless loop of SSD life expectancy destruction

rose glen
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@mossy nymph , how do i go with getting it to have the BP as the value

mossy nymph
#

i told you

rose glen
#

"Instanced"

#

im compiling now

mossy nymph
#
ZloToday at 10:07 PM
you can't instance objects in class defaults
unless
object's class has EditInlineNew specifier
and the UPROPERTY holding the object has Instanced specifier
rose glen
#

@mossy nymph IT WORKED !

#

i could not find an answer on google

#

thanks @mossy nymph , u r the man

next badger
#

@rose glen see, Discord is better than google!

rose glen
#

indeed it is, but i did not want to bother u guys

next badger
#

i think it you don;t poke anyone in PM - it's ok

#

i poke Victor sometimes

rose glen
#

aaaaaaaaaaaaaaaaaaaaand engine crashed

next badger
#

/shameless

dim plover
#

Forcas, it looks like you just want the class of the UI widget, you sure you don't want to use TSubclassOf?

rose glen
#

i wanted the BP i created, which has all the UI stuff

#

it gave me nullptr and crashed

dim plover
#

You probably want the UClass of the BP.

rose glen
#

๐Ÿ˜‚

dim plover
#

And you should avoid using Hot Reload. Unfortunately, it is mega shit.

rose glen
#

but is it not faster ?

mossy nymph
#

he wanted to instantiate the UObject on class defaults

wary wave
#

it's not faster if it doesn't work

mossy nymph
#

live++ is a sweetheart tho

dim plover
#

Ambershee, you see this?

Bugfix: Fixed an issue occurring with the FindTeleportSpot function when finding locations for spawning an Actor (before BeginPlay). It now applies the proposed Z adjustment to all XY position permutations, instead of only applying it to the last of the XY-only permutations after all of the XY-only options failed. When an adjustment axis is nearly zero, more permutations are tried rather than duplicating the four axial permutations. The behavior of the FindTeleportSpot function for Actors that have begun play has not been changed
pastel veldt
#

HI COMUNITY- busco programador en blueprints for a fiu minits to talk

rose glen
#

@mossy nymph @dim plover , thanks for the input, i will go dig into the crash now โค

wary wave
#

@dim plover - I've not looked at any of the release notes actually, but that's a curious one

#

sounds like an actor is more likely to not be instantly deleted any more but at the same time, it's a minor fix, not an improvement

#

spawning is now just that little bit slower again, lol

acoustic pollen
#

๐Ÿ˜ฎ

wary wave
#

for actors with lots of components it's not so much an improvement as exacerbating the problem

mossy nymph
#

like you leave actor spawning to chance the default algorithm will find a position @wary wave

wary wave
#

it can still fail to find a position - if what's above is to be believed, it will now however correctly try eight locations instead of five

#

the problem with actor spawning is it actually ALWAYS spawns the object - if it fails to find a location it then deletes it

#

it's kinda stupid

dim plover
#

Spawning at a relatively unknown position is always chance based, isn't it?
It's more or less just trying to find a good spot.

mossy nymph
#

its also not good enough for production

wary wave
#

depends on your game, your object, and your implementation, but generally speaking you should only be trying to spawn stuff where you know it can be spawned

mossy nymph
#

i'll know i can spawn an actor at location before i call the function

wary wave
#

pooling actors isn't a bad idea when you know that spawning them is expensive

serene birch
#

I guess the spawning code needs the object to exist to test collision with the world

#

so that's why it then deletes it when it can't find a location ๐Ÿ˜ฎ

wary wave
#

@serene birch - yes; there's no inbuilt behaviour to precache the actor's bounds

mossy nymph
#

CDO always exists tho

wary wave
#

but implementing such a thing is frustratingly trivial

serene birch
#

note that the patch note mentions the new algorithm is only used in level start or so

wary wave
#

CDO is worthless because bounds are not yet valid

serene birch
#

and during gameplay it'll remain the same old behavior

#

wait no

dim plover
#

I think it means for the TeleportTo specific to spawning.

serene birch
#

it's for actors already existing ๐Ÿ˜„

#

ah well

wary wave
#

no, it's talking about Actor lifecycle, it's for any spawning behaviour

#

an actor is spawned, teleported to a location, then the collision is tested

#

if collision tests fails, it tries several other locations (depending on spawn function params), and if all those fail, it deletes the actor

serene birch
#

yeah I caught that error

wary wave
#

if you precached bounds at editor-time for actors that you know will have defined bounds though, you can avoid ALL of that nonsense and just skip straight to collision testing without having to spawn or delete, or any of that madness

serene birch
#

by "precached bounds", you mean like having a "spawning actor room" with enough room for anything to use for the initial spawn before you yourself manually place the actor at the right location?

wary wave
#

nah, calculate and save the bounds whilst you're still in the editor

#

literally save it into a vector

#

do nothing at run time except use said bounds for collision tests when spawning

#

if you know the actor bounds aren't going to change, you can avoid a hefty amount of spawning cost

#

because you're not teleporting umpteen different components around for no damned reason

serene birch
#

I see

wary wave
#

when your actors have 20+ or even 30+ components, you save a lot on performance, hehe

#

another option is to determine their bounds in advance when spawning stuff as part of your pooling system, if you are using one

serene birch
#

how do you pass that info btw?

wary wave
#

edit the base actor class and rewrite the spawning functions

serene birch
#

ah

#

well, works

wary wave
#

if you have an actor pool, you can cache the bounds once the actor has been spawned during initialisation - then use that bounds value to do your collision testing prior to teleporting the actor

#

that approach would not require modifying engine code

scarlet birch
#

That's pretty close to the approach I use now most of the time.

#

At least with anything that has to spawn frequently

wary wave
#

aye, makes perfect sense

serene birch
#

ah

#

๐Ÿ˜„

gleaming creek
#

Installed 4.23 to test that all my Marketplace products still work - and they randomly don't

#

All kinds of weird things going on, like a map variable which has 1 item in it, even though the map has not been used and should be empty

rain dome
#

Guys, my UE4 23 install is stuck pn โ€˜Verifyingโ€™. Is that normal?

