#ue4-general

1 messages ยท Page 536 of 1

warped tangle
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hows that celeron treating you

vale bison
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I just learned the Blueprint Map has no limit (I think) but the array limit it. ๐Ÿ˜ฎ

plush yew
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sorry for noob how do I render weapon with seperate FOV from player camera FOV

warped tangle
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what

rotund barn
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Hi everyone! Is there any math wizard that can help me? I'm trying to determine if a rotation is going clockwise or anticlockwise in unreal but I cant figure anything out
By countinously rotating an object on an axis I noticed that the value goes from -90 to 90 and then from 90 to -90 and I'm having difficulties differentiating between the two

fierce tulip
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not someone who dabbles with it, but there are ways to view either world, local, or relative rotation.

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not sure if that is any help

low valve
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Im trying to get a Niagara system to work on an animated skeleton mesh, however it doesnt follow the animation of the mesh it just spawns as if the mesh was stuck on the first frame. not sure what im missing?

fierce tulip
low valve
fierce tulip
low valve
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ah! sorry thanks!

plush yew
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how do i make a mp3 file into a sound file in ue4

fallen marten
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Ok I have quite a large project that'is at the stage where it just needs more levels built, and I'm still using version 4.18. I want to upgrade it to a higher version, but not sure which one is the better one. Don't want 4.23 yet as it's probably still in need of fixes, so it's either 4.21, or 4.22 - which one woulr be better?

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You don't - convert it to a wav

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Use Audcity or something as it's free and does the job

velvet root
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Quick question. But how can I mirror place in UE? Like say I have a circle and want to place some spotlight props perfectly around it. Is that possible?

fallen marten
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Make a bp

velvet root
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Im a total noob. i'll just place them manually

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Thought it would just be a button lol

fallen marten
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Lol nope

abstract relic
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I would suggest upgrading one version at a time. Less likely for something to break. Some versions require the previous regardless. Also, save a copy before you do it.

fallen marten
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Yeah I know the drill - just wanna know where to stop at. Fixing small errors along the way isn't a big deal

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4.21 seems pretty popular

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Although I know 4.22 is faster

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But I'm sure it had a con in there somewhere

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So no one has a preferred engine from those?

fierce tulip
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vfx (cascade/materials) only speaking 4.22 works fine

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21 as well, as long as you disable high dpi stuff on 4k monitors (cascade no likey)

fallen marten
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Well I'm not going for anything realistic or high def

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So it seems either is good

fierce tulip
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there is some neat stuff in newer versions optimization and tools wise

fallen marten
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Idk even know what cascade is lol.... Never bothered to read up on it

fierce tulip
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particle emitter stuff

fallen marten
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Ahh

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Ok well I'll give 4.22 a go -

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No nay -Sayers is a good start

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Thanks Luos ๐Ÿ™‚

fierce tulip
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one hour later:
YOU MONSTER Y U SUGGEST .22!!

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:p

fallen marten
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Lol I actually just got it going to 4.21 - had a last second twitch

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I think the last time I tried this it broke the Async but ithat only dealt with footsteps. I'm going to do something different with it anyway, well at least until I understand it better (was an old generic shooter setup)

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No man - welcome to the discord if you are a newbie - feel free to join in, although I'll be heading off shortly

fierce tulip
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people are prolly busy

rotund scroll
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yes how dare we not give attention to everyone

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shame on us, collectively

plush yew
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sup all

snow thorn
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hm?

scarlet birch
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@rotund barn Do you still need to do that? It's not hard to get a negative or positive rotation based on counterclockwise/clockwise change, but I'm wondering the what it is you need the value for, there might be something built in that already serves the purpose.

fierce tulip
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having said that, try to keep offtopic talk in #lounge ๐Ÿ™‚

ashen brook
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Question! Anyone know if it's possible to do Launch On from the editor but give the deployed executable some commandline options?

plush yew
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hey @fierce tulip where can we talk about paid assets?

fierce tulip
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paid in what way?

plush yew
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like getting help with assets

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cause the person has no discord

scarlet birch
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Oh, that's a good question. I've been dying for something interesting to look at.

fierce tulip
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you mean marketplace assets @plush yew ?

plush yew
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ye

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trying to do sutff on that advanced magic stuff

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oh im so stupid haha

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i just found his discord at the bottom lmao

fierce tulip
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well, besides contacting him (and the new marketplace site now does have email-function when asking questions), try their forum post and if they dont, try to find a channel related to what you try to solve

plush yew
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okay

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aw

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his thing said

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max guilds reached

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imma just ask in a umg place

fierce tulip
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the Kakky stuff right?
he should reply fairly quickly to questions

plush yew
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yeh

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could i maybe ask u quickly?

ashen brook
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@scarlet birch let me know if you find out ๐Ÿ™‚

scarlet birch
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@ashen brook Is this for like an android device? and can you give me an example command.

ashen brook
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sadly all ours are project-specific

scarlet birch
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ah, ok

ashen brook
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@scarlet birch

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and not android, but console

fierce tulip
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@meager oasis they replaced it with mega grants or something

ashen brook
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yeah, epic mega grants

velvet fern
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can i package for mac on a windows machine?

carmine scroll
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no

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only on a mac can you package for a mac

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@velvet fern

plush yew
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or

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or install mac on your windows pc

carmine scroll
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well if your releasing on max

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mac

plush yew
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then do it

carmine scroll
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can be a pain for some people tho

plush yew
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yes

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hackintosh is annoying ๐Ÿ™‚ so id not

fierce tulip
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there was a recent twitter discussion about how porting to mac does not add up to the costs you make doing so.

plush yew
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ye

carmine scroll
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i think I saw that

plush yew
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i done it before to try load ue4

placid arrow
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ugh i just lost all the layers on my terrain

plush yew
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it failed

placid arrow
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by moving the map from one folder to another in the editor

plush yew
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dont worry brain

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i lost al lmy 2 hours of dev work

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all cause of ue4

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i did the same as u

placid arrow
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ther landscape layers are a little bit more than 2 hours...

velvet fern
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made a project for a friend and he only has a mac

plush yew
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i was doing my map for 2 hours then boom

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ue4 just randomly decides to remove my shit

placid arrow
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terrain is sooo unstable ๐Ÿ˜ฆ

plush yew
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it is

chilly crag
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there is an autosave in unreal ๐Ÿ˜ฎ

plush yew
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yes

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but it did autosave

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but i lost sall my shit

placid arrow
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autosave doesnt protect against destructive removal of layers, @meager oasis

chilly crag
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๐Ÿ˜ฎ

plush yew
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um

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your php

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is that aLlowed?

carmine scroll
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idk how people have ue4 crash or break so much. 4 years, only 1 loss of data before.

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idk how people do it lol

plush yew
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u wanna know why

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how*

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all i did was watch youtube

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and all my shit got removed form ue4

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i did nothin no virus

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nothin

carmine scroll
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oof

plush yew
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it just started removing ๐Ÿ˜ญ

placid arrow
chilly crag
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oof indeed =/

plush yew
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its like ue4 is controlling my game

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and saying nope remove

placid arrow
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basically, the umap is stored separate to its terrain which is a whole load of Texture2D_Blah_blah_000000343243242 files

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when you move the umap, it chokes on moving the textures

spark sonnet
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Are you taking backups @plush yew ?

placid arrow
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which basically causes massive damage

plush yew
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i did

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but they was gone too

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all my folders got removed

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but i never tocuhed anything

carmine scroll
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i make a weekly backup anyways

placid arrow
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in that instance i was able to roll it back using git, but in this case, i just need to bite the bullet and repaint my terrain ๐Ÿ˜ฆ

carmine scroll
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its an auto backup system

plush yew
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yeh

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but it backs to your project

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witch in my case got deleted

carmine scroll
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no

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it makes a copy of the project

plush yew
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oh

carmine scroll
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on my pc

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hdd

plush yew
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oh lol

placid arrow
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use a cloud backup and proper version control @plush yew

plush yew
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git hub ๐Ÿ™‚

carmine scroll
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yeah, so its more stable lol

placid arrow
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but sometimes, you will come across a problem where the only workaroundis to trigger the bug and redo

carmine scroll
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github isnt bad either

placid arrow
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especially now its free for private repos

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4.23.0 for me

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not from source

plush yew
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i think i know why my shit got deleted

placid arrow
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in that answerhub link i posted a video showing how it just deletes the map ๐Ÿ˜›

plush yew
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cause i was installing a ue4 source build

placid arrow
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its literally gone from your content folder

plush yew
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could that be the reason?

placid arrow
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dunno

plush yew
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hmm

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only thing i saved was my menu

spark sonnet
carmine scroll
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it is?

