#ue4-general

1 messages Β· Page 535 of 1

next badger
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i.e. if it was 1-2-3-4-5 and now it's 1-2-3-4, but the deleted one was not 5, it could be 1,2,3,4 you may guess what happens

hearty cosmos
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@next badger hmm interesting, thanks for the info! πŸ€”

chilly crag
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thanks for the explanation @next badger πŸ™‚

bold ridge
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does anyone know how to track folder colors in the editor with version control? i've tried adding my EditorPerProjectUserSettings.ini in the project config folder and when others pull the repo they get the file but no colors show up in the editor

wary wave
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folder colours are defined on a per-user basis

bold ridge
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yeah i know but i looked it up and it should be possible to do over version control but im not sure how

wary wave
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they're in the EditorPerProjectUserSettings.ini, but this is not a file that should be in version control

next badger
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i think ue4 caching the settings somewhere, since editing EditorPerProjectUserSettings.ini even on local machine does not change them

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also agree with ambershee, this settings are changed every time ue4 is run

sudden cave
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If I have a question about shaders, where should I ask it?

next badger
sudden cave
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Thank you!

next badger
sudden cave
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Ah, aright!

inner cloak
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Hi Everyone !

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Guys, if any of you know a way to align that pivot to be straight with the model, it would save my life.

fierce tulip
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you might wanna do so in the 3d authoring program you have

inner cloak
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like Blender ?

fierce tulip
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yup

inner cloak
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im not very efficient with blender yet 😦

warped tangle
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No time to learn like the present!

inner cloak
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Yup, i am trying πŸ™‚

warped tangle
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πŸ‘

sick escarp
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How do I set a class reference from csv? Simply having the name of the BP as you can do with for example static meshes doesn't work

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I feel like it should be exactly like you do with static meshes and textures

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Turns out you have to append _C

chilly crag
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you could say it append

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silently leaves

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Thanks Alexey i'm sure i'll be using that later πŸ™‚

next badger
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i'm not sure it's a wise decision

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i'd rather make a map that matches class by names

sick escarp
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You mean for me?

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I meant how i set a class reference from CSV but I figured it out, I do it from excel not in BP ^^

upper heart
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Is there an existing migration commandlet for migrating assets between projects via command line?

earnest cape
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Do skeletal meshes work for distance field shadowing yet?

gloomy apex
inner cloak
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Why is UE loading my project when i just want to make new project ?

midnight bolt
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can someone link me to material that can blink, think of airport lane lights? light on, light off. emissive on/off. perhaps you know a template that is using such so i can look at it?

scarlet birch
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<@&213101288538374145>

midnight bolt
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Ha-ha.

cedar snow
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boom

inner cloak
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lol

midnight bolt
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thanks, that will do the job

next badger
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I've missed some genius?

inner cloak
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Yup you did

radiant haven
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Does SOmeoneKnow Ads with Adnroid?

carmine spruce
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hey guys, do you need a branch point in an Animation Montage to create a Layered Blend Per Bone?

scarlet birch
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No.

radiant haven
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to much for me sry

carmine spruce
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@scarlet birch I still have to pick a bone name for the branch point even if I didn't create a branch point in my montage?

scarlet birch
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A blend is not a branch

scarlet birch
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A branch implies a split in execution. A blend is two or more animations being played together on the same mesh.

carmine spruce
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should I fill out "Bone Name"?

scarlet birch
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Blending by bone you need to tell it which bone(s) to blend from.

spark sonnet
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I think you set the bone within the nodes settings

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Just like bone transform

carmine spruce
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in the event graph?

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any specific nodes come to mind?

spark sonnet
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Click on the node

carmine spruce
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Thanks guys

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I got a new question

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the yellow number represents the difference between Spine Z and the guns Static Mesh World Location Z

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is my Math right?

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if equal to or less than 61, than play floor pickup anim montage

acoustic lodge
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yo sorry to ask here too but im having a error with packaging can anyone help lol

bitter iris
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my ue4 4.23 is like 10 fps in editor but fine in standalone

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rip

light coyote
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@vernal relic Prety dam cool man

sonic tinsel
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Whenever I try to open a vr project it pretty much just softlocks my computer

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Any help?

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Only happened after I updated

scarlet birch
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Is it compiling shaders?

sonic tinsel
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It was but I had to restart @scarlet birch

marsh swallow
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ive researched a little but has anyone ever seen this crash? it only happens in this town, and not sure for what reason. lol. Some articles say it could be widget related but thats only on older engines like 4.16

ornate ice
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Hey people one question, what do you use for Version Control?

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@marsh swallow that quest system looks pretty cool

marsh swallow
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We use Perforce.

ornate ice
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on a digital ocean server?

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or something like that?

marsh swallow
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and thanks. Its a well modified version of the TGames Quest system

scarlet birch
marsh swallow
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^ but no we have our own servers that replicate to another datacenter on the side of the world because our team is everywhere. πŸ˜‚

reef jackal
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not really sure where to ask this but: I have a character with shooting functionality. When I fire shots in one area of a level with a bunch of meshes and textures everything is fine and runs smoothly. I just recently built a new area on the same level and when I shoot with that same character the game literally freezes in between every shot. You can see the characters movement and some moving objects around the area literally pause for a frame. Any idea what could cause this?? Im at a complete loss and have never seen anything like this.

wary wing
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Any exceptions in your output log?

reef jackal
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LogNavigation: Warning: ConstructTiledNavMesh: Could not init navmesh is being spammed every frame it looks like

midnight sparrow
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Hello, how much alpha texture affects performance in unreal?
I have made this hedge from simple geometry and it causes significant drops in my Oculus Quest VR.
Would it be better if there was little bit more complex geometry than alpha?

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if i modeled a simple shapes of leaves

carmine spruce
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the execution runs through the play anim montage "Floor_PickUp", why does my player character play the "Wall_Grab" Montage?

wary wing
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@reef jackal all those errors can't be good for performance. If you fix whatever is causing those I'd wager your frame time will be back to what it was

reef jackal
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@wary wingte yeah youre right. Ill look into it

wary wing
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@native jacinth So you're saying that it has no alpha at the moment, only geometry?

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Or it's a mix?

rustic panther
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@midnight sparrow you should make it LOD to a mesh that doesn't use transparency

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Over draw is a big hit on performance, when multiple transparent objects overlap each other

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the geo on the leaves should surround the leaves somewhat and then you can use transparency for the edges, but if that whole piece is transparent that's no good

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like this, these red edges should be the meshes

ember notch
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Can someone give me a reason why is C++ better than C#?

smoky trail
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better performance, harder to reverse-engineer :)

ember notch
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Can I find with C++ better jobs?

weary viper
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hello

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is anyone here?

modern sinew
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@serene birch I looked in the description, it's Cascade

sonic pagoda
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@plush yew no question is dumb, you can just grab your navmesh and move it ever so slightly and back

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and it will rebuild

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also press P to see it

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~~ there is probably a console command as well ~~ didnt find 1

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πŸ‘

marsh swallow
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@scarlet birch @rotund scroll i give. πŸ˜‚ You were right. I just decided to do a little transparency layover to give a dream effect.

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Photoshop was 20 seconds vs trying to create material and 4 hours lost. :/

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wow ill make that make sense at some point.

sonic tinsel
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Anyone know why my teleport things keep disappearing with the VR template pawn?

scarlet birch
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Was this the alpha mask umg border post?

marsh swallow
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yeah

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i decided that you guys were right, it was just easier to just do that and it looks great

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i was just skeptical that it would be that easy to get the effect i wanted

scarlet birch
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make a new photoshop file, select all, modify selection , selct border, set it to something like 20 to 50 and then use a gradient fill

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play with noise or feathering to blend it and done.

marsh swallow
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oh! what i posted is actually perfect

scarlet birch
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ok

marsh swallow
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its meant to be like a dream state

scarlet birch
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ah, you had said border I thought

marsh swallow
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your sleeping during this/

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yeah sorry, i was just thinking general terms

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maybe i should have just said dream state appearance. πŸ˜‚

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thank you regardless for the assistnace

scarlet birch
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np. glad you got something you're happy with

thin tendon
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Anyone experienced with spline tool in landscape editor? I need to figure out why its not deforming my landscape.

opal hornet
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If someone was to recreate a game exactly like another, but made no reference to the game's trademarks, can they still get in trouble?

vivid narwhal
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Game mechanics can be trademarks

opal hornet
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just not genres then?