#

Itโ€™s been on it for quite a while I think.

kind dew
#

hey guys i have a cable component. when the game starts 1 end of the cable goes to 0,0,0. Any ideas?

serene birch
#

the EGS launcher does spend a lot of time Verifying sometimes

#

your HDD speed is a limiting factor

pseudo olive
#

For weeks I wondered why there was no Unreal Engine discords? I can not believe I just found this place

rain dome
#

Ah thanks Stof

pastel veldt
#

hi comunity, i loock for a programer in blueprints ho helps with my DEMO, thancs

wary wave
pastel veldt
#

thanks

summer turret
#

guys how do i make my guy land quicker? i wanna increase the speed at which my character falls after jumping

#

the default falling speed is very slow

scarlet birch
#

gravity scale

#

or something like that. Just type gravity into the search box on character movement

summer turret
#

alright thanks

real hound
#

What bp node do I use to know when a certain level/session is loaded/joined? I am working on a multiplayer and right now I have the character getting spawned by the player controller, it works, however doesn't distinguish between my menu map and a joined session.

mossy nymph
#

@real hound use a different GameMode class

real hound
#

Mm, I dont know if that will sort it. I already have default pawn set to none.

#

ITs more of a question of how can I more appropriatly spawn the character from the player controller.

midnight bolt
#

is there no plugin for bulk rotation of models on scene, like add +90 on Z? someone linked to bluetility recenetly, but i was hoping for a simpler tool

mossy nymph
#

main menu one doesn't spawn the characters, the game level one does

real hound
#

I am trying to do a drop in drop out thing like Rust, so having a default spawn isnt ideal

mossy nymph
#

and the best place is override of HandleStartingNewPlayer in GameMode

real hound
#

Hmm ok. I'll look into that override.

mossy nymph
#

its BP exposed, if that matters

#

if you don't call Parent, it will not use the default logic to spawn a Pawn

real hound
#

Yeah I have done overriding in the camera manager before.

#

If I dont call the parent? I dont follow that though

mossy nymph
#

its a BlueprintNativeEvent

#

so it has default implementation in c++

real hound
#

Ah

mossy nymph
#

calling a parent node (by right click - add call to parent) calls the default implementation, to which you can then add in BP

plush yew
#

Is there a way to use multiple NavMesh to control NPC with different setup (some with an "Agent Max Height" set to, let it be said : 1 meter, to allow NPC to jump over barriers... and some others with an "Agent Max Height" set to 0 to have a NavMesh which delimit the barriers and therefore, in order that the "non-jumper NPC" know that they have to get around the barrier...) ???

#

Because if the "Agent Max Height" is set to 1 meter or a certain high, the non-jumpers NPC believe that they can jump (just like the jumpers NPC) but they can NOT ! So they get stucked behind the barrier... ๐Ÿ˜•

mossy nymph
#

NavModifierVolumes combined with NavAreaClasses and NavFilters

#

NavModifierVolumes have a NavAreaClass

#

NavFilterClasses determine which NavAreaClasses are passable, which aren't

#

and then you set NavFilterClass to your PathfollowingComponnet/AiController/MoveTo

pastel veldt
#

hi. i try to post in LOKING-FOR-A TALENT channel but i cant.

mossy nymph
#

check pinned posts, it will tell you how to do it

pastel veldt
#

were find instruccions

#

ok

mossy nymph
pastel veldt
#

thanks

mossy nymph
#

you can also use NavigationLinks for the jump over the barrier, and cut out the NavMesh in the middle

#

they also work with NavAreas/Filters

plush yew
#

@mossy nymph It seems to fit perfectly with what I'm trying to do ! Thank you ! ๐Ÿ˜„ I'm gonna work on all this !

barren citrus
#

Are packed prims supported in ue4 with colliders

#

???

summer turret
#

guys is there a way to make the texture randomized instead of being repetitive like on this wall?

plush yew
summer turret
#

thanks man ill take a look at it

lilac sparrow
#

hello everyone , im new in game developing so i followed a tutorial on youtube ( climbing tutorial VR ) and i follow in every step carefully + i did it twice and when i finish and i start playing i can grab cubes but when i try to climb everything turns black then UE crash ... any solution or can someone tell me what happened

grim ore
#

when it crashes you should see a crash reported with an error?

lilac sparrow
#

yes after a while

grim ore
#

if you have the debugging symbols installed it can help point out the error, besides that I don't think we could even guess

lilac sparrow
#

i dont think its installed i will install it , thanks by the way

grim ore
#

if you get an error we can check it out. If it takes a while before it crashes it sounds like maybe a loop that gets out of control and sucks up memory

tiny wharf
#

Is 4.23 a big upgrade?

storm burrow
#

the changelogs read amazing

#

๐Ÿ™‚

#

so much good stuff

#

best update in a long time from my POV

placid yarrow
#

If I have a project in 4.22, what is the best way to test it in 4.23 in such a way that I can take it back to 4.22 if necessary?

dim plover
#

Back up the 4.22 project. Upgrade to 4.23.

rustic panther
#

the best way is to create a source control submission for latest 4.22,up to 4.23, see if it works

placid yarrow
#

Thanks. I've never rolled back to a different engine version before. So I'm clear: I use Source Tree for source control. The current version of my project is committed on SourceTree. If I open the project locally in 4.23 and upgrade it to 4.23, if I run into a problem, is it the case that all I have to do is checkout the last commit that I made on 4.22? It won't try to open that commit in 4.23? Or do I then need to delete the whole project locally, pull it, and open that?

