#ue4-general
1 messages ยท Page 529 of 1
I'd try changing it in begin play and see if it works, just in case it's an issue with something not being ready for the collision change.
sooo... who here has compiled the chaos stuff in 4.23? Which branch/tag did you use. I am getting a weird compile error using 4.23 branch and 4.23 release tag ๐ฆ
Can we use installed build for build / cook dedicated server?
@low valve I believe the engine will help you out and build a cheaper variant of the landscape material if there's a segment where one or more layers aren't actually used
Under the hood, these layer nodes behave like a Static Switch Parameter node, which enables you to switch from using one part of the Material to using another. Each component of the Landscape has its own MaterialInstanceConstant created from the main Landscape Material, which is applied to just that component. If a particular layer is not used on a specific Landscape component, the subtree of nodes connected to the layer will be discarded. This reduces overall Material complexity, enabling the Material applied to the Landscape to contain any number of texture samples as long as the number of samples being used on any individual component never exceeds the maximum set by the shader model specifications (16 for SM 3.0).
Source: https://docs.unrealengine.com/en-US/Engine/Landscape/Materials/index.html#landscapelayerblendtechnicalinformation
Setting up materials to work with Landscape terrains.
@timid pilot if you mean the Launcher version, no. You need the Source version for a dedicated server
Haven't given Chaos a go yet, but on a related note I'm curious if anyone knows if in its current state it only does destruction, or whether it does general rigid body simulation (replacing PhysX) as well. Someone said on the forums a while ago that it was intended to replace all of PhysX rather than just the destruction bits, though I haven't seen a clear statement on that recently and all the buzz is around buildings crumbling
Can't get it to work Mike. But thanks for the tip. Are there any other ways to group stuff together for raytracing?
@wary wing All anyone knows is it's in the plans for down the road, but it's not there yet.
@obsidian wasp what do your mesh simple/complex collision shapes look like? Can you use it for other types of collisions, like can you stand on it?
Thanks Mike, figured that was probably the case
Good to have an answer on it though ๐
Haven't really gotten to any physics stuff other than the raytracing so far... But it does work for raytracing at least if I set the Default Response in my Project Settings to "Block". Give me a sec and I'll look into other types of collision ๐
Nope.
Hmm. And if you turn on the collision view in the mesh viewer, what does it look like? Anything there?
Uhh, "Complex collision" shows a cyan outline two cyan triangles. "Simple collision" doesn't seem to show anything
Ok cool. And that matches the shape of the mesh?
Yeah
Try adding a box collision to it, for the simple collision
Works?
Now it works ๐
@grim ore there are some improvements into buildgraph, with Server support
But there is no doc
is there a way to change pivot point on an asset? if i wanna rotate something it pivots on one end i wanna move that pivot to the center, is it possible?
For a single actor in the level, you can use alt+middle click to set the pivot point
If you need to do it on all instances of a mesh or something... you could wrap it in a blueprint and offset that component from the DefaultSceneRoot
is it a bad thing to scale a model by -1 to get a mirror instance?
I had some compiler errors so I am trying to change my unreal engine to build with visual studio 2017 instead of 2015
I tried regedit on visual studio keys, tried changing editor settings in unreal..but still every time I go to package my project, it goes back to visual studio 14.0
Can you just uninstall the older version of VS?
I can try, I was scared to because some other posts said that after doing that, UE gave them an error that they couldn't find VS because it was stuck on an old registry
I installed Visual Studio 2017, but Unreal don't see it. When i install 2015 Unreal sees it, but i need the 2017 Version.
I have an issue with the registry
You can always reinstall it. I tried working with both 2017 and 2019 installed and it kept having issues with trying to use the wrong compiler or something else. I finally just uninstalled 2017 and it's been relatively fine since.
Has Epic mentioned the issue with projects not downloading for 4.23? Have they even acknowledged it?
It seemed like no matter how many places I seleceted 2019, something kept pointing to 2017
Good luck.
I recall setting UE4 from source a few years ago, was a pain !! lol
Not sure if anyone noticed but on the Ask A question part of the Epic site you cant select 4.23 as an Engine version just 4.23 Preview
I am posting bugs under preview but I am hoping they arent going to just ignore them
Are there any basic tutorials that actually have you make something for UE4? If so, please @ me or PM me. (Trying to make an MMORPG like WoWish)
You shoul not try to make a MMORPG witout funding and experienced team of 50, definitely no basic tutorials for that
Sorry, I was just over simplifying it so I didn't have to explain
I'm looking for some basic tutorials to help me get started
The built in tutorials don't go very far
I have changed the name of my level and now I have lost it (it does not appear in the search engine) can someone help me
@sharp urchin try going into the folder of your project and open it from the folder that should launch the project and put it back in the search engine
@obtuse hare maybe take one of Epic's example projects, study it a little then add start adding features to it
@mossy nymph Alright, thanks! I'll give that a try
goes back into ignored mode
Any of you losing your static mesh assignments with blueprints ?
what kind of overlay you doing ? is it just 2 meshes at about the same location ?
Anyone know what FDynamicRHI_LockVertexBuffer_RenderThread would be doing causing 5ms of rendering
hey uh, is there like one of those sample hallways with all the chaos physics features for the physics features? also maybe what are those hallways called?
@dry moon #graphics
An overview of Unreal Swarm, our task distribution system for computationally expensive applications, including Unreal Lightmass, the high-quality static global illumination solver in Unreal Engine 4.
hey ty man!
nvm my dudes, they're called content examples
is there any way to not use swarm?
just cause this ports thing is causing an issue ๐ญ
@next badger
Sure the problem is the ports are conflicting with other programs that are using said ports ๐ญ
However i cant turn them off and i cant change the ports for the swarm agent.....
Don't have multiple projects running.
@regal mulch sorry
Hi guys, iยดm having a difficult time with playing videos in UE 4.22, bassicaly they are precache, but they only play at normal speed if i play them at an empty level, if i play them at a game level with all assets, FPS drops to half and videos play ultra slow... no idea what to do, i already tried to pause the game while playing, but videos are still affected by game FPS and play slow, i simply used a widget, an "open source" node and thatยดs it, also tried with "Open playlist index" same problem. Please help!
@next badger Sorry not sure if you saw the description
@safe forge yeah, weird thing, TCP 8009 is registered by IANA to NVME service, and UDP one is reserved for use
im trying to make a cinematic sequence, but my sky sphere is not matching the position of my directional light. and i have to manually press refresh to get it to match it in viewport. how can i match this up?
you can call that node in the skysphere to refresh it when you move the light
thanks @grim ore i read i could use 'event tick' to refresh it, when i click to edit the blueprint i cant find that node anywhere, am i in the wrong context?
I dont know which blueprint you are in and refreshing it every frame seems un needed unless you are moving it every frame
but if it's not there you can just right click and type in event tick to add it
you are in a function, you need to be in the main graph
is there any way I can manually create navigation areas where its not?
and how would I sort it for things like sliding doors, they navigation is created with a gap where the door is but of course once the door moves ai cant go through
I heard of a dynamic thing but I think its buggy
oh ok Im literally using dynamic and it doesnt work
Hi ! Do you know why my NPC launch my character with a little delay (about 1s) while I have no delay in my code ?