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I mean some games use the Killcam that CoD first implemented and just call it something different. Isn't that a mechanic?

vivid narwhal
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It is, and trademarks are a tricky area to navigate. But if you recreated a game in entirely as practically a "re-skin" you'd run into infringement

opal hornet
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fair enough

thin tendon
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The best way to do it is adopt features. Don't copy entirely. Take features from a few sources. Don't copy them exactly. Make each one just a little different. So you end up with a unique experience

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For example lets say you want a wave spawn mechanic similar to 7 days to die. Instead of making it every 7 nights. You could make it every second night. Instead of a bloodmoon. You could use some kind of music to alert players to the event. Or have an on screen widget.

placid arrow
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so, in my game i still have a map called ThirdPersonExampleMap. why do I have this? because I still cant rename it in 4.23!

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this happens. it breaks because of the terrain in the map, which is too big to copy to another map.

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if i click yes, it eventually says 'unable to save, retry, cancel etc'

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how do I fix this? i want to rename that map!

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this has been a problem since at least 4.8 for me

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ugh, wtf. it deleted the map!

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its a really good job i committed and pushed everything to git before attempting this.

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maybe i should report this one on answerhub?

wary wave
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I have a weird bug - not sure how to deal with it

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I have a float variable in a BP, but no matter what value you give it, when it is saved it sets itself back to zero

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it only affects on specific subclass, all the others are fine

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it's not a construction script thing or anything like that

mossy nymph
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did it have an EditDefaultsOnly before that got removed?

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on a c++ base?

wary wave
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no C++ base

mossy nymph
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hmmmm, that wouldn't do it either

wary wave
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it's defined in one BP class, used in another, but it is never set in BP

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but trying to set the default value to anything doesn't work, just keeps setting itself to zero 😐

mossy nymph
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tried forcing the BP to reserialize?

wary wave
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how would one do that?

mossy nymph
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duplicate, delete original replace references

wary wave
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oof, that would be a last resort

mossy nymph
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in my experience BPs rarely break like that, but they occasionally do after version migration

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you can try renaming the variable on the base class

wary wave
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that might be an option

mossy nymph
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as you mentioned specific subclass i assume it does have one

wary wave
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aye, it does

glacial pecan
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How do you start playing a level sequence from WITHIN another level sequence?

wary wave
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it'll mean updating umpteen other BPs, but it shouldn't be an issue

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@glacial pecan - blueprint event

glacial pecan
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@wary wave Oh, really? πŸ™‚ I have to make a blueprint actor, that has an event that starts playing a level sequence, and then trigger that event from the other level sequence?

wary wave
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aye, that would do it

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otherwise you can have a master sequence with multiple sequences contained within it

glacial pecan
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Oh, right... that's a thing too... I forgot about that. Ok, thanks!

patent apex
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hello is there a way to save uobjects to a slot? if i load it on the same game instance it works, but if i close and open, it wont load

dim merlin
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What about try get owning actor? getting a message for every spawned actor now from anim bp

next badger
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@placid arrow File > Refresh All Nodes

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@patent apex uobjects are instances of a class, they have memory references

patent apex
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so i would need to save in a struct or wtv the data i want to store

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like ints, floats, texts, etc

next badger
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yes, store a data that will be used on new instantiation

patent apex
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k thnks

fierce tulip
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could someone using 4.22 or 4.23 open up the material editor and screenshot the icons available?

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I seem to be missing the option to preview mobile stats

next badger
fierce tulip
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hmm odd, I dont like the new platform stats window

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especially since its not telling me if there are any mobile platform hickups in the shader

next badger
fierce tulip
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yea, its not giving me any error warnings

next badger
fierce tulip
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not getting that :/

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<_< nm, the compiling shaders thing was on my huion (turned off) for some reason

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still though, compiling takes muuuch longer now than in 4.16

next badger
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yeah, happens all the time for me

fierce tulip
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not a fan of this slower thing

next badger
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you can turn off the shaders compilation for other platforms?

fierce tulip
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i need to see them all, which was superfast in 4.16

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in 4.22 its slow as a snail

next badger
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@fierce tulip try r.ShaderDevelopmentMode 1

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just type in console

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tell if speed has changed

fierce tulip
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it goes even further in the negatives now :p

next badger
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oh, this bug only solves after ue4 restart...some kind of queue issue...it will be only worse each time

fierce tulip
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seems to be a little bit faster at least

next badger
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i've hit -1000 once

fierce tulip
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-1400, then done

next badger
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ahaha

fierce tulip
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oh, and suddenly 4k more, (not negative)

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lol

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no scrollbar in material editor when checking parameters

next badger
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try to fold-unfold...indeed scrollbars are twerky, same thing happens when you editing custom node

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stretching window also may help

fierce tulip
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sadly no

placid arrow
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@next badger did you mean to highlight me, or typoed? πŸ™‚

next badger
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your issue?

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@fierce tulip hmm...does work for me

fierce tulip
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you have a scrollbar? because I dont

next badger
fierce tulip
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4k or hd screen? 4.22 or 4.23?

next badger
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hd, 4.23

fierce tulip
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im getting so ffin pissed atm hehe

sleek spear
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how much should i charge for a custom landscape with custom (somewhat sophisticated) materials i have made and placement of foliage and houses (a small village) that other people make on it? i might do some custom foliage too. also set up lighting etc. what do you think?

fierce tulip
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yea, scrollbar is available in 4.23, not in 4.22

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<_<

next badger
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@sleek spear depends...since amount of "replaced" makes a difference

sleek spear
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what do you mean replaced?

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@next badger

next badger
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i think i misread...you mean "i have made and placed a foliage and houses" not "made a replacement of foliage and houses"

fierce tulip
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cries in material instructions

next badger
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since foliage is not your own it's hard to judge

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i think best approximation is time spent times your hour rate

fierce tulip
plush yew
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are there any Italian indie developers?

fierce tulip
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im sure ther are

sleek spear
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@next badger but i have to give a quote in order to get the job before doing it

next badger
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but you can judge the amount of time it takes

sleek spear
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and if i work very slowly, my work is worth more?

fierce tulip
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no, less

next badger
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ahahaha

sleek spear
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but i need more hours

next badger
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it's "per hour rate"...means if you work fast - you charge more per hour

fierce tulip
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to quote buddy Glad
Time it will take you to finish x Your hourly rate = Price
Your hourly rate is easiest found this way:
(Money you need to cover living expenses per month) + (Money needed to build backup funds for sickdays,legal ,bookkeeping, vacation, retirement, buffer and so on) = X
(Money to cover your costs for licenses, stock footage, hardware and so on) + (Money for fun stuff) = Y
(X+Y)*(Taxes in your country) = Z
Z/(Number of hours you expect to work per month) = Your hourly rate!
So Y is the only place where you have some wiggleroom, but make sure you charge your worth. Undercharging hurts both you and the industry

next badger
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same task
made in 10 hrs - $100 / 10 - $10/hr
made in 2 hrs - $100 / 2 = $50/hr

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Wow, Luos

fierce tulip
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i just copied it from another discussion, Glad wrote it, not me

sleek spear
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it is hard for me to calculate the time needed

fierce tulip
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estimates take practice, and even very experienced people tend to miscalculate it.

sleek spear
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ok so, how much would you guys charge for a custom landscape

fierce tulip
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depends on how fast I need it, what quality/features it has, how much content it has, etc.