#

I'm a little nervous, because I have a lot of time in this project.

grim ore
#

if it's in source tree right now and it works then as long as you don't commit anything to your branch you can 100% go back to that version

placid yarrow
#

Awesome. Thanks!

thin tendon
#

Is there a way for me to get the height of the ground at a certain point. For example if I want to spawn a character at ground level

grim ore
#

when you open the project in the newer version it will suggest you open a copy as well so just do that and let it copy to a new folder and test in that. If all seems good you can open the original again and convert in place

placid yarrow
#

@grim ore , I'll do that as an extra precaution. Thank you!

grim ore
#

at the worst if you convert, and commit you can always go back to the previous commits on a new pull and be fine then just recommit again past the "broken" upgrade lol

#

or yeah roll back to a previous commit in the stream

#

@thin tendon the easiest way is to do a line trace from above the terrain down and then you have a hit point for the ground level

thin tendon
#

So like a ray cast?

grim ore
#

yes

thin tendon
#

Thanks mate

ancient otter
#

How can i make it so if a constant = 1 then something happens, but, if a constant = 0 then something else happens in a material?

grim ore
#

if? lerp? switch?

#

0 and 1 sounds like a lerp would work perfect

ancient otter
#

basically i want to make it so you can select 1 or 0

#

and if its 1 then it uses a texture

#

if its 0 it uses another texture

grim ore
#

does it have to be 0 or 1? what about true or false. if 0 or 1 you can use a lerp. if true or false you can use a switch

ancient otter
#

I am basically doing a script

#

with python

#

and i dont know how to change blend mode

#

so i will do kind of like a weird solution to that

#

i guess

grim ore
#

well if you are trying to do this in a material you can use a lerp, put a scalar constant in as the alpha and you put textures in the 0 and 1 inputs and then done

#

but if you are trying to do something else then you can set up the texture as a parameter and change it in script possible? I don't know what python has access to

ancient otter
#

i want to do it with a constant

#

I will do this

#

if texture_has_alpha_channel() == True:

#

So if this value is equal to true then blend mode will be translucent, that was my initial idea

#

but i dont know how to change blend in the script so my solution is that if a constant is 1 then the opacity will be 100

#

if it is 0 then opacity will use a opacity map

#

makes sense?

grim ore
#

it does, don't see why my suggestion doesnt work

#

unless I am missing something, are you creating materials?

ancient otter
#

instances

grim ore
#

and then setting parameter values on them?

ancient otter
#

Whatever, i guess i will use 2 master materials

#

1 for translucent another one for normal

polar hawk
#

yeah blend modes are one of those properties that define a lot of stuff behind the scenes

#

harder to just flip in a graph

ancient otter
#

also i need help with his

#

For some reason if i make my material translucent and two sided

#

the material gets like a whole or something

#

wich follows the camera

#

only happens if it is two sided

#

why?

polar hawk
#

thats a good question

ancient otter
#

makes no sense but ok

#

i fixed it nice

frozen slate
manic pawn
#

you gotta pass the command line arguments they showed in the stream or it does nothing

frozen slate
#

thanks that worked.

plush yew
#

I don't understand the principle of the NavModifierVolume. There is very few documentation about it and the very few videos that I've watched didn't help me to understand...

#

I've just put a NavModifierVolume on my level, I had a BP with NavigationSystem.NavArea in Parent Class and set this BP in the "Area Class" parameter of the NavModifierVolume's settings...

#

My NavMesh is still green. I feel like it does nothing...

#

What's is supposed to do ??? ๐Ÿค”

midnight bolt
#

hello, my UE 4.21 crashes when I want to go into one folder in my content where ihave sound cues only

#

it used to work fine

scarlet birch
#

@plush yew You have to select what it does in the details panel

plush yew
#

@scarlet birch Ideally, I would like to change the Agent Max Height of my NavMesh, here :

#

to set up to 0 for some NPC. Tt is currently to 144 so that some of my NPC can jump over barriers. But some others NPC don't need to jump. The problem is they sharing the NavMesh and so the "Agent Max Height". As a result, they "believe" that they can jump but they stay stucked behind barriers...

scarlet birch
#

Change your approach. Use AI to address different behaviors.

plush yew
#

I don't have the good approach ? Arf... So I'm totally lost...

scarlet birch
#

Instead of trying to have different Nav data, check if it should jump and then tell it not to jump

plush yew
#

@scarlet birch You're sure ? Cause if I say to my NPC to not jump with the Agent Max Height set like it is currently (and I think I don't have the choice : The NavMesh must indicate that the NPC can jump and where he can jump !), he's still going to be stuck...

scarlet birch
#

I'm not sure. I have no idea what you're doing. But if you have two AI and they should have different heights at which they can jump it seems to me that should be addressed with the AI or with an EQS and not with the navmesh.

plush yew
#

I simply would that some of my NPCs can follow my main character and avoid obstacles by jumping on it and some others by getting around it. I've already the following function. NPC can follow my main character. I have in the RecastNavMesh setting this "Agent Max Height" (on the picture) set on 144. So the "jumper NPC" can jump over small obstacles but "non-jumper NPC" (I have 2 types of NPC) cannot and must not. Problem is they share the same NavMesh (and so the same "Agent Max Height". And then like I said, they "believe" that they can jump but like they don't, this "non-jumper NPCs" just stay stucked behind obstacles... EDIT : Maybe I'm confusing "Max Height" and "Max STEP Height" but anyway...

#

( Sorry it was hard to explain... I hope I'm clear ! ๐Ÿ˜ )

scarlet birch
#

I understand. It may be that you can place a nav obstacle of some type to tell them to move around it. That is not the approach I would use though. I'm sorry, I'm trying to help but I only use the built in Nav and AI a little bit and write my own for most things. My approach would be with the NPC its self to tell it to behave differently when it encounters the situation.

plush yew
#

Youre approach is better maybe... I don't know at all...

#

I think I'm gonna post a topic on a UE forum to see how others dev how to go about it...