The result of the code : https://gyazo.com/37e0572f05592ba1138b6684a509cc8d
cus launch character is annoying
Maybe the time between OnSeePawn is called.
so does anyone know about my question
Is there any #chaos related channel?
What is the difference between regular "Occlusion Culling" and mobile "Software Occlusion Culling"
I cannot find any answers online
@fleet inlet #legacy-physics
@heavy notch Software Occlusion Culling is handled by CPU
yaaa, forgot about it
An overview of using Software Occlusion Queries for mobile platforms as a dynamic occlusion culling method.
@next badger thanks for the link, I couldn't find anything for some reason
cause they call it Query
does anyone know why performance varies a lot between simulations?
I can hit play one time and it runs like shit, but then another time its super smooth
and it changes with every play test
use profiler, or insights if you're on 4.23
@azure shore is it better when you're looking in one direction, and worse in another?
no literally the whole playtest
nothing changes it
just some plays run good, some run crap
so uh
as you can imagine it would be much more preferrable if they all ran good
well you know what I mean, I want them to run good
at least the game itself is fine, when in standalone it runs beautifully
sure, use profiler, get the data, analyze
whats profiler...
An overview on the Profiler Tool used to monitor game performance.
i recommend to use standalone instance of frontend session
but standalone takes like 10 minutes to launch
I cant exactly do that for every little play test lol
standalone UnrealFrontEnd.exe
whats that?
read the link
Im gonna be honest here if I used this profiler I wouldnt even know what to look at
research it dude....
well the thing is, would it actually help me see why it runs different on different simulations
its all well and good seeing how its running and stuff but Id like a way for just every test to run well
lololol
Im 99% sure its not anything Ive done in the project itself thats causing this
are you serious?
what did I do
you don't think seeing why you're having performance issues is important? That's like 1/2 the game
no like I said, it runs completely fine in standalone, how it should be, its the EDITOR tests that vary in performance
Hi everyone, my character's are moving about randomly with no input. Does anyone have any idea what may be causing this?
he got bored and went walkies
@azure shore You can't test performance in PIE there's way too many things that can cause issues and PIE almost always runs slower than standalone. You can start by narrowing down whether the slow down is from rendering or the game thread
More info, this only happens when certain weapons I have are out, which are derived from the same class
I am doing a MultiLineTraceForObjects through a custom mesh made from a brush. The plan is to use the number of hits to detect whether or not I am inside of the shape (0 or even hits = outside, odd hits = inside).
I am failing to get more than one hit on this mesh.
I've returned multiple hits on a mesh before with this node, but it was a mesh made from a multi-mesh merge. Trouble with this method was multiple hits on overlapping edges of the smaller meshes that made up the larger shape. (hope that made sense).
Does anyone have any idea how I can make my brush-made shape return multiple hits like my merged-actor mesh did? Thank you in advance for any ideas.
I think turning on Multi Body Overlap might work, but this relies on multiple bodies. And maybe CCD. I don't remember.
Someone from Brazil Here?
Hey everyone, Its my second day messing around with UE4, originally been working in blender so im getting used to the material workflow in UE4. Just wondering what's the easiest method for adding backgrounds/hdri?
You can apply your hdri in a post process volume
does anyone know how to restore a corrupted game back to its original before corruption
Version control
wheres that
thanks, so skyspheres work too?
Ah, you want to use it as a background? https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/HDRIBackdrop/index.html
Use the HDRI Backdrop to quickly set up product visualization using an HDR image projection with real-time lighting and shadowing.
Anyone know when the Paragon assets will be updated for 4.23?
wow, thanks alot
@abstract relic
I kept seeing 15 min tutorials on youtube and couldnt believe it should take that long to load a HDR lol.
@wary wave The bug report target is 4.23.1 which is good, I really thought they were gonna ignore it. Still such a mission going through their process. I miss answerhub reporting ๐
Another look at the issue I am having:
MultiLineTraceForObject should return multiple hits, but it is not.
If that's one object then it'll only return once
I figured that was the deal. Damn.
hello everybody, can somebody recommend a tutorial, or give me a direction for what should i study to be able to create a game like Bust a Groove? is a rhythm dance game, i want to do a remake just for personal project
but i dont know exactly what should i look online, what kind of tutorial that should i look for
omg this old monitor
Hehe ๐ ๐
Does anyone know how to integrate cef to ue4 ? My dead line is approaching ๐ and I don't even know where to start. Any help would be much appreciated ๐
Hehe me too bro ๐
i'm drawing such a blank on unit circle trig, which channel should i ask for help in?
thats a sexy monitor
im still on a 40 inch tv
also dont u just love ue4
been like that for ages
hey devs, how would we make a mulitplayer server with unreal engine 4?
if u kno then pls dm me or ping me
have you researched it at all? there's plenty of resources out there, some are a bit out of date but it will still get you going
HEY! I am looking for someone who can help me fix a few easy bugs in my multiplayer game... im still quite new to the unreal engine and especially to multiplayer so a pro should be able to fix it really quick. I offer 10 usd PayPal.
man 10 dollar are not even enough for an hour of my time XD
if they are easy bugs why dont you do it?
The only way you learn is to trace them down and solve them....
The number of people that don't want to even attempt to solve their own bugs is astounding....
Hello good Morning. Does anyone know how to resolve this error in epic laucher installation?
Anyone know when the Paragon assets will be updated for 4.23?
@bold wyvern do they need to be? just use 4.22 ones
how do I get a random spline point off a spline?
oh the random int in range node will work here I see thx
one more thing I have an array of splines how would I go about getting the closest one to me?
math
could I do something like get actor location and get splines locations and see which one is closest?
vector - vector, vector length gives you distance between
don't do "Get Actors of a Class" on tick tho
thats going to get the distance between the actor and the root of the spline, if you want to check between all points in all splines that's going to be a little more complicated and heavy
it's better to store pointers on all splines somewhere in the struct
he never said anything about doing a get all actors of class or a tick?
he needs to take a closest point among all splines in the scene...
He said he has an array of splines
idk but the get all of actors of class thing did give me an idea tho i could do get all actors of class once I lose sight of player and then say move to cloest spline relative to my ai
The issue with the closest splines. It's not the actor position that matters, but a point positions, or sometimes even interpolated curve position
better to have an array of those splines to reference rather than a get all actors of class every time. The only time I'd do a get all actors of class is if the splines are being added dynamically, but even then I would just add them to the array as they are generated
yeah sounds good i will have other splines that arent in the same class as well so that is a better idea
But again, as I mentioned earlier, getting the spline actors location is going to return the root. If you have say a long spline that wraps around part of the room, that may give you a bad result. To get the most precise result you would have to loop through every spline point of every spline and check the world locations against each other. That could get heavy depending on how many splines & points you have
map of all verts may help...just store vert position and spline pointer in the map
yeah im doing a 2d game and will have a lot of splines ๐ฆ
but the issue with bezier still persist
bezier?
what about this could i get this to take an array?
never used that, try it out. But you will still need to supply it a single spline
and to find that spline, you still need to find which spline has a point on it closest to you
yeah ig ill need to add all points then get closest point to me
I'm fairly certain that a sphere trace by object would work to narrow down which splines are closest
thats true hmm yeah i dont need anything to fancy
I haven't tried anything like this....but multisphere trace for objects looking for the spline actors. If the hit result array length is > 0 (more than 1 hit), then loop through each hit actor and maybe use that find location closest to world location, store those locations in an array, then loop through to see which one of those closest locations on the spline is the closest to the actor.