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we are not trying to be vague for no reason, its quite hard to make an estimate

sleek spear
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i know dont worry, i dont get you wrong. not extremely urgent, high quality to be used for the setting of an animation feature film

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the animation studio wants a quote

next badger
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i can make landscape for $20...and for $2000

fierce tulip
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make a list of all assets
make a list of everything each asset needs
estimate how long each asset and its belonging needs.
add wiggle room.

sleek spear
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@next badger can you show me examples of your works and their price?

fierce tulip
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then you'll get a decent-ish amount of hours

sleek spear
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@fierce tulip i always always get the time estimations wrong

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but i understand its probably the safest way. i have just never nailed it

next badger
sleek spear
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@next badger and what do you mean 0$? you would do that for free for anyone that asked for it?

next badger
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that was their actual price

compact oyster
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Any recommandations about how to deal with automatic actor purging on big levels?

next badger
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it is automatic

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ue4 has garbage collector, once actor is not referenced anywhere (destroyed) it will be purged

compact oyster
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I meant the opposite.

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What if it is purging actors that I don't want purged

serene birch
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if it's not referenced anywhere, how do you even know you lost it? πŸ˜›

compact mural
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Hello everyone

compact oyster
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Because it's purging my player actor when it is too far from the world origin :' )

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while I'm playing it.

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so I kinda do notice

serene birch
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ok so that's not the GC doing it

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must be some "kill volume" thing

compact mural
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I've a noobie question to ask, which I'm sure you guys get on a daily basis.

compact oyster
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No kill volume, It's a brand new empty level.

serene birch
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well I mean in the general sense of the term

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most likely, this kill is for a good reason

compact mural
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I'm a 16 y/o kid and new to this, but I'm wanting to become a game developer. Is it a good step for me to start in UE4 engine?

serene birch
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like the physics can't work well when too far

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consider resetting the world origin instead?

compact mural
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Oh, I think I should ask this in lounge.. my bad!

compact oyster
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Oh, I'm sure the reasons are very good! I was just wondering what's considered good workflows regarding huge levels. Does using the world composition automatically deal with the origin?

chilly crag
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@compact mural well if you like the engine, it's a good start ^^

serene birch
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world composition does have a "reorigin subworld" setting or something

compact oyster
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πŸ‘ I'll look into it, thanks Stoff

serene birch
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endless runners work by moving the whole world around the player instead of the player moving inside the world usually too I think

compact oyster
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Yeah, it sounds like it would be a good idea for a runner, but I'm wondering if I do this if it doesn't render replication really complicated for a multiplayer game.

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@compact mural Depends what type of game you want to make and what experience/knowledge you have tbh! Luckily it's free so you can just try it : p

compact mural
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I have 0 game dev. experience

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I just want to know where I should start learning all of this

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Is there a scripting language I'd need to master?

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And if so, which one

next badger
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@compact mural master ue4 blueprints, it's visual (node) scripting

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some games are made solely on BPs

compact mural
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I see

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What is a BP exactly

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I know what the term is, but in UE4 I mean

compact oyster
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blueprint

compact mural
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πŸ˜‚

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I know haha

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But what does it mean in UE4

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Alexey said some games are made solely on BPs

next badger
compact mural
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ty

compact oyster
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Games made only of theses.

compact mural
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Interesting

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One more question

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Do you guys create your own char. models?

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Using 3Dsmax or something?

next badger
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some do

compact oyster
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That's quite a vague question considering it's a huge server including professionals, amateurs, and people from Epic staff I believe : p

next badger
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blender is ok, it's much more friendly now

sleek spear
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@compact mural i also recommend you take a look at godot engine

compact mural
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What's godot

next badger
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godot is weird -_-

compact mural
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Is that a seperate engine from ue4?

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non-related*?

next badger
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not related

sleek spear
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yes non related

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i love godot engine, love the way it is organised and the way i work with it

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but ue4 is years ahead, visually speaking

compact mural
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I see

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Can I see some of the stuff you guys have made using UE4?

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Has any of you made a complete game?

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like, a real good looking one

next badger
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depends on your vision of "good looking"

compact mural
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I guess that's true

compact oyster
compact mural
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ty ty

placid arrow
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is there such thing as a website of common ue4 AI recipies using behaviour trees?

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e.g. "get close to player and attack", "flee if low on health", etc?

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i know a lot of AI isnt generic, but for that which is, im surprised there isnt a generic 'recipe book' beyond the tutorials ive found

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and, if there isnt such a thing that anyone knows of, would it be a good idea for me to make my own recipies public after i'm happy with my own AI?

fierce tulip
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there is an #gameplay-ai channel but no clue how much its used. could ask there

placid arrow
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ive been rambling there for about an hour, nobody is speaking, i guess it isnt as popular as #blueprint etc

fierce tulip
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(havent been in that channel for ages:p)

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anyone in 4.22 who can verify if the "Replace Reference" menu appears?
I can make it appear in 4.16, but 4.22 is noping me to new annoyance levels
select 1 or 2 assets in content browser > asset actions > replace references.

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nm <_< it appeared in non-existing monitor space.

placid arrow
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lol

chilly crag
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the tri screen hell i'm in it too

placid arrow
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am i missing something obvious, how do i declare the default value of a uproperty?

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say i had one thats float and i wanted the default to be 0.2, i know i dont just use the ctor

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hmm, unless i do? im going to read further.

chilly crag
idle garden
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Hi, can I open one level in one viewport and open the second level in another viewport?

scarlet birch
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No.

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You can open a persistent level and load/unload sublevels.

idle garden
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Ok

scarlet birch
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You can load more than one level at a time , if you do it as I described. You'd want to look up level streaming and/or world composition.

ember notch
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In UE4 i can use Blueprints but if i am a Java dev is it better to choose C#?

scarlet birch
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Just use BP for now. BP is basically exposed C++. By learning BP you're gaining familiarity with the UE API. Then when you do dive in to the code you have a little bit more of an understanding of UE.

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It's not an either or thing

warped tangle
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^

ember notch
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Is it a good idea later to switch from Java to C++?

scarlet birch
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Maybe.

warped tangle
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well you kind of have to if you want to dive in to code based projects

scarlet birch
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There's a lot of factors and no one true answer

mossy nymph
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i personally find the BP limitations annoying

warped tangle
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@mossy nymph True, but would you really understand the limitations unless you've pushed BP as far as it will go?

mossy nymph
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you have to understand BP if you're ever going to be a serious UE programmer

warped tangle
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yeah

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I found that starting with BP then re-doing my project later with C++ made the learning curve more manageable

mossy nymph
#

i was programming for a long time before unreal, so it was almost directly into c++ for me

warped tangle
#

fair enough

mossy nymph
#

but yeah, i can't deliver a system a design team can use unless i understand BP perfectly

warped tangle
#

Yeah

silk sleet
#

anyone worked with VoxelPlugin an know how I would disable all the color blending to get this effect? This is actually an old project of mine I just can't remember how I did it lmao

fallen flower
#

is anyone getting freezing when using dx12 and vr preview.

warped tangle
#

I had a metric shitton of issues with DX12 and vr, switched back to 11

spark sonnet
#

Why are none of my BeginPlay events firing?

warped tangle
#

Because UE4 doesn't like your game

#

@spark sonnet can you elaborate/give more details?

spark sonnet
#

Nvm figured out out :/ I messed up some game state stuff

warped tangle
#

lol

ember notch
#

Is a normal C++ course enough?
than UE4 course

scarlet birch
#

Maybe. UE has its own macros and things you have to learn too.

#

It really depends a lot on your background and aptitude.

warped tangle
#

If you want to dive in to UE4 C++, and haven't done any c++ or comparable before, it would be good to take a regular C++ course first to understand the basic coding concepts, then maybe a UE4 C++ course

wanton junco
#

πŸ‘

plush yew
ornate ice
#

Guys does this mean, you have to pay 5% to Epic every quarter if you make more than 3k?