#

or I'm gonna come back here later

#

Thank you anyways ๐Ÿ˜‰

mint sequoia
#

Updating to 4.23, much excite

#

@frozen slate @manic pawn Do you have the commands from the stream? It's the feature I wanted the most ๐Ÿ˜„ I watched the stream but don't have a link on hand

manic pawn
#

uhh

frozen slate
#

sure do

#

-cpuprofilertrace -loadtimetrace

manic pawn
#

nice

mint sequoia
#

Cheers ๐Ÿ™‚

frozen slate
#

thanks again Zeblote ๐Ÿ˜›

manic pawn
#

I spent like

#

a while

#

trying to get it to do something

#

until I just gave up

#

then I saw that stream

frozen slate
#

I got the same issue with the network profiler, so probably the same mistake ๐Ÿ˜„

#

yehh I seen the stream too but forgot ๐Ÿ˜›

mint sequoia
#

I assume in a future release it'll be a button not a command ๐Ÿ˜„

frozen slate
#

is it able to collect data from 4.22?

mint sequoia
#

Wouldn't have a clue, you might be on your own there

frozen slate
#

yehh

toxic prairie
#

New: Wacom Tablet Support

New: HDRI Backdrop Actor

Remote Control over HTTP (Beta)
@mint sequoia I'm excited for these

#

Trying figure out what I can do with the remote control

#

Is it just for while in editor or can I have a stand alone launch ?

mint sequoia
#

Why'd you @ me

mint raptor
#

Upgraded from preview 8 to 4.23 final and I deleted Binaries and Intermediate, regenerated, rebuild C++ and when I launch it does another rebuild and yet it fails with Try rebuilding from source.

toxic prairie
#

Thought your post was from today I was excited to update too

mint raptor
#

Maybe datasmith needs to be updated. let me try that

#

yup that was it

mint sequoia
#

Haha wtf, they still haven't disabled VR plugins by default

#

๐Ÿคฆ

#

Are they just ignoring everyone now

dark depot
#

its like tick on by default its staying on so ease of access stays

mint sequoia
#

But this isn't ease of access, its the opposite

#

Just because I have a VR headset connected doesn't mean I'm making a VR game every time I make a new project

dark depot
#

its so vr mode is easy

mint sequoia
#

Its catering to the minority, the minority who aren't inconvenienced when not catered to, when the majority is inconvenienced, so no

dark depot
#

yeah you also dont need tick on by deault it still is so its plug and play im not saying its what should be done

mint sequoia
#

Not talking about tick

#

It doesn't work as a comparison either

dark depot
#

i know

#

it does

mint sequoia
#

No, they are completely different

dark depot
#

because the same mentality went behind the decision

mint sequoia
#

I don't think so

#

If they did this on purpose its just plain wrong

#

When you're making a game lots of stuff does tick, that's not related at all and just derails the problem

dark depot
#

you are missing the point.. i understand that but that isnt why its on by default they default it so people new to the engine dont try to use it and go why isnt this working. VR enabled by default is the same reason someone new can just start up the engine and have VR work

mint sequoia
#

Haha if you have a problem with tick being on by default then bring that up on your own

dark depot
#

do you really not understand the point im making

#

i dont care about either defaults

mint sequoia
#

Yes I just think its completely irrelevant

dark depot
#

im telling you the reasoning behind the default

mint sequoia
#

And the basis is incorrect

#

OK, well their reasoning is wrong

dark depot
#

agreeded

mint sequoia
#

New devs have no business using VR before they've even learned how the engine works

#

And it doesn't warrant inconveniencing literally everyone else

#

Epic have been told all this, and many other reasons, and they just ignore it

#

So basically they have no good reason + are just gonna do it anyway

mint sequoia
blissful trail
#

ue4 4.23 was released does anyone know how to get chaos destruction working ?

mint sequoia
#

Oh what, they broke TMap UPROPERTY in 4.23 (in some cases)

mint sequoia
#

Be warned, in UE4.23 you can no longer have an array of a struct containing a TMap, it crashes the editor

mint sequoia
#

In UE4.23 particles are also completely broken (due to Initial Size node breaking)

#

Feels like I'm on Release Preview 1 ๐Ÿ˜„

wary wave
#

oh wow

#

and that went through what, 8 previews?

#

Epic really needs some kind of proper QA process on builds

#

I feel like they literally do the minimum testing on only the changes that go in, when they go in

regal path
#

Does web remote control is working in shipping build ?

wary wave
#

it was only a few versions ago they shipped a new version of the engine where you couldn't rotate a character FFS

mint sequoia
#

@wary wave There are still game breaking (for some) bugs with character mesh rotation, I reported it but the guy who responded couldn't understand the issue no matter how I explained it

#

So its still there

wary wave
#

delightful

serene birch
#

well they DID test the particles then since they had some changes in Niagara in the first place ๐Ÿ˜„

#

not sure how they could test those and fail to see a bug that just breaks all

honest vale
#

writing tests in general feels pretty cumbersome

wary wave
#

doesn't need to be a written unit test

#

literally just having some levels with specific content in it, and having someone open them and look at them is enough to catch these cases

#

"all particles are broken because scaling is fucked" isn't hard to catch

serene birch
#

was it broken in the previews too?

wary wave
#

I'd assume not, but I never touch the previews, so couldn't comment

#

I stay permanently one engine revision behind at best

warped tangle
#

is the mesh rotation bug you guys are talking about the one where things in BP editor randomly won't rotate until you restart the editor?

wary wave
#

when I spotted it, it was similar to that yes - the character mesh in the default projects could not be rotated in any way without first saving it and then restarting the editor

warped tangle
#

I have that happen all the damn time

#

random meshes, at seemingly random times. It's generally when I'm rotating a child component, it will just...not rotate no matter what I do. Editor restart is the only solution I've found

mint sequoia
#

What engine version are you on

warped tangle
#

4.20 and 4.22 (2 separate projects)

#

I've had it happen on both

trail mural
#

Is there any in-game analytic for a heatmap to track finger movement for mobile devices?

iron merlin
#

Hey guys, should i use different struct for different type of attacks such as attack, attack that requires height, projectile-type attack?

thin tendon
#

Is it possible to search for files outside of your game during run time using blueprint? I basically had an idea. I want to search the players music folder for WAV audio files at runtime and add them to a playlist for the game to use

sudden agate
#

that sounds fishy.
Just give the enduser a single folder which you search at runtime

#

/Game/Music
for example

thin tendon
#

So you reckon just add a music folder to game directory. If I did that I reckon I would need to create an import window. So players don't have to search to find game directory. Thats why I was thinking of having it search music folder. Less set up for the player.