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lol

plush yew
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lmao

spark sonnet
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It was*

carmine scroll
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f

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damn hackers

spark sonnet
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Yeah

scarlet birch
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@ashen brook I think you can do it with the UnrealFrontEnd

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There's a spot in it for adding command line parameters on custom launch profiles.

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Idk, maybe not

placid arrow
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@meager oasis that doesnt sound too believable, really?

fierce tulip
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false statement

placid arrow
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would have thought so, rockstar have sunk millions into proprietary engine tech...

carmine scroll
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FJC, actual insider leaks for info have already been made

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and it dont match with your statements

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they also dont use ue

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no, sorry dude

plush yew
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rockstar never uses ue4

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only rage

fierce tulip
scarlet birch
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@ashen brook Ok yeah. Unless I misunderstood a custom launch profile will do it. It let's you pick the platform and add command line arguments. YOu can do it in Editor or with the UnrealFrontEnd. Let me know if I misunderstood.

plush yew
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okay

ashen brook
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@scarlet birch yeah, I know... that I've found, but it rejects my execCmds if the string has spaces in it, and it also seems to be more crashy than doing launch on

scarlet birch
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ah,

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I figured if it was that easy you would have found it

carmine scroll
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nice troll lol

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your being silly and breaking rules, what do you expect

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grow up

fierce tulip
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bye then

carmine scroll
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thanks Luos

fierce tulip
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aint nobody got time for that

carmine scroll
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lol

frosty copper
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Agreed. ๐Ÿค”

pseudo crystal
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Hey. Iโ€™m currently working on a vr game for a production class. Currently Iโ€™m having issue importing a skele mesh in to my vr map. Iโ€™m getting a message that says it failed to merge bones. But when I tested it in a 3rd person map I had no issues. Has anyone else had any experience with this?

deep grotto
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itยดs a common issue with morph targets

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try this topic

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Anyway guys, Iยดam glad that youยดve invited me back after that aggressive BAN.

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I see that you have nothing to talk about here without me

plush yew
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kind of a dead time for the internet right now.

deep grotto
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@fierce tulip here again Luos

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you can ban me again if you want

fervent apex
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I'm trying to import this character to unreal. The hat is missing and texture is wrong. I viewed the character in mixamo and paint 3d and it looks good, but something is wrong in unreal.

pseudo crystal
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Thank you.

fervent apex
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I think it was made in blender so something is weird

pseudo crystal
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Very helpful

scarlet birch
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Could just be the materials. I'd look at them first. The hat could be there with no material, or not.

spark sonnet
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Did you import the textures @fervent apex ?

fervent apex
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Yes, but something is wrong with the texture as well

honest vale
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that's most likely due to DXT compression

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try a different compression method

fervent apex
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The original was 4x4, I made a 16x16 version and I fixed it

midnight sparrow
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Hi, any idea how to force antialiasing on oculus quest???

fervent apex
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Now Im not sure what to do about the hat missing

light coyote
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@fervent apex
Make sure you export textures as TGA (targa) just as an example,,, they never gave me problems.
Also qhen exporting, make sure its to regular 24bit, just in case.
And, doubble click on texture in the engine, make sure its set to Default(someting), in the type of texture.
I say this because unreal detects normal texture by its color, and sets the texture to be Normal type, instead of Default,,, you may have some wierd thing in the sense that it sets something to try and help you.

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@fervent apex Ok, im late to ansewer xDD

fervent apex
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Haha no worries, thanks for the help though @light coyote

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Do you have any ideas about the hat missing?

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I viewed the model in blender, the hat and model are seperate

light coyote
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Well attach them

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Attach and export again

fervent apex
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Smart ๐Ÿ˜„

honest vale
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@fervent apex yea that works, DXT compresses 4x4 blocks and it somehow messes with the colour for each individual block

ashen brook
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@fervent apex do you have the blue channel turned off in the texture viewport?

chilly crag
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@light coyote more answers is always nice don't worry about the timing =p

fervent apex
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Nope, but I've fixed it

chilly crag
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how did you fixed it ? @fervent apex ๐Ÿ™‚

fervent apex
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@chilly crag The texture was 4x4 so I enlarged it to 16x16

chilly crag
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nice ๐Ÿ™‚

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thanks for your answer ^^

fervent apex
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Np ๐Ÿ˜„

copper elk
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I need help, using the advanced steam sessions, steam connects/works ingame on my pc but not on another, any thoughts on how to fix this?

chilly crag
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is steam actually installed and the service steam is running on the second computer ?

spark sonnet
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Could you elaborate @copper elk ?

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If you are using the testing game, try setting your download region to the same as your main pc on the other pc

vale silo
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@gleaming narwhal do you guys have an ETA for 4.23.1 ?

gleaming narwhal
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We never announce our ETA's for engine releases ๐Ÿ™‚

vale silo
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oh well :/

radiant haven
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Someone Rewarded Adnroid Ads?

midnight sparrow
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Did anyone try getting antialiasing working on Mobile? Im reading some stuff about device profiles, but i always dont understand where to start

radiant haven
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not possible

midnight sparrow
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It is possible

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i just played starwars on oculus quest and worked pretty well.

copper elk
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@chilly crag yes

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@spark sonnet steam doesnt connect to take game

chilly crag
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looking at the logs does the api can actually communicate with steam or it's throwing errors ?

copper elk
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1 sec

spark sonnet
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Does it show up if you run as standalone game?

copper elk
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yes

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it works on my pc (packaged) but not on another (same)

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logs

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the file is called backup

spark sonnet
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Well, it looks like its failing

chilly crag
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with no error in particular tho just failed Oo

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do you have an antivirus running on the computer who throw this particular error ?

spark sonnet
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Is the steam popping up in the corner on your second pc?

scarlet birch
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Is the other steam client logged in to a different account than the other client?

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or are you trying to use the same account?

copper elk
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@spark sonnet no

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@chilly crag I do but Im not sure if its the cause

spark sonnet
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^ are you using the same account?

copper elk
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@scarlet birch two different accounts

scarlet birch
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You have the app id set?

copper elk
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480

chilly crag
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if you add this in DefaultEngine.ini
[Core.Log]
LogOnline=All
LogOnlineGame=All

you can have a verbose output of the error of the api

copper elk
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if I run the game from the USB stick will steam connect?

wary wave
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I don't see why not

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though running it will be slow

copper elk
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yes it does, I just tried it

wary wave
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anyone have any tricks for nudging a player outside of the space where an actor is going to spawn?

copper elk
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@chilly crag will I have to build again? or can I just add it to my already built project?

chilly crag
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you can add it at the root of the folder i think

copper elk
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do I add it to this?

chilly crag
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yup just under it

plush yew
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Any behaviour tree experts around?

copper elk
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@chilly crag 1 sec let me test it

chilly crag
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sure ๐Ÿ™‚

scarlet birch
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Just ask the question.

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@wary wave I doubt I could suggest anything you wouldn't already think of to try.

wary wave
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@scarlet birch - suggest away if you have any ideas, you never know

copper elk
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@chilly crag doesnt work

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instead I get an error

plush yew
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I can get my enemies to follow me, i can get them to attack me but after a couple of second they turn around and start searching for me again and when they see me again they just stop and do nothing

chilly crag
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@copper elk sorry =/ well remove the added lines and back to the drawing board

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you can repack it with an added a debug mode

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and add a breakpoint on the api in the bp

copper elk
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do you want my blueprint?

