#ue4-general

1 messages Β· Page 537 of 1

next badger
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oh...ok

trim trail
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but that was like 2 weeks ago

next badger
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yeah, it's like a month between minor releases

trim trail
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alright, that's what i wanted to know, thanks πŸ™‚

granite token
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Hey I have a beginner question about physics where do I ask?

next badger
granite token
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Ok, so what's the deal with scene components in physics

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It seems like nesting my static meshes in scene components causes them to take on physical properties

next badger
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scene component has no physics, or rendering features

granite token
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What about camera components?

next badger
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cameras have

granite token
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When I remove the *_BP scene components from the tree, it behaves fine. With this configuration, when the tank hits the floor, it jitters and then falls through.

next badger
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your turret and the body both have physics and collisions? that may be causing this wiggle
you may try to bypass it by adding a physics constraint component and linking them...
but this kind of question is better to be asked on #legacy-physics

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they not wiggle when attached, but scene component is not physics object, so it's like they are separate objects, that's what may cause the issue

granite token
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I only have enabled physics simulation on the body

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You might be onto something though, I added a gap between my body and turret and there's now less jitter

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It also makes the whole thing fall slower for some reason

plush yew
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here's another question I already know the answer to but just want to be sure about. My RTS units are using placeholder assets so their weapons aren't built into the models. They just spawn swords and shields into their hands as actors. That is not as efficient as just making the basic skeletal meshes hold the items, right?

fiery lagoon
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Anyone know why if i delete a NavMesh volume in my scene and then place a new one it no longer works?

abstract relic
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You gotta hit the lovely build button to recalculate it

pulsar kraken
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I am not sure if I am in the right channel. I have a question and would love to have some help. Is there a way to extract a datatable from a uasset file?

fiery lagoon
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ahh

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thanks!

light coyote
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@pulsar kraken
No is the short answer.
But you can do a thing.
There is a pay plugin in the store wich you may find usefull.
Is called EFM, Easy File Manager.
If you have data in an array, or in a structure, or any type of text, string, int, float, wich can be converted to a string.
You can use this plugin wich will convert them to a text file, but you have to set the delimeters, andline jumps in a function you will create with whatever means necesary, and append to the name of the file .csv and it will create a CSV file, a spreadsheet for you to open in a separate program.
The data you exported during runtime could have been variables saved in game and loaded in a new game, then loaded, then exported,,, all in runtime.

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A csv file is just a text file with certain properties, like delimeters wich delimit what goes in each box, and jump lines wich delimit the rows, and an extension, .csv, so that the program reading the text file knows how it should read this text file.
Note that they are various delimeter you can use. Create one CSV file, and open it with Notebook to see what is in them.

pulsar kraken
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I have the .uasset and .uexp files. I want the data tables embedded within them @light coyote

light coyote
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What do you mean?

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If you want the data from one you created, you can get row information, or column,,, you can do things to extract, but you cant edit.

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You cant edit them on runntime.

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Datatables are meant to add the information of each character specs as an example, and retrieve them from it in runtime without having to go to each individual one and typing everything in each one.

pulsar kraken
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gotcha

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I was hoping to find information on weapon stats for a game.

light coyote
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Ahh

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I thought you where intrested on what i said, because i something i wanted to do, and finaly got it. I thought you may have been on the same situation.

pulsar kraken
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lol not quite.

light coyote
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Data tables are very usefull, but if they where easy to edit and save, and reedit, resave, they would be amazing.

light coyote
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@visual belfry
That is a way to get the data when you press play.
That allows you to change it from the excel,, but not from the game itself at runntime.

So you can change the excel, maybe call it again on runtime,, and get the data again,, but not from the game itself.
Is to change it from excel, not from game in runntime.

plush yew
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@visual belfry Are you online?

light coyote
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@visual belfry It is cool and usefull,,, but if you want to do everything on runntime,, write save load,, that does not write, it reads the file from that location.

plush yew
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@visual belfry I will dm you a quick question in about 1 minute, would appreciate it alot!

twilit quest
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Hey can anyone help me? I cant seem to get Visual Studios installed due to the shared components, tools, and SDKs. I can't change it. its set to a hard drive that's not even on this computer.

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Pic ^^^

plush yew
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Need help with that

plush yew
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Added steam onlinesubsystem, if i run game in standalone there is a overlay from steam, if i ship the game there is no overlay anyone know why?

mighty field
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A shipping build will only have a steam overlay if it's launched via steam

next badger
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@plush yew is the file writable?

plush yew
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I don't get what file it is @next badger And how to check if it is or not

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okay thanks^^

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Is when I try to open my project, Then is ask what version I wanna use, And all 5 UE versions give that error

steep blaze
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Hi everybody!

next badger
plush yew
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@next badger Thanks, Ill check when i get home πŸ‘

next badger
hasty osprey
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newbie question

serene birch
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by not making it translucent? the blend mode

hasty osprey
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its on additive

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oh you're correct

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its on translucent but i cant change it.....

gray depot
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quick question: can anyone recommend to me a good way to learn about UE4 performance optimization? I want to get an idea on the basic pitfalls that kill performance

serene birch
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blend mode "additive" IS a translucent mode

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set it to Opaque πŸ˜›

azure shore
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@gray depot I see no one answered about your leaf thing but it's actually really simple, go into the material and tick "two-sided"

gray depot
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thanks DJ!

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I read about that, but then I started wondering if that is a good way to create leaves

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thats the reason why I asked about performance basics

hasty osprey
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@serene birch set it to to opaque and it workedπŸ˜…

gray depot
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I just dont know the very basics of performance

serene birch
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I'm not sure how you ended with additive blend

gray depot
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maybe I should just watch some professionals work within UE4

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and see what they do

next badger
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@gray depot don't fall in to pit of early optimization

gray depot
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oh yeah, that something to avoid πŸ™‚

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but just wanted to avoid big mistakes

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but yeah maybe I just need to not worry too much about pitfalls, just experiment a bit

next badger
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what was the leaf question?

gray depot
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thanks for the guidance snippets, sometimes it is hard to not feel overwhelmed

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quoting my earlier question:

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"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"

next badger
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yeah, 2 sided material needed for renderign the planes

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also, one major thing for any vegetation

gray depot
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basically: I was a bit confused by getting the impression that UE4 did not want plane geometry as a default

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I guess that was the jist of my question.. and wanted to know if I was missing something

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oh thanks πŸ™‚

next badger
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no, ue4 uses 1-sided geometry all the time, vegetation, particles, mesh decals

gray depot
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cool! I come from an engineering/ programming background, so I just assumed that simple is best as a rule of thumb

next badger
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ue4 also has SSS shading, you definitely need read about it for realistic light scattering

gray depot
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thank you, appreciate the keywords

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writing this stuff down hehe

next badger
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this video is outdated, but you could get a common knowledge

gray depot
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thats all I need for now, really

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oh one last thing

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it is ok to mix plane geometry with volume geometry in one asset? with blueprints it should be ok, right?

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(thinking of creating some cilinder based vines and plane based leaves)

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ah scratch that

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overthinking it

next badger
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there are no difference, yet you should keep in mind, 2 sided material costs more instructions to render than one sided
yet, if you add multiple materials it will cost more drawcalls

plush yew
next badger
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just make sure it's unchecked for all files in the project

plush yew
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But I have 100+ files :/

next badger
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and?

plush yew
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So I have to go through every single files?

next badger
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it does work for selections

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and folders

acoustic temple
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what did I do wrong?

hoary mason
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can you make this video again with showing us the properties on the left side?

acoustic temple
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still new to ue

hoary mason
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yeah I guess it looks like you change the whole transfrom property, if you collapse it you will find the rotation in it, that's what you are looking for

acoustic temple
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ah okay

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yeah I can see that it's moving the x and y location

hoary mason
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so you have to remvoe the transform keys from the sequencer and only add the rotation keys to it ^^

acoustic temple
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Thank you will try that

next badger
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also, ue4 makes spline curves by default, to change type of keys you need to hit number hotkey, (4) is for linear

acoustic temple
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deleting the transform keys didn't work, any other tips?

river magnet
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If anyone is an experienced game maker in anything please add me as a friend now you will get 30% credit of the game and it really doesn’t need that much work

hoary mason
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@acoustic temple you have to remove the keys of transform property and add keys only from the rotation part of the transfom. Just change the rotation and add a key wherever you want in the sequencer. If you have more trouble maybe this site can help you: https://docs.unrealengine.com/en-US/Engine/Sequencer/Overview/index.html

Sequencer is Unreal Engine 4's multi-track editor, used for creating and previewing cinematic sequences in real-time.

acoustic temple
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yeah im trying that but its like it rotates around a large circle instead of its pivot point

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trying to lock the location part of transform but it also locks the rotation part

rigid goblet
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I'm not quite sure where to ask this, but I have some fonts, I got them in uasset format but I just need the standard font out of it

crisp stream
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Hello there , I need help related to varest API where should I ask?

pulsar kraken
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anyone know of any good frameworks for multiplayer creation? Looking for ease-of-use but accurate lag prediction.

scarlet birch
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@pulsar kraken I'm not sure what you mean by framework. The built in Online subsystem stuff is pretty easy to work with and easy to setup so it will work with different services. If you're looking to extend it to BP both Uworks and Advanced Sessions are good.

next badger
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@river magnet you may better chances at #looking-for-talent ...but you have to show something ready ofc

river magnet
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Ok

next badger
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@acoustic temple I see multiple curves there, not just rotation ones

river magnet
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How do I put something in looking for talent

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@next badger

scarlet birch
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read the pinned post

ashen zenith
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i have an problem

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my game if connect to steam

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rest lan

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remains

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27015

next badger
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@ashen zenith Can you speak sentences?