Or bypass half of that, just do the multisphere trace, and if the hit result struct > 0, get the length of the array, get a random int in range, and have it just pick a random spline within the radius of the trace
only if you are looking for the actual closest point in a spline....if you allow a level of randomness within an area, it should work fine
@warped tangle yeah, but for case A if you looking for a spline that is closest to the one of the intersecting ones, which will you got?
Using the method I'm suggesting (not saying it will even work, this is all theory in my head). If you did a multisphere trace in a radius large enough that would overlap all 3 spline actors in your picture, you could just get a random index then get the closest point along that randomly picked spline and go there
Well, either way, you've got some stuff to try out now @tough marsh
If you do try the multisphere trace, let me know how that goes I'm curious if that actually would work lol
I think distance field method is faster, bur requires some programming
@warped tangle yeah that would work but in my case using a 2d space if i get a collection of splines within the sphere it may pull a spline from another room and go there which isnt all bad but the ai might not have the ability to even get to that room
Again it's going to be very dependent on your setup. You can either do the loop through method, or the trace method to reduce the number of chances, or do the trace then loop through (so if you get something in another room it'll still find the closest point). Tons of ways to peel this potato
thats true and thx for all of your help i will try that out and get back to you i hope it works out
yep
interesting
I've got a destructible mesh w/ a glass material that looks just fine in editor but in standalone/packaged builds the glass is invisible, any tips on how to fix this?
@opaque salmon Wish I could help, yet I'm nowhere near packaging anything.
I'm pretty much a noob at this. Good luck though.
So I've looked up something in the forums and this guy said the issue he had with destructible meshes with materials not showing up. This is what he said "If the material I use in the destructible mesh is based on a texture that has x and y axis tiling set to clamp, it's not rendered. The material renders fine on other meshes. I have to set it to Wrap for it to work on destructible meshes, and now, when it's rendered, I see some UV wrapping on the edge of the chunks, which I don't want." I don't know it that helps you @opaque salmon but there's that.
I don't think that's it as this worked in several previous package builds
but I appreciate you looking that up ๐
Just like I say at work, any time I can help, I will. ๐
I guess nobody else is on this channel, eh?
it's early on saturday ๐คท
Ahhh, I see.
Well, I'm a night owl, got off work a few hours ago, working midnight shift, so for me it's late. Lol!
Well, I honestly came here just to ask a question after more than an hour searching the Forums and Answer Hub for my question and quitting due to frustration and being tired.
I've thought about joining for months now. Been seeing this Discord server EVERYWHERE online.....sooo, yeah.
Here I am! Tada! looks around and hears crickets chirping Ok then. ๐ถ
It gets quiet during the weekend. Well, the vets get quiet. Youโll see an influx of unanswered questions during this time. What we call the weekend warriors ๐
@everyone
New dawn is on sells, if someone is interested to all project or only code, assets, animation, devs ask to write on email: info@e-visualsoft.com
Besides, I don't just play warrior on weekends, I also do it during the week too. ๐
@foggy cape Looks nice.
@strong crag tk man
ah, seems related to turning on support compute skincache from testing RTX, problem solved-ish
People also like to rudely use @everyone even though @everyone is disabled ๐
@opaque salmon Well that's good you kinda' solved your problem. Also, you said words.....about things. That's...good too. I guess.
@abstract relic yes is default ahahah
Also, this isnโt an advertising channel. Go to #released or consult #more-resources
yeah I have no idea what that means but it's required for RTX
Well, at least you knew what it was or that it was a thing. I'm more lost than you. Lol!
Anyway, I didn't want to be rude and just jump in asking questions and then flying out the proverbial door.
So here it is. To all 2 of you talking to me: How do I go about moving where my Unreal Projects Folder is without using some external program like a linker or redirector-type-thing?
Also, when I do so, are there any additional steps I need to take so it will show up again, like deleting re-buildable folders or something?
Do you want the launcher to know where its located?
You can move your project like you would any other folder.
I don't think there is.
Really? That's it? Just Copy Pasta?
It won't crash or complain it can't find it's behind with a flashlight in broad daylight or something silly like that?
No, it wonโt cry
Oh, that's good to know.
It will work
Btw, don't mind my silliness. I'm tired.
You just need to give it a directory. Nothing special
What you do is move it, launch the laundher, launch the editor without a project, and click browse find your project and open it, it will be registered in the launcher also.
I'll give it a shot. @plain gazelle Ok, thanks y'all.
Better yet, avoid the terrible launcher and open the project directly with itโs exe
Alright, that sounds like an idea there HighTilde.
does everybody not just have a shortcut to the project exe on their desktop? lol
I can't stand the launcher
You want the launcher if you add market items.
In fact, when you create the project, you can put where you want from the beginning.
Yes but the less you touch the gross launcher, the happier youโll be ๐
Unless you want market items.
You need the launcher to add marketplace content, but you don't need to launch your project from the launcher....
Less =! Never
Yeah @plain gazelle , well see, I was stupid and wasn't paying attention to where it was pathing to when I started the projects, then my SSD Boot Drive started filling up and I found out it was my UE4 Projects folder so I started a new one on my Storage Drive.
While weโre at it and since Iโm in a good mood. Enjoy if you havenโt already Xanti https://www.unrealengine.com/en-US/blog/featured-free-marketplace-content---september-2019
Less not never. I see what you did there. ๐
Is that a Content Pack you made HighTilde?
No. Itโs simply a resource not a lot of new users are aware of.
grab it all every month. No reason not to
Oh, yeah. I did see that. I passed it up though because I'm not looking to make anything those happy looking guys would fit into properly. Thanks for the link though.
I got all the free stuff o' the month I could for the last 3 months or so.
It's just collecting virtual dust in my HDD right now cuz I'm going thru some Udemy Tuts and YouTube Tuts that don't really require that stuff.
Can anybody confirm, to use Chaos we have to build from engine code?... seems silly.... but its what google results are showing up saying.
they don't take up any space until you add them to a project/create a project
Yes, has to be from source right now
no good.... k well i guess ill wait on using chaos
Well, I copy-pasta'd the folders, went thru that diabolical launcher and it worked. Deleted the old folders, it got rid of the references in the launcher and all is right with the world.....for now.
brave man to delete a project right after copy pasting it...
@strong crag often the two go hand in hand
@warped tangle thanks for the confirmation
Whadayatalkinabout?
ehhhhhhh could lean more to the right there....
Lol!
Only stupid if youโre not using source control ๐
nobody controls me
Well, then I'm leaning heavily towards stupid. Lmao!
It's only about 100 ish lines of C++. What's the worst that could happen?
Literally everything
LOL
Time to go find those binaries
I have a tried and true disaster recovery method
I call it the curl-up-in-a-ball-and-cry-a-lot method
I find deep heaving sobs can also speed the process up quite a bit
@warped tangle You know, I've never tried that method before, but I may give it a shot, should the opportunity present itself. ๐
Finding all kinds of insightful information here. I'm glad I joined! ๐ Real talk though, thanks again.
lol
Well, I can't seem to get a character to pop up on the screen when I hit play and I did a quick check of my maps and modes settings and all seems to be well there. shrugs Eh, I was taking a break from that to get the Basics of C++ from a PREVIOUS course in the series I decided to take AFTER this one.
