#ue4-general
1 messages Β· Page 537 of 1
but that was like 2 weeks ago
yeah, it's like a month between minor releases
alright, that's what i wanted to know, thanks π
Hey I have a beginner question about physics where do I ask?
#legacy-physics ...or here if it's really basic
Ok, so what's the deal with scene components in physics
It seems like nesting my static meshes in scene components causes them to take on physical properties
scene component has no physics, or rendering features
What about camera components?
cameras have
I have this tree of components in an object
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.
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
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
I only have enabled physics simulation on the body
You might be onto something though, I added a gap between my body and turret and there's now less jitter
It also makes the whole thing fall slower for some reason
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?
Anyone know why if i delete a NavMesh volume in my scene and then place a new one it no longer works?
You gotta hit the lovely build button to recalculate it
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?
@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.
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.
I have the .uasset and .uexp files. I want the data tables embedded within them @light coyote
What do you mean?
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.
You cant edit them on runntime.
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.
Ahh
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.
lol not quite.
Data tables are very usefull, but if they where easy to edit and save, and reedit, resave, they would be amazing.
@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.
@visual belfry Are you online?
@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.
@visual belfry I will dm you a quick question in about 1 minute, would appreciate it alot!
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.
Pic ^^^
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?
A shipping build will only have a steam overlay if it's launched via steam
@plush yew is the file writable?
I don't get what file it is @next badger And how to check if it is or not
okay thanks^^
Is when I try to open my project, Then is ask what version I wanna use, And all 5 UE versions give that error
Hi everybody!
@next badger Thanks, Ill check when i get home π
@twilit quest https://github.com/Microsoft/VisualStudioUninstaller
by not making it translucent? the blend mode
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
@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"
thanks DJ!
I read about that, but then I started wondering if that is a good way to create leaves
thats the reason why I asked about performance basics
@serene birch set it to to opaque and it workedπ
I just dont know the very basics of performance
I'm not sure how you ended with additive blend
@gray depot don't fall in to pit of early optimization
oh yeah, that something to avoid π
but just wanted to avoid big mistakes
but yeah maybe I just need to not worry too much about pitfalls, just experiment a bit
what was the leaf question?
thanks for the guidance snippets, sometimes it is hard to not feel overwhelmed
quoting my earlier question:
"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"
yeah, 2 sided material needed for renderign the planes
also, one major thing for any vegetation
Twitch: https://www.twitch.tv/stevestutorials ArtStation: https://www.artstation.com/stevenc94 Patreon: https://www.patreon.com/StevesTutorials Twitter: http...
basically: I was a bit confused by getting the impression that UE4 did not want plane geometry as a default
I guess that was the jist of my question.. and wanted to know if I was missing something
oh thanks π
no, ue4 uses 1-sided geometry all the time, vegetation, particles, mesh decals
cool! I come from an engineering/ programming background, so I just assumed that simple is best as a rule of thumb
ue4 also has SSS shading, you definitely need read about it for realistic light scattering
Here I quickly show how to get up and running with the new foliage lighting model.
this video is outdated, but you could get a common knowledge
thats all I need for now, really
oh one last thing
it is ok to mix plane geometry with volume geometry in one asset? with blueprints it should be ok, right?
(thinking of creating some cilinder based vines and plane based leaves)
ah scratch that
overthinking it
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
@next badger
just make sure it's unchecked for all files in the project
But I have 100+ files :/
and?
So I have to go through every single files?
Hi, trying to animate a door opening like this https://i.gyazo.com/2ad4aed4032f5327227813f77f37526c.mp4
but when I scroll trough the sequencer it just does this instead https://i.gyazo.com/af9b381ffa99255620859d0f157c6e11.mp4
what did I do wrong?
can you make this video again with showing us the properties on the left side?
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
so you have to remvoe the transform keys from the sequencer and only add the rotation keys to it ^^
Thank you will try that
also, ue4 makes spline curves by default, to change type of keys you need to hit number hotkey, (4) is for linear
so I should change these to linear? https://gyazo.com/1f05b3be7f4feba9ecaebd44ae5b24d7
deleting the transform keys didn't work, any other tips?
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 doesnβt need that much work
@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.
yeah im trying that but its like it rotates around a large circle instead of its pivot point
trying to lock the location part of transform but it also locks the rotation part
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
Hello there , I need help related to varest API where should I ask?
anyone know of any good frameworks for multiplayer creation? Looking for ease-of-use but accurate lag prediction.
@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.