Once you ship your game or application, you pay Epic 5% of gross revenue after the first $3,000 per product per calendar quarter
warped tangle
#

Don't give us fun toys if you don't want us to play with them

#

@ornate ice once you make $3000, you pay 5% of gross, due quarterly. You don't repay on already-earned revenue from my understanding

ornate ice
#

right

#

so each quarter

#

if you make more than 3k

#

you pay

#

for that quarter

#

correct?

warped tangle
#

I believe so, you can always reach out to Epic for clarification. I'm not 100% sure if the initial $3000 applies to every quarter, or just the first $3000 made per product. The snippet would suggest it's after $3000 per quarter

frank escarp
#

its also on the gross

#

which means that if you have a game that costs 30 dollars in Steam

#

and you sell 100 units

#

you need to start paying epic

#

so on the next 100 units (next 3000 dollas)

#

you pay 900 to Steam

#

and 150 to Epic

#

and likely another chunk to taxes

warped tangle
#

damn steam takes 30%?

frank escarp
#

yes

scarlet birch
#

If you want to see how fast it adds up take a look at this. (ignore the royalties. part that was for someone's agent to see) https://docs.google.com/spreadsheets/d/1OH26WRCVCN8KlCiJi2fTfjThWGyJ46XwWb4PUZMpwLk/edit?usp=sharing

frank escarp
#

thats forgetting the 20% or more from tax

#

so its even worse

#

for my games, ive got about 55% of the "store" price as profit

rustic panther
#

if it works well enough, Imma use it lol

scarlet birch
#

Yeah, I didn't bother putting tax in there's way too many things that can affect that.

plush yew
#

Hello. I have huge problem with next step. I want to create mouse movement based on grids like here:
https://www.youtube.com/watch?v=nKNhyPGNmfY

So how can I start in CPP? Im thinking about dynamic generate grid from raycast and mouse position converted to world position. Then what...? Divide position by grid size? :<

New Updates: 1) Replaced my previous click event based localized grid system with a real time grid generation system. [Similar to XCOM: EU for PC] 2) Minor H...

β–Ά Play video
scarlet birch
#

That was for a deal that was based off net after distribution anyway.

ashen zenith
#

guys

#

ERROR: No 32-bit compiler toolchain found in C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\cl.exe

#

i have this problem

#

how to resolve

scarlet birch
#

Install one? or maybe build for 64Bit? I'm just throwing stuff out there with no idea of the validity, but it might be there's a 32 bit compiler in the VS installer you need to add.

plush yew
#

i have a 1.6 speed processor

#

and

#

2 gb of ram

#

can i run un real engine?

scarlet birch
#

Doubtful, if it does run it's going to be painful without at least 8GB ram .

livid haven
#

Futzing about again in my spare time.

#

Having "fun" re-learning some of the tedium of replication and world/level transitions in UE4 land, having not touched those particular subjects since UE3 circa 2013. X|

#

Managed to get a really bare bones "character select" screen of sorts in a menu level and persist that info across a level transition into gameplay.

#

Definitely going to need more work. A) Can't PIE directly into a gameplay level, since the character selection is empty.

scarlet birch
#

I really like how networking is done in UE4 TBH. I think it's much easier to get the hang of than a lot of other engines.

livid haven
#

B) 99% sure it'll fall apart if there's latency between client and server, as the game mode on the server may spawn the pawn for the player controller before the client player controller can replicate up the character selection.

#

I've had little experience with any other (major) engines in many years, so I don't have a lot of room for comparison.

scarlet birch
#

I've only been using UE since about Feb 2018.

#

but it's won me over.

#

I used LibGDX and Unity mostly the last ten years. A little with LWJGL, Jmonkey and maybe some others.

livid haven
#

I can say I was using UDK a little bit, way back in the UT 2K3/UT 2K4 days? Then UE3 proper around 2010 or 2011.

livid haven
#

Reminder: If you've got a member of your UObject that's a struct that has properties, you really need to make sure that member is also marked as a property. 😦

#

Actually, that should be in #cpp...

inner cloak
#

I have this weird behaviour with the editor regarding copying translation

#

i copy the location on model 1, then when i paste it to model 2 the pivots are not at the same place

#

scaling is the same for both

sterile mural
#

Hi guys!

I'm having an issue in regards to importing a skeletal mesh from Blender to UE4.
The issue is that the bones are all snapping to the parent bone.
I've tried using various exporting tools, and checking/unchecking various options but am at a loss as to how to correct this issue.
I have changed the skeletal relations from "Animation" to Skeleton in the UE4 skeleton tree,
I have searched high and low for an answer, I need these bones to be in their original position rather than snapped back to the parent bone.

inner cloak
#

Totally weird where the pivot gets when i put the same location

sterile mural
#

Are they different assets @inner cloak ?

inner cloak
#

They are 2 assets in the same scene, and i picked the model (you can see the orange outlines)

#

the expected behaviour should be to have the green model base be placed on the of the black model

#

Totally weird

#

Going home !! work day is done here

plush yew
#

@frank escarp epic games takes only 12% royalties for hosting your game on their store

#

and if you made your game with UE4, you dont pay the 5% royalties anymore, it will be included in those 12%

rustic panther
#

pretty sure they know that

limpid oracle
#

Hey ya'll, I have a question

scarlet birch
#

@plush yew I think that's accounted for in everything that's been talked about

limpid oracle
#

I only have access to a Mac now

#

But the UE4 editor does not launch

scarlet birch
#

That's also why the differences are as big as they are in the spreadsheet I posted.

limpid oracle
#

I try to launch my projects, but nothing opens on my Mac

plush yew
#

what is everything that has been talked?

#

i dont have the time to read the whole chat just to know whether my remark is superflous or not, guys

scarlet birch
#

The scroll.

plush yew
#

ah ok

limpid oracle
#

Any ideas?

scarlet birch
#

I'm sure someone will read it and have not known it.

rustic panther
sterile mural
#

@limpid oracle delete your binaries and intermediate folders and try again

#

Also if there's any UE4 skeleton experts, scroll up a bit, I really need a hand with this 😦

ashen zenith
honest igloo
#

Hey there, I got a question for you. May I use my epic games account with my friend like a team?

fierce tulip
#

better ask that on twitter/trough email.
this is a dev community, not an epic games games one πŸ™‚

#

if: gamedev related

#

prolly not

ashen zenith
#

unfortunately I do not know why the files are not loaded on the server is the same thing I wanted I do not know if you can

#

@fierce tulip Are you a developer?

plush yew
#

@honest igloo no, there are rules on how to share assets among a team

fierce tulip
#

a developer yes

#

of pews

rustic panther
#

church pews?

scarlet birch
#

Oak or mahogany?

#

Ah, sniped

fierce tulip
#

pewpewpews

rustic panther
honest igloo
#

@plush yew @fierce tulip @rustic panther @scarlet birch thank you guys πŸ˜„

rustic panther
#

are you asking if you can share marketplace stuff

tall pendant
#

joeri (with a J) is a witcher

plush yew
#

why else would someone want to share his account xD

rustic panther
#

I dunno to play fortnite 24/7 on one account?

fierce tulip
#

and in the same area located lore, Joeri/Yoeri means something like worker of earth

uneven fractal
#

is there an exact class equal node?

rustic panther
#

ya

#

drag off any class and type =

uneven fractal
#

the default = does exact class matches?

#

like if I have a vegetable class with children potato and patato will using that say that a potato isn't equal to patato

rustic panther
#

oh like if you had a potato class and you have a red potato class from potato and only wanted to get potato, but not red potato?

uneven fractal
#

exactly

rustic panther
#

ya dunno about that other than checking if it's the child classes

#

you could make an enum for all the potato types

#

and check the enum

livid haven
#

There's no reason to reinvent the wheel there.

#

The reflection system exists.

rustic panther
#

whats that

livid haven
#

What's what?

rustic panther
#

reflection system? are you talking about the class thing

livid haven
#

Yes, that's part of UE4's reflection system.

fierce tulip
#

ooh Shion's shiny yellow name

livid haven
#

Social media policies. 🀷

rustic panther
#

ok so you could use that to get potato then check if it's parent to vegatable

livid haven
#

Somewhat annoying that there's no way to check, more succinctly, Is A relationships, so it gets a bit unwiedly if you want to know if A is either B or a child of B.

rustic panther
#

and that will only get the first parent?

livid haven
#

UKismetMathLibrary::ClassIsChildOf πŸ€” Well that's an odd place for us to have put that method...

uneven fractal
#

This is for a stacking system though. I want to know if object A and object B are both generic potatos and not red potatos

livid haven
#

It will return true for indirect relationships, yes.

uneven fractal
#

you could do inventory alchemy and turn red potatos into regular potatos otherwise

livid haven
#

Ah, actually...