I think I was having some issues anyway and was planning on restarting the course, sorta' so, no biggie.
check your world settings
make sure you didn't override the gamemode/default pawn there
Yeah with the other Game Modes (there's a list) I could move around. No character mesh or anything. With MyGame(Mode) I get nada. sigh Btw, that's some clever naming there, eh?
Yeah I was having that problem BEFORE the copy-pastening.
Check your z kill height in the world setting
is there a default pawn selected in the project settings under gamemode?
it should actually be set in the gamemode itself
Nah, it's -50000 or something. I'm also in the Sun Temple so I'm pretty sure the standard isn't something silly that will kill your dude on entrance.
It's something with the FPS Char. I can use my other Char BP's, even though the one doesn't move, he still spawns.
He just sits there looking ready to web someone and eat their insides but that's about it.
Like I said, I was taking a break to learn the basics of C++, like the words and stuff I was monkey-see-monkey-typing.
So, I'll get back to it later, when I got all that fancy coding voodoo down and try it again.
Anyway, it's been fun, y'all. I gotta go do adult-type important, non-game dev things.
So, hopefully, I'll see y'all soon.
Have a good one and happy Developing!
Hey I'm having issues updating my project to 4.23, I'm getting this error and then the build fails:
3>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command ""E:\Epic Games\UE_4.23\Engine\Build\BatchFiles\Build.bat" EditorUtilitiesEditor Win64 Development -Project="P:\UnrealProjects\UE4_EditorUtilities 4.23\EditorUtilities.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
3>Done building project "EditorUtilities.vcxproj" -- FAILED.```
What is your line 137 in that file. The source I see should have no issues there and I just compiled 4.23 yesterday
I've not changed any source. The only C++ I have in the project is a 10 line function library
He's sexy and he knows it.
@grim ore
This project started from binary UE4.22
When I create a copy via the launcher this is the message I get
Running E:/Epic Games/UE_4.23/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="P:/UnrealProjects/UE4_EditorUtilities 4.23/EditorUtilities.uproject" -TargetType=Editor -Progress -NoHotReloadFromIDE
Using 'git status' to determine working set for adaptive non-unity build (P:\UnrealProjects\UE4_EditorUtilities 4.23).
Creating makefile for EditorUtilitiesEditor (no existing makefile)
@progress push 5%
Parsing headers for EditorUtilitiesEditor
Running UnrealHeaderTool "P:\UnrealProjects\UE4_EditorUtilities 4.23\EditorUtilities.uproject" "P:\UnrealProjects\UE4_EditorUtilities 4.23\Intermediate\Build\Win64\EditorUtilitiesEditor\Development\EditorUtilitiesEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
Reflection code generated for EditorUtilitiesEditor in 10.8501682 seconds
@progress pop
Using Visual Studio 2017 14.16.27023 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023) and Windows 10.0.17763.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Building 14 actions with 8 processes...
@progress 'Compiling C++ source code...' 0%
@progress 'Compiling C++ source code...' 7%
[1/14] Default.rc2
@progress 'Compiling C++ source code...' 14%
[2/14] Default.rc2
@progress 'Compiling C++ source code...' 21%
[3/14] SharedPCH.Engine.cpp
E:\Epic Games\UE_4.23\Engine\Source\Runtime\SlateCore\Public\Fonts/SlateFontInfo.h(137): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
stops at the same error, don;t know if there's anything else in that message that points towards the source of the issue
Have you tried removing all the temp directory and rebuild things with 4.23?
Yeah I deleted all generated files and tried again. In the process of updating visual studio
Updated and still getting the same issue
I would go into file slatefontinfo.h on line 137 and confirm you have a type define there. To me the error is saying it is assuming a default data type of internet which C++ does not support. Then define the var or information there to the needed type explicitly.
This is a binary release of the engine, I'm not fucking about with the engine source
Did not mean to offend.
No offense taken?
do you use any slate or umg in your own code?
I have an Editor Utility Widget but I can migrate that fine without issues
I was just wondering if its trying to build that and its referencing a header such that it causes that
could be that you just need to reorder things so it is happy. usually that's more a problem with clang or gcc but you never know 
I'll just create a new project and migrate everything over manually
@warped tangle I tried to solve them for a long time..
Hey guys, what is the correct channel to ask about navmesh+world composition issues? xD
I have a plugin I installed from the Marketplace. It comes with content, but for whatever reason, no new folders show up when I check "Show Plugin Content".
Do I need to copy the files to the project directory or should it just work?
Should work if you enable the plugin. The plugin directory is in the Engine's plugins folder, under Marketplace, I think.
@fervent shale If the plugin is installed to engine, you need to show plugin content AND show engine content
oh, that worked, thanks
Is there any example/docs/tutorial about how to use navmesh with world composition / level streaming?
Hello. Android
Well I want to register my account as dev account, what are the rules/requirement
Is there a reason as to why "Set Visibility" never gets called? Its as if my UI array is empty. I add the UI widget in my level blueprint. What am I doing wrong? Thanks for any input.
This is inside level blueprint
@ashen eagle
- you can set a breakpoint and see if it's empty
- this BeginPlay can be called before the one where you create the widget
- don't use level blueprint, like, ever (there are very few cases where it's needed)
when is the Event Begin Play called in the first picture?
Thanks guys, this was my train of thought as well. How would I know which event begin play gets called? How is this ordered? Sorry beginner to this.
@ashen eagle in general, you can not rely on the begin play order. It should be handled some other way (e.g. create the widget in the player controller and store the pointer, then get it from the player controler instead of Get All widget )
@inner mountain Ok i understand. Thank you both for your input.
also, you need to see if component begin overlap is even firing. I can't tell you how many times I've had improper collision settings and that overlap isn't even firing and I'm wondering why nothing down the chain is doing what it's supposed to
ah yeah... Print String is the best helper ๐
I'm fighting a freegin overlap right now....doesn't want to fire no matter what I try
@warped tangle do both components have overlap events enabled? best bet is to make a array of actors and set begin overlap to add the actor to the array and end overlap to remove it. works great for debugging. thats how i found out why my character was vaulting all over the place, it was vaulting over the hud.
yep they do
@warped tangle Good call. overlap was firing, but it never advanced out of the loop. So i figured the overlap is working, but the array must have been empty. Thanks
right whys there this stupid glitch when I move a folder, the folder stays in place but is empty, then if I try to delete it it tries to delete everything that was originally in there, all the assets
right click the content folder
fix up redirections
then close the project
go to the folder you moved etc
and delete the empty folder
thanks
right so why dont nav invokers seem to do anything at all
are they somehow disabled by default
if i do set simulate physics on a skeletal mesh, and this happens, is the physics asset sucky?
i notice also hes still in his death pose, his limbs didnt actually go 'limp' as expected
@warped tangle i usually set the value to public and select the actor after play starts and watch the array change from there.