@river magnet you may better chances at #looking-for-talent ...but you have to show something ready ofc
Ok
@acoustic temple I see multiple curves there, not just rotation ones
read the pinned post
@ashen zenith Can you speak sentences?
it almost looks like some jammed transmission from a scifi movie
Anyone here experienced with healthbar blueprints? Gain/lose health
you don't need to be experienced in that...those are generally simple things...
but you better use #blueprint or #umg
yeah just began with UE though : )
"generally simple things", been doing Unreal for one week now :p
but gonna ask there
Well, congrats on first week! π
haha yeah
it's just this channel for random stuff, and those channels have experienced users on them
starting to understand more but I feel once I hit a wall I dont get any further tbh
ah okay
plus been trying to find fitting tutorials but havent found any that fit what I want to go for really
you also could ask for tutorials on some topics on respective channels, people are happy to give some links
if you find no channel that fits - ask here
can someone make a normal map of this for me?
my photoshop is on a remote desktop cant do it there
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?
Discord likes to compress
email would be the best way to send imo
Indeed
but yeah discord likes to compress
@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.
@next badger Ohh thank you
How did you extract the original file size from Discord Sed?
yet discord limits file size up to 5mb...so impossible to upload 41mb normal
Interesting
@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
if the audio is spawned by the trigger it obviously be destroyed too
if however you will spawn an audio actor in the world...
i have it as a trigger box, so when you walk forward audio starts playing
yeah, that's what i'm talking about
if audio is within the trigger bp and you destroying it - no more sound
you either spawn an audio as an actor in world, or leave the trigger bp
basically which node are you using to play the sound?
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 ^^
show some code
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?
@queen canyon can you confirm the order? like add some logging and make sure variable changes its state during execution?
@atomic ivy https://www.unrealengine.com/en-US/blog/updated-authentication-process-for-connecting-epic-github-accounts
@next badger So I just linked it... I'll re-check the step ; Thanks
@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
base value in parent is 0 and printed in begin play, value I send in spawn is 50 and printed only in tick
@queen canyon what about parent's begin play?
this var not used in parent
begin play>destroy actor self
@next badger or maybe it's just ue mechanic that variable sets after begin play if exposed on spawn?
@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
begin play is followed by tick ...but i have no clue when those variables are initialized
oh, indeed, I forgot here is bunch of channels
What actually happens when an Actor is loaded or spawned, and eventually dies.
it should be set on construction...
good link too @next badger
@next badger didn't get it.. Expose on Spawn is useless for this?
Expose on Spawn says this variable should be visible when you using "spawn actor" function
This video shows a handy way to expose variables to be configured when spawning a Blueprint.
@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!
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!
@smoky nexus trying to launch what?
@queen canyon you could make a function in component, then call it from construction script of a hosting actor
oh, Mathew...i have a question, interesting one
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
he's trying to launch Chaos examples
yet he's just got to github half a hour ago
i can't imagine downloading and building an editor in that time span
@grim ore Correct, I've tried to do that but to be honest, I couldn't find how. May you help?
how are you trying to launch it? from VS or from the .uproject
Right now, its in Visual Studio.
@grim ore
- imagine we have an actor component
- this component has a variable set to Instance Editable
- there's actor, that is embedding this component
- the variable is not changed during OnBeginPlay, but Changed on first Tick...
When does it changed?
@smoky nexus umm...you need to build ue4 first
Right click on UE4 and "Build"? I've done that.
the biggest issue I can see here is why is your chaos demo project in the ue4 source folder?
ahahah...i was confused by that too
grabs popcorn
@smoky nexus are you following this guide? https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1641765-how-to-enable-chaos-in-4-23
Follow these steps to enable Chaos in 4.23 (https://docs.unrealengine.com/en-US/Engine/Chaos/ChaosDestruction/ChaosDestructionOverview/index.html) (new
You should have 2 folders, one is the source from github the other is the chaos project
which step did not work
When I tried to launch the project in VS.
if you are using the folder structure above then correct
that is broken
that is not 2 folders
when my project was not in the "Programs" folder in the VS Source build from github, it didnt detect the project.
I have for example https://i.imgur.com/UZK0BBD.png and it works fine
If I'll move my ChaosDemo folder to another folder out of the UE release, would it work?
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
or do I have to build it again?
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.
open chaos source folder, open .sln file, right click the chaos demo project and build
run the chaos demo from the editor or go back to the folder and run the .uproject
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
or you can right click the .uproject and change the project version manually to your source version and do the same
I've tried to do that, and when it was about to finish it just failed haha
Building engine from github
prerequisites:
- visual studio 2017
- some git client.
- ~150 gb of space.
-
clone the repo to a hard drive
-
once finished navigate to the folder where you cloned to, and run
Setup.batthis 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. -
after its successfully finished setup.bat we need to run
GenerateProjectFiles.batand wait for that to finish. -
there will now be a UE4.sln file. double click this and it will open the solution in visual studio.
-
at the top of visual studio select
Build->Build Solutionthis will take awhile -
once build finishes press the green play button towards the top of visual studio to launch editor.