#
    bool bOldResult = false;
    for ( const UStruct* TempStruct=this; TempStruct; TempStruct=TempStruct->GetSuperStruct() )
    {
        if ( TempStruct == SomeBase )
        {
            bOldResult = true;
            break;
        }
    }```
uneven fractal
#

though it does look like the generic class = seems to not care about parent relationships so I think I'm good

livid haven
#

It looks like it'll return true if both classes passed in are the same class, too.

rustic panther
#

right so potato and red potato would result in true

livid haven
#

Which uh... is strictly not true, but okay. I guess that's how it behaves.

uneven fractal
#

potato = potato = true
potato = red potato = false
potato = rock = false
is what I'm going for here

livid haven
#

Yes, == is going to do a simple comparison.

uneven fractal
#

so qwigs was right the first time

#

πŸ‘

sterile mural
#

πŸ₯”

rustic panther
#

There's prolly a better way though

#

but enums would work for sure

#

it would jsut be annoying to have to fill out when there's prolly a better way

#

like redundant information

livid haven
#

For sure. DRY - Don't Repeat Yourself

uneven fractal
#

that would get horrible really really quick if there are say 200 item types

rustic panther
#

its just easier to understand logically for me though

#

and I would know it would work

livid haven
#

The == and ClassIsChildOf stuff is extremely simple.

#

== is just comparing if the two values are identical or not.

rustic panther
#

Im not a CPP person... yet

uneven fractal
#

it's the same in bp, qwigs

livid haven
#

ClassIsChildOf is just a loop, starting with the class you passed in, checking if it's identical to the other one, and returns true if so, otherwise it looks at the parent and loops, until it's exhausted and returns false.

rustic panther
#

right, is there one without the loop

livid haven
#

Not sure what you mean. You can't answer that question (is A a child of B) without checking each parent.

#

Like, you could create an implementation where you don't need to loop and instead have some kind of pre-calculated table? But I'm pretty sure that's not what you're asking.

rustic panther
#

I think Xanjis wants like the direct parent, the first one the BP is parent to not all parents, if that makes sense

livid haven
#

No. They want to check whether A is, specifically, B.

#

potato = potato = true
potato = red potato = false
potato = rock = false

rustic panther
#

oh ok

livid haven
#

So just ==. Not ClassIsChildOf.

rustic panther
#

I think I was over complicating it

uneven fossil
#

Is this really a bad thing to use asserts in shipping builds?

livid haven
#

I don't remember the rules on check vs ensure in shipping, but they are different.

#

I'm not sure I've ever seen verify, myself.

#

I generally would warn that you shouldn't check unless it's truly unrecoverable, or you and your artists/designers will hate you for crashing the editor and making them lose time.

rustic panther
#

ya but they won't even know it's your fault

livid haven
#

The assertion will appear in the log.

uneven fossil
#

ok thanks πŸ™‚

copper elk
#

Im trying to make it so in my main menu I have a side bar and when its hovered it extendeds

#

so the problem is

#

that in the sidebar I was to have a friendslist like this

#

but there is a button in each friend element

#

I want to make it so

#

when its unhovered the button is collapsed and when hovered I want it to be visible, but the main menu and friend element are in different widgets

next badger
#

@livid haven finally, got an Epic role!

livid haven
#

Epic social media policy. No choice, if I want to be on here. 🀷

next badger
#

I see no role on Aaron's account.

#

Nick told me it's "by choice". Has it changed?

tall pendant
#

well, are aaron and dan even active here anymore?

#

both don't have the epic role

#

also: weird policy imho. but thats not up to me.

next badger
sterile mural
#

Hi guys!

I'm having an issue in regards to importing a skeletal mesh from Blender to UE4.
The issue is that the bones are all snapping to the parent bone.
I've tried using various exporting tools, and checking/unchecking various options but am at a loss as to how to correct this issue.
I have changed the skeletal relations from "Animation" to Skeleton in the UE4 skeleton tree,
I have searched high and low for an answer, I need these bones to be in their original position rather than snapped back to the parent bone.
https://cdn.discordapp.com/attachments/225448446956404738/623606687613321237/image_173167.jpg
https://cdn.discordapp.com/attachments/225448446956404738/623606690461515808/image_173128.jpg
https://cdn.discordapp.com/attachments/225448446956404738/623606693045075969/image_173129.jpg

livid haven
#

@next badger I neither made up the policy nor enforce it.

#

I understand the basis of it. If you're going to talk games and game dev and work for Epic, you must disclose that, you can't hide it.

#

I understand it, ethically. I don't understand it as a requirement, but that's neither here nor there.

sonic tinsel
#

How would I put the position of motion controllers in VR into my anim graph? I want to use it as an IK system

scarlet birch
#

You get a location vector during the animation update and set it to a variable in the animBP

sonic tinsel
#

How do I get the location vector?

warped tangle
#

your motioncontroller component is what you want to reference

#

you need to either pass that data to the anim instance via your character BP, or you can do the get valid tracked device position and orientation

#

It's better to use the motioncontroller as your reference for location

#

also epic did a livestream about doing pretty much exactly that...it was for indie mocap using motion controllers

sonic tinsel
#

Watching the livestream now, thanks @warped tangle

warped tangle
#

yep

livid haven
#

Please use reroute nodes. Spaghetti is hard to read. 😦

warped tangle
#

I....gave up after a few seconds

livid haven
warped tangle
#

LOL

#

I can't stand that, I hardly ever have 2 strings off 1 node

fallen marten
#

Is there a shortcut key for reroute nodes?

warped tangle
#

Just as a random guess, are you expecting the door to open when you attempt to open the door with the chair in the way, then remove the chair and expect it to open by itself?

#

double click on the line

fallen marten
#

Yeah I knew that one, wasn't sure if there was one where you could drop a few on the bp before a string

warped tangle
#

nah not that I know of

visual belfry
#

blueprint assist >_>

warped tangle
#

normally I just connect the furthest one, reroute the whole thing underneath the functions, and double click and drag up

fallen marten
#

Have you got a check when you interact with the door to see if it's locked?

warped tangle
#

oh ok so you are trying to open the door again after you remove the chair

#

it's gotta be something with your states

#

how are you setting it unlocked when you remove the chair?

fallen marten
#

Make an interface events that unlocks the door when the remove chair function is called. Reference the door

#

Lol

#

There's nothing telling the door to unlock

#

I'm assuming that BP is the level BP? Or the chair one?

#

It's still not setting the locked bool to false tho dude

#

You have to run a function or put some code in to reset the doors condition to open as well as removing the chair from the array

sonic tinsel
#

How do I get this kind of purple variable reference? It's in relation to an actor blueprint

#

@me if you know please

dim plover
weary basalt
#

Yes it is a Class, not an Object ref @sonic tinsel

#

SpawnActor will create an Object from that Class type.

sonic tinsel
#

So how do I get to that menu to select a class reference?

dim plover
#

Same way you create a variable and select the type.

sonic tinsel
#

Ok cool got it πŸ™‚

rocky mantle
#

imported it from blender

dark depot
#

normal inverted

rocky mantle
#

ohhh ok. thank you. dunno it can be inverted lol

serene sorrel
#

You could say your character is , abnormal

next badger
#

he is introvert

serene sorrel
#

hey i resemble that comment

plush yew
#

Hey guys. I'm having some weird thing happening. I think UE4 made a partition, called Z, based on my C drive. It only has 125GB free out of 930 just like my C drive, and it's just full of gradle stuff.

Within Z:\app\src\main\java\com I found the following folders:
android, epicgames, google, YourCompany.

What gives?

sleek spear
#

how can i use material layers with layer blend and also use a slope lerp or something in order to have some material layering when i sculpt the landscape?

fallen marten
#

Errm Ive changed something in my viewport and now I cant drag and drop anything to where the mouse cursor is... It ends up miles away and nowhere near where I place the cursor. And yes I've tried changing the drop distance in the editor settings to see if that would help and it didn't. I put it on 50 and no change

#

The option box just doesn't seem to be anywhere, I remember it to look like the show or view button

fallen marten
#

No-one?

light coyote
#

@fallen marten
If that happens with an object exported from a 3d modeling program, that you imported to unreal.
Is because the point 0,0,0 of the world in the 3d program becomes the pivot of your object.