I guess that works too
@ashen eagle your trying to makwe it so that certain uis disappear when you get close to them?
also you should be able to โadd to viewportโ on your player character blueprint
@vague plume I wanted to make it so that when my side scrolling camera enters a volume, a specific UI toggles. I made the recommended changes and added the UI to my character blueprint like you are mentioning. It is working fine this way. Thanks for checking in ๐
if your trying to get a specific kind of object to disappear when you get close my suggestion would be to have them use a common parent class or impliment a common class or interface or have a common tag.
Hello. Android
Well I want to register my account as dev account, what are the rules/requirement
you can use a cast node to filter certain object types in overlap events pretty easily.
with tags you can filter any kind of object between multiple of the same object types
Ive basically added my UI to my player. And in the trigger box i cast to it -> get the ui -> and call the custom event in that UI. This works like it should. Not sure if most efficient, but it seems to do the job.
HEY! SOMEONE PLEASE HELP: How can i make the "blocking volume" ignoring collision for "gernade actors" so you can throw grenades through blocking volumes ment for the Player?
@vague plume I'll investigate tags. Thanks for the recommendation.
I have a Filter Class (in violet) in my "Move To Actor" which change randomly on a Custom Event, between 2 Filter Class in an array. I would like to add a timer to make it change not when the Custom Event activate but when a time frequency (for example : every X seconds)
The current array : https://gyazo.com/5321597aaac30085f68e084478540867
I never had used timer... Anyone have some indications on how to proceed ?
@ashen eagle by casting if the object is of that class or contains that class in any way it will then execute the top exec. if the object isnt and its some random other object then it execs the bottom one. far quicker than using a branch to see if it equals an object and it gives you a few other options.
@echo zealot can you elaborate a bit? i think i know whqt your looking to do.
@plush yew best bet i would say is to have a saved into variable. on begin play set the value to the output of the random int node you have. then send the exec into a delay, then send that exec back into the set node from 2 steps ago.
Hi. I have a main menu and a character customization tab which switches to a camera located in another place in the same level. Should I have it all as it is in the same level or have one level for each tab? Whats best performance wise?
@spark sonnet no idea on this. you could theoretically group all the stuff in the level and change visability. no idea on performace impact there. i dont see how loading a level each time you switch tabs would be a good thing. (imagine someone spam clicking back and forth)
Good point. I dont know how much it cost to load a new level, but it could be better than rendering something that you dont need to see at that moment
if the scenes are different enough and character customization is rare enough id save have it be its own le vel that loads in, though if it can be added to the scene arleady active then id think it would be best as your not adding and removing shadows and lighting constantly.
It would be a lot cleaner to have it in individual levels
i know that for one of my levels from editor when i had a basic main menu it could take a while to load (very unoptimized level atm, just designed to look amazing for a trailer and to be optimized later)
@spark sonnet try this. take your level and make a duplictae of it and name it something else. then in the main menu just ahve a button swap between the two duplicate levels. that should give you a benchmark.
That could be the best way to test it. Thanks
no problem. if load times are an issue that you think they are too long then try the visability thing. could take a while to set up though. im sure theres a quick way to mass add tags to actors though. then just toggle visability of all actors with tag X.
completely delete it
the weapon is always beside the left foot even when running
i cant delete it i can only copy or paste it
the weapon is part of the mesh, you would have to remove it in a separate program
or possible put an invisible material on that part of the mesh but that wouldnt remove it
or maybe scale that bone down to 0
oh wow nvm ill just use another character i guess
Can I copy a function or a macro into a other blueprintmap?
Hi How do i fix these cracks and my landscape? I ahve already enabled crack free displacement but it still somehow appears
What kind of lighting should be applied to the lamp like these ? It should be emmisive or just simple point light ? Cuz i applied emmisive material to it but it doesnt seems to be working, except for that shines little bit. But after baking light there is no light around it
and it material
even if the brightness is 500
emissive does not contribute to light unless you tell it to, it's not meant to "light" up stuff
@dull oyster set a checkbox in a material that says use emissive with static lighting
@next badger @grim ore use emmisive for static lighting checkbox? Its checked
So thats what ppl use for lamps in unrea lengine? Emmisive lighting? Or point light? Cuz that one emmisive light doesnt seem like giving too much light ;p
emissive is an effect, it is not meant to give off light. points lights would give off light
if you want lighting then you need to use lights
@grim ore ok thx ๐
however you do can use ems to light your environment when using lightmass
for dynamic lights you can try vxgi
*dynamic light from ems
come on PEOPLE
But after baking light there is no light around it
he was talking about lightmass
perhaps he could have read the docs tho? ๐ค
A How To Guide for using the Emissive Material input inside the Material Editor in Unreal Engine 4.
I think the issue is his object is inside of another mesh perhaps so the lighting it is giving off is not on the outside. it's not the actual lamp that has like an emissive part of its texture map
one sided materials are generally transparent, i always place emissive ones inside
@grim ore ye , that mighht be the issue. But thanks anyway. Im gonna use point lights ๐
*transparent from inside
it'd be great if closing tabs didnt freeze ue4 for like 5 whole minutes
@hoary silo - that's not an error, it's an instruction. You cannot use that function inside a gameplay (runtime) blueprint
no
yep it's an editor blueprint for doing stuff in the editor, not to be used for gameplay
Is there a way to make like daily rewards?
Because if u make a timer it'll restart everytime you launch the game and it wont work once the game is closed
@copper elk daily rewards generally server controlled, since it's easy to tamper with local time
one way to "emulate" it is to use NTP connection to verify time each time
NTP?
The Network Time Protocol (NTP) is a networking protocol for clock synchronization between computer systems over packet-switched, variable-latency data networks. In operation since before 1985, NTP is one of the oldest Internet protocols in current use. NTP was designed by Da...
Hi all! Question for anyone who knows, on the Epic Megagrants application form, there is a field for "Link to project build." Anyone know what they are looking for there? A link to a github repo? Something more specific? Thanks for your help!
so i have an old uasset file and a uexp file that i would like to turn into an obj file,
i'm pretty sure i have to go though unreal engine to do that, but have been having trouble loading the two files into any project,
looked around on fourms and stuff and did the whole import by way of file explorer, that didn't seem to work, even tried adding the files to the engine folder so maybe unreal engine thinks they are default assets...
does anyone have experience with this? am i missing something fundamental here?
i appear to be unable to load files and i am unsure why
@next badger Although, even with NTP if someone was really motivated they could redirect that and mess with it. Server side is definitely the way to go if you need to worry about cheating.
@scarlet birch i don't like solo games that require network connection (ofc this kind of games is weird to have daily rewards at all)
just do daily rewards if they have connection (and can opt out) and can find your server
otherwise dont, maybe
I mean if it's solo cheating probably doesn't matter, unless they're paying for stuff
I feel the same though. I hate games that make me connect for no reason
most indie games i play these days have connections going out
without a way to opt out
also i was not the one who asked the question
goes without saying the big games all have some form of online drm pretty much
Sorry, I only tagged you because you brought up NTP after suggesting handling server side.
yeah not that hard to HOSTS file to a local ntp server as @scarlet birch says
well, running a server, especially ue4 one costs money
https or socket is option too, but you still have to host it
for a daily rewards you could just do your own more simple server though
if its "game based" rewards, then you'd need to find a way to auth that stuff, probably have to run a game server i guess
For my NPC, I have a roam function and a chase function (on a pawnsensing) : https://gyazo.com/c87afe45327cd0222a6cb57f320c8c18 https://gyazo.com/91a8b4dc41256b4042a7257eb76590eb
For just for handling stuff like that shouldn't cost much on AWS. I guess it just depends on effort vs reward.