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it almost looks like some jammed transmission from a scifi movie

steep cedar
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Anyone here experienced with healthbar blueprints? Gain/lose health

next badger
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you don't need to be experienced in that...those are generally simple things...
but you better use #blueprint or #umg

steep cedar
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yeah just began with UE though : )

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"generally simple things", been doing Unreal for one week now :p

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but gonna ask there

next badger
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Well, congrats on first week! πŸ™‚

steep cedar
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haha yeah

next badger
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it's just this channel for random stuff, and those channels have experienced users on them

steep cedar
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starting to understand more but I feel once I hit a wall I dont get any further tbh

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ah okay

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plus been trying to find fitting tutorials but havent found any that fit what I want to go for really

next badger
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you also could ask for tutorials on some topics on respective channels, people are happy to give some links

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if you find no channel that fits - ask here

hasty osprey
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my photoshop is on a remote desktop cant do it there

prime hazel
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hey, im having a bit of trouble with adding voice lines to my game, i've recorded voice lines and want them to play as soon as stepping in the same zone as a TRIGGER BOX. can anyone help me?

abstract relic
next badger
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@abstract relic kinda small...

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original was 6k

abstract relic
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Discord likes to compress

hasty osprey
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@abstract relic anyways thanks

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πŸ‘Œ

prime hazel
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email would be the best way to send imo

abstract relic
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Indeed

prime hazel
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but yeah discord likes to compress

hasty osprey
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oo could you do that?

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i can DM you my email

grim ore
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@prime hazel set up a blueprint with a box collision in it. Set up the event on overlap so when the player overlaps the box the event will fire. play sound 2d or sound at location or use an audio component depending on how you want the sound to play. If you need this to be in the entire zone then make a big ass box collision or set it at every entrance. If you want it to play once destroy itself when done playing.

prime hazel
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thank you so much

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im very new to unreal so

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its a big help!

next badger
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i made a fullsize, but it's still uploading to google drive -_-

hasty osprey
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@next badger Ohh thank you

abstract relic
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How did you extract the original file size from Discord Sed?

next badger
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there's a button

abstract relic
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....

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It is a nice looking button

next badger
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yet discord limits file size up to 5mb...so impossible to upload 41mb normal

abstract relic
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Interesting

prime hazel
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@grim ore super sorry for the ping but, while i was testing it, i noticed if i stepped on the trigger more than once it would overlap the playing , is there a way to make it only play once? you said it'll destroy itself after playing but i need it to destroy the trigger but keep the audio playing until its finished

next badger
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if the audio is spawned by the trigger it obviously be destroyed too

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if however you will spawn an audio actor in the world...

prime hazel
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i have it as a trigger box, so when you walk forward audio starts playing

next badger
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yeah, that's what i'm talking about

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if audio is within the trigger bp and you destroying it - no more sound

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you either spawn an audio as an actor in world, or leave the trigger bp

grim ore
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basically which node are you using to play the sound?

queen canyon
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Hello people! Please help! I have one component with "InstanceEditable" and "ExposeOnSpawn" variable inside. Somewhere I spawn this bp's child setting that variable's value. This child bp has Begin Play event which uses that variable, BUT at begin play that variable is default one, and value I setted before only used in tick event. What's wrong, why variable isn't set yet before Begin Play?
Hope you understand me ^^

warped tangle
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show some code

atomic ivy
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Quick Question (I hope): I want to tinker with the ChaosDestructionDemo from the Learn tab. According to the documentation I've read I'm needing to regenerate source files but all the references take me to a 404 page not found on GitHub, here (https://github.com/EpicGames/UnrealEngine) Is there a new way to do this?

next badger
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@queen canyon can you confirm the order? like add some logging and make sure variable changes its state during execution?

atomic ivy
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@next badger So I just linked it... I'll re-check the step ; Thanks

queen canyon
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@next badger well, that's how variable looks like in Parent bp, how I spawn it with new value, and how check it in begin play and in tick

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base value in parent is 0 and printed in begin play, value I send in spawn is 50 and printed only in tick

next badger
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@queen canyon what about parent's begin play?

queen canyon
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this var not used in parent

obsidian nimbus
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begin play>destroy actor self

queen canyon
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@next badger or maybe it's just ue mechanic that variable sets after begin play if exposed on spawn?

next badger
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@queen canyon i'm trying to find out the answer on that...
but you may better to ask this exact question on #blueprint and #cpp

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begin play is followed by tick ...but i have no clue when those variables are initialized

queen canyon
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oh, indeed, I forgot here is bunch of channels

next badger
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it should be set on construction...

warped tangle
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good link too @next badger

queen canyon
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@next badger didn't get it.. Expose on Spawn is useless for this?

next badger
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Expose on Spawn says this variable should be visible when you using "spawn actor" function

queen canyon
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@next badger ah, I see.. but the problem is that this is ActorComponent bp, there is no construction script... Well, gonna made something with that then, thank you!

smoky nexus
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Hey there, I've tried to check ChaosDestructionDemo, I followed the instructions to use the source build of Unreal Engine, and when I'm trying to launch, it gives me an error: "No platforms specified for target".
Would be great if you can help, thanks!

next badger
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@smoky nexus trying to launch what?

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@queen canyon you could make a function in component, then call it from construction script of a hosting actor

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oh, Mathew...i have a question, interesting one

grim ore
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are you trying to launch/play from Visual Studio? if so the default project is not the UE4 project so you need to set it as the default or right click the UE4 project on the right side in the solution explorer and launch it from there. or you can change the default project at the top next to the platform @smoky nexus

next badger
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he's trying to launch Chaos examples

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yet he's just got to github half a hour ago

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i can't imagine downloading and building an editor in that time span

smoky nexus
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@grim ore Correct, I've tried to do that but to be honest, I couldn't find how. May you help?

grim ore
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how are you trying to launch it? from VS or from the .uproject

smoky nexus
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Right now, its in Visual Studio.

next badger
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@grim ore

  1. imagine we have an actor component
  2. this component has a variable set to Instance Editable
  3. there's actor, that is embedding this component
  4. the variable is not changed during OnBeginPlay, but Changed on first Tick...
    When does it changed?
smoky nexus
next badger
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@smoky nexus umm...you need to build ue4 first

smoky nexus
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Right click on UE4 and "Build"? I've done that.

grim ore
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the biggest issue I can see here is why is your chaos demo project in the ue4 source folder?

next badger
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ahahah...i was confused by that too

warped tangle
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grabs popcorn

next badger
grim ore
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You should have 2 folders, one is the source from github the other is the chaos project

smoky nexus
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Indeed, Alexey

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I've done that before, but it didnt work at all...

grim ore
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which step did not work

smoky nexus
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When I tried to launch the project in VS.

grim ore
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if you are using the folder structure above then correct

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that is broken

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that is not 2 folders

smoky nexus
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when my project was not in the "Programs" folder in the VS Source build from github, it didnt detect the project.

grim ore
smoky nexus
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If I'll move my ChaosDemo folder to another folder out of the UE release, would it work?

grim ore
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you can either build the UE4 source and then build the Chaos project, or just build the chaos project and it will build the UE4 source. I would do the first one as it's more efficient

smoky nexus
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or do I have to build it again?

grim ore
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open unreal engine 4.23 source folder, setup file, generate project files, open .sln file, right click the UE4 project on the right and build.

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open chaos source folder, open .sln file, right click the chaos demo project and build

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run the chaos demo from the editor or go back to the folder and run the .uproject

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alternately instead of compiling the chaos project from the .sln you can just run the .uproject, it will ask for the engine version and point it to the source build, then it will compile it

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or you can right click the .uproject and change the project version manually to your source version and do the same

smoky nexus
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I've tried to do that, and when it was about to finish it just failed haha

abstract relic
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Building engine from github
prerequisites:

  • visual studio 2017
  • some git client.
  • ~150 gb of space.
  1. clone the repo to a hard drive

  2. once finished navigate to the folder where you cloned to, and run Setup.bat this will take awhile, and eventually prompt you for administrative rights and or error because some missing prereq. we'll have to address these as they come then re-run setup.bat until it finishes.