#

I want it to be so simple a child could do it

sudden agate
#

wtf are you talking about. your game already knows where it lies. no need to search for it

regal mulch
#

Iirc there is still a bug with TMaps not loading properly from config/text.

#

Means you copy a tmap with multiple entries (String, Struct for example).
And if you past it it overrides all entries with the first one

#

had to remove our config TMap cause of that

thin tendon
#

No not searching my game. An import window for them to find thier own music from the game and have the game move it over for them

regal mulch
#

My Plugin was loading Sound Files from Hard Drive

#

But it's not available anymore. So yes you can, but C++

#

Or Plugins

thin tendon
#

Ok thanks mate. that makes sense. I have noticed structures are a bit buggy in general

regal mulch
#

You will also have to get the wav file or ogg file into the USoundWave or whatever it is format

#

Cause UE4 can't work with the raw files like that

thin tendon
#

ohh ok so I need to find a way to convert it

cloud cobalt
#

Generally speaking this isn't easy to do

thin tendon
#

Its starting to sound difficult. Just seemed like a cool idea

cloud cobalt
#

Not to mention few people today will have music locally, so it's going to be random sound clips from the programs

thin tendon
#

Thats a really good point

cloud cobalt
#

You can filter by folders and length, and then read that etc

#

But yeah, unless it's really important for like, a creepy factor of playing their own music to them, it's a lot of work for not much

thin tendon
#

Yeah I think reading from file will be the easy part I already do that for the save system. The conversion stuff sounds like the tricky part

#

Nah I just wanted to give players the option to replace ambient sounds with music if they wanted

cloud cobalt
#

Give them a music volume setting, and let them play their own music ๐Ÿ™‚

serene birch
#

in the end, yeah

thin tendon
#

Yeah I already seperated the music volume

serene birch
#

there is little reason to code a "music player" in your game unless it serves some gameplay reason

#

just let the users use their favorite music player

cloud cobalt
#

(Which is going to be Spotify anyway)

thin tendon
#

I think steam has in built thing to do this anyway if I remember correct. Through the overlay

serene birch
#

I just use youtube tabs open in Chrome or Firefox ๐Ÿ˜„

#

Steam has a builting music player

thin tendon
#

ohh there you go not worth doing then. Seeing as game is steam exclusive

serene birch
#

I think most consoles also have that too? and a requirement for your game to mute the music when the user is playing is own from the system

thin tendon
#

Thanks for the chat guys. You guys just saved me from wasting a ton of time

serene birch
foggy cipher
#

i need help pls

warped tangle
#

you have to ask a question to get help

foggy cipher
#

my game corrupted

#

how can I get old saves?

warped tangle
#

assuming you don't have source control set up?

foggy cipher
#

im new so probably not

warped tangle
#

kinda sol then

foggy cipher
#

sol?

warped tangle
#

shit outa luck

foggy cipher
#

there goes 4 months

warped tangle
#

you can't launch your project anymore or what?

foggy cipher
#

all my code is messed up

#

and nothing happens

warped tangle
#

are you able to get in to the editor?

foggy cipher
#

yes

#

but everything looks like a piece of food in a blender

warped tangle
#

what was the last thing you did before you had this problem

foggy cipher
#

added a few assets that I playtested before hand

warped tangle
#

can you create a new level? does that look ok?

foggy cipher
#

the coding is jumbled and broken

warped tangle
#

screenshots? less vague info?

foggy cipher
#

where can i post screenshots

warped tangle
#

just paste them here

foggy cipher
warped tangle
#

have you tracked all those broken references down?

foggy cipher
#

yes and I have found that all the assets are stripped for code

#

my game was switched to fps from third person?

#

why must ue4 do this

warped tangle
#

first person and third person are just templates, you can add those content packs to any project. UE4 didn't "switch" anything on your project

#

here's one solution to a similar problem

#

quick google search brought up a bunch of posts, I'd suggest looking around at those

foggy cipher
#

which are the binaries

warped tangle
#

it's literally explained in the answer

#

keep reading

#

might be a good idea to back up your project too

#

even though it's broke

foggy cipher
#

im on mac tho

#

a bad ass mac that doesnt deserve to live

abstract relic
#

And?

warped tangle
#

do macs not have the binaries folder?

foggy cipher
#

idk

abstract relic
#

They do

warped tangle
#

have you looked?!

#

jesus

mossy thorn
#

hey guy i wanna know if anyone got issue with ue4 because i alway got 100cpu% been use

abstract relic
#

You deserve a hug kharvey

warped tangle
#

lolol

foggy cipher
#

if it had binaries where?

warped tangle
#

@mossy thorn have you tried a computer restart?

foggy cipher
#

I looked in the saves and the content

warped tangle
#

@foggy cipher in your project folder

mossy thorn
#

@warped tangle i did

warped tangle
#

have you changed your engine scalability settings?

foggy cipher
#

me?

warped tangle
#

no, seikei

foggy cipher
#

ok

warped tangle
#

@mossy thorn I'm assuming you weren't having this issue and it suddenly started happening.

mossy thorn
#

Yes for no reason any idea?

warped tangle
#

are you on a laptop by chance

mossy thorn
#

Yup :-)

warped tangle
#

are you on battery power?