But I don't know how to switch behind the two (when the NPC see the player, it stops roaming and so chases the player)
@plush yew You really should look at behavior trees. You don't have to use them for that, but it would likely get you going on it a lot faster.
I usually use AI perception for stuff like that and let the behavior be determined by if the AI can see the player, or how long since it last saw the player etc.
Ok
I just saw some tutos where guys do this with behavior trees
and as I have not used this yet
I was wondering if we could do within this
but it's probably too complicated, you're right
I'll not be stubborn like the last time, haha ^^
let's go for behavior trees ! ๐
Hey Jorickan, how is your roam event getting called?
@mild sail BeginPlay
I've just started something like that but I don't know how to manage it... : https://gyazo.com/5063496abe136af376fee815f80b4941
Something you could consider for switching from chasing to roaming would be to, within the On See Pawn flow, check the distance to the player or target, and if they move beyond a certain distance, turn pawn sensing off and call your roam event. Then within the roam event, check range to target again, and if the target comes within that range, turn pawn sensing back on
If these are only getting called from within beginplay, then you need a way to call Roam again, based on some kind of condition
@plush yew I'd suggest range-to-target, but you could also use a timer, or set up a volume that the NPC creature shouldn't leave, and tell it to stop sensing and start roaming if it leaves that volume
is there a way to limit the speed of an actor launched by impulse? my problem is when it collides to a moving actor it gains speed.
it happen after i switched to raytrace after restarting project.
does anyone have advice for generally just getting things done quicker? for example map making takes me AGES to make each little room, and theyre supposed to be full length levels and I still havent even finished ONE
@plush yew It's not that complicated you can use a branch and pick one behavior over the other. I just meant that a lot of the stuff you keep running into might be covered if you worked through some tutorials on AI and behavior trees.
@mild sail Yeah I've just seen the answer of @mild sail ... It seems not that complicated
But I think it's time I start the behavior trees
so yep, let's go for it ...
thanks guys ๐
@azure shore There are a lot of ways to speed up workflow, but just for general level building, probably one solid way is to lay out the rooms for your level in a very barebones way first, and then fill them in with details and light them later.
Quick question, anyone know why the chaos demo doesn't open? It says to rebuild from source manually but I can't generate a VS project from it
thanks for the advice, I guess I should try that
Hmm... looks like you still have to build the entire engine... seriously?
yeah people complaining about that @snow vortex
you need a source version of the engine with chaos enabled so yes, its in the instructions on the release notes and the marketplace page
and yes it sucks but it's a big change to the engine they don't want enabled by default right now
Oh hey! Fancy seeing you here, been subscribed for years
yay ๐
Sad day... was planning on using Chaos in my senior project but I can't be having the whole team download and compile the whole engine, and school computers definitely won't let it fly
ah bummer
tho needing to understand source control, versioning, and all the stuff associated with doing that seems like something that should be a part of school at some point
Oh sure, we use source control, it's just the fact that not everyone has 140gb on their computers/laptops and the school machines are locked down so you can't install anything not already installed or download past a certain size
And most of the computers wipe the data after each use that isn't contained in your limited partition
Anyone have experience with the Loading screen system plugin by Epic? can u customize things like the spinning circle and whatnot?
hey is there anyway to open a uasset file someone sent me?
i tried just manually copying it into unreal content files but unreal just seems not to see the file
been browsing forums and whatnot and cant seem to find any reason why this might be happening
is there some documentation somewhere i could read to maybe figure out what is going wrong with this file?
is it in the same directory structure it came from?
i get that when trying to package the project
@blissful trail #packaging
i would.
how hard would it be to create a stick fight game in ue4?
@plush yew depends on the scale of your project
How DO I make Swipe COntrolls to look around????
hello, is it safe to remove _BuiltData ? my lighting is broke, i havent changed anything in my project, only worked on another level. one week later the map looks dark, rebuilding didnt help. if i remove BuildData and build again it might work properly?
That shouldn't be a problem @midnight bolt
Is it just me or is 4.23 lagging really much? ๐ค
Try replacing the lighting
such as? it used to be correct :/
What did you change since then?
Nothing. It was fine, so i worked on another level
Other untouched levels are also bad now, but the project i migrate the level to after completion opens up fine
Maybe i modified some bp like lighting of lamp, but nothing to influence whole world
I guess I'll try copying everything to fresh level
But mybe its just bc im a noob
I have not used it enough. With 10 minutes i used, i haven't noticed anything wrong
I'm mainly on 4.21
Ok thanks
Idk why but when im editing a material UE just goes down to 3 fps
Before V4.23 it never did
i mainly work with instances
And thats good
@midnight bolt a good tool to debug lighting issues is the lighting components toggles in the viewport show menu. See which part of lighting your issue is in.
so like lightmap complexity?
i'm pasting now onto a new level, we'll see if the issue persists cause i really haven't changed anything
starting build, probably gonna take about 30 minutes
@ashen brook still the same on new level :(
too bad man
am getting flickering in the UI
when using latest ue 4.23
see
it happen during compiling shader after enabling raytrace.
Good morning all, Simple question which im sure will not have a simple answer.
ive compiled 4.23 from source and its well over 60GB. is there a way besides deleting the intermediate folder that i can slim this down a bit?
Hi, after switching to 4.23, playing in PIE takes 10 seconds to load. with 4.22 it was like 2 seconds. Anyone knows how to fix that?
when i remove the landscape it all goes within less than a second..
@plush yew you can wipe the ue4-deps folder from .git
of course next time you checkout or run setup, it will download those then again :p
but... if you work with source, better just get used to it taking a lot of space
for me it's like 100gb since my local repo is quite bloated
@cursive dirge
Ya, i figure i could just compress it and run it from ISO hooray for FTK!
should be able to make it portable too ๐
if something is causing the editor to hang leading me to force quit it, how can i find out what the source problem is? are there logs generated for this?
@midnight bolt no, I mean viewport show menu -> light components
There's direct light, skylight, specular, diffuse, etc
You can toggle them on and off individually to see where the issue might be
Hmm been stuck coding so long I never tried out the auto lod tools, they're actually incredible, they do a better job automatically than I do by hand
Esp. when preserving vertex colors (of all things..)
@burnt hull
if you want you can use Gourse to visualize them over time
https://github.com/acaudwell/Gource/wiki/Custom-Log-Format
ty guys ill take a look at those
You can use box trace @placid arrow
Hi, anyone has any advice on how to have more than 200 (maybe 1k) ai in a game? is there any plugin on marketplace with custom pathfinding maybe?
how can I make it so however long E is pressed for, that gets multiplied by X and then its added to the health?
I have something like this already but I could get that to fully work as intended, instead I have it as when its released the health is added
but I want it more like progressive regeneration instead of it just changing from Y health to the amount set
@copper elk One way you can do it, and you are pretty much there with what you have,, so you will know
Is to use the update of the timeline to Set Health
you know that
but how to make it progressive?