  3. after its successfully finished setup.bat we need to run GenerateProjectFiles.bat and wait for that to finish.

  4. there will now be a UE4.sln file. double click this and it will open the solution in visual studio.

  5. at the top of visual studio select Build->Build Solution this will take awhile

  6. once build finishes press the green play button towards the top of visual studio to launch editor.

grim ore
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"just failed" is not something we can help with

smoky nexus
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I guess so

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I'll try that, thank you!

grim ore
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did you download the .zip from github or use a program to clone it?

smoky nexus
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Both.

grim ore
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I had trouble with the clone version of the 4.23 release tag, it would not compile. I had to download the .zip release from the tag as suggested in the docs

smoky nexus
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Same.

next badger
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@grim ore why tag? not branch?

grim ore
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@next badger I was following the issue earlier, I have just checked using an actor component inside a BP and it will print out (in the AC begin play) the default value of the variable in the AC OR the instance editable version in the BP if I changed it. It behaves like normal here

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the 4.23 branch is not 4.23.0

next badger
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release branch

grim ore
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I never trust the release branch lol

next badger
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hmm...i think i need to check the variable issue myself, ty for answer

grim ore
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tags should be the correct revision based on the release version for that tag so I assume it to be correct lol

next badger
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yeah, but tags make HEAD detached -_-

grim ore
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yep but if I am just cloning for one build like this one I do it clean so no biggie here

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but even then there is something missing from the git that is in the .zip that they mention specifcally for chaos. some plugins

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"We recommend downloading as a .ZIP file as there may be issues with missing plugins when cloning the repo using GitHub Desktop."

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which seems to be true as it would not compile from release/branch/tag for 4.23 for me

scarlet birch
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I've just used the zip because it's easier

grim ore
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I keep a master pull updated to read the notes so I tend to use that when needed here

next badger
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i have no spare 100Gb to store master and 4.23 ;_;

obsidian nimbus
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lol ive tried to free up for a chaos build myself

next badger
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Epic need to send me some Optanes

obsidian nimbus
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imma just buy a 500g ssd or something

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prolly fill it up in a week πŸ˜„

grim ore
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I splurged for the 1tb 3 years ago and it was worth it

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now to find a 2tb nvme and go bankrupt but happy πŸ™‚

obsidian nimbus
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my terra is full

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well freed up 114 gig

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keeping UT fortnite and some other stuff fow now

next badger
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FN sources?

obsidian nimbus
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51 gig

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not too much when UT is 20

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got robo recall modkit

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vault cashe takes a load

next badger
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RR is a nice game...sadly i have HTC -_-

obsidian nimbus
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just mod it πŸ™‚

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yea its pretty awwsome

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not many VR games like it i think

scarlet birch
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need more

obsidian nimbus
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hoarder πŸ˜›

warped tangle
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daaaaaaaaaang lol

obsidian nimbus
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NARUTO SHIPPUDEN Ultimate Ninja STORM 4, witcher 3 and hellblade take the most

warped tangle
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that red on the drive gives me heart palpitations.....

obsidian nimbus
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spin drives are cheap, hes just lazy AF πŸ˜›

next badger
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i have 8 or 10 those red ones

obsidian nimbus
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got hellblade and wicher 3 on my pc soo long, i just dont get around to finish em

next badger
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but not much ssds

warped tangle
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I really regret getting a 500GB ssd boot drive.....wish I had gotten at least 1tb

scarlet birch
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I need to setup a NAS

obsidian nimbus
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ur win drive shouldnt be that big anyways just a 250 ssd should do

next badger
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get a 1tb, mirror, use 500 one as project storage

obsidian nimbus
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id get an external drive but everthing i move there gets the label (my old crap) and i never look at it again

next badger
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i have to agree, i have no games on my c, just apps, and it'a 250gb

warped tangle
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I barely install anything to C, but it tends to fill up

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things like adobe force install on C

obsidian nimbus
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you do have the unreal shader thing that goes to ur C

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takes more than windows

scarlet birch
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My C is mostly UE projects. D holds source builds and assets.

obsidian nimbus
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average asset dupe is like 3 or 4? πŸ™‚

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i must have the same texture like 50 times on my pc allready

scarlet birch
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I keep an asset project for cues, sounds and migrate from it when I need sounds. I'd rather have them all as wav files though so they're easier to mange but it's a pain to export with folder structure and time consuming. It'd be nice if you could download market sound packs as raw files.

obsidian nimbus
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how to get rid of asset dupes, that must save so much hdd

scarlet birch
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I think there's a commandlet for that , if not probably a market plugin to do it

next badger
#

indeed, why no raw wave sound packs?

obsidian nimbus
#

like all projects have 1 asset folder

next badger
#

i wish ue4 has mass export feature

obsidian nimbus
#

like if u add 2 paragon chars to 1 project you have so many dupes allready πŸ˜›

#

think that actually has runtime costs aswell

next badger
#

someone should implement hash based folder structure for ue4

#

1 file - 1 hash, multiple references in the folders

#

no more hassle with p4 renaming

obsidian nimbus
#

yea, once u import MP assets stuff gets real messed up real fast πŸ˜›

#

textures everywhere

scarlet birch
#

That's probably the only thing I really like better about Unity is how much easier it is to manage assets.

#

Being able to download raw models and sound files would be a major plus.

obsidian nimbus
#

its not hard, its just messy and kinda time consuming

scarlet birch
#

You can sort of do it with an asset project and collections. If you try and organize things references get broken.

obsidian nimbus
#

asset dupe warning on import migrate would be nice

#

you can fix up references quite easy

scarlet birch
#

If you know what it is supposed to be there

obsidian nimbus
#

aww yea true

scarlet birch
#

but when you've got 100+ materials that are now world grid and no idea what they were...

obsidian nimbus
#

wall texture might not be the same as wall texture

#

just keep goin till u package and ship it and never look at it again πŸ˜›

#

hire external studio for the remake

#

good luck πŸ˜›

scarlet birch
#

sell the rights, before they see the code-ageddon

obsidian nimbus
#

sell the studio to EA

#

its a top selling game, but its your problem now πŸ˜„

next badger
#

holy F...since when the source from gh became 1.3gb??

plush yew
#

u guys dont even need 2 tb nvme lets be real here

warped tangle
#

hold up, let's define "need" here....

plush yew
#

the need is for mike to start organizing

obsidian nimbus
#

i gotta keep my porn, its full of classics

scarlet birch
#

Nah,

warped tangle
#

I just put an 8TB external on my xbox. Did I need that? no. But did I need it? Yes

#

also it was on sale at costco

next badger
#

@obsidian nimbus i think i've changed the shader cache to other drive

plush yew
#

if you are not a content creator with 4k videos you dont need 5 tb

scarlet birch
#

I'll admit to some extra stuff on the other drives but that 1TB NVMe is pretty lean

obsidian nimbus
#

ill show my grandkids, look the internet was free , disturbing and full of porn when i was your age

next badger
scarlet birch
#

I work alone, so I have models, sounds, video editing files, sound editing, compositing all kinds of stuff that takes up drive space like candy

next badger
#

all cache

obsidian nimbus
#

yea i like it on my SSD tho

warped tangle
#

Same Mike

plush yew
#

yeah same

obsidian nimbus
#

i know u can change it, altho kind of a hassle

#

that dark theme on explorer tho πŸ˜›

next badger
warped tangle
#

lolol

scarlet birch
#

Yeah, I just went through and removed my source builds prior to 4.22 this weekend. It was a pita getting some of the projects working with it. But geez the space it cleared.

next badger
#

yeah, each build is 100gb with pdbs

warped tangle
#

I need a cleaning day...bad

trim dawn
#

hi, ive built UE4 from source as im using linux, hovewer there was no icon included, does anyone have one to share with me or know where to get it? thanks

obsidian nimbus
#

more like a month if u wunna do it right πŸ˜›

warped tangle
#

lol

plush yew
#

Nevermind, found it;

Unreal's build tool (for building lighting etc.) apparently saves all its data on the C drive despite me having explicitly installed Unreal Engine itself on my D drive. Fairly dumb I guess but at least my issue is fixed for now.

obsidian nimbus
#

just use paint and make ur own icon πŸ™‚

plush yew
#

pretty sure thats why ur ue4 folder is so big

trim dawn
#

ok thanks Mike XD

next badger
#

\Engine\Source\Programs\UnrealVersionSelector\Private\Linux\Resources\icon.png

obsidian nimbus
#

my unreal icon

next badger
#

@obsidian nimbus proof?

#

i want to see that on your desktop πŸ™‚

obsidian nimbus
#

cant, my desktop is messed up, nsfw

kindred crag
#

@next badger hey can you help me out with something?