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maybe I need to add something

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to make it work on all pc

chilly crag
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sure i can look at it

scarlet birch
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I'd probably just use a launch character with the minimum force I needed to move them. Maybe, check if they moved and if not increase the force until they are clear. It's hard to say though without knowing specifics and if it has to happen on a single tick. Teleports tend to make the camera a bit jarring for a moment unless you get the camera position and then use something to make it move to the new position a little slower.

chilly crag
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@copper elk nothing seems wrong with your bp looks like a problem with the secondary test computer

scarlet birch
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@plush yew If you use AI debugging you can see where they are in the tree and what's not working right.

copper elk
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let me try on another pc

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a 3rd one

chilly crag
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sure ๐Ÿ™‚

chilly crag
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i'd say the second one but it's my taste ^^

radiant haven
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k thx

mossy nymph
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i'd say 2nd one makes my eyes hurt

radiant haven
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sarcasm?

mossy nymph
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literally

chilly crag
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because of the white of the page

mossy nymph
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bright white spot on dark bacground

radiant haven
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what sould i use then?

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make it darker?

chilly crag
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make it a bit darker yup ^^

radiant haven
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ok

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Someone Knows smth about MObile Ads Rewarded

chilly crag
plush yew
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@scarlet birch ok thanks will give it a try and let you know what the problem was

radiant haven
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yeah no

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I need someone who done this before sry

chilly crag
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i don't really know about the subject so i'm giving you the documentation sorry =/

radiant haven
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docs doesnt help me

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I searched over entire google

chilly crag
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oof

bronze dome
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Why cant I create a SM of a subtractive brush?

radiant haven
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?

bronze dome
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If a take a box brush and set it on subtractive I cant create a SM

radiant haven
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sm?

mossy nymph
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static mesh

bronze dome
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static mesh

copper elk
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@chilly crag it works on the 3rd pc but not on 2nd

chilly crag
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there is a difference between the 2nd and 3rd computer ? like a version of steam beta on the 2nd or an antivirus the 3rd has not ?

copper elk
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I think so yh

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Ill check it out later

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but I think that its due to avast

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but its ok for me if I have at least 1 pc to test with

chilly crag
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avast is sometime a pain he blocks only some game and process and let the other work has intended =')
it's always a pain to diagnostic if avast is involved

plush yew
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Can anyone say something about using structs vs using data tables for static data?
I was told data tables can be loaded and unloaded from memory and structs not.
But then again I think what if I frequently use the static data from a data table, is it slower to reference to it than to reference to struct data at runtime?

chilly crag
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i'm happy that your game is working tho ๐Ÿ™‚ @copper elk

wary wave
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structs are for run time data, data assets and data tables are for designer-editable data

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the latter can be read from as-and-when, but it often makes sense to convert into run time data at run time

radiant haven
#

SOmeone Mobile Rewarded Ads?

chilly crag
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@radiant haven if you don't find someone here to help you can create a subject on the unreal forum too ^^

radiant haven
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ok

plush yew
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@wary wave thank you, I will take a look into it again. I mean theoretically I could just store library data in a runtime struct and skip the data table if it is suggested to convert data table data to run-time data anyways?

wary wave
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you can, but it's not a good idea

plush yew
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I am thinking about rpg type of data like: dialogue texts, item data, skill data, mob data

wary wave
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because editing those structs later can lead to data loss

plush yew
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you mean editing in editor?

wary wave
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yes

plush yew
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how is this?

wary wave
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if you update a struct there is no guarantee anything using it won't lose data

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it's unreliable, so don't rely on it

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use data assets or data tables

plush yew
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i mean i got some heavy structs already and the editor really doesnt like that, caused some resetting of variables when structs depended on structs that were changed

visual belfry
#

using a data table isn't going to be substantially slower than a map lookup (because that's what it is) ๐Ÿ™‚

copper elk
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@chilly crag thx Its a really good feeling to know that you have achieved multiplayer ๐Ÿ™‚

chilly crag
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^^

small vault
#

Anyone have any good resources on setting up lighting for bigger (open world) environments? I'm getting some real mixed messages about using stationary light vs dynamic light. I don't have any need for time of day changes so a high quality bake would be fine for me, using movable lights first to set everything up and then changing them to stationary later on but some people have suggested that its basically too costly for large environments and the lightmap resolution restrictions would make it hard to even get a good quality bake. Any thoughts? The only resources I can find are either Archviz or other small scene lighting exercises

fierce tulip
small vault
#

Haha his video's are amazing but also the reason I posted this because his examples as far as I've seen on his YT are all smaller scenes, I'll ask in graphics too thanks!

brittle stratus
#

AYY if you find a good solution share im experimenting with heightmap importing and did somehting the engine didnt want me to ONE HUGE map...lol seems ok at least as i can tell lol once mats get to it oh my....lol

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oh ya notice that the city scapes went form hundredsa bucks to like 6$ each lol ya ....

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on the non epic stores for meshes and mats that is

sturdy apex
#

Hi all, does anyone have any links on how one might implement modular building AND be able to save/load the rotation and position of each socketed building piece accurately? I am worried that if I allow the player to choose the rotation of the individual pieces then after the save/load unreal is going to round off the rotation amount and each piece will no longer be aligned accurately. So I figured, okay, what if I only allow the player to rotate something by increments of .5 degrees but no smaller (no values like 0.4283456348 since it will start rounding the number off to my understanding). I can't seem to find out how to do that or anything on this subject so I suspect I am asking the wrong question

chilly crag
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you could allow the rotation while the user is still holding the click and rounding the number when he release the click

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it's going to give a snapping in place effect but it'll allow you to save and reload the item whithout losing the alignement

sturdy apex
#

How accurate can UE4 save a rotation and location? Is it a float value?

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Ue4 documentation doesnt seem to say much

warped tangle
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Yes they're floats

sturdy apex
#

Thanks for the response btw.

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So I will need to restrict the floats to 7 digits if my understanding is clear, before it starts rounding off and becoming inaccurate?

#

Is there any overall settings to keep rounding off altogether? Or restrict how many decimal points a number can go?

#

I have googled all these questions and made little progress. I suspect google is not as good as it used to be, or my questions are not precise enough

chilly crag
#

i just looked it up and the float accuracy on the unreal engine is 32Bits per set of data and you can reliably save the data
more info about it here https://blog.demofox.org/2017/11/21/floating-point-precision/
and here for more clarity https://www.youtube.com/watch?v=PZRI1IfStY0

Why can't floating point do money? It's a brilliant solution for speed of calculations in the computer, but how and why does moving the decimal point (well, ...

โ–ถ Play video
#

i hope i'm not misunderstanding the base of your question

#

but rounding off can be tricky because the player* need to check if the objects are still aligned tho ๐Ÿ˜ฎ

sturdy apex
#

that right there, that's what I am trying to solve.

#

I want to avoid the rounding altogether

chilly crag
#

you can check the actual rotation of the object and check the object next to it and add an option to check if they are actually aligned

sturdy apex
#

I am content with the player only rotating in increments of lets say 0.000 but not 0.0000 or something like that.

chilly crag
#

for the player ^

#

in this case you can do that

#

in your blueprint you can use degrees of rotation

sturdy apex
#

thank you for informing me it is possible, so now I just need to figure out how to phrase this correctly so I can find information on the subject. So far I have been googling things such as 'actor rotation increments', but doesn't get me anything what I am seeking strangely. I may be just a lousy googler. Thank you for giving me direction though, I'm going to go take a look again and see if I can come up with some better key words to hopefully find some use examples

chilly crag
#

in this case when the scene is loaded the object rotates ^^

sturdy apex
#

so the rotation will not be a float value?

chilly crag
#

i think it's a rounded float in this case ๐Ÿ™‚

#

you can do 260.5 but not 260.5444

#

so it's still precise =3

#

but not too much ^^

sturdy apex
#

I only need enough precision to have the game save the rotation/position and once the player restarts and loads the game the building pieces will still be lined up. So if I can get it save 260.5444 but no more digits than that I believe that could work

#

my concern is that each time a player saves/loads, if the rotations/locations are rounded off each time that happens then the building pieces will gradually start seperating