Lerp
Lerp node
Get a Lerp float node,, make the value in the timeline be from 0 to 1,, and use that 0 to 1 value as your alpha in the lerp node
In the update you will be seting the Health
plz help
@copper elk
Not this, but something like this.
Lerp Node:
A min Health
B max Health
alpha will go from min health to max health in whatever the timeline takes to finish
who are you talking too
Me ? @copper elk xD
it was weird ๐
XD
Sometimes i can get talking and talking,, then i realise its midnight and im sitting in a bench๐
hey its okl
@plush yew I dont know about your issue,, but it may have to do with layers or something along those lines
@light coyote i have flickering in the ui with latest ue 4.23
it went all black when selecting anything
I dont know,, i still dont have 4.23 anyway
any suggestions for a UI art pack?
Hello, I'm currently working on a project where I'm using a point cloud taking from an DTM/LiDAR, importing it into a program called CloudCompare to clean it up and to export an height map which i'm gonna use as terrain in Unreal engine. I'm having some issues with the height map, it seems to have a different Z scale then the original point cloud. Is there anyone here who has any experience using a point cloud as a terrain in Unreal?
Any idea why does Mobile HDR over expose the Mobile Preview ??
When it was compiling shaders it looked fine, and then it turned out like this so i guess its some post processing but cant find what it is
why is unreal engine unable to see these files?
Has someone experience wtih AI though BT??
@eager vault No,, but if what you mean is that the terrain seems to be higher or flatter than original,,, that is because of the scale
make heightmap lighter or stronger accordengly
Contrast can also influence, but that sould not be the issue
@radiant haven BT ?
behavior tree
Ahhh fuck xD
Yes I know ๐ but there has to be a way to export a heightmap from CloudCompare without having to manually change the contrast untill it fits
@shadow flame it sometimes happened to me, that the files was just damaged. You may need to import the original ones again.
ok
@eager vault No no,, i mean,,, where ever you use the heightmap,, play with the scale value where ever you produce the terrain
The diffrence of the lowest part to the highest is proportional
alright, so change the Z scale values in Unreal?
yes, or scale, or strength or whatever is called
hm alright, i'll try ๐ thanks
@eager vault I mean that the height map is straightly related to the original geometry,, that diffrence in color of pixels ,,,, but only if you know the original height from Z=0 (Black) to Highest where Z=1(White),,, only then you can exactly recreate it
๐ฆ
If you dont know original height, you can only aproximate,, in the case that the strenght beeing 1 to 1 ratio is clearly not the same
@radiant haven I dont know, it moves wierd yes
What do you mean by wiggeling ?
small movements
it doesnt move weird to me
idk
it looks like the moveto is executed in long intervals.
wanna see my bt tasks AIController...
hey does anyone know why I cant select faces on geometry, only vertices and edges?
well I can select single faces but the arrows,rotator thing stay at the centre
FindPlayerLocation
I mean that it moves wierd yes,, but i dont see any problem
What i mean is that is not an EA animation of course xD
MoveToLocation
that is really useless and bizarre ๐
this block ive made is to showcase taht its moving weird
where is that moveto executed
sorry if Im interrupting but does anyone know about that
because the AI itself is just a Billboard
hey guys 
does anyone know if using a height map to vertex paint makes it better on low poly meshes
no one okay then

@azure shore Do you mean working with BSP ?
@static viper @light coyote pls help i have this problem over months now and some day its pisses me iff
oh i got it
and do ai manually with blueprints
hmh
well my app is quiet finished the only pblm i have is this and i dont really want to change it :/
but when its easy the nok
I would say the opposite,, do everything on behaviour tree,,,
type on youtube what you are trying to do with the behaviour tree, and for sure someone has done a nice video about it.
What i mean is that unreal made the behaviour tree exclusively for that purpose.
@light coyote I already tried... nothing found tell me/ show me the fix for this I can send u the Tutorial that ive used
I think its bsp yeah
?
when I drag in geometry cbeus
show me more of your BT stuff falki
*cubes (my u keys really buggy)
click on the movto branch
show me the options
also
the chase player branch
show me the options
oh, you literally press T, thanks guys
show me root
root?
root
???
why are you talking about black thongs ? ๐
show
its a bit more code so i give u this
i would love more code
no nothing
that ai you created would be a small page of blueprints...
a tiny amount
ok
@radiant haven I used once or twice behaviour tree, i know a few things, cause i dont really remember,,,, but what i can tell you for sure is that you need to know exactly what the 3 main nodes that distribute flow, do
If you dont,, you may have problems.
I belive there was a funny story,, like one didnt stop in the case of something,, or that on stopped even if something else,,, they had a thing each,, and you want to know them well.
Im sure that if you know them 3 well, you can fix your problem in the BT, or understand where is coming from.
well what i see is that his moveto is only beeing executed every so or so seconds
@static viper GIve me the code and I can do it
nah
ahhh
yeah
wait
i am just making clear how much i hate BT
you reminded me
thats why but idk whewre i can change this
i am totally useless here
nahh
there was one that repeated and repeated untill it did what it should,, i belive sequence
And there was also a trick with a delay, wich i dont remember
wait ??
oh get well soon?
<@&213101288538374145>
h
bye
๐ค ๐ค
tagging everyone doesn't even do anything here so you're wasting your time
its deactivated ๐
oh dear
<@&213101288538374145>
why are ppl so DUMP
calm down
at least he cant do any damage... ๐
@plush yew U have no Hobby
@plush yew @plush yew @plush yew @plush yew @plush yew @plush yew WHAT DO YOU WANT
lol
WE GO INTO THE CAREER CHAT
I dont think he speaks english
@static viper CARREER chat
Man you are a screwed potato
just block them and carry on
as an aside, the moron has their e-mail address in their Discord profile, so have fun
@radiant haven
https://www.youtube.com/watch?v=GSHSSjmntas&t=7s
https://www.youtube.com/watch?v=_fR56Lnta1k&t=17s
https://www.youtube.com/watch?v=idejwkR4Vcc
What is the Selector Node in the Behavior Tree in Unreal Engine 4 Source Files: https://github.com/MWadstein/wtf-hdi-files
What is the Sequence Node in the Behavior Tree in Unreal Engine 4 Source Files: https://github.com/MWadstein/wtf-hdi-files
What is the Simple Parallel Node in the Behavior Tree in Unreal Engine 4 Source Files: https://github.com/MWadstein/wtf-hdi-files
I Just want ร guys to make me a dit que mincraft building๐ญ
use career chat
We have some "special" kid here =))
everyone leave
or just use the block button, as it was intended for
let him just do
@plush yew Man, grow up
DUMP
๐
HES on Phone ๐
it was fun
Youโre not pinging anyone. Itโs disabled ๐
hehe
There
thanks
That's enough of that
uff
thank god
@ashen brook omg, that much blue was making me sick
Discord should make blocked messages less obstructing
yes
@radiant haven Look up, i sent the 3 important nodes videos
ok
well i know these already
and I know what I am doing
BUT I cant tell u this prblm
do you feel confident enough to say you know them well ?
i know concept is simple,, but one of them i belive had a thing to it
long time since i used them, and i did not use them much
@next badger I wish discord would just not show "X Blocked Messages" at all
or just a little banner right at the top
rather than for every message (which defies the entire point)
yep
@radiant haven I actualy doing a project and came here to not think of my own things im trying to solve, and help with what i can,, i dont want to get in to the BT right now xD,, my brain hurts xD
if my third person character is facing forwards and an input of mine adds 180 degrees (z rotation) and it turns right what could be the problem? my head is being done in cause I have the exact same bp setup in another project and there it works fine but here something is messing up the rotations, I've tried checking the class defaults and all and everything is the same
if I add 0 degrees it turns left if facing forwards
so weird
isn't the default when facing forwards 0 degrees?