#

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

next badger
#

@obsidian nimbus i believe you, if all of your icons are like that...

obsidian nimbus
#

this shouldnt surprize any1 tho

kindred crag
#

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

scarlet birch
#

That's weird my source build is like 60GB. Is that chaos making the difference?

next badger
#

@kindred crag you can't export materials

kindred crag
next badger
#

you have to make own in ue4

kindred crag
#

makes sense

#

thanks though

next badger
#

you can export textures tho...if the images are plugged in to diffuse channel and placed near the exported fbx, ue4 will import them along

#

i think normals work too

prime hazel
#

i have to duplicate a whole ass train carriage but im having struggles with it

next badger
#

@kindred crag ^

kindred crag
#

I see

#

its just a modified lambert texture as I have added a fractal layering to it

next badger
#

nah, procedurals won't work

#

only images are imported, you may generate own in ue4

warped tangle
#

better off just making a material in UE4...

next badger
#

@kindred crag also, you may make landscape in ue4 too

warped tangle
#

I was about to say, I think you can do the whole thing you're trying to do in engine

scarlet birch
#

It's painful to make landscapes in UE though, when other programs have better tools for it.

kindred crag
#

yeah its definitely way easier and better, was just doing some modelling for fun and thought exporting it in ue4 would be fun

scarlet birch
#

But I'd rather import them with a weightmap

#

err heightmap

warped tangle
#

lololol

kindred crag
#

Worldmachine?

next badger
#

@kindred crag well, the props only can be imported, so things like trees are only could be made outside of ue4

warped tangle
#

Weightmap.... "That's a fat mountain right there"

kindred crag
#

yeah

soft iris
#

There's a your mom joke to be made with weightmaps

warped tangle
#

LOL

scarlet birch
#

weightmaps for painting

#

Worldmachine or Houdini would be my top choices

next badger
#

weightmap is actually map that stores weights for blend shapes and sometimes skins

warped tangle
#

But weightmap != heightmap for landscapes

scarlet birch
#

They're also used for painting landscape layers.

warped tangle
#

I just immediately laughed when I saw it, all the jokes popping up

#

yeah

#

I'm laughing with you Mike lol, I understand weightmaps are a thing....just not in that instance

scarlet birch
#

same name, different thing.

#

Oh, idc

next badger
#

@scarlet birch oh, does it called like that? not blend something?

next badger
#

@scarlet birch interesting...but it's not mentioned in ue4 docs now...have they renamed it?

#

oh..it is mentioned

scarlet birch
#

Maybe. I think weightmaps is clearer. It's basically identical to a heightmap but the values are used for layer weights.

#

I have macros I wrote in Worldmachine to generate them when I make a map. So it's fairly quick and easy.

prime hazel
#

So like, I wanna move a whole ass train after duplicating it in UE4, but i cant figure out how to group move objects?

warped tangle
#

am I missing something? what's an ass train

scarlet birch
#

Select them all, I think right click in the outliner to group

prime hazel
#

a whole train, if you want

#

so i have to group them?

scarlet birch
#

or add them to a layer

prime hazel
#

sorry, im rlly new to UE4 aha

scarlet birch
#

no, you can just select them and move them

prime hazel
#

oh, alright

kindred crag
#

yes grouping them is also convenient

prime hazel
#

thankyou very much

scarlet birch
#

but if you want to be able to do it over, with less tedium

kindred crag
#

but you can do as mike suggested as well

prime hazel
#

i have to do it approximately 15 times πŸ˜‚

#

thanks very much

#

i appreciate it

kindred crag
#

create blueprints for multiple objects, much easier

prime hazel
#

okay

next badger
scarlet birch
#

Layers are easier if you don't want them to stay grouped together

warped tangle
#

yeah if you group you won't be able to adjust the position of individual actors

next badger
#

you can group and open group

#

unlock

scarlet birch
#

I really just like layers more as a personal preference rather than anything else.

prime hazel
#

so like tried grouping

#

apparently you cant move multiple layers at once so imma figure out how to put them into one layer

warped tangle
#

you just drag whatever over an existing layer and it adds it to that layer

#

or you can select everything you want in a layer, drag it to the layer window and it will put them all in 1 layer

prime hazel
#

oh really?

#

damn thats easy

warped tangle
#

mmhmmm

#

I do a combo of everything, I use layers, grouping (very limited but I do use it), and folder structures in world outliner to organize stuff. It's personal preference

next badger
#

grouping is great when you need to make sets of objects and copy them on the level manually

#

like some tableware

warped tangle
#

or a modular house that has bp's for certain parts that can't be converted to SM....lol

scarlet birch
#

You can have the same thing in more than one layer too

warped tangle
#

yeah layers are dope

broken stream
#

Good day guys, i did try to follow this guide to build my file to c++ i get this eror when i do a Development server build

Severity Code Description Project File Line Suppression State
Error Couldn't find target rules file for target 'UE4Server' in rules assembly 'UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. Login D:\Documents\Server\Unreal Projects\Login\Intermediate\ProjectFiles\UnrealBuildTool 1

Severity Code Description Project File Line Suppression State
Error MSB3075 The command ""M:\Program Files\UE_4.22\Engine\Build\BatchFiles\Build.bat" LoginServer Win64 Development -Project="D:\Documents\Server\Unreal Projects\Login\Login.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command. Login C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets 44

#

any one know what this is ?

kindred crag
#

@scarlet birch how do you mean by layers exactly?

warped tangle
#

window -> layers

next badger
#

MSB3075 it is...can be cause by 100500 different reasons

scarlet birch
next badger
scarlet birch
#

Yeah, I guess that's more helpful

warped tangle
#

yeah like I said, window->layers lol

#

mike wheres your world outliner

scarlet birch
#

on the left

warped tangle
#

you daredevil you

scarlet birch
#

That's a brand new project though so stuff isn't all in place yet

warped tangle
#

ah you use AlrightRig too

scarlet birch
#

Trying my hand at a space fight sim today.

#

use might be a little strong of a term

#

It's nice, I just hate animating

warped tangle
#

lol I do too. But I use it to clean mocap data in editor which is super nice

scarlet birch
#

Has there always been a deadzone setting in input options?

warped tangle
#

as far as I remember yes?

#

under axis configs?

scarlet birch
#

yeah,

#

😒

warped tangle
#

were you manually handling deadzones before? lol

scarlet birch
#

yeah

warped tangle
#

Don't you love that lol

#

I spent like an hour manually making an on mouse hover begin and end....and realized that I could just enable that in the PC.....

#

Curious to see where you get with that project Mike, I started a very similar one a few weeks back for fun, got takeoff and landing mechanics, started working on escaping atmosphere etc machanics.

scarlet birch
#

So does it eliminate values below it or map values from it as 0 to 1.

warped tangle
#

I image it remaps the values, but I'm not sure

mystic bramble
#

Any tutorials on making minimap based Pathfinding? Literally a line following a route too a destination?

broken stream
#

well dont know what do do then.. i have been looking at the web but no help

scarlet birch
#

I'm trying out physics now. I kinda like where it's going.

warped tangle
#

yep did all mine physics based, definitely fun that way

scarlet birch
#

Yeah debating whether to leave it responding how an object using RT thrusters would actually manuever or more like the fighter jet movements people are used to.

prime hazel
#

ok i tried to move the train and the lighting got screwed up

#

i've given up on doing it myself at this point, as i'm beginning to get a headache from stress - so i'm just gonna find someone who'll help me with it by doing it themselves - maybe its my lack of UE4 knowledge - who knows

scarlet birch
#

@warped tangle I don't know that this will have planetary landing/escaping or not. right now it's a single solar system with a few planets and stations. Playing with scale, velocities, and some particles to get a good feel for distance and movement.

spark sonnet
#

Can I change each scalability settings with blueprints? I can only find one that changes everything to either low or epic

warped tangle
#

@scarlet birch So space only, no atmospheric flight? That definitely makes it easier. I'm not using thrusters right now, can't remember exactly how I was doing it but I think I'm adding impulse or something along those lines. I'm going for more of a non-inertial dampening type of flight, so things will drift and require adjustment to keep straight

#

I need to add particles.....it's so weird having no reference of movement when you are far off the ground/in space

scarlet birch
#

Same with the dampening. The player definitely needs to manage those rotation forces.

warped tangle
#

@spark sonnet what do you mean "each scalability"?

spark sonnet
#

Yes, but I think I figured it out

warped tangle
#

nicenice

spark sonnet
#

Its Get Game User Settings, right?

warped tangle
#

@scarlet birch never been a fan of "jet" style flight in space, I get it's gameplay dependent, but I love having more realistic controls. I'm a big fan of kerbal which is about as real as it gets out there right now

scarlet birch
#

Me neither. My Dad was an aerospace engineer and he would make flight sims at home as a hobby.

warped tangle
#

oh nice!

scarlet birch
#

Yeah, I got exposed to all that kind of stuff early and often.