"just failed" is not something we can help with
did you download the .zip from github or use a program to clone it?
Both.
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
Same.
@grim ore why tag? not branch?
@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
the 4.23 branch is not 4.23.0
release branch
I never trust the release branch lol
hmm...i think i need to check the variable issue myself, ty for answer
tags should be the correct revision based on the release version for that tag so I assume it to be correct lol
yeah, but tags make HEAD detached -_-
yep but if I am just cloning for one build like this one I do it clean so no biggie here
but even then there is something missing from the git that is in the .zip that they mention specifcally for chaos. some plugins
"We recommend downloading as a .ZIP file as there may be issues with missing plugins when cloning the repo using GitHub Desktop."
which seems to be true as it would not compile from release/branch/tag for 4.23 for me
I've just used the zip because it's easier
I keep a master pull updated to read the notes so I tend to use that when needed here
i have no spare 100Gb to store master and 4.23 ;_;
lol ive tried to free up for a chaos build myself
Epic need to send me some Optanes
I splurged for the 1tb 3 years ago and it was worth it
now to find a 2tb nvme and go bankrupt but happy π
my terra is full
well freed up 114 gig
keeping UT fortnite and some other stuff fow now
FN sources?
51 gig
not too much when UT is 20
got robo recall modkit
vault cashe takes a load
RR is a nice game...sadly i have HTC -_-
hoarder π
daaaaaaaaaang lol
NARUTO SHIPPUDEN Ultimate Ninja STORM 4, witcher 3 and hellblade take the most
that red on the drive gives me heart palpitations.....
spin drives are cheap, hes just lazy AF π
i have 8 or 10 those red ones
got hellblade and wicher 3 on my pc soo long, i just dont get around to finish em
but not much ssds
I really regret getting a 500GB ssd boot drive.....wish I had gotten at least 1tb
I need to setup a NAS
ur win drive shouldnt be that big anyways just a 250 ssd should do
get a 1tb, mirror, use 500 one as project storage
id get an external drive but everthing i move there gets the label (my old crap) and i never look at it again
i have to agree, i have no games on my c, just apps, and it'a 250gb
I barely install anything to C, but it tends to fill up
things like adobe force install on C
My C is mostly UE projects. D holds source builds and assets.
average asset dupe is like 3 or 4? π
i must have the same texture like 50 times on my pc allready
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.
how to get rid of asset dupes, that must save so much hdd
I think there's a commandlet for that , if not probably a market plugin to do it
indeed, why no raw wave sound packs?
like all projects have 1 asset folder
i wish ue4 has mass export feature
like if u add 2 paragon chars to 1 project you have so many dupes allready π
think that actually has runtime costs aswell
someone should implement hash based folder structure for ue4
1 file - 1 hash, multiple references in the folders
no more hassle with p4 renaming
yea, once u import MP assets stuff gets real messed up real fast π
textures everywhere
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.
its not hard, its just messy and kinda time consuming
You can sort of do it with an asset project and collections. If you try and organize things references get broken.
asset dupe warning on import migrate would be nice
you can fix up references quite easy
If you know what it is supposed to be there
aww yea true
but when you've got 100+ materials that are now world grid and no idea what they were...
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 π
hire external studio for the remake
good luck π
sell the rights, before they see the code-ageddon
holy F...since when the source from gh became 1.3gb??
u guys dont even need 2 tb nvme lets be real here
hold up, let's define "need" here....
the need is for mike to start organizing
i gotta keep my porn, its full of classics
Nah,
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
@obsidian nimbus i think i've changed the shader cache to other drive
if you are not a content creator with 4k videos you dont need 5 tb
I'll admit to some extra stuff on the other drives but that 1TB NVMe is pretty lean
ill show my grandkids, look the internet was free , disturbing and full of porn when i was your age
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
all cache
yea i like it on my SSD tho
Same Mike
yeah same
i know u can change it, altho kind of a hassle
that dark theme on explorer tho π
ue4 size atm
lolol
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.
yeah, each build is 100gb with pdbs
I need a cleaning day...bad
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
more like a month if u wunna do it right π
lol
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.
just use paint and make ur own icon π
pretty sure thats why ur ue4 folder is so big
\Engine\Source\Programs\UnrealVersionSelector\Private\Linux\Resources\icon.png
cant, my desktop is messed up, nsfw
@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)
@obsidian nimbus i believe you, if all of your icons are like that...
this shouldnt surprize any1 tho
Whenever I try to export, it exports a smoothed version of it without the fractal/lambert texture
That's weird my source build is like 60GB. Is that chaos making the difference?
@kindred crag you can't export materials

you have to make own in ue4
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
i have to duplicate a whole ass train carriage but im having struggles with it
@kindred crag ^
better off just making a material in UE4...