Are you setting the rotation or adding rotation?
๐
instead of adding
kill me
and apparently I never found this bug on the old project cause I just tested and it has the same
I am so dumb
๐คฆ
thanks mate
No problem
@light coyote whaaa
Anyone have any good set ups for doing level metadata that doesn't include,
Dragging objects into the level/map or having to subclass GameMode for each map?
guys how do i teleport a guy towards a direction he is facing? Right now i have it setup so my guy can teleport on the x axis when i press space, but i want to teleport him towards the direction hes facing. how would i do this?
Get the actors forward vector @summer turret
You need to get actor location + (forward vector x + float)
Try multiplying instead of adding
that did it thanks man
Np
does anyone know where to get a noise plugin for blueprints?
thats smart you used timeline for the multiplication i used lerp to setactorlocation for no reason lol
how do I get rid of this stupid error?
already did "fix redirectors" wherever I could...
hello
im trying to package a project. does anyone know how to fix "LogWindows: Error: begin: stack for UAT"?
how the fake i can fix the messed up UI ๐ญ
why you need to fake a fix?
Can you faking help me plz ?
"UATHelper: Packaging (Windows (32-bit)): LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error: Fatal error: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 971]
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error: Shader Compiling thread exception:
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error: Assertion failed: bDeletedOutput [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 1269]
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error: Failed to delete C:/Users/Cody/AppData/Local/Temp/UnrealShaderWorkingDir/9D6150DC4DDE685798E8FBA88C502E4E/2/WorkerOutputOnly.out!
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error: end: stack for UAT
PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Critical error: ===
PackagingResults: Error: Fatal error: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 971]
PackagingResults: Error: Shader Compiling thread exception:
PackagingResults: Error: Assertion failed: bDeletedOutput [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 1269]
PackagingResults: Error: Failed to delete C:/Users/Cody/AppData/Local/Temp/UnrealShaderWorkingDir/9D6150DC4DDE685798E8FBA88C502E4E/2/WorkerOutputOnly.out!"
that is what it gave me
on packaged games how would someone make the game's settings save in appdata rather than the game's folder?
Hello, I am using a plugin called the VictoryPlugin, and I am using nvidia flex with it, but it was made for normal UE4. I ran it, and it said to compile the plugin. So I did, and then it failed. It always fails. And then why I try to manually delete the folder for the VictoryPlugin, and run it it says the project requires it! How do I fix this? I don't need the plugin.
@plush yew you have the latest drivers installed? (this is generally caused by -dx12)
@dawn gull open your .uproject in notepad and delete the plugin from there
@next badger Thank you so much! ๐
or change it from "enabled" to false
yeah, sorry, typo
Np
Hey dudes
anyway to blend between two materials with like a fading in effect between them using BP?
An introductory document on the Layered Materials technique in UE4.
@coral shoal make a shipping build. Those save to appdata, while development builds save to project location
hmm, Shipping builds disable the console though, it seemed like Mordhau (a popular ue4 game) had stuff saving to appdata while retaining the console. I also saw debug text once, so maybe they ship development builds and somehow got stuff saving to appdata anyways
@abstract relic Hey thanks for the help man, thats not quite what im looking for tho
when i say blending i mean more merging from 1 material to another over time
Do it within a single material.
What he posted is relevant if you do it with layers.
You create a dynamic material instance and use parameters to change between them.
scroll down to where it talks about "Instancing Layered Materials"
right on thanks! ๐
@coral shoal you can create a shipping build with logging using the github version, by adding UEBuildConfiguration.bUseLoggingInShipping = true to your target.cs file
Running the ShooterGame (4.22 stock ported to 4.23) in the editor and it periodically locks up, how, if possible, would I be able to see whats locking it up?
Its the Highrise level that locks up, I didn't notice anything in the Sanctuary level.
Ok, now the whole editor is locked up.
It locked up when I went to Build everything.
Nevermind its still building.
@icy mulch like what? you have a box that has 6 material slots...one is definitely doesn't match
Guys is there any plugin to use AdMob rewarded videos? except UniversalMobileAds.
been searching docs and google for a bit without luck. Anyone have a good c++ reference on how to set up actor components or interfaces which can broadcast to each other? Looking to detach dependency on delegates to blueprints and use c++ instead fully
or proper methodology to find and use an ActorComponent function that is on a known Actor
ah, this is probably better in programming section. Apologies
Iโm working on a VR controller , but when i press play, the capsule isnโt attached to HMD start location.
So i tried to set camera position and capsule position every tick like mentioned in this article https://answers.unrealengine.com/questions/473616/attach-character-collision-capsule-to-hmd-steamvr.html
But itโs not working..
Is there any solution for this issue however i know VRExpansionPlugin would solve this but i need it without the plugin. thanks!
Anyone had issues with 4.23 not adding the ".zip" when trying to zip up a project?
Does world origin shifting still need unique server side stuff to work in multiplayer?
hello, im following some tutorials and they are a bit old. im attempting to add branch points on the animation montage but the ui on the tutorial video is not the same as the current version. how do i acces the branch points?
uh so II am using async load map in BP but its still freezing the game thread
Hi Guys, Is it possible to use BehaviourTree component in main player character? I need to setup auto movements for main player character. First I have tried with SimpleMoveTo from server, but the movement looks very shaky if the player role is ROLE_AutonomousProxy
Any ideas?
Hey, is it possible to pause 'building distance mesh fields'? Engine goes super slow when it's building
How to stop editor child window from becoming transparent when going to full-screen/size?
Hi, anyone has any advice on how to have more than 200 (maybe 1k) ai in a game? is there any plugin on marketplace with custom pathfinding maybe?
you're not likely to get a plugin to do that
you'll need to roll an AI like that completely custom for your game
there is crowdcontrol in ue4 tho
that way you can easily have 1000s of dumb npcs walking across paths
with avoidence
the UE4 crowd actor is borderline useless for gameplay purposes, it's basically a load of skeletal meshes with no real behaviour and no collision
but I guess it depends on what your needs are
then it's useless
i mean ue4 already proved that it can render 200 complex ai characters...
with ease.
and for rts games its much different
I'm pretty new to Unreal but I've got a strange thing happening. I've been editing my level, and I must have done something to mess up my player start location because now every time I press Play my camera teleports far away from my level and falls. I've tried deleting and replacing the player start location back in the level, i've tried telling play to play at my camera's location (same result, teleported super far away) and i've checked and recompiles all my collisions and they seem to be working just fine, and if i place a collision under the spot it keeps spawning my player camera that works fine to stop me falling, too - it's just in completely the wrong location and I can't seem to figure out why
I cant see anything in the scene that would make me spawn where it's spawning, and it's nowhere near 0,0,0
i had that too
๐ฎ You do??
nooooo lol
it was really stupid