#

or plugged in

mossy thorn
#

Plug in you cannot leave that unplug with ue4

warped tangle
#

check any performance throttling settings your laptop may have

#

like, make sure it's not in "power saver" mode or something, even though it's plugged in

mossy thorn
#

All in high performance

warped tangle
#

that setting unchecked?

mossy thorn
#

Seem it using 3 shader compiler all using 35% each

warped tangle
#

ohhhh you're compiling shaders. Well yeah man

amber girder
#

anyone know if shadows can be saved for a fog of war? maybe with a 2nd rendertarget?

mossy thorn
#

I did remove some tread in file bot never work

warped tangle
#

huh?

foggy cipher
#

I have to give up ๐Ÿ˜ฆ

warped tangle
#

4 months of work and you're going to give up in 20 minutes?

foggy cipher
#

I have no idea what im doing

#

i restored old version now theres 6 versions of everything and all assets codes reset

mossy thorn
warped tangle
#

Well if you're compiling shaders I'm not surprised your CPU is at 100%. Mine hits 100% every time I compile a large amount of shaders

foggy cipher
mossy thorn
#

No way to reduce the tread using event if take 1h to compile shader?

warped tangle
#

@foggy cipher dude all you have to do is redo the code that's there

#

Just drag off the not-red version of the references, call the function that needs to be called, and relink stuff

#

It's honestly not that bad

foggy cipher
#

the equipped weapon wont go into the right spots anymore

warped tangle
#

@mossy thorn Not that I know of, and that's not to say that you can't....I just don't know of a way

#

@foggy cipher your code is broke, you have to rebuild it....

#

Just start going down the chain and check all your code, looks like you're going to have broken references everywhere

foggy cipher
#

ue4 crashed and now it wont come back up

#

this day is not going well

warped tangle
#

We've all gone through it

abstract relic
#

Great time to delete those binaries

warped tangle
#

@abstract relic LOL

foggy cipher
#

my whole screen except discord is frozen

warped tangle
#

IIRC Binaries, Intermediate, Saved....and something else can be safely deleted

#

@foggy cipher are you trying to play it right now?

mossy thorn
#

Ok thank bro! Seem i have to give up for good

warped tangle
#

@mossy thorn yeah, I believe that's intended functionality, so not sure what all can be done

foggy cipher
#

Im trying to relaunch but it crashes everytime and freezes my pc

#

im stumped

warped tangle
#

But when it crashed, were you trying to play it?

foggy cipher
#

i clicked on my project and gone

warped tangle
#

I dunno man, I'm not pickin up what you're putting down. I don't know what "I clicked on my project and gone" means

foggy cipher
#

when the option comes up to choose the project I click and then it crashes

warped tangle
#

no crash report window?

foggy cipher
#

yes

#

there is

warped tangle
#

would you like to share with the class?

foggy cipher
#

where do i fid them lol

warped tangle
#

sorry bro, maybe somebody else can help you. I don't know how to help you find the crash report screen that comes up when the engine crashes....

ashen brook
#

Yo, anyone know how to access this new Unreal Insights tool?

cedar snow
#

it's in the binaries/win64 folder of the engine installation @ashen brook

ashen brook
#

Thanks :)

#

Was looking in the old session frontend

cedar snow
#

np

molten bobcat
#

guys, UE imploded randomly and now i can't get into my project anymore, getting this at 95% of loading
Assertion failed: Existing.Linker->ExportMap[Existing.LinkerIndex].Object==this [File:D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectLinker.cpp] [Line: 107]

#

anybody having this issue/knowing how to solve it?

waxen lintel
#

Anyone had an issue with 423 where you play in PiE and, after some unknown time or event, it starts doing this weird rendering effect that looks like some massive headache-inducing blur thingy is being applied to everything when you rotate the camera?

warped tangle
#

@waxen lintel .....like motion blur?

waxen lintel
#

Yeah, it kinda looks a bit like that

warped tangle
#

I haven't upgraded to 4.23 yet, so I'm not sure if there's been a change, but have you checked the motion blur settings? You may have had it switched off in Project Settings in whatever engine version you were using before

#

and it may be on by default now, no clue

#

or check your PP volume(s)

waxen lintel
#

Yeah, of course, it's all off, and what's more this effect doesn't present itself until after several seconds(or minutes) of play

#

and then, once it has appeared, it's there from the start when i do PiE again

warped tangle
#

odd

waxen lintel
#

I've tried it in a new map with no custom assets as well

warped tangle
#

framerate stable?

waxen lintel
#

120

#

To make matters weirder, on unpossessing the pawn it's back to normal

warped tangle
#

all the more reason I don't upgrade engine versions until like 4.xx.2 lol

#

no clue

waxen lintel
#

Ugh yeah, regretting it already... and an editor restart only fixes it for a few minutes

warped tangle
#

you check the motion blue settings on the camera itself?

waxen lintel
#

Yeah, checked it everywhere... but I mean, even if I missed it somehow, it wouldn't explain why it randomly activates...

warped tangle
#

yeah I know....shots in the dark here

#

lol

thick herald
#

anyone else getting an install error for 4.23.0 ?- it complains about the path being too long.

waxen lintel
#

Yeah, think I'll be doing a lot of shots in teh dark with this one

fleet rain
#

i usually don't upgrade till the 4.xx.2 or .3 update either, but I have a RT project and want to get on the latest code as soon as its out

#

so i think i'll suffer with any upgrade headaches that might happen

mint sequoia
#

@fleet rain That's pretty risky in this release, so far I've found any BP with a TArray containing a struct containing a TMap will crash, and particle initial size is broken ๐Ÿ˜

fleet rain
#

@mint sequoia thanks for the heads up. that's good to know, i'm generating a build today and taking a look at things. i did notice that with preview 8 some things were broken, but i didn't have time to track it down. so anything blatant like that could be a showstopper

mint sequoia
#

@fleet rain I have my impact sounds from hitting with a sword in such a TArray/Struct/TMap and they work, but if I open the character's blueprint where they're set its an immediate crash, if I refactor to empty the array it opens, if I then add something to the empty array its a crash

#

Just so odd how that didn't get caught

dim merlin
#

Hi, 'NegateFloat' node removed in 4.23, why?

fleet rain
#

that's really helpful thank you. i'm sure i'd be banging my head against that for hours ๐Ÿ™‚

#

I've had a consistent DX12/RT related crash that happens after so much time playing, I'm hoping that 4.23.0 fixes it. I've had it since I launched my game. But it was looking like with the preview builds that issue was becoming diminished, although I wasn't sure.