#

separating*

gilded igloo
#

hey guys, when i set the position of an object to the position of another when the event tick is active, the object that i set the location to is flickering. it doesnt move smoothly, and I want it to. did i make myself clear, do u know how to help me?

chilly crag
#

it's because the event happen instantly when the scene is loaded ๐Ÿ™‚

gilded igloo
#

i didnt understand ๐Ÿ˜ฆ im kind of a noob

sturdy apex
#

I haven't looked into ticking too much yet, but the first thing that comes to mind is if there is a way for you to get the tick rate to be faster than it is currently?

gilded igloo
#

it is event tick, is there something faster?

sturdy apex
#

I think there are ways of making the tick rate faster. I will see if I can find anything

#

now I am going down the rabbit hole of tick rates

chilly crag
sturdy apex
#

nice

chilly crag
#

lemme just look for the animation tho =p

#

i'm going to look more into it too ^^ @sturdy apex

sturdy apex
gilded igloo
#

ill check it out! thx!

sturdy apex
#

Sorry I cannot provide more precise info, I am still quite new

chilly crag
#

try to avoid using ticks in this case and instead use the bp of your scene and just add a translation to your object ๐Ÿ™‚

#

you can smooth it out and make it like the one on the article i posted =3

gilded igloo
#

Angelleo what do u mean?

chilly crag
#

well you want to move an object from one location to another but it's instantaneous and you want to make it go slower ๐Ÿ˜ฎ

#

_> did i miss the point

gilded igloo
#

nono u helped

chilly crag
#

oh ok ๐Ÿ™‚

gilded igloo
#

i want to attach it to an object frmo another blueprint

#

is there an easier way to do it?

sturdy apex
#

sockets maybe?

#

for the attach part

warped tangle
#

@gilded igloo are you trying to make it snap to the new location, or smoothly move through space until it reaches the location

gilded igloo
#

i want to take object1 and attach it to object2

#

until now what i did is every tick i teleported object1 to object2

#

but it flickered a lot

warped tangle
#

put a socket on the receiving actor/component, then attach to component/actor

#

yeah jesus don't use tick to just attach something to something else

#

giving me heart palpitations

gilded igloo
#

im sorry ๐Ÿ˜ฆ

#

didnt like that method either, that is why i came here!

chilly crag
#

tick is used for friction calculations or object collision but it's really heavy ๐Ÿ˜‚

warped tangle
#

(It's a joke, but friends don't let friends Always Tick)

polar hawk
#

the secret word of the day has been mentioned

#

tick tick tick

#

everyone passionately discuss ticking

gilded igloo
#

tick tick tick tick tick

chilly crag
warped tangle
#

So let's say you are trying to attach a rifle to a skeletal mesh component on a BP. Go in to your skeletal mesh component (same for static meshes), add a socket (and you can add the rifle as a preview mesh to see what it would look like). Then you can attach the rifle to the mesh, and it will follow along with it, you don't need to set location on tick or anything like that.

tame delta
#

Has anyone tried moving a UE4 install to another computer? I remember having issues with the Epic Launcher before trying to move install. I've installed version 4.23 on an external drive and am hoping I've got everything I need when I get to work tomorrow morning (bandwidth in the office is terrible)

sturdy apex
#

@chilly crag thank you for the help earlier about the float thing, I'm checking out the links you provided now and I'll see what I can find out. I may be quiet for a few

tame delta
#

Can any confirm that I'll just have to install over previous folder or are there extra steps?

gilded igloo
#

im not using skeletons here, im trying to attach a basic shape, like a sphere to another basic shape...

chilly crag
#

@plush yew don't hesitate to ask again if you need anything else ^^

#

@gilded igloo better use a socket it's easier to manage for you and lighter for your game \o/

gilded igloo
#

so it works for basic shapes too?

chilly crag
#

well yes ^^

warped tangle
#

I'm assuming you're talking about a Static Mesh

#

yes, you can add sockets to static meshes

gilded igloo
#

amazink! thank u guys so much! appreciate it a ton

#

im gonna take a shower. thx so much!!1!

chilly crag
#

correct me if i'm wrong >_>

warped tangle
#

@chilly crag where did you get animating from? He's just talking about attached 1 actor to another.....

#

And FBX's do not need to be imported as skeletal meshes

chilly crag
#

i got lost in translation <_<

#

sorry o7

warped tangle
#

Lol went off on a solid tangent there

chilly crag
#

better remove it before i add unnecessary task =x

#

thanks KHarvey ^^

warped tangle
#

mmhmm

thorn coral
#

Hey i have just joined and im needing some help where do i go for it?

spark sonnet
#

Here?

tall pendant
#

which kind of help?

thorn coral
#

Sweet, i have just added an animation to my pawn, and now my collisions dont work,

spark sonnet
#

A bit more information would be great

thorn coral
#

Its hard to explain, i have a zombie in my game, and everything worked fine until i added the animation and now the collisions do not work, i will try and send a video

spark sonnet
#

Is the animation using root motion?

#

Where did you get the animations from?

thorn coral
spark sonnet
#

Make sure to check "In Place" before exporting the animation

thorn coral
#

And i am very knew to this like been doing it for a few days with the help with youtube and google, and i have done that

#

These are the setting for the pawn

vagrant iris
#

any ue4 devs out there that can lend a hand, I'd appreciate it. I'm having issues with my start menu
I can save, and load levels just fine. But when I'm in game; save then quit to the menu that's when the trouble starts
Loading a new save from that sequence of events will have 0 of the inputs working. It's a puzzling issue to say the least
Ive been told it might be the nodes not redirecting the input from and to the UI back to the pawn, but I haven't the slightest how to go about fixing that. I've got some juicy screencaps too!

ember notch
#

C# is harder than C++. I learned more C# today and i forget all. I learned last week C++ and i still remember all things. lol

vagrant iris
#

one day . . .

ember notch
#

@vagrant iris No i started on wednesday

vagrant iris
#

Oh wow nice man. Sounds like you're cruising on by

ember notch
#

how?

#

I forget it because it's have a shit thing like Console.WriteLine why this style?

vagrant iris
#

I was talking about cpp

ember notch
#

oh ok but the things what i learned about C++ i still can

#

Is Udemy a good idea or more a book?

vagrant iris
#

I've personally never used udemy actually

ember notch
#

Is it possible to learn a programming language with tutorials or more with reading?

still island
#

Anyone got problems with "Swarm failed to kick off, compile Unreal Lightmass" in 4.23? I know this issue occurs if you don't compile Unreal Lightmass for source built engine, but in my case, I did. And it does nothing

hollow frost
#

I've implemented a healing mechanic into my game, but am having trouble with the character being able to pop the health when healed at max health already, can anybody help me figure out how to prevent the player from using the healing when at max health?

vagrant iris
#

um @ember notch I've so far been brute forcing my game with tutorials on youtbue

#

It'll really depend on what you want to do too. It's been a little harder for me finding certain tutorials or help, because my game idea is a tad more narrower than others. Like if you wanna make a fps? You can go wild. Tons of resources out there for that kind of stuff

hollow frost
#

Can anybody here help me?

#

I'm going off of literally no tutorials here, outside of some basic coding in UE4

#

I can provide code snippets too, if need be.

warped tangle
#

check if health == maxhealth before doing the healing

scarlet birch
#

close

hollow frost
#

I only have a health variable, no max health, what variable type should I make one with?

#

I assume float, correct?

rose tapir
#

hey does any 1 know how to work with animation tress in udk 3 ? free feel free to Dm me thanks!

humble stirrup
#

Sup people

#

So, how would one change the direct X version within Unreal?

warped tangle
#

I generally have a variable for the max amount of anything that may adjust like health. But if you do health 0-1, it makes it easy

scarlet birch
#

Maybe you should reconsider following a tutorial. What you're asking is a very basic part of programming logic.

hollow frost
#

I have 0-1 health system in place.

#

Default value 1

warped tangle
#

@humble stirrup project settings -> platforms - windows -> targeted RHI's -> default RHI

scarlet birch
#

It doesn't seem like you do. If you haven't set a max.

humble stirrup
#

Thanks Harvey!

warped tangle
#

or just project settings.....search RHI lol

scarlet birch
#

It's usually something like currentHealth+AddedHealth <= MaxHealth, but I don't think just giving you that is going to be that helpful.

hollow frost
#

I can provide a snippet of my code to show you what I'm working with.