next badger
#

*dog fight

warped tangle
#

@spark sonnet not sure but I think so, you are trying to have it as a player preference type thing?

spark sonnet
#

I am trying to make a settings tab to change settings and also save and load them

scarlet birch
#

a little bit of dust, and bit of camera lag goes a long way to adding a sense of movement

warped tangle
#

ohhhhhhhh I just understood what you are trying to do

#

@scarlet birch yeah I'm going to play with all that now that I have a general movement method set up

#

@spark sonnet yeah it should be get game user settings, which has all the scalability options

scarlet birch
#

I think I'm going to make a few things to procedural fill some volumes. It'd take a lot of work to fill up a map with interesting things. Space is vast, 😁

spark sonnet
#

Ait. Thanks

warped tangle
#

yeah, it depends if you're going for an endless universe, or an "on rails" type galaxy

#

Basically Kerbal or No Mans Sky lol

scarlet birch
#

A bit of a mix. As much freedom as I can give, but still some limits. A few procedural things to add some interest will go a long way. I'm thinking each solar system a separate map streamed in. I want the distance to be felt. I dislike when moving from one planet to the next feels like a drive down the street.

warped tangle
#

One of the best youtube vids I've watched was the illusion of control in games. They were talking about when the player has full control of the outcome, there is no direction, and you fall off faster. When it's dictated, you feel like the outcome was forced and not of your own making. But when you give them the illusion of control (while it really is guided/dictated to some extend in the background), there tends to be more interest/investment in the game on the part of the player

#

can't remember who gave the talk but it was great, opened my eyes quite a bit to that feeling of being in control/making decisions while I was still following a somewhat linear story

scarlet birch
#

yeah. That's pretty accurate. It's the same thing with AI, and a lot of other things. Players don't want smart AI, they want it just smart enough that it feels like it's smart.

warped tangle
#

They want to feel in control, but still be silently guided through an objective/task

#

Such an interesting balancing act, and so fascinating when you start diving in

faint cedar
#

Anyone herre worked with string tables before?

#

Namely, does anyone know if it's possible to do something like...

SomeGuyName, "Bob"
SomeOtherText, "Hello, please wait here while I go get {SomeGuyName}"

#

i.e. do string tables allow me to reference keys inside of entries

atomic ivy
spark sonnet
#

Can I have my save and load game object in the game instance or would that be a bad idea?

grim ore
#

@atomic ivy it should package to the platform you choose assuming it's a platform you have installed and can build to it. What platform are you trying to package to and what platform are you on?

rapid iris
#

Does anyone have any experiencing getting their mobile game on the android play store?

#

I upload my .abb that I packaged via android studio , but when they test it says no obb found no key store for downloading?

warped tangle
#

@spark sonnet they're normally stored on the PC or PS right? I'm not sure about saving them on a persistent system like the game instance

#

haven't dealt with that too much, curious to see what the smarter folks have to say lol

spark sonnet
#

Yeah I thought so. I will hopefully/eventually store it on a server(?) Need to read more about this

warped tangle
#

hmm yeah not sure

warped tangle
#

What help do you need?

scarlet birch
#

Oh no.

#

That is so much no.

spark sonnet
#

oh no

#

I set my fps limit to less than 10

scarlet birch
#

Omg,

spark sonnet
#

ah fixed it πŸ™‚

warped tangle
#

is the freakout about putting the save object in GI @scarlet birch

scarlet birch
#

no.

atomic ivy
#

@grim ore Thanks for responding. Building and attempting to package to Windows 64 bit (Development build). I'm starting to think a reboot may help. UE4 was just installed in the computer.

humble stratus
#

Hi folks, there was some trick to quickly get sky/light/ground etc on a new map. Anyone know what is was?

grim ore
#

reboot might help but thats weird, does it ask you for a folder location when you hit package windows 64 or right to the web page? and is this a BP only or C++ mixed project?

warped tangle
#

uhh when you make a new map don't make it an empty one

#

@humble stratus

humble stratus
#

How? It automatically makes the map file empty

warped tangle
#

file -> new level

humble stratus
#

ohhh, right, thanks lol!

warped tangle
#

or ctrl+N

#

yep

humble stratus
#

i do right click -> level

warped tangle
#

yeah figured lol, I've done it

atomic ivy
#

@grim ore it takes it right to the web page. It is a BP only, there were some minor changes. We were trying out MultiUser Editing, though I don't think that's really related to why it won't package. We persisted the changes and tried to package both during and after disconnect. My version should be fine (though I haven't checked).

#

I should say, when I tried packaging on my computer I did get the prompt for the file location of the package ( that's how I checked...I canceled from there and didn't proceed any further)

grim ore
#

yep thats the right way, it should not need VS to package 😦

atomic ivy
#

@grim ore Well, thanks. Usually these things work out after some patience and persistence. I'll keep at it (after a break or day). Thanks for confirming how it was meant to work.

grim ore
#

if its a normal launcher install it should have Windows as a supported platform so that should not be it

harsh tiger
#

I'm trying to do localization and im getting an error when clicking gather text

#

I think it has to do with this message "LogPaths: Warning: No paths for game localization data were specifed in the game configuration."

any ideas?

dim plover
#

You gotta set the paths for files to look for. And the types of files to scan.

harsh tiger
#

i've been on forums and all over the place tryna find a solution

#

i've lost count how many times my editor language has changed and crashed haha

#

think im making progress. my ue 4.22 is installed on my F drive now and not my C drive. how do i change the target path?

#

@grim ore sorry to bother you mate, would you happen to know anything about my above issue. I've seen your videos on the localization dashboard before

grim ore
#

thats a local file, even if its on another drive that file is local to your windows install

harsh tiger
#

so even though i uninstalled an reinstalled to a new drive that wont matter at all?

grim ore
#

it shouldnt, that is the UE4 config dir its local to your user account

harsh tiger
#

"LogPaths: Warning: No paths for game localization data were specifed in the game configuration."

I think that has something to do with that

grim ore
#

that directory it is looking for is weird tho as the config files should be for the engine or the project

harsh tiger
grim ore
#

I know ive done this before but I never packaged it

#

yep your engine dir is where it should be looking for, not the local cache dir

harsh tiger
#

when i change it to spanish in game. all the editor text changes to spanish. but in game doesnt

grim ore
#

they are for me in the content browser but I have files in the file explorer in windows

#

and my packaging worked, I got the error about no paths for localization but it did compile

harsh tiger
#

strangeeee

#

i have files in my file explorer too

grim ore
#

maybe you changed something else to cause this issue

harsh tiger
#

the only other thing i can think of is its because i done a create project with a animal pack

grim ore
#

I made a new FPS, set up my settings to match yours. it found 1 string to change after gathering it compiled fine. I added a really bad spanish translation and it worked fine as well

harsh tiger
placid arrow
#

how do i switch back to the old audio engine on 4.23

grim ore
#

maybe. It's weird its looking in your cache directory for the engine file tho

harsh tiger
#

any way to change it?

grim ore
#

I have no idea. I don't have that file in my engine folder, i have one in my game folder called game_gather.ini which makes sense

#

is this a C++ project?

harsh tiger
#

all bp i believe

#

that pack above is what my project is based off

grim ore
#

I have that one, lets find out lol

harsh tiger
grim ore
#

yep that looks like mine but it looks like your project is trying to use a different one in the engine folder

harsh tiger
next badger
#

why are you trying to translate the engine?

harsh tiger
#

im just wanting to translate my widgets, it just changes the engine at the same time

next badger
#

left one is for Editor

harsh tiger
#

literally makes zero sense to me with wtf is happening haha

next badger
#

show me

harsh tiger
#

yeahhh

#

i get an error

next badger
#

show me

next badger
#

hover the Gather text pls

harsh tiger
grim ore
#

lol that would be why I didnt have the engine_gather.ini file, I never did it for the engine I did it for just the game so that makes sense

harsh tiger
#

πŸ˜‚

#

i feel like progress is being made haha

#

I appreciate the help btw!

grim ore
#

I never even knew you could do that to the engine lol

next badger
#

i see no errors related to gather

harsh tiger
next badger
#

[2019.09.22-00.14.17:461][ 0]LogNavigation: Error: [/Script/Engine.RecastNavMesh] found in the DefaultEngine.ini file. This class has been moved. Please rename that section to [/Script/NavigationSystem.RecastNavMesh]

#

this is the only error in the log

harsh tiger
#

im in 4.22.3. could it be engine related?

grim ore
#

well I can say the default pack doesnt compile lol

next badger
#

just edit the defaultEngine.ini

#

it's in the project/config

harsh tiger
#

what do i need to edit in that ini?

plush yew
#

I'm using RVO avoidance and tweaking the settings to test it out but I'm running into one consistent problem and that's that RVO avoidance seems to take "corpses" into account when navigating. Once a character dies I turn its mesh and capsule component into my 'corpse