#

I'd deal with a lot if i could get that problem solved. Including doing BP scripts in a completely different way if I have to

inner cloak
#

i have a stupid question, i'm trying to make a chrome type of material, i kinda get the color part but dont understand the reflective part

#

i did look at some tutorials but i never get it close to chrome

dim merlin
zenith narwhal
#

is anyone else having trouble downloading things from the "learn" tab on the unreal engine part of the epic games launcher?

unreal sonnet
#

hi, wich is the best method to connect cloud database service to android

mint raptor
#

@dim merlin There is a workaround listed

#

Workaround (partial)
Just create an empty level and set it as a startup map! It starts to load very fast as it should! Though then loading the original map will still be a problem, but I think it's better anyway.

astral marsh
#

Hey guys, for some weird reason my object isn't simulating through set simulate idk why is this happening it was working before good and this has happend suddenly

zenith narwhal
#

is there any way to download the shooter game example other than the epic launcher?

wary wave
#

no

astral marsh
#

@wary wave

#

do you know any solution

#

that why my object is not simulating

wary wave
#

also no

#

I don't know anything about your project, so I couldn't even guess

astral marsh
#

nvm i managed to fix it

#

it was some problem with static mesh collision stuff

inner cloak
#

Great, new version up, hope they improved datasmith, i still have stuff to import from SolidWorks

silent frost
#

Hi there. Quick Q: If I have a static mesh, with simple box collision, but then add that to a Pawn, does that collision apply or do I need to add collision as a component (and set as the root)?

real hound
#

How does a UE4 Server store player controllers, or joined player information? I am trying to do something like rust where you can rejoin and repossess your same pawn.

inner cloak
#

@silent frost Have you tried ?

silent frost
#

I've currently got it set to collision on the static mesh, but I'm getting strange collision issues (one where my pawn is rising up and over other actors, and a box trigger collision is blocking the player). Trying to figure out where my collision needs to be set, as I'm a bit lost as to why it doesn't work. My previous player character (not a pawn) worked, but the new player pawn doesn't.

#

Seems there's some differences between pawn and characters when it comes to using Static Meshes and Skeletal Meshes. Gonna have a further look into it but wondered generally what's the best way to add collision.

low valve
#

Hey, Im looking to decide between unreal and unity for a project. I was wondering how possible it is to create something with world bending effects in unreal. something like inception or this following image. is it possible? feasable? hard or easy?

#

what if i wanted to have the ocean meet the land at a strange angle for example

cloud cobalt
#

Does it need to be dynamic ?

low valve
#

dynamic as in be able to move and bend and change, water should have waves etc. but there is no characters running around purely landscape

rotund scroll
#

going to be equally hard

#

and it is going to be hard

#

if it's static it will be slightly easier, but still hard

fleet rain
#

its a good idea, very doable in unreal. and yeah created as staticmeshes would probably be easier than trying to dynamically move around landscape/foliage and other unreal systems

#

and yeah you'd have to be a really good cg artist

molten bobcat
#

guys, i updated after my game randomly crashed 4.22.3 and stopped opening my project. Now i'm on 4.23 and trying to launch on my android but is giving me stupid errors, one for an apple related plugin (that i'm not using and i'm launching on ANDROID) and one now on oculus related stuff... how do i disable all this things, in project settings only android is selected

#

the apple plugin one i resolved by coping a folder from 4.22.3 into 4.23

cloud cobalt
#

@low valve basically, heavily dynamic scenes are a problem in any engine

#

You don't see many games doing it for that reason

#

If you do it statically, without movement - with some sort of weird local gravity then UE4 would do it fine

#

If it needs to move, well, it's probably equally hard in both engines

plush yew
#

Hi, is there a way to tell a Nav Modifier Volume to assign its effect (in my case : simply block the area for a non-jumper NPC, so I selectionned "NavArea_Null" - the default parameter - in the Area Class setting just like there :

light coyote
#

Hi

plush yew
light coyote
#

Quick cuestion

plush yew
#

Is there a way, so, to tell a Nav Modifier Volume to assign its effect JUST TO ONE TYPE OF NPC ?

dim merlin
#

@mint raptor thats not the problem

light coyote
#

I have a text box,, and i have an event on text changed wich has text as output,,,,
What node do i need to get the text box itself refference from its text property ??

#

Is not a get parent

dim merlin
#

just moved my project over to 4.23. Im experiencing a huge loading time (like 10 seconds) when i press play in the editor. Anyone has a idea?

cedar snow
#

don't move to freshly released engine versions ๐Ÿ˜‰

#

wait for .1

molten bobcat
#

mine stops at making .apk with gradle for ever

#

plus other things!

plush yew
#

In other terms : to tell a Nav Modifier Volume to to this effect on the Nav Mesh (see the crates on the screenshot below : they are not in green thanks to the Nav Modifier Volume) JUST TO ONE SPECIFIC CLASS OF CHARACTER ? :

molten bobcat
#

anybody knows what this is?

#

im getting it at regular intervals it seems

loud knoll
#

I am looking to replace the old free OceanPlugin anyone have suggestions for a new one?

tiny bison
#

hi guys i have a big problem
i want unistall codework from registry but i can not find it, some one can help me?

inner cloak
#

@low valve regarding your issue, have you thought about turning the landscape and the camera view so that water plane is straight in scene

real hound
#

How do you add a full screen widget as a child to an onscreen box and not have it scre up its relative locations?

scarlet birch
#

Overlay?

#

Make them both children of an overlay rather than parenting one to the other?