#

I press a button and it's supposed to heal.

#

And fireworks go off as well, there's some footage on my channel.

warped tangle
#

You need to run checks to see if you CAN heal before you DO heal

hollow frost
#

How would I do that?

#

I'm new to this engine, so sorry if these questions are basic ones.

#

I'm trying to nail down the core gameplay first.

warped tangle
#

Mike just told you

hollow frost
#

Can you provide an example?

#

I know Mike says current and Added, but where do I put them?

#

I'll DM you the code snippet, if you need it.

chilly crag
hollow frost
#

I've been following Virtus' FPS tutorial.

#

And I've been going off of no tutorials for the stimpack, as I've called it.

#

There seems to be very little in that regard.

chilly crag
#

let me look at it ๐Ÿ™‚

hollow frost
#

Sure

thorn coral
#

Can someone help me with collisions please?

hoary mason
#

@thorn coral Maybe tell us what's ur problem first than anybody can maybe help you ๐Ÿ˜‰

thorn coral
#

I sent everything about 30mins ago with that i needed help with but nobody got back to me @hoary mason

woven falcon
#

i have a general question....

If i wanted to make a browsergame, would i be stupid to try and make it in unreal4? ๐Ÿ˜ถ

hoary mason
#

yeah see it now I will need a minute to understand the BP's but I think best place for the question is the blueprint channel

thorn coral
#

@hoary mason the blue prints never changed, it was all working before i added the animation:/

#

i have tried taking the animation off and it still doesn't work so im so confused

hoary mason
#

ok yes the BP's seems to be ok even if I'm not an expert in this.

thorn coral
#

Well that is good then ahah:)

hoary mason
#

Do you use version control system like git/svn/perforce?

thorn coral
#

I am very new to this so i have not one clue what that means:) sorry:/

hoary mason
#

ok, just for the future a version control system is really nice if you want to create a game or for me if I want to create a project. You just send your new/changed/removed files to the system which works on a server usually and if you have something like you now, where you don't know what went wrong, you can go back to a state where your recent changes aren't made so you don't have this problem anymore and could maybe reproduce the issue and better understand why it's happening.

#

It's a bit difficult now to find where anything went wrong

warped tangle
#

@thorn coral go in to your zombie BP, set the capsule component hidden in game = false

silk sleet
#

is there a way to see the P navmesh thing while the game is running PiE?

hoary mason
#

Console-> show navigation

warped tangle
#

actually nm you're doing oncomponent hit...meh not sure then. Does the zambie generate hit event?

thorn coral
#

i might have to undo everything to the point it was working again ahah]

hoary mason
#

usually in [ProjectDir]/Saved are temporary .umap's saved maybe you find one without your recent changes and you can load it to maybe redo your changes and analyze why it's happening that way

silk sleet
#

Where's Console -> Show Nav exactly?

hoary mason
#

you can open the console with ^ I guess and just type show navigation in it press enter

silk sleet
#

aaah thanks

thorn coral
#

Do you think if i made a hit box that would help?

woven falcon
#

can i ask now? ๐Ÿ˜ถ

#

I have a question:
If I wanted to make a webgl browsergame...

Should i just stick to Unity or could Unreal4 actually do that? ๐Ÿ˜ถ
like is it possible?
unity is all small and stuff
and unreal4 is such a gigantic monster of an engine
in unity i can export my game as webgl, and in the end it's 8Mb...
but unreal4 has so many insanely cool tools like the material editor...

thorn coral
#

Yey i actually sorted it my self, Cheers anyway:)

hoary mason
#

Gj @thorn coral

thorn coral
#

It was the Physics assets

hoary mason
thorn coral
#

i had to create one:)

woven falcon
#

oh so it is! thanks ๐Ÿ™‚ @hoary mason

hoary mason
#

Glad to help ๐Ÿ™‚

#

@thorn coral yeah that makes sense wasn't aware of that ^^

thorn coral
#

Just have to figure out how to give the AI health now

thorn coral
#

Some more basic level stuff which is annoying AI health going to send the stuff

placid arrow
#

ok so this morning i lost all my terrain layer painting, my entire world was black. i had to repaint it. the thing is, now im repainting, the painting is running 20x faster than it was

#

it would lock up every second or so before with a message "baking landscape textures"

#

now, it does it in a split second

#

i havent repainted this landscape since 4.8, have i just nuked some old legacy structure that was a bit crappy or something?

plucky mist
#

when real time path tracing

modern sinew
#

So I followed this tutorial and now I'm stuck in the floor

#

why?

next badger
#

@modern sinew i think you have better chances by asking what's wrong by providing own insight and specific information
instead of asking a question about some tutorial that lasts 1h+

modern sinew
#

It's not 1h+

#

I followed the tutorial, and instead of being where it's supposed to be, my player is stuck underground, froxen

#

*frozen

next badger
#

oh, sorry, it says 18m and it's part 3

jade hawk
#

So my app is almost approved for the Oculus store. Only 2 issues left.

One is crap and not my fault. The game closes instantly at the menu if you fail their entitlement check.... Fine I'll disable it.

Second is the request to windows firewall on first launch. Any ideas how I can get around that piping up?

modern sinew
jade hawk
modern sinew
#

but ends up below, stuck, like in the picture above

next badger
#

@modern sinew what debugging says?

placid arrow
#

@jade hawk turn off all the online libraries you arent using?

#

steam does that for me

jade hawk
#

But I need them for the multiplayer matchmaking system...

modern sinew
#

wym debugging

placid arrow
#

then whats wrong with a firewall prompt?

modern sinew
#

I can put in some print statements ^-^

jade hawk
#

I don't know that's what I want to know..

#

It's an oculus requirement.

#

I can't have that popup happen but have no clue how to not trigger it lol

next badger
jade hawk
#

Ty :)

next badger
#

@placid arrow it's the Oculus validity check, to get released on their store

placid arrow
#

hmm, is there a process to justify the requirement for ports?

jade hawk
#

I literally have those 2 errors and I will be approved.

next badger
placid arrow
#

your other options is use the windows API to automaically add the firewall excemption as administrator, with an installer.... i dont know off the top of my head how to do it

next badger
#

@placid arrow oculus has a checkbox for that specifically, answered in the forum post i linked

jade hawk
#

I can't see an appeal button. I will just ripp out the multiplayer stuff. Then add it as an "expansion" after I am approved.

placid arrow
#

hmm, but have you considered the reason they dont want you to have a popup like that?

#

its a bit of an ass to take your VR kit off to find the button with a mouse and allow it

#

๐Ÿ˜›

jade hawk
#

Yes it breaks immersion for sure. I am not sure. To be honest multiplayer is not done yet anyways. I can just write it out for now.

next badger
#

what if you have no mouse and using VR space to run the game?

thorn coral
#

so i have watch some things on youtube about a basic health bar and nothing is working for me, i have the right BP's but the bar is not filling in

next badger
thorn coral
jade hawk
#

Was wondering if there was a simple answer. If I pull the subsystem plugin for multiplayer, then turn off the TCP and udp messaging plugins anything else off the top of your heads I'm missing to turn off connections.

next badger
#

@thorn coral the Current Health variable inside the FPC, and not in the widget

#

you need to update widgets

thorn coral
#

What do i need to change the in the widgets?

next badger
#

the health variable i assume

thorn coral
#

The score one works a treat just the health one, so what do i change it to as its the only thing ther

next badger
#

sorry, but i have 0 clue how your widgets fetching data

next badger
#

@barren coyote have you compiled?

#

just checked, does work fine

#

@autumn crystal i think only #cpp could help you

barren coyote
#

Yes, compiled, remade, restarted the editor, nothing seems to make ti work

next badger
barren coyote
#

yeah, I can't get it to work, the anim instance variable is inherited but not set in the parent BP class, is that why?

next badger
#

um...should not be an issue, as soon as it set in this class

kind dew
#

does anyone know why my folder colors arent being saved?