#

' collision type which by default is ignored by all

harsh tiger
#

one issue at a time please mathew πŸ˜‚ my head cant take this hahaha

next badger
#
[/Script/Engine.RecastNavMesh]
 Please rename that section to
[/Script/NavigationSystem.RecastNavMesh]
grim ore
#

I was referring to the issue he was pointing out, a fresh install of the project fails to package due to that error and thats... a bummer

harsh tiger
#

i've changed it, gonna do a quick restart an then gather text again

grim ore
#

but there should have been no localization error which yours indicated at some point lol

harsh tiger
#

i havent tried to build the project yet

next badger
#

i wonder if he changed it while ue4 was running

grim ore
#

I did and it was fine, just restart the project and it was fine. sucks that marketplace asset is no good out of the box tho

harsh tiger
#

yooo

grim ore
#

oh hahahaha

harsh tiger
grim ore
#

man was that error you posted earlier from the gather text?

next badger
#

yes

harsh tiger
#

from gather text yeah

grim ore
#

bah I thought the engine_gather file was related to packaging

#

lol

#

we coulda fixed the packaging one ages ago if I had known there was 2 problems lol

harsh tiger
#

sorry mathew! i didnt have a clue what was happening tbh

grim ore
#

tho its weird how the engine localization won't work when you gather text

harsh tiger
#

i seen the nav mesh error but didnt think it would matter considering its got nothing to do with that. at least thats what i though

grim ore
#

nah any error = no package

next badger
#

^ and that's reason why migrating cpp is harder

harsh tiger
#

noted!

next badger
#

cause VS may implement new ERROR

harsh tiger
#

again, thank you both so much. this is for my college project and i wanted to have different language options. but was beginning to think i'd have to scrap it haha. thanks!!

grim ore
#

now I am curious why the engine targets fail for localization

#

it's pointing to the DDC directories instead of the Engine directories 😦

next badger
#

@grim ore it's not just this issue, as example, if you open the widget reflector, all the paths will be pointing some random path that was used when engine was compiled

grim ore
#

😦

next badger
#

and that causes no cpp or header files will be found

#

this is one of the reasons i'm using compiled ue4

#

btw i have not tested it on recent versions, maybe it was fixed

grim ore
#

I doubt it lol

night dew
plush yew
#

How does RVO avoidance detect what it should be avoiding? In my battlefield corpses inevitably pile up at the midpoint and it creates an invisible barrier that can't be traversed by the AI if RVO avoidance is on

grim ore
#

@night dew previous ones were not so I doubt it

night dew
#

😦

#

thats a pitty, iΒ΄m interested in some of the topics that they are covering

next badger
#

actually, i've seen Sequenced fundamentals on YT

grim ore
#

man even setting it up right you can't get it to find the right directory when using the Engine path lol

grim ore
#

I don't even want to figure this out but now I have to and I can't use the TV since someone else is on it lol

ripe saffron
#

I have run out of trace channels .... is there a way to find out where the channels are being used ? or to make sure they are all being used ?

leaden dust
#

if there are a lot of weapons in my game, is it better to have different ammo types for each weapon or general categories, like AR, shotgun etc.

plush yew
#

@leaden dust that's a pretty subjective question. if you want players to have an easier time then use general categories. if you want the challenge of finding specific weapon ammo then do that. if you want what's easiest to develop then do general categories.

normal burrow
#

Yea cool da noob. Take a look at how real ammo works with compatibly. Decide what works best for your game

cedar vector
#

Hey! I can not for the life of me get Reverb-effects to work with Audio-Volumes in my project.. anyone had this problem before?

light coyote
#

@leaden dust
You could do various BP of bullets, like shotgun would be one, and pistol or any assault riffle would be another one, an rpg would be another.
You can use the same one for pistols or snipers, but have diffrent parameters, to make them slightly diffrent, like trace or things along those lines.
Rate of fire can be controlled from the character itself, and sound aswell. You would have a variable to switch between sounds, just as an example,, for sure there is someone with a better way.

leaden dust
#

Ah ok

#

I just implemented a class for categories

#

I think I'll just use that for now

light coyote
#

Of course you could make one bullet BP and controll everything from there,, but i think its beter to have 2 or 3 for the ones wich change a lot from one and other.

leaden dust
#

I just made a weapon system with 3 main classes, weapon_base, weaponmanagercomponent, and my character

light coyote
#

I would have a variable in the character that when shotgun is attached to the character, you set it to be shotgun,,, could be a string or whatever,,, and,, this would be better i just thought.
Weapon has an event wich deals with projectile and sound.
When you shoot, you just call that event.

gaunt valve
#

What IME is you guys use?
Can input English very quickly

leaden dust
#

Best way to add recoil which isn't instantaneois

gaunt valve
#

I finding a input tool can automatic completion english word

#

Like this

chilly crag
#

i thought i could launch one of my packed project on a old laptop
time to wait for the install of vC++ redist install...

chilly crag
#

oh joy

north monolith
#

Is it more challenging to create something like Fornite, at that size, for mobile or PC/consoles for a new studio? Not going to create something like that, but using the question more as a measurement when it comes to mobile vs PC.

valid pike
#

How to make a game that is a conjunction of watchdogs, gta5 and assasins creed.
I need a start, I can't find any online tutorial.

midnight bolt
#

I don't mean to be mean, but you're asking for games that costed hundreds of millions and took hundreds of developers. You expect someone to make a simple tutorial?

#

If you have to follow a tutorial to do so, you know it's out of your reach

upbeat tendon
#

I an hoping someone can point me in the direction of a tutorial on how to instrument my game for analytics with what I should and shouldn't capture

valid pike
#

@midnight bolt Shouldn't it be easy enough with blueprints ?

#

UE4 advertises that anyone can do anything by just using BPs... I dk... I wanna make a game

#

I have installed blueprints

hexed dagger
#

my sprint is activated before the game is played

#

and when i press shift again it makes me walk normally then starts to work normally how it was intended

north monolith
#

@valid pike I would suggest learning to write GDDs if you are going towards being a generalist. The most important step most people skip. Writing flow maps and GDDs.

valid pike
#

@north monolith thank you for your suggestion, but what is GDD ? (I am sorry if its a dumb question, I am new to gamedev)

north monolith
#

Game design document. When you work on such a document, you write down the logic of your game, while getting an overview of every part of the game. A good book is Scott Rogers Level Up. Probably something on the internet on the topic as well.

#

Do that while checking out something like Virtus blueprint tutorials on youtube, to get started on understanding blueprints.

tall pendant
#

great advice here!

valid pike
#

@north monolith Thank you! it sounds like a great start

tall pendant
#

😏

dim merlin
#

@hexed dagger set max walkspeed in the component (default value) ?

leaden dust
#

how do I make a retriggerable delay in c++?

spark sonnet
#

Looks nice, but why dont you share it in #work-in-progress or #released @vernal relic ?

vernal relic
#

how?

spark sonnet
#

Click on the channel on the left

#

Under the share your work tab

prime hazel
#

i'm trying to interact with a door to make it make the noise of a locked door, can anyone help me out?

scarlet birch
#

It really helps if you narrow it down to a very specific question and just ask. Like, I have this BP code here and I want a sound to play when this function is called. You'll likely get a response right away and save everyone some time.

hasty osprey
#

Assuming I have a sword mesh; is it possible to make it burn without the use of any particle systems?

craggy kraken
#

Probably but I’d imagine it just be static

hasty osprey
#

hmm

regal mulch
#

Well it would be a Material after all

#

If you can get this to look nice with just a material, then sure

light coyote
#

@hasty osprey
Yes.
3d objects have volume they ocupy, but, its an ilusion that they may have something inside.
Parallax is the fact that things move faster or slower in relation to your movement wile looking at them. So while driveing, a house on a field will move of your view, but the mountain in the distance will hardly move in relation to your view. That is parallax. Things move more, or less, depending on distance.

As an example, you could have an ice material with cracks, and maybe some stain.
By displacing them by diffrent amounts you create the illusion of depth.

hasty osprey
#

parallax hmmm, first i'm reading of it

light coyote
#

You want to look at offset in the material,, or google offset material,, displacement material,, i cant remember the names.
But with this you will be able to find something :)

hasty osprey
#

thanksπŸ‘Œ

static forge
#

Newbie question: Is there any way to scale one axis at a time in the curve editor?

light lark
#

Hey guys. Currently struggling to find out how to export a mesh from ue4 to an uasset file to just be able to drag and drop it into your scene and have everything already set up for you

#

want to give away some stuff on the asset marketplace

#

and want them to enjoy it as much as possible

crisp stream
#

Hello there , looking for way to create HTTP POST request. Tired many tutorials ,But got no success. Is there any doc or something that can help me create the HTTP request and support current version of unreal engine?

plush yew
#

Hello there

#

Does anyone know how to make a bat file for Blueprint project for a dedicated server using Advanced Sessions Plugin

#

I also get this error

#

nvm made it work

azure shore
#

hey how would I make bullet projectils destroy themselves only if they collide with a specific collision channel

#

oh hello dragonlord

plush yew
#

now im compiling for linux

#

seems complicated

azure shore
#

oof

plush yew
#

I guess its working

#

After that i need to setup so i can go make a cluster

#

and then travel to other server grids

#

(First time making a game)

lusty night
#

Hello I need help with something so " switch (Target.Platform) " gives me a compile error that reads "A switch expression or case label must be a bool, char, string, integral, enum, or corresponding nullable type". Here is the build class thingy: https://hastebin.com/ehimimuvaz.cs

#

How do I fix this?

kind dew
#

is that what you need?