#

@plush yew I really think you're causing yourself a lot of headaches by taking that approach and that the reason you are not getting an answer despite asking over and over again is that, as far as I am aware, Navmesh is not designed with the idea of having multiple navmeshes covering the same area. It would be much simpler to use EQS or another method to determine the state of the world around the NPC and then some sort of AI logic to determine what action to take.

low valve
#

@inner cloak yes, i wonder if unreal has the equivilent of this amazing plugin? https://assetstore.unity.com/packages/vfx/shaders/curved-world-26165

Curved World is a complete collection of shader bending effects know as:
โ€ข Exaggerated horizon curve
โ€ข Horizon bending
โ€ข Spherical world
โ€ข Little planet
โ€ข Cylindrical roll-off
โ€ข Cylindrical tower
โ€ข Spiral bending
โ€ข Inception effect
โ€ข and many other...

scarlet birch
#

@low valve You can do that with materials and a parameter collection.

dim merlin
#

@cedar snow why wait for a .1

left mulch
#

hey people

#

how can I identify whats the poorest in my PC for my Unreal Editor? What should I replace first? Is there some sort of performance checker?

grim ore
#

replace it all then you have no problem ๐Ÿ™‚

#

but the real answer depends on what you are doing and what you have

#

I guess a real basic easy way is to load up your project, type stat unit in the console, and see which one is taking up more time the cpu or gpu lol

left mulch
#

@grim ore im using it as alternative renderer, so its always in a state of sequencer, cant like, run a game and hit stat unit to see performance wise coz i have no actual game

grim ore
#

you can run stat unit in the editor

left mulch
#

recently UE started to crash my GPU drivers left and right, despite my GPU not showing any signs of death or misbehaviour. Runs perfectly in all other games and doesnt give me a single reason for a worry.

grim ore
#

thats the wrong console, hit your ~ key in the viewport

left mulch
#

uh, same?

grim ore
#

weird then

left mulch
#

so it just typed over here

grim ore
#

yep both should have worked, I just tested. It should give you a stat display in the top right of the viewport

left mulch
#

oh

#

yes

#

it does

#

it just disappears when im out of the viewport

#

frame, game, draw, gpu and rhit

#

what do they mean, if u dont mind?

grim ore
#

how long it takes for each part, so the higher the number the longer it takes.

#

so game is primarily CPU, GPU is primarily GPU, etc

left mulch
#

Yea I see, but what part "Draw" is?

left mulch
#

google gives me registered health information techinichian

#

oh thanks

#

Thanks, amazing link, sorry for me stupido

ripe saffron
#

Just wanna say thanks to at @MathewW for all your tuts. Would have been in trouble many times without them.

grim ore
#

๐Ÿ™‚

left mulch
#

Aight it says whats the meaning of digits in here, and I read it as Im getting bottlenecked by rendering thread coz my draw is 3.5 and game is 7.5. But, uh, sorry again my stupidity, what is the difference between game and draw? I just genuinely dont get the specific words I suggest?

#

I guess im lacking rendering power like GPU CPU? but what is game thread then?

cloud cobalt
#

game = game thread

left mulch
#

uh

grim ore
#

game thread would be stuff other than drawing basically. If you have any stuff going on like moving objects, cpu particles, etc.

left mulch
#

Ahhhhhh

#

Skeletal meshes count?

grim ore
#

so event tick being used alot might increase the game thread as an example

plush yew
#

Hiii does anyone happen to know how I can import a tiltbrush model into unreal?

cloud cobalt
#

Skel would be anim thread

left mulch
#

dont have that thread in stat unit duh

grim ore
#

if you want to see the exact issue there are a ton more stat XXX commands to drill down to the actual issue

left mulch
#

okay, i suggest same link can give me more info

plush yew
#

@scarlet birch Ok but some other guys say that is possible so I don't even know what the hell anymore... ๐Ÿ˜

#

(Moreover, I did never use EQS... ๐Ÿ˜•)

scarlet birch
#

Did they share how ?

#

I mean anything is possible if you want to tear into the engine source

plush yew
#

No, they didn't know... ๐Ÿ˜

scarlet birch
#

๐Ÿ˜ฉ

plush yew
#

@scarlet birch For example, a guy on a french discord (sorry but I'm french ^^) has just tell me :

#

I translate ๐Ÿ˜‹ :

#

( in resume )

#

It seems to me you can create many Navmesh bound volume with different properties

#

You could create 2 types of agent and attribute to each of this types one navmesh and exclude the other

grim ore
#

the agents cant be auto assigned is the biggest issue, they are automatic based on your settings for the capsule and nav mesh settings

plush yew
#

Then you could have a mesh for the creature which jump, another for those which don't jump

scarlet birch
#

Why would you want to create two separate navmeshes though for something a few traces or an eqs could solve?

plush yew
#

@grim ore Oh sir ! I saw the video of you about the Nav Modifier, one of the few about this on the net. Thank you so much for all this videos ! This one was very clear like always but it didn't say if it's possible to assign Nav Modifier to one specific class character (and exclure anothers)

#

But now you say, if I understand well, that my way to do could do some issues... ๐Ÿ˜ฆ

#

@scarlet birch Simply because I'm a newbie and I don't at all how EQS works ๐Ÿ˜…

#

Using two separate navmeshes or NavModifiers to block some areas for just one kind of character would be so easy and convenient... But as I don't know if it's possible... ๐Ÿ™„

grim ore
#

how are you moving the ai?

plush yew
#

with a pawnsensing and a AI move to

#

( in resume )

#

and a jumping function for some of my NPC

#

( so that's why I set the Max Step Height (a RecastNavMesh parameter) to.. mh... around 200 I think... If not, this NPCs could not jump )

#

( but then, the "non-jumper" NPCs share this "Max Step Height" value and then, believing that they can jump... don't ! And then get stuck behind barrier... ๐Ÿ˜ฆ )

scarlet birch
#

Why are you using pawn sensing instead of AI perception?

plush yew
#

( that's my problem... Either I reduce Max Step Height and so my jumper NPCs cannot jump but it suits well for my non-jumper NPCs (they can get around the barriers) ... Either I raise Max Step Height and so it's the opposite : my jumper NPCs can jump but my non-jumper NPCs get stuck... )

#

@scarlet birch Because I know only this method, simply, again... ๐Ÿ˜…

#

( the pawn sensing )

scarlet birch
#

I'd suggest working through some tutorials on AI, EQS, AI perception, AI controllers, Behavior Trees, Tasks etc... for a day or two and then coming back to this.

grim ore
#

the weird part is using filters should work for this but I can't seem to get them to work right lol

scarlet birch
#

@grim ore Can you explain a little?

#

I'm not sure what you mean

vast fjord
grim ore
#

oohh.... its because the default cost for an obstacle is 1 million lol

vast fjord
#

I'm trying to run the editor with that command but it's not working