#

i have to set the color for all my folders everytime i open unreal

#

like wat

snow thorn
#

i think colors are stored in the "saved" directory

#

@kind dew

kind dew
#

hm

#

so i just switched to world composition. hit build lighting only then unreal crashed to desktop

next badger
#

folder colors are saved in Saved\Config\Windows\EditorPerProjectUserSettings.ini
but they are also cached in Intermediate\Config\CoalescedSourceConfigs\EditorPerProjectUserSettings.ini

#

if you have some issues with it, check all files are writable (i.e. not read only)

#

you may nuke Intermediate and Saved folders if needed as well (in that order)

ripe saffron
#

not really sure where this should go but ....my game has alot of vertical movement, so I am trying to implement A* pathfinding. Now I have a grid of locations(no location where there is collision ) and I have each locations neighbor locations stored. My question is, should I simply measure the distance between my start and current location point for g value and measure between end and current location point for h . Would this work or is there a better way to do this?

sonic pagoda
#

though i have no clue what you mean by G & H?

#

@ripe saffron

#

vertical movement you mean like

#

aerial?

#

meaning there is no collision with ground?

ripe saffron
#

yes ... flying enemies

visual belfry
#

(fyi if you're working in C++ there's a generic a* implementation you can adapt to your own graph!)

ripe saffron
#

well this was going to be my first dabble into C++ .... so my idea was to proto in blueprint and then convert it

sonic pagoda
#

so okay, for flying enemies, i developed my own solution using only blueprints

#

and its really simple

#

flying enemies can not use go to location

#

but they can use go to actor

#

so... the trick is to use a target actor

#

as the placeholder

#

and move that target actor

#

so that the AI goes there

#

ive done birds

#

drones

ripe saffron
#

will it take you through tight mazes

sonic pagoda
#

it depends on your implementatino

#

there is also

#

Don's Flying AI

#

free

#

marketplace

#

asset

visual belfry
#

Your g and h look sound. Make sure to calculate g as the sum of previous distances though

sonic pagoda
#

which has pathfinding...

ripe saffron
#

yeah I looked at don's ... found it overly complicated and a bit unstable

#

thanks @visual belfry

sonic pagoda
#

out of curiosity

#

what is g & h

visual belfry
#

If you want to peek at A* in the engine the class is FGraphAStar I believe

ripe saffron
#

thanks again!

#

G is the distance between the current node and the start node.

sonic pagoda
#

In computer science, A* (pronounced "A-star") is a computer algorithm that is widely used in pathfinding and graph traversal, which is the process of finding a path between multiple points, called "nodes". It enjoys widespread use due to its performance and accuracy. However,...

#

thanks i found it

ripe saffron
#

H is the heuristic โ€” estimated distance from the current node to the end node.

visual belfry
#

G is the distance of the path from start to current, minor nit

#

I forgot to remove debug draws in this clip so you can see approximately what execution looks like

#

Debug spheres are the path, points are nodes that got considered

sonic pagoda
#

logic board mini game?

visual belfry
#

Maybe ๐Ÿคท

sonic pagoda
#

@ripe saffron one thing to note, going back to my hacky solution, is that if you dont set meshes to be double sided[in their mesh settings] (and this isnt in particular to only flying AI but all AI in ue4 in general) the AI can get stuck on walls... i havent done a lot of flying AI in mazes so can't tell you much about it but just something to keep in mind , just setting meshes to double sided makes AI pathfinding smarter

#

and they are mostly always never set to double sided in their default settings

visual belfry
#

๐Ÿค” I have to think you're doing something strange. I've never seen that behavior

sonic pagoda
#

i have seen it on other peoples ue4 games

ripe saffron
#

I don't think you can pathfind without navmesh

sonic pagoda
#

yeah my Flying aI generally hasn't ... usually just go to those target points, so yeah i guess it isnt pathfinding....

#

i dont know, i usually tell my flying AI move to my player to attack him

#

there is no navmesh there

#

in the air

#

oh well, you seem to have a much better solution than my hacky one... lol

ripe saffron
#

yeah not sure ... I didn't try with target points but my geo is quite difficult to navigate and don't really want to layout lots of target points. Thanks for the suggestion though and I may end up falling back to something like that. I am hoping it's not to hard to convert to C++ as I really get lost in syntax and classes.

sonic pagoda
#

im not sure either, i have never seen the c++ implementation of any of those systems, I will tell you once you start getting into EQS strictly with blueprints, you are going to have to rely more and more on hacky solutions that you would be much better made with custom eqs queries written in c++... but iteration time is an important thing in my mind as a solo dev so, do what you do best, you'll get it

molten bobcat
#

hey yall! good day! i was wondering, am i the only unfortunate person who's having problems trying to lunch on mobile (android) while using niagara? it fails to lunch

modern sinew
#

How do I increase the number of polygons on a sphere? Iโ€™m trying to make (scaled down) planets, and in some places you just float in the air

faint cedar
#

Has anyone had a wonderful bug in 4.23 where characters can now push each other when walking into each other?

modern sinew
#

Is it hard to do like minecraft does and have objects that only load when near a player? Like can I say โ€œYea I want some of these here, but only when someone can see them?

wary wave
#

yes.

modern sinew
#

Oki

#

My new idea for a planet is a lot more complicated, but more likely possible, than just making a large sphere

#

make all the planets just spheres, have a zone that you get transferred to a new level/server with loading and unloading chunks instead of a whole planet

#

that way you only have rendered a certain area at a time

dim merlin
#

Hi, anyone knows its a bad idea to have alot of blueprints in a game? (since they are all classes)

#

i mean, not having them spawned, but just have them packed

silk sleet
#

anyone know how to make ConvertMouseLocationToWorldSpace or GetUnderCursorByChannel to ignore a Sprite?

#

I want to make a hovering, sprite mouse cursor in the 3d world (like an rts or something)

inner cloak
#

@dim merlin I'm not 100% sure but i believe that any blueprint not referenced is not included in the final build.

glacial pecan
#

How can I get a Text Render component to display in front of everything else?

#

disable depth is only available in translucent, it seems... and not masked

low valve
#

my viewport has suddenly started freezing? when i click and move the camera arround it starts back up again and plays fine, but after a few seconds it freezes, have i accidentally turned something on to cause this?

#

when i press play it runs without an issue

inner cloak
#

have you tried restarting UE ?

#

@glacial pecan From memory, the render is done on it own "layer". Wasnt me doing it but it was explained a bit to me a while back

low valve
#

yeah i tried restarting my computer. i notice if i turn on FPS it starts working again

inner cloak
#

strange ! lol

ember notch
#

Lol UE4 supports Python?

#

Is Python easy?

vital parcel
#

Hey. How is the support for navigation in the latest UE? Like RVO & stuff. Is it still working well?

#

I was held back from moving to a newer version due to malfunctioning Navigation.

robust tree
coral folio
#

Is anyone familiar with the vertex animation tool between Houdini and unreal ?
Is there a chance to export a 16k texture from houdini to increase detail ? I found a limitation on the export size of the texture to 8k... higher res will not export.
Also is there a possibility to add extra detail to the normal and displacement in the unreal shader ? To generate more surface detail on the mesh?

next badger
tough marsh
next badger
#

where it's attached to?

tough marsh
next badger
#

i mean the point of attachment

tough marsh
#

to the character? im not sure what you are asking

somber quail
next badger
ember notch
#

Is it a good idea to use Python in UE4?

next badger
#

Python Editor plugin or?

ember notch
#

Python Editor script plugin

next badger
#

yeah, why not?

ember notch
#

Maybe performance?

next badger
#

it's not a runtime tho...it's an Editor plugin

#

i see no problems with performance as it only affecting the developing process, ofc if your goal to use it for some realtime texture generation it may be an issue

ember notch
#

oh ok, do you recommend that i start with C++ or with Python?

next badger
#

for plugin development?

ember notch
#

Game development

#

(UE4)

next badger
#

um...you can't use Python for game runtime

ember notch
#

What i can do with the Python plugin? ๐Ÿค”

next badger
#

except, there was other plugin

#

it's for editor scripting

#

    Construct larger-scale asset management pipelines or workflows that tie the Unreal Editor to other 3D applications that you use in your organization.