I dont know if you know that, but it may help.

fallen marten
#

That's not it bud, the issue is where the editor is allowing the placement. I have a game that's been in development for the last few years and this is the first time I've had this trouble. I'm very aware of origins and pivot points, but thankyou anyway @light coyote πŸ‘

plush yew
#

how would i load uasset files and umap files? that i got given by my friend

#

cause they dont show in ue4

#

i click migrate but no files are found

grim flame
#

@plush yew close unreal to be safe then copy the asset an umap files inside the content folder of your project in the same path your friend has. It usually works if there are no weird dependencies.

unique tinsel
#

Guys can anyone point me in the right direction i want to animate emmission map on a shader ,its like some lines on a stone , i want to make the lines grow and glow but from the direction i want them is there a way to mask and animate the growing from the shader

plush yew
#

hmm okay dann

#

well i just saw he used 4.14 so lemme try that

#

cause i opened the uproject

fallen marten
#

Yeah uasset files aren't backward version compatible. They wont show in the content browser

plush yew
#

ah

#

so i will need 4.14

#

that i just installed

long thicket
#

So, yesterday when I ran my level it ran well, at around 30 fps. I open it today, and its running at 5 fps and downwards

#

Anyone know the reason?

#

Like, the whole engine is running so slow when I boot the level up

plush yew
#

oh nice

#

it crashed

#

;/

honest vale
#

stop crashing it πŸ˜›

plush yew
#

i aint haha

#

i cant find the cause

honest vale
#

is that your game or some other?

plush yew
#

where are the logs stored?

#

my friends

#

im trying to open it

honest vale
#

logs are under Saved folder iirc

plush yew
#

oh lol

honest vale
#

and if you're trying to open the editor I suggest you install debugging symbols too

plush yew
#

ah ok

#

so like

#

You do not have any debugging symbols required to display the callstack for this crash.

#

that means i need it?

#

wow 14 just for that

grim flame
#

@unique tinsel use the panner node on a mask connected to a lerp with your main texture.

#

that is for the color, you also need to do that for emission.

plush yew
#

wait

#

can we still get unreal engine 4.2?

#

i mean 4.14.2

grim flame
#

yeah

plush yew
#

its not on epic games

#

so github?

#

but using 14.4.3 should not be a problem

grim flame
plush yew
#

ohh

#

haha

#

yeh i cant see it

#

only 4,13

grim flame
#

use 4.14.2

plush yew
#

uh

manic pawn
#

this means you have already installed 4.14

plush yew
#

yeh i have 4.14.3

#

but aint there a 2?

#

or am i dumb

manic pawn
#

you can only get the latest minor version of each

plush yew
#

oh

#

i found out why it crash tho

#

it was my contents folder

#

this time it opened but na still no stuff

#

imma just give up

tiny vigil
#

Hey guys

#

So I’m useing maya to make characters but like I don’t know how to make the skeleton or the mesh or anything can someone help

wary wave
#

what you're saying is... you don't know how to use Maya at all?

tiny vigil
#

I mean I know how to shape a cylinder into like a body shape but I don’t know what to do after that

#

Like the yt vids don’t rly explain anything

gaunt valve
plush yew
#

that looks like a adult game o

placid arrow
#

ive split my AI in my game up into "Generic Aggressive" and "Generic Passive" tree and blackboard

#

their AI controllers share a common interface

#

is it possible to switch behaviour trees on the fly in an AI controller?

#

so, for example a player attacks a Generic Passive NPC, it switches over to Generic Aggressive, as Generic Passive has no attack behaviours

inner cloak
#

@placid arrow your behavior tree is controlled with "state" variables, so you need to match a behavior with some conditions like "enemy is now 100 units away -> stop chasing"

placid arrow
#

i already have that in my aggressive tree/

#

i didnt want passive and aggressive in the same tree at all

#

if i did, i'd have a bool on the blackboard, but the trees are getting big and complicated

#

so i thought it best to make it separate, modularise it

inner cloak
#

but then, you need to match states in different BT

placid arrow
#

this looks to be what i want

#

the important states are not shared between passive and aggressive trees, the passive tree just detects being hit, and walks around randomly or follows a set of waypoints

#

the aggressive tree does loads of other stuff, like chasing players, retreating if wounded, etc

inner cloak
#

Looks like you'll have a pretty nice game there !

#

I'm not in gaming, just getting a UE version of a SolidWorks model and then make an animation with that

#

Unfortunately, the model has so much details that i'm getting a like 1 frame per 2 second

placid arrow
#

hmm, solidworks you say

#

have you tried using something like simplygon to simplify the fbx mesh of the solidworks model?

#

im betting you got tens of millions of verticies

glacial pecan
#

Solidworks imports are handled using Datasmith... are you using that @inner cloak ?

#

You should be able to produce somewhat manageable objects using that...

plush yew
#

is spatial os good?

#

wtf all the sudden stuff is just randomly deleting all my projects and all i was doing is watching youtube lmfao and wtf

gray tundra
#

Hello Slackers,

Any input on my question here about setting up cameras for a 2D view would be very much appreciated: https://forums.unrealengine.com/development-discussion/rendering/1665813-how-to-set-up-a-faux-orthographic-camera

I'm looking for advice from anyone who's struggled with Unreal's limited orthographic camera.

inner cloak
#

@placid arrow no, i have not tried Simpligon, i may try at some point.

#

@glacial pecan Yes, models were imported using Datasmith, but the importing process is not perfect, in some cases i get more parts than the expected model due to some historical data (deleted parts, etc) not being filtered out !

next badger
#

i'm not sure you even need simpligon at this point, since 4.22 ue4 has own tools

ornate ice
#

Hey People good morning

#

Why I can't modify this static mesh I just created

#

according to UE4 videos

#

there should be an edit mode in the toolbar

placid arrow
#

@next badger personally i found simplygon a ton more stable. the mesh simplification tools in ue4 for me have always been prone to random crashes

#

you also can't go in and paint areas to specify where you want to preserve more detail

vapid hound
#

how to install unreal engine in Ubuntu lts

#

πŸ€”

next badger
vapid hound
#

@next badgeryes

#

πŸ€”

placid arrow
#

can ue4's simplification tools simplify a skeletal mesh now too?

next badger
#

@vapid hound stop spam, I gave you the link to the proper channel

vapid hound
#

ok thank a lot

next badger
#

@placid arrow afaik yes, on 4.23 at least

vapid hound
#

@next badger sorry but Link for download i not found

next badger
placid arrow
#

well thats really good news πŸ˜„

tiny vigil
#

Lol

next badger
#

@vapid hound it's the same download link as for ue4 for win and mac...i.e. github source

vapid hound
#

πŸ€”

#

wow steps for installing by good πŸŒƒ night

vale silo
#

Has anyone used HammUEr plugin for UE4 ? (to import Quake 1 or Doom 3 maps with textures and lights into UE4)

placid arrow
#

so.... this:

99deb-d55b-4325-a1da-414fb12a84af&AppEnvironment=datacollector-binary&UploadType=eteventstream, HTTP code: 0, content length: -1, actual payload size: 0```

 can i easily reconfigure that url to something in my control, in the games i release without having to recompile the engine source? i want to gather those analytics for my own use.
kindred viper
#

@vale silo no but I may have to try it now. I love that stuff. I do it with old CS maps

manic pawn
#

this is editor analytics, the shipping game does not have any of this

vale silo
#

@kindred viper I am having an issue where the plugin doesn't generate materials when importing stuff.. Textures import fine, but no materials are generated :/

kindred viper
#

I couldn't really say about that. My method was directly through 3dsmax or Maya so it generated a standard default material. But I never seperated them. I just kept a giant megatexture at a lower res than it should be due to only needing it for prototyping.

lilac wedge
#

so im trying to find someone to something fairly advance on my game ( creating a certain art style). I cant find anyone on ue4 forms is there anywhere else to find professional help??

copper flicker
#

does anyone know why the Mouse Cursor shows in menu widgets, even if you set Show Mouse Cursor to NOT show?

copper flicker
#

With Input Mode: Game and UI you can't hide the mouse cursor by setting Show Mouse Cursor anymore

#

still... I need it to be hidden in my menus

#

O o

silent chasm
#

Hey guys, UE 4.23 editor keeps trying to connect to datarouter.ol.epicgames.com and fails. Is a way to stop this ? My output log gets flooded every time with 10-20 lines in yellow 😦

shrewd lion
#

Hey how can i play background music in main menu and play it trough the levels like when im transfering to new level it stops how can i fix that ?

copper flicker
#

@shrewd lion Anything persistent you can add to a persistent level

#

anyway, back to my cursor.. anyone still alive here?