#

sorry i would help more but ive never used that code. Hope you figure it out!

#

looks like you could do a switch on the platformName there perhaps

plush yew
#

I need help

#

I am downloading ue4. What version and catagory I should press?

lusty night
#

@viscid vine this is really weird because I seem to have fixed the issue just by using if statements instead of the switch

plush yew
#

hello i need help in animations cutseznen materials dialogues tasks a little help in the MAP minimap
Can anyone help me
?

And in modeling

pulsar kraken
#

anyone know any good places to download terrain material

static forge
#

Newbie question: Is there any way to scale one axis at a time in the curve editor?

#

The documentation hasn't been updated since 4.9 and the interface is entirely different now

viscid vine
#

There seems to be 2 people called Green

#

That should help

light coyote
#

For substance painter, but you can export all textures

coral folio
#

Hey Hey ! How do you precache an image sequence ?

#

There's an option for video but I couldn't find one for seqs?

pulsar kraken
#

@light coyote found this one

bitter iris
#

How would I increase poolsize without having to keep putting it in commands?

sinful umbra
#

set it in DefaultEngine.ini

plush yew
#

It not launching

ashen ermine
#

Hey, in which cannel should I ask material-related issues?

#

*questions πŸ˜›

abstract relic
ashen ermine
#

thx!

plush yew
#

Can i have help please

spark sonnet
#

Yes you can πŸ™‚

plush yew
#

Thx. Do you know what wrong with my problem?

warped tangle
#

Maybe, don't promise anything Sebb

#

@plush yew check your task manager and make sure it isn't actually launching in the background

plush yew
warped tangle
#

dude can you take screenshots rather than pictures of your screen?

spark sonnet
#

Can you use snippping tool instead so its easier to see?

warped tangle
#

Do as the monkey says

plush yew
#

Hold on please, I am restarting my laptop

warped tangle
#

Sooooo if it's taking this long to restart your laptop....I'm gonna go out on a limb and say you're gonna have some hardware issues in your dev future

spark sonnet
#

^

warped tangle
#

I feel like Epic is doing you a silent favor by not letting you launch the editor.

small vault
#

Sorry for bringing this up again but I'm just wondering if the new virtual texturing changes anything about this important decision I have to make. Basically my game would involve fairly static open world scenes, with only a few objects casting light. To me it always seemed to make sense to make a scene like that using stationary directional light + skylight but it seems like open worlds tend to be almost exclusively dynamically lit. Is that true and can virtual textures make big lightmaps viable again? I know it seems like I want to go back to the dark ages but if I can design with dynamic light and then do a big static bake at the end I feel like that would be best of both worlds to me. Any thoughts? I'll post this in graphics too but last time I didn't really get an elaborate answer so I'm just trying it here because its kind of a general question.

#

I found the recent Virtual Texturing stream very interesting but it didn't really go into this specifically, but it did seem promising for landscapes, although not fully production ready yet

uneven fractal
#

How do I fix this crash when trying to launch in the editor?
"UnrealBuildTool\BuildConfiguration.xml(1): error: '.', hexadecimal value 0x00, is an invalid character."

icy mulch
#

Hey. I'm trying to make a power up with a pick up for example you can see enemies through walls for a short time how do I do that

abstract relic
ember notch
#

EpicGames support is so fast wow

wary wave
#

?

kind dew
#

anyone know why i cant edit multiple landscapes with world comp?

ember notch
#

@wary wave I wanted that they change the country for me and they do this so fast

ember notch
#

How I learn Unreal Engine 4 API? I am learning C++

#

?

abstract relic
modern sinew
#

So I know that KSP is Unity, but how did they manage to put a whole solar system in a game engine?

#

surely the same can be achieved in Unreal, but idk how they did it

pulsar kraken
#

for model creation... what does everyone recommend?

modern sinew
#

I’m using Blender because it’s free

abstract relic
#

Blender, Zbrush, Fusion 360, Maya, 3D Studios, Houdini

kind dew
#

anyone know why im getting that sort of jittering artifact thing going on in the distance?

midnight bolt
#

is there any MORT - multi object rename tool for UE 4.23 ?

next badger
#

since it's a MP asset you can only ask author

midnight bolt
#

i have not heard back, perhaps there is an alternative or even a python script

next badger
#

haven't seen one, but probably possible to write own, since MORT also uses blutility

placid arrow
#

im having an issue with ue4 that ive struggled for three days to pin down.

#

i dont know how i can identify the cause on a profiler, because it looks like the whole engine/editor just stops responding to anything for upwards of 15 seconds, audio still plays, its very choppy, but thats it

#

when it stops responding, i cant even alt tab out of it

#

how do you recommend i profile that, and understand the results?

#

i tried the frontend, but it doesnt make any sense, it just says its spending all its time waiting on things

#

but the fps graph looks more like a busy-wait on GPU

#

i thought it best to record it via my phone, so that you can hear it how i hear it without any postprocessing or anything applied by recording software

plush yew
#

@placid arrow
Switch to a separate profile on your PC. Create one if you have to.

Try a different version of UE.

Try loading your project on separate pc. Nail down first if it's your PC or the software.

placid arrow
#

thats the thing, nobody but me is having this issue :/ so im inclined to think it may be hardware related, but i cant see anything that says it is

#

nothing obvious in my event log, or anywhere else, no obvious changes in sound, temperature etc from my pc... no recent windows or driver updates

#

this actually started happening when i moved from 4.22 to 4.23, im tempted to roll back.

#

i personally dont have any other pcs capable of running ue4

#

seems i cant just roll back.

#

updating the project touches all the uassets and brands them with a version id 😦

sly coyote
#

quick question about level streaming, i might be misunderstanding it...is this something that can be used like world of warcrafts seemless zone loading?

#

lets say i want to make an online game that would have 4 large zones, can i use level streaming to seemlessly load players from one zone into another without load screens?

empty plank
#

Is anyone here active familiar with bone transformations on skeletons?

fiery lagoon
#

Is there anyway to disable camera rotation tracking for SceneCaptureCompent2D. anytime there's rotation it moves the window around and id like it to react like it does when the player moves side to side or up and down.

plush yew
#

So I finally got epic games and ue4 download :) but I was having a hard time with the beginging, so ill re try tommow, but it ask me to change the lights or something. Is there anything I should know before using ue4 other than c++

warped tangle
#

@plush yew It's probably telling you lighting needs to be rebuilt or something....Just dive in and start trying stuff. When you get stuck, check the documentation/forums etc. If you've never used it there's going to be a learning curve.

plush yew
#

Okay

gilded igloo
#

hey guys, i know its kind of a noobish question, but i rly dont know what it is...

so I made a character BP, it doesnt have a skeletal mesh, in its event graph there is only something that makes me possess it in the start of the game. so when i place it in the world and press play everything works fibne except there is a materialless sphere in the world. when i look it up in the outliner it says "Default pawn"

anyone knows how to get rid of it?

dim plover
#

Do you want the GameMode to spawn no default pawn or do you want it to spawn your CharacterBP?
If you want it to spawn nothing, you should be able to select nothing.

gilded igloo
#

i tried both and both didnt work...

dim plover
#

Did you set the value of the Default Pawn class on the GameMode? Is that GameMode bieng used for that map?

#

There's also a default GameMode property in Project Settings.

lilac ember
#

does somebody has a project idea

#

unralted to games

#

related

gilded igloo
#

nevermid, it works, thx guys!

plush yew
#

Has anyone else encountered the bug that sets their float values to 0?