    Automate time-consuming Asset management tasks in the Unreal Editor, like generating Levels of Detail (LODs) for Static Meshes.

    Procedurally lay out content in a Level.

    Control the Unreal Editor from UIs that you create yourself in Python. ```
ember notch
#

I start with C++

next badger
#

Just in case, some functionality in UE4 is Editor only, and you can't use one in game, always keep that in mind

wicked sedge
#

hello, please help, am downloading unreal 4.23 for linux, the las file about 124.4 mb when ends its download restart again, i've try about 10 times in ubuntu, kubuntu, manjaro, i dont know what to do?
only i have left 1 file
of dependencies
when i run Setup.sh process, never in other versions i get this problem

ember notch
#

Download 4.22.1

#

It's better currently because many plugins are not updated to 4.23

next badger
#

seems ue4 deving on Linux is harsh

ember notch
#

Can i build a game to IOS if i don't own a iPhone?

visual belfry
#

how do you plan to test it?

ember notch
#

maybe asking friends?

#

can i get the ios file? (without iphone)

azure shore
#

hey hows the simplest way to just blur a texture with a value from 1 to 100 or something

ember notch
#

Do you use Blueprints or C++ guys?

next badger
#

BPs mainly

#

@ember notch you don;t need an iphone, you need a MacOS to build for iOS

azure shore
#

or is there maybe a setting to blur instead

next badger
#

no, you can't simply blur a texture...but there are MIPs, you can use mip bias

azure shore
#

oh, Im not gonna bother if its not super simple, Ill admit Im only doing this to be lazy and hide the pixelation on small textures

#

Ill just edit the original image I guess

next badger
#

no, blur is kinda expensive, you may use temporal aa node as well

ember notch
serene birch
#

and yet, amazing games are made anyway with UE4

fierce tulip
#

@coral folio not familiar with houdini, but am familiar with vertex animation.
8192 verts x 8192 frames is the limit, (X/Y texture) you can change an ini file (forgot which one) to allow 16k textures on import, but keep in mind that itll turn in quite a bottleneck due to it being an uncompressed texture that needs to be loaded into memory.
For more detail you could consider a small detail texture/normal/roughness that adds additional detail, many also use additional masks/vert colors to apply additonal detail to the right parts of the mesh. (smart mask)
rando tut trough google: https://80.lv/articles/master-material-production-in-ue4/

coral folio
#

so what about using the new virtual textures instead ? should be faster theoretically @fierce tulip

fierce tulip
#

no experience with that yet, could ask in #graphics as we do have a few people who have been playing about it and have quite some extensive knowledge about it

#

though virtual texturing as a vert-anim texture would be a nope prolly

coral folio
#

and yes, i would also like to add additional detail onto the mesh but im not quite sure how since the vertex shader is already quite complex in itself, and ive been trying some multiply/add with other texture for detail but didn't work

fierce tulip
#

havent used it myself, but there is a detailtexturing material function which needs a regular texture and a detail one (both for diffuse and normal)

coral folio
fierce tulip
#

not sure in this case, that bug afaik has to do with forgetting to disable removal of degenerates in most cases

azure shore
#

is there any kinda way to have lights that just sorta go through walls

#

like if my map is lit by lights placed above it, I want all the walls to actually be lit

#

currently its like one face of each wall and the rest are completely black

manic pawn
#

use a sky light?

azure shore
#

no I dont want to light the whole map

ornate ice
#

Hey People good morning

#

I'm trying to understand

#

the hit result from a line trace

#

specially the distance

#

The Docs say

#

The distance from the TraceStart to the Location in world space. This value is 0 if there was an initial overlap (trace started inside another colliding object).

#

if I'm setting the trace from A point + 300 in ZAxis, and then the next frame does the same

#

wouldn't the distance be always the same?

azure shore
#

.

ornate ice
#

because its always point A + 300

#

even if point A changes

#

I'm printing the distance of the second line trace

#

but it varies a lot

#

it starts in 220 until it almost tops 298

fervent apex
#

Is there a way to prevent epic games launcher from closing when opening ue4/games?

short drift
#

does anyone know how to fix actor falling through one side face plane

next badger
copper elk
#

I have this but the number isn't displayed and it doesn't do anything

next badger
#

@short drift make sure you have a collision on it

copper elk
short drift
#

it has collision

#

literally added every single collision

small vault
#

Would you guys recommend getting 64gigs of RAM in a new pc build for unreal or do you think that's overkill for most situations? I might do some After Effects / C4D work too.

next badger
#

i do

copper elk
#

I have 16 GB and I do fine with UE4 open and playing a game at the same time

next badger
#

@copper elk and you cant open Kite project?

copper elk
#

?

next badger
#

it requires 24gb to open it

copper elk
#

I didnt know that

#

I never tried opening it

next badger
#

People say they gain more performance by adding ram than getting new gpu

small vault
#

I definitely feel like unreal and AE take as much memory as you'll give them so I might go for it

#

about 400 euro's for RAM ๐Ÿ†

next badger
#

i think i'll wait ddr5...not sure 100% tho

obsidian nimbus
#

i opened kite with 16

next badger
#

eeh, really?

#

cool

obsidian nimbus
#

yea, i couldnt make much sense out of it, i could play the lvl tho

next badger
#

i could not load the level even, with 16

obsidian nimbus
#

takes a while

next badger
#

it just crashed with out of memory

obsidian nimbus
#

hmm i actually never have that

next badger
#

that only happened with kite level

#

maybe they patched something in ue4 that caused that

obsidian nimbus
#

didnt run the cinematic in editor tho, had no idea in what lvl that was

#

i open it a long time ago

#

deleted it, too much drive space

#

same cpu as u if i remember correctly

#

mayB cuz i use a lot of drive space as virtual mem?

#

or i closed the epic launcher, that saves a lot ๐Ÿ˜„

coral folio
#

Another Q โ˜บ๏ธ the project I'm working on consists of a realtime ever changing video that will be displayed on LED over a long period of time ...do you guys think I need to pack my project into an .exe once complete ? Is there a benefit to that ? What if I just run it as standalone without making the executable? I will keep away lots of headaches ahahaha

hexed dagger
#

hey , in unreal engine editor my game's fps is 144 around that, but when compiled and runned it caps at 60 frames, how do i fix this?

#

how do i implement vsync or some thing

#

like that

scarlet birch
#

search for framerate in project settings.

#

You have it set to smooth the framerate. A lot of the time that's going to look and work better overall than an uncapped framerate anyway. For Vsync Matthew Wadstein covers it fairly well it's probably the first hit if you google UE and Vsync

vale silo
#

Is there a tool in UE4 Editor that would "replace materials on the mesh with same named materials (or material instances) from another folder" ?

plush yew
#

idk

inner cloak
#

why is it so long to delete objects when you have a big model?

#

by big i mean with lots of models and faces

dire jacinth
#

Hello everyone, looking for an Unreal Ninja to help! We are trying to extract 360 video from the build using the Ansel plug-in or Kite & Lightening plug (or another software if someone has a better solution). From digging in, they work by capturing individual frames that would need to be compressed in Premiere to create an image sequence (we have someone who can do this process with Premiere onwards). Ideally we need 30fps or 60fps if your a super ninja. We have had a handful of Unreal devs check out the build and the code is so messy there is no way to convert to mobile through Unreal so our solution is to make a 360 version with a plug. This is on deferred basis, we can work out where there is some pay and some deferred. Have been trying to release, but the bones of the build are too messy. We would just like to see this project reach the light of day and has had a positive response from over 1000 people. If you know anyone that can help, we truly appreciate it. Thank you so much community!

opaque salmon
#

why is 1224481792.0 getting rounded to -1073741824 ๐Ÿค”

#

is this one of them there weird float things

astral phoenix
#

Hello! is there any1 that can help me with setting up multiplayer? ๐Ÿ™‚

vernal relic
short drift
copper elk
#

does anyone know how to set up a "Ready" system with advanced steam sessions?