#

πŸ˜„

inner cloak
#

My latest datasmith import show no materials and no mesh, yet i can see the outline. Anything i can do ?

copper flicker
#

I can't hide the cursor, I can't customize the default cursor..

#

I was thinking of hiding it by customizing it as an empty texture

#

only to find that the people making custom cursors use some hack..

#

that creates a texture at X Y Location

#

I just need to hide the cursor when a Gamepad is in use..

inner cloak
#

Sorry, can't help you with your issue @copper flicker

fair torrent
#

could someone tell me where the console area pops up?

#

i press the damn shortcut and cant find the area to type on haha

warped tangle
#

are you clicked in to the window on play?

#

should pop up right there

dark depot
#

Bottom of the screen the viewport has to be in focus

fair torrent
#

nuffin

#

i ever remapped it, because i thought key might broken or wrong keyboard format

#

but still doesnt work

#

wait does it only appear when pressing play?

#

isnt there a way to have a console permanently open?

warped tangle
#

not that I know of

fair torrent
#

oof this takes way too much time away from me

warped tangle
#

what are you needing a persistent console for?

fair torrent
#

trying to increasing quality a bit of a video

#

r.ScreenPercentage 500

#

but still, console is the topic

#

this is pretty dumb :/

light thunder
#

How do I use the find function to determine when an object is being created? I have duplicate items but I can't search for a command like "Create ABC_Named Widget"

mossy nymph
#

you looking for a specific object or any widget in general?

bronze dome
spark sonnet
#

Have you built the lighting?

warped tangle
#

@bronze dome is that even a fully cut hole?....hard to tell

ornate ice
#

Guys anybody know why when editing an static mesh I created on the same engine from a Cube, I can't find the Edit options that should be in the toolbar

#

according to UE4 docs it should be there

bronze dome
warped tangle
#

oh there are 2 holes in 2 separate walls...well look in to lightmass portals (though I don't think that will solve the issue here), otherwise make sure lighting is built, maybe convert that BSP to a SM

bronze dome
#

@warped tangle well if I convert to SM it is nowhere and the window just goes to x0 y0 z0

warped tangle
#

select both first

#

I've done it before, pretty sure you select both, convert actors to SM, it'll merge and keep the subtraction

bronze dome
#

if I go in brush settings and click on create Static Mesh they are still brushes and just go down to 0

#

@warped tangle

warped tangle
#

Did you check the folder that you saved it to?

#

just tested it, works fine

bronze dome
#

yeah the folder is empty I dont know what I'm doing wrong

#

@warped tangle

warped tangle
#

select both, click that, choose a folder and name to save it as, and it should also convert the existing bsp's to a SM

inner cloak
#

What's that screen ? is it to convert brushes to mesh ?

bronze dome
#

do I have to choose a new name? I just choose the default name

warped tangle
#

I generally type a custom name

bronze dome
#

OK I will try that out

warped tangle
#

yeah @inner cloak converting multiple BSP's to a single SM

inner cloak
#

cool did not even know that existed

vernal relic
warped tangle
#

also....no idea if this has any effect at all, I never scale BSP's, I always use the brush size boxes....dunno if that matters

bronze dome
#

I never scale them too

warped tangle
#

yeah, then you should be good, just try to save it as a custom name and change the directory to save to just to see if that's an issue

vale silo
#

I wonder when 4.23.1 is scheduled to come out.. Issue tracker hasn't been active for some time :/

copper elk
#

I have steam advanced sessions and steam connects on my pc but not on another

#

tested this a while back but now it doesnt work, but I havent changed anything

scarlet birch
#

is steam running?

plush yew
#

umm

#

does anyone use PlayFab for Unreal

#

I couldnt find any discussion online so if there are people using it

copper elk
#

yes

plush yew
#

I would like to have a bit of insight of your thoughts

copper elk
#

@scarlet birch yes its running and everything

#

like steam friends and stuff like that works too

#

but not ingame

#

isnt there supposed to be a firewall message when starting the game?

#

it didnt have that

regal mulch
#

First time you connect to something, yeah

#

PlayFab uses HTTP Requests though, so that's probably not causing it

#

@copper elk

inland depot
#

Which is the best section to go to if you want to find like minded people to help make a game?

regal mulch
inland depot
#

Thank you πŸ˜„

#

I don't have permission.

regal mulch
#

CHeck the pinned messages

inland depot
#

Okay. Thanks again.

sterile stream
regal mulch
#

Because this Animation is meant to use as rootMotion I would assume

wary wave
#

looks like root motion indeed

spark sonnet
#

^

#

If you are using animations from mixamo, make sure to tick the InPlacebox

ornate ice
#

Do you guys think will mixamo will eventually die

spark sonnet
#

Why would it?

ornate ice
#

cause Adobe is dropping support more and more

#

and has almost no roadmap

#

they even remove the feature to make anim packs

spark sonnet
#

Yeah ik

#

Maybe someone else should make a similar program

ornate ice
#

that would be amazing

#

I wonder what is used under the hood in mixamo

spark sonnet
#

I am interested in the auto rigging tool

warped tangle
#

I saw somebody made a semi-auto rigging tool for blender at some point

runic iron
#

If I have some time in the next years I'd be really interested to use machine/deep learning to try to build an auto rigger

spark sonnet
#

Hmu when its out : )

runic iron
#

Haha I work in the field but I'm not that good yet with 3D though, just a hobbyist

spark sonnet
#

machine learning is interesting tho, but complicated πŸ™‚

runic iron
#

Yeah they're a lot of interesting applications but you need a good math background
although some frameworks simplify the process but to get most it math + programming skills are mandatory

patent ibex
#

why when i move animations to different folder my blendspace loses reference to animations and everything gets screwed up?

coral folio
#

Hey peeps ! Anybody know if there are any benefits using virtual texturing in combination with the vertex animation tool ??

#

Basically I have a simulation in Houdini and instead of using alembic I want to use the shader vertex displacement .... but I k now this have some limits in terms of the texture resolution of the simulation.... due to direct x

#

But maybe that where the power of virtual texturing comes in handy ? Having pretty much unlimited resolution I can use would that mean that I can export the texture of the simulation at very big scale ?

plush yew
#

ints are lighter than floats right?

#

I know its probably negligible but in a scenario where I can swap a float for an int I technically should, shouldn't I?

rotund scroll
#

generally yeah

#

ints are generally 8 bit whereas floats start out at 16

#

doubles are 32

#

half is 4, long is 16

ashen eagle
#

Dumb question incoming. When I "Get all actors of class" and I get the base class, does this also return the children of that class? In other words, I typically have a base blueprint, from which i derive off of, is it safe to get the base and assume the derived classes will be returned as well?

manic pawn
#

yes

rotund scroll
#

keep in mind that get all actors of class can be a very expensive operation, so it might be worth it to look for cheaper alternatives

manic pawn
#

int and float are both 32 bit br_boi

dim plover
#
ints are generally 8 bit whereas floats start out at 16
doubles are 32
half is 4, long is 16

This doesn't sound right

rotund scroll
#

my bad, I thought int had a max range of 65535

#

but that's a short

manic pawn
#

you can't represent 65535 with 8 bits either

rotund scroll
#

it's 2 bytes, so 16 bit

uneven fractal
#

so it seems like it's not possible to replicate foliage respawning purely through bp that's unfortunate

loud knoll
#

Linear color curves now accurately handle RGB values > 1. If you were relying on HSV clamping, please update CurveLinearColor_0 Trying to figure what is causing this warning

#

Happening in 4.23 since I converted the project over from 4.20 my only warning remaining.

proud verge
#

Hi guys, about the Epic MegaGrants, in case Epic chooses you, does Epic sends you a contract or something as proof of funds to prevent banks from holding funds? for example, in my country a wire transfer for as little as 5K has lots of requerimets, for example: contracts, a custom letter to the bank explaining why Epic or company sending money is sending this money, some banks require this letter and contract to be in an specific language, for example, in my country most require everything in Spanish, if this info is not send to the bank in no longer than 3 days from receiving the funds, the bank sends the money back, so, is there any procedure to follow if you are granted with any funds from UE and a place to have fast communication with Epic? because months ago, i was billed twice for 1 product i bought, i wrote to Epic to solv this problem, and they responded me back 3 weeks after....LOL

plush yew
#

Is anyone here familiar with the League of Legends health bars? they're segmented so that they can maintain a universal health bar length while displaying different values based on the density of the segments. I'm taking a break from my AI to work on that type of health bar but I'm unsure how to proceed.