#

This has been a consistent issue for me. When promoting floats to variables UE4 seems to just set them to 0. Even if I set their default value to something other than 0 it will stay at 0

barren coyote
#

Hay, been trying to get my packaged game to save log files and google is telling me I need to rebuild the engine from source to make a this work, is that true?

warped tangle
#

@plush yew you on 23?

plush yew
#

if thats the newest one yes, I remember it happening pre-update as well though

warped tangle
#

I haven't seen that, normally when I promote the default value is whatever was set there to begin with. Not sure then...I was just going to blame 4.23 lol

plush yew
#

as far as I can tell I can avoid it by simply not promoting to variable

#

it also seems to happen to things other than floats

warped tangle
#

Honestly I promote things to variables very early on so maybe it's happening and I'm not noticing it...I like using variables

kindred viper
#

surely promoting a float to a variable sets the type and therefore the defaults of the class type, so it should reset to what the original class type default is. Which would be 0 for a float

warped tangle
#

nope just tested it

plush yew
#

Promoting values to variables tends to give them a default value of what they were before being promoted. Unreal is reflecting that visually but once I get into the game they show up as 0

warped tangle
#

it definitely promotes it to a variable with the value that was set

plush yew
#

my project must be borked

kindred viper
#

fair enough. Seems off

plush yew
#

I noticed it doing that to colors too. I'd set it to green, promote it, then have it show up black

warped tangle
#

Just tested linear color as well.....it sets it to the value before promoting to variable

#

something with your project maybe

plush yew
#

It's not too big of a deal for me but right now I'm looking at my list of variables unsure which ones are actually functioning like they're supposed to

plush yew
#

Anyonehad issues with in editor shader compilation after the more recent win 10 updates, I had an acumulative update yesterday. Today when I start a level the sahdercompilation just hangs forever until 2 hours later when trhe ram is overloaded and unreal shuts down due to teh issue(memory-leak maybe?)

#

Anyways it is acting exactly like how Norton Antivirus didn't let the process of teh shader work, but I have uninstalled Norton long ago because of this and I have newly installed AV's that would have caused it to happen again

nova lantern
#

@vernal relic **SHARE YOUR WORK IN #work-in-progress OR #released **

fierce tulip
#

it just activates the plugin, nothing more.
you'll need a substance license from allegonameIcannotwriteproperlyEver to use their software

warped tangle
#

Damn, if that's their name its good they shortened it to allegori....allegora.....shit....

fierce tulip
#

i think they are related to district comabatch

#

benedict cucumberbath

#

damnit

warped tangle
#

LOL

#

It's ok, he can't say penguin. If you don't know what I'm talking about google "benedict somethingoranother penguin" lol

fierce tulip
#

on it

#

lol pengwings

warped tangle
#

lolol I died when I saw that

#

he says it like 6 different ways....not even the same wrong way

fierce tulip
#

k, last as its very offtopic.
I always say playstation wrong and my friends die of laughter each time.

grave nebula
#

Sir, but how could you misspell playstation ?

warped tangle
#

well he didn't misspell it....just saying

fierce tulip
#

I put too much emphasis on the sta part of station

warped tangle
#

is it like a "play-stah-tion"?

fierce tulip
#

pleeysteejsean basically

warped tangle
#

lolol

valid pike
#

Play stashen

fierce tulip
#

play stayshen more like it :p

glacial belfry
#

What do you do when your entire projects keep crashing with no usefull errors in the logs?
All I get is


Script Stack (0 frames):

[2019.09.23-09.41.42:031][338]LogWindows: Windows GetLastError: The operation completed successfully. (0)```
The log shows no warnings or errors. Cant compile any blueprint or use the play in editor
#

Project is originated from a Mac, but we had the same issue with projects comming from windows to os x

fierce tulip
#

wouldnt that fall under #packaging ? or at least another channel related to blueprints stuff?

glacial belfry
#

This is basically the entire project failing no matter what we do with it. We cant pinpoint it to either blueprints, maps, c++, nothing

#

just the entire project wont do anything without crashing. I'm not even trying to package it yet πŸ™‚

wary wave
#

you remove things one-by-one until you find the problem

glacial belfry
#

We did that, this works fine on Mac it was created on

wary wave
#

if you were smart you'd be using version control and you'd roll back to the last working revision

glacial belfry
#

but wont work in windows, and vice versa

wary wave
#

that would be unusual?

glacial belfry
#

We are using version control, this is more that we cannot give out the project to more people for them to work on, because it crashes on all machines

wary wave
#

yeah, that's definitely unusual

#

are you using third party plugins or something?

polar hawk
#

attach a debugger

wary wave
#

^

hoary mason
#

Delete intermediate and binaries folder

kindred viper
#

Script Stack 0 frames sounds pretty bad. Like... its got no execution at all

gilded igloo
#

hey guys, im trying to make a character, and im trying to add the movement input. i want it to be like the third person character movement input, so wasd to move, not wasd to not move.

so i tried to copy the bp of the movement input from the third person character to my character and it worked a bit differently... first of all I want my character to move in 3d space (without gravity) and it just moves in 2d space but more importantly - the character doesnt move smoothly. when im pressing W it just gains velocity and when i stop pressing W it has the same velocity and is moving in the same direction..

hope i made meslef clear.. if someone could help that would be so awsome πŸ™‚

serene birch
#

@glacial belfry you tried running your project in Debug mode yet?

plush yew
#

Took me a long time to get my multiplayer working

glacial belfry
#

@serene birch debug mode? So running the project directly from Visual studio or?

serene birch
#

yes, that

#

in debug mode πŸ™‚

glacial belfry
#

haven't tried that yet no, but that would be a good guess

#

Since the project has no C++ code, I've refrained from doing that so far, but it seems like its our only choice at the moment

#

Worst case we'll have to hire some freelancer from here to help us out

gilded igloo
#

anyone knows how to help me?

hoary mason
#

@gilded igloo it would be better if you post ur question in blueprint section and maybe with ur blueprints u've already done so we can comprehend the problem better

gilded igloo
#

alright, thx!

static forge
#

newbie question: The documentation for the curve editor is OLD and they've overhauled the interface. Does anyone know how to scale individual axes now that "Zoom mode" isn't a thing?

plush yew
#

anyone got a video on how to create a intro for the start of the game in umgs?

simple heart
#

ue4 web browser

#

with virtual keyboard

#

soon in market

plush yew
#

Has anyone had issues with in editor shader compilation after the more recent win 10 updates?

I had an acumulative update yesterday. Today when I start a level the shader compile just hangs forever until 2 hours later when ram is gets maxed and unreal shuts down due to the memory shortage(memory-leak maybe?)
Anyways it is acting exactly like how Norton Antivirus didn't let the process of the shader work, but I have uninstalled Norton long ago because of this and I have newly installed AV's that would have caused it to happen again

plush yew
#

2k19 people still use antiviruses

fierce tulip
#

@plush yew currently there is a bug with cortana in win10 that burns your cpu

#

and so far all fixes have not fixed it because win10

#

either roll back if possible, or find a shady tut that can temporarily kill the cortana process before it starts.
(start > search wont work, but last update murdered that function anyway)

chilly crag
#

thanks for your help Luos - Yoeri Vleer πŸ™‚

fierce tulip
#

(At least, it sounds like the bug I was encountering two days ago)

chilly crag
#

i disabled cortana via the registry editor a long time ago but i'd have to give this info to all my contacts if the bug is still there =/

clever marlin
#

Alex, I've seen out of memory issues when I ran low on disk space , mostly GPU running out of memory, clearing space fixed it for me

chilly crag
#

en us version ^ sorry

fierce tulip
#

10 sept one doesnt fix it for most people

#

only makes cortana behave worse

clever marlin
#

Zpanzer, I personally didn't have an luck getting anything UE4 running on the mac , even with years of Xcode and ios dev experience. I found that everything on windows works , however I was having contant out of sync ness on the project because of the hot reload. Since I've switched to source builds , everything has behaving. even if you aren't using c++ , you will have much better luck running from source.

chilly crag
#

well shiet =/

#

i'll be keeping an eye out for cpu overload because of the searchui process then

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thanks πŸ™‚

fierce tulip
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that and cortana

chilly crag
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yep ^^

abstract relic
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Was wondering why Cortana was eating 50% on my laptop πŸ˜‘

plush yew
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mine never does that lol

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and im on 1903

cloud cobalt
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Not everyone does

plush yew
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oh

serene birch
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Fatana slowing down our computers

fierce tulip
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:p try ued3 for a bit and this will feel like fresh again

vale silo
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I'd rather ask if 4.23.1 is coming any time soon.. I see 4.24 road map updates on Trello, but no progress on bug fixes for 4.23.1 in the Issues 😦

fierce tulip
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they properly fixed the cascade module dragging bug, and disabling high dpi helps with the scrollbar in cascade working proper.
Now to get cascade working with high dpi and i'll be a happy person

gilded plinth
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Anyone know if it's possible to rotate a PawnSensing Component without rotating the whole capsule in a character BP? I just want it to move along with the head bone of a humanoid avatar

radiant haven
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can this work?

plush yew
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agh why does ue4 never play the full video file i have made in my umg ?

inner cloak
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Anyone ever done some system that required a piston ?

ornate ice
ember notch
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I have a C++ book and if i done with it. Should i learn Blueprints or Game design?

ornate ice
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you can learn Blueprints on the march

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there is no need for a book

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but if you want

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find in youtube the WTF is? ue4

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and look for a playlist

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its gonna be 600+ videos

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small videos 2-3min