#

does anyone know how to set up a "Ready" system with advanced steam sessions? So all of the players in the lobby have to press "Ready" to start the match

deep pier
#

@copper elk Steam platform was fairly complicated for a newbie like me, but my case was unique. I made it "to release" only Demo of 1001 Hugs, because I don't have the full game yet. So, yes, it's released, my demo consists of 5 levels to play just to have an idea of the game and i don't know which direction the game will go when done in full.

light coyote
#

@vernal relic Thanks man ๐Ÿ™‚

#

I will give it a use one day when i try and do some space thing ๐Ÿ™‚

dire jacinth
#

Anyone know how to extract 360 video from Unreal? (Ansel + Kite & Lightening)

#

Or other?

light coyote
#

@vernal relic And, awesome work,,, really really good.
Check out if you can uploaded to unreal store. I think you may reach more people there,, here the msg will probably get lost in the past.

obsidian nimbus
#

ow noes, its a shadertoy person, those are batshit insane ๐Ÿ˜›

next badger
#

@opaque salmon rounded or converted to integer?

#

@dire jacinth use time dilation, capture frames with necessary speed, then just assemble them in premiere with proper speed

dire jacinth
#

@next badger ty, what plugin? Ansel or K&L

next badger
#

doesn't matter...time dilation affecting global time in ue4

#

it literally slows down everything (at least should)

opaque salmon
#

float rounded to int

next badger
#

round is not converting float to int

#

float to int is implicit conversion

#

and prone to error

#

oh, sorry, in BP it kinda does

native cradle
#

Guys im a bit stuck

#

My c++ changes are not being reflected in editor (im launching via local windows debugger) and don't get any errors

#

Rebuilding the solution takes ~2 hrs and I can't rebuild to test a tiny change in code ๐Ÿ˜

#

any help would be appreciated

next badger
fresh chasm
#

Hey guys Iโ€™m trying to get scene depth with a 2d screen capture camera but when I try to see the alpha channel that should have the depth I see a blank white texture. Am I missing something?

next badger
#

depth is not normalized

#

divide it to some large number

fresh chasm
#

I need it to be in a texture so I can use it in niagara can I divid it without putting it in a material?

dire jacinth
#

Thank you again Alexey, will ping if anymore questions ๐Ÿค™

light lark
#

Hey guys

#

I have a problem with an HDRI right now

#

this is what I have

#

but the HDRI is only affecting the light

#

and not the sky sphere

#

I want my hdri to be visible

#

and not that gradient

abstract relic
light lark
#

im on that

#

but that thread is outdated

#

Or im retarded

#

Like

#

there is no HDRI Backdrop anymore for me

#

there is just the skysphere

#

since I couldnt find it in the plugins directory

frosty hollow
abstract relic
#

Youโ€™ll need to go into the sky spheresโ€™ material if you want to use the default sky sphere

light lark
#

where is that?

#

Like what I want is that my cubemap gets shown in the background

#

like HDRIS usually do

abstract relic
#

The cube map is only for lighting

light lark
#

right. I see

#

And where can I change the material for the skylight?

#

to actually show it

#

so the lighting makes sense

abstract relic
#

The material is in the bp

light lark
#

do you maybe know where exactly? Cant find it right now

abstract relic
#

Literally in the sky sphereโ€™s bp. Canโ€™t get more specific than that

light lark
#

Im sorry but I am not entirely sure where to find that blueprint. Its not in the content browser right?

abstract relic
#

It is ๐Ÿ™‚ just hidden by default. You can search for it in the content browser or click on the skysphere in the scene and open it

light lark
#

Ah found it

#

Thanks!

abstract relic
#

Goodluck. ZeroThumbsUp its a spooky labyrinth in there

next badger
#

oudated? isnt that 4.23 feature?

azure shore
#

how would I add random rotation to a texture

#

I have a looping texture, Id like it to have a random rotation (or randomly flipped would work too) for each loop tile

abstract relic
next badger
#

to flip - just multiply U or V by -1

#

to rotate you have to apply matrix transform

#

there's node called rotator

azure shore
#

thanks, but would that be randomised though?

#

or rather, can it be randomised

next badger
#

you can randomize it
as example
sign(mod(X,2)-0.5) will generate +1, -1, +1, -1 sequence

#

if X is U it will switch each UV tile by X

#

if you add some noise that has Floor or Ceil around you may randomize flips

#

if you want arbitrary rotation it's better to use matrix calc (cause it's faster)

plush yew
#

Does anyone here work with the HoudiniFX plugin for unreal?

azure shore
#

oh thanks

#

ok actually I have no idea what that means

gray depot
#

hello! I have a question: I was trying to make a simple leaf element for my game, and used a plane as its base within Blender.

#

my game is low poly, so I thought I would just add a simple green texture within UE and have a nice asset to enhance my overgrown sewers - but the texture only appears on one side of my model.

#

Am I wrong to think that things like single leaves should be implemented with planes?

#

feels like a waste to model a 3D leaf

#

wouldnt look as clean either, I think

kindred crag
#

How do I export this material from Maya to UE4? (Maya is a student 2017 version and UE4 is 4.20.3)

#

Whenever I try to export, it exports a smoothed version of it without the fractal/lambert texture

placid arrow
#

the sound in unreal engine is all crackly, and has pops and stutters, and affects the performance of the game. this only happened since i updated from 4.22 to 4.23.
how do i fix this please?

next badger
#

there was a bug in ue4 audio, related to mono cues, if you have those try reimporting them or swapping them to a stereo ones

placid arrow
#

im not sure i have any mono cues

#

i'll double check

#

it seems to do it more when the cpu is heavily utilised

next badger
#

btw if you're using engine content audio classes, make sure that Sound Concurrency set properly

placid arrow
#

im playing music using it

#

i have sound concurrency for my music set to 1

#

basically, anything i play thats music, any new audio replaces whats playing

#

i use play sound 2d for that

#

im looking at the results of profiling now, but i cant make head or tail of it ๐Ÿ˜ฆ

kindred crag
#

@next badger What are mono cues? ohhh

carmine spruce
#

Anyone know any good websites besides Mixamo.com for free, commercial free, fbx animations for models?

#

๐Ÿ”ฅ

next badger
#

@kindred crag sound cues that have monophonic wave inputs

#

there was a bug that caused sound subsystem to glitch after mixing a monophonic cue with stereo cue

kindred crag
#

Explain like im 5

next badger
kindred crag
#

Im not very proficient when it comes to the ins and outs of audio in UE4

next badger
#

it was an old issue, like 4.16...but sometimes those old bugs haunt you

kindred crag
#

I see

carmine spruce
#

@next badger ๐Ÿ‘Œ๐Ÿฝ

next badger
#

i've only said, cause it caused rattle/crackling sound

carmine spruce
#

@next badger ๐Ÿ‘‰๐Ÿฝ ๐Ÿ‘Œ๐Ÿฝ

#

lol thanks man

#

is there no preview?

#

a blind download?

chilly sigil
#

Hey, does anyone know if there's any difference between Unreal and Unity's Global Illumination?

next badger
#

@chilly sigil they are completely different

chilly sigil
#

ahh okay, how so?

next badger
#

ue4

  • uses lightmaps to bake lighting into, basically gi calculated once by the dev
  • could not use dynamic objects with it, and dynamic lights
  • may use light propagation volumes, voxelized implementation of realtime gi, quite limited and resource hungry
    Unity
  • enlighten (will be deprecated)
  • progressive lightmapper - uses baked lightmaps that store directional information, that allows unity to generate gi from the dynamic light sources
  • could not use dynamic objects with it
trim trail
#

first update after major ue4 releases are usually released when?

manic pawn
#

few weeks

next badger
#

4.22.1 released month later

#

maybe cause of GDC

#

@trim trail need a hotfix?

trim trail
#

sort of, it's supposed to have a switch command to disable raytracing landscape that was causing massive fps drops when i compared 4.23 to 4.22

next badger
#

is this bug logged?

trim trail
#

yeah, we've found it with Life at epic

next badger
#

and target fix is 4.23?

trim trail
#

i was told the command switch will be in next hotfix