I feel like I'm moving in the right direction. The basic health bar still displays percent health, now I need to overlay another bar that is segmented in a way that reflects the total max health value that can adapt based on max health. I could definitely brute-force it and make several different overlays depending on predetermined max health values but I'm planning on having hundreds of potential max health values at any given time. So I'd need my overlay to be able to dynamically adapt based on the max health variable

ornate ice
#

Hey people one question if I have my character working fine with all my animations that are "in place" but now I'm about to use one that needs root motion to be turned on like "rolling" do I have to add the root bone to the TPose character right? Not to the animation.

The animation was downloaded from mixamo and what I did was upload my character to mixamo, auto rig it and then download it in TPose, next all the animations I download them without skin cause I already had the mes from the TPose one. So for this rolling animation i have to add the root bone to the TPose and not to the animation file right?

fallen marten
#

If the rolling animation is mixamo then you shouldn't have to add anything to the character mesh, As the skel and animation should match. Go to your anim BP and down on the right there is an option to get root motion and has a few values. Root motion from montages should get it working

plush yew
#

I could just divide my max health by the length I want segments to be and then create an individual segment on the bar for whatever that number is, but that doesn't seem efficient

fallen marten
#

Can you scale the bar on the widget

plush yew
#

does Ue4 have support for PS4 controllers?

sonic pagoda
#

@plush yew so a couple of things with that is, windows does not have support for ps4 controller [because Microsoft vs Sony], with the workarounds being either install InputMapper[free], or you can actually add unreal engine as a steam program, and launch ue4 from there (i know the irony of it) and the ps4 controller will actually work like that.. if you use a MAC however, the ps4 controller will just work magically in unreal engine

ornate ice
#

@fallen marten look thats what I was saying

#

the mesh moves

#

but the capsule stays behind

warped tangle
#

check your root motion settings

ornate ice
#

if I check root motion

#

the animation breaks

#

that's because UE4 is looking for a root bone

#

that mixamo don't include

warped tangle
#

yeah I add root bones to those

plush yew
#

Is there a node that does the opposite of append array?

warped tangle
#

remove item?

plush yew
#

yeah but for an entire array at a time

#

I can just set a for loop up but I realized that append exists so there might be an opposite node

warped tangle
#

you mean remove specific instances stored in an array from another array?

#

I think you can really only remove by index

plush yew
#

Yeah, so append array takes two arrays and adds their contents into one array. I'm trying to take one array, and subtract any overlapping contents from another array

warped tangle
#

foreach with remove item

plush yew
#

Oh okay, yeah today I remember seeing someone mention the append node and I feel like they mentioned the opposite of that but I could just be remembering wrong. I'll do the for loop for now

warped tangle
#

hmm not that I know of

#

but that's just me, could exist

plush yew
#

Yeah I don't think its there I just have this vague memory of someone mentioning its existence earlier today. Oh well, looping isn't that big of a deal

ornate ice
#

Hey people anyone knows how to replace the animations skeleton?

warped tangle
#

you need to retarget the animation

#

can't just "replace" it

ornate ice
#

OMG

#

so all my animations and character are fucked?

#

I need to reimport my character after

#

the root bone adition

#

but they all reference

barren coyote
#

Hey, for a character, what is the capsule component used for, and does it matter if the mesh is not enclosed by the capsule ?

ornate ice
#

the old character

warped tangle
#

@barren coyote The capsule will dictate the "floor" for the mesh. The feet don't affect that unless you have an IK system. So with that setup, your characters feet would be through the floor all the time

barren coyote
#

ok, what about top, sides etc?

warped tangle
#

think of the capsule as what constrains your mesh. So if the capsule is really short, your mesh would be able to walk through something that is meant to be crouched under

#

if it's too narrow, they'll be able to pass through very thin passageways that the mesh itself couldn't pass through

barren coyote
#

so like basic collision for the mesh

warped tangle
#

yep, the mesh doesn't really affect collisions with the world. There are ways to do that, but by default the capsule collision handles all that

#

so you want it to basically encapsulate your mesh

barren coyote
#

thanks πŸ™‚

warped tangle
#

mmhmm

barren coyote
#

Can child BP's of an animation BP have their skeleton changed without breaking things? Predictably I am finding YES and NO answers on the internet

carmine scroll
#

Yes @barren coyote

barren coyote
#

Ok, the problem I have is my character using a child ANimBP does not animate, what might I have done wrong?

carmine scroll
#

why would you use a child bp tho? If your changing skeletons, have a new bp for it?

#

just copy the bp, but replace the skele

barren coyote
#

functions on event graph shared between them

carmine scroll
#

without it being a child

barren coyote
#

then when I make a change to my functions I need to edit 4 or 5 BP's

carmine scroll
#

tru

#

I dont ue open so i couldnt check the issue right now

#

or what your doing

#

but I know it can work

#

but I dont often do it

barren coyote
#

ok, I'll keep looking, thanks

carmine scroll
#

alrighty, gl

barren coyote
#

Ok, seems to be a bug, once I restated the editor the children of the AnimBP have no Anim graph.

#

So maybe they have to use the same anim graph, but that seems to defeat the purpose of children of the AnimBP

carmine scroll
#

huh, thats really weird

placid arrow
#

@carmine scroll nice nickname

#

πŸ˜„

#

@barren coyote child anim bps never have an anim graph

#

you can only set properties on them that you have set as public from the parent

#

i had this same problem yesterday.

barren coyote
#

yeah, it only lets us modify the event graph, but what I want to do is share the event graph,

placid arrow
#

yeah it doesnt work like that 😦

#

what i did was create an interface, and add the interface to all copies of the anim bp

#

that way i can check if an anim bp has that interface, and share the code there

#

i consider it a bit hacky

barren coyote
#

cool idea πŸ™‚

placid arrow
#

i have a root anim bp called "GenericMixamoAnimBP", that has a bunch of bools i can set in it to perform an animation, theres an animation event on each anim's end that clears the bool associated with it

#

i just attach that anim bp to any mixamo based skeletal mesh

#

you could do the same with the unreal skeleton, or anything really

#

the interface in my implementation is just getters and setters for those generic bools

#

so that regardless of what base class it is, you always have "GetIsAttacking" and "SetAttacking" on the anim bp and "it just works"

#

im adding magic to mine atm, its a bit of a pain because its a 3 step process... sheathe sword, cast spell, unsheathe sword, and can only be done when stationary... magic in my lore needs concentration, you can't cast a spell on the run

#

but meh, a bit off topic πŸ˜„

carmine scroll
#

thanks Brain lol. Have it for various reasons haha... Unfortunately people never google before asking weird questions here 😩

odd steppe
#

does Unreal Engine support DQ (Dual Quaternion) Skinning? the skinning when loops of vertices doesnt change size in between 2 bones when these bones bending. Regular skinning does squeezing of loops that in between bones, DQ skinning saves size of loops and just rotating loops...

mossy nymph
#

might have better responses in a more specialized channel #animation

plush yew
mossy nymph
#

you need better cooling ^

tiny vigil
#

Rip