@kindred crag also, you may make landscape in ue4 too
I was about to say, I think you can do the whole thing you're trying to do in engine
It's painful to make landscapes in UE though, when other programs have better tools for it.
yeah its definitely way easier and better, was just doing some modelling for fun and thought exporting it in ue4 would be fun
lololol
Worldmachine?
@kindred crag well, the props only can be imported, so things like trees are only could be made outside of ue4
Weightmap.... "That's a fat mountain right there"
yeah
There's a your mom joke to be made with weightmaps
LOL
weightmap is actually map that stores weights for blend shapes and sometimes skins
But weightmap != heightmap for landscapes
They're also used for painting landscape layers.
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 oh, does it called like that? not blend something?
@scarlet birch interesting...but it's not mentioned in ue4 docs now...have they renamed it?
oh..it is mentioned
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.
So like, I wanna move a whole ass train after duplicating it in UE4, but i cant figure out how to group move objects?
am I missing something? what's an ass train
Select them all, I think right click in the outliner to group
or add them to a layer
sorry, im rlly new to UE4 aha
no, you can just select them and move them
oh, alright
yes grouping them is also convenient
thankyou very much
but if you want to be able to do it over, with less tedium
but you can do as mike suggested as well
create blueprints for multiple objects, much easier
okay
yeah, never paid attention, but always used this option
Layers are easier if you don't want them to stay grouped together
yeah if you group you won't be able to adjust the position of individual actors
I really just like layers more as a personal preference rather than anything else.
so like tried grouping
apparently you cant move multiple layers at once so imma figure out how to put them into one layer
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
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
grouping is great when you need to make sets of objects and copy them on the level manually
like some tableware
or a modular house that has bp's for certain parts that can't be converted to SM....lol
You can have the same thing in more than one layer too
yeah layers are dope
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 ?
@scarlet birch how do you mean by layers exactly?
window -> layers
also
Yeah, I guess that's more helpful
on the left
you daredevil you
ah you use AlrightRig too
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
lol I do too. But I use it to clean mocap data in editor which is super nice
Has there always been a deadzone setting in input options?
were you manually handling deadzones before? lol
yeah
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.
So does it eliminate values below it or map values from it as 0 to 1.
I image it remaps the values, but I'm not sure
Any tutorials on making minimap based Pathfinding? Literally a line following a route too a destination?
well dont know what do do then.. i have been looking at the web but no help
I'm trying out physics now. I kinda like where it's going.
yep did all mine physics based, definitely fun that way
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.
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
@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.
Can I change each scalability settings with blueprints? I can only find one that changes everything to either low or epic
@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
Same with the dampening. The player definitely needs to manage those rotation forces.
@spark sonnet what do you mean "each scalability"?
Yes, but I think I figured it out
nicenice
Its Get Game User Settings, right?
@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
Me neither. My Dad was an aerospace engineer and he would make flight sims at home as a hobby.
oh nice!
Yeah, I got exposed to all that kind of stuff early and often.
*dog fight
@spark sonnet not sure but I think so, you are trying to have it as a player preference type thing?
I am trying to make a settings tab to change settings and also save and load them
a little bit of dust, and bit of camera lag goes a long way to adding a sense of movement
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
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, π
Ait. Thanks
yeah, it depends if you're going for an endless universe, or an "on rails" type galaxy
Basically Kerbal or No Mans Sky lol
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.
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
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.
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
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
Cheers: I'm trying some fun things out in UE4 with friends and one friend's computer when going to File >> Package a project no matter what settings it seems I adjust they get taken to the documentation webpage here (https://docs.unrealengine.com/en-US/Engine/Tutorial/Installation/InstallingVisualStudioTutorial.InstallingVisualStudioTutorial/index.html). Is this a known problem?
Can I have my save and load game object in the game instance or would that be a bad idea?
@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?
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?
@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
Yeah I thought so. I will hopefully/eventually store it on a server(?) Need to read more about this
hmm yeah not sure
Support the stream: https://streamlabs.com/alexandercherkasov bit.ly/WeAreOwners https://discord.gg/KNH7Zvt
please help
What help do you need?
Omg,
ah fixed it π
is the freakout about putting the save object in GI @scarlet birch
no.
@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.
Hi folks, there was some trick to quickly get sky/light/ground etc on a new map. Anyone know what is was?
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?
How? It automatically makes the map file empty
file -> new level
ohhh, right, thanks lol!
i do right click -> level
yeah figured lol, I've done it
@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)
yep thats the right way, it should not need VS to package π¦
@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.
if its a normal launcher install it should have Windows as a supported platform so that should not be it
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?
You gotta set the paths for files to look for. And the types of files to scan.
@dim plover this is my set up atm
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
@dim plover this is the paste bin for the log https://pastebin.com/Z12i5nrR
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
thats a local file, even if its on another drive that file is local to your windows install
so even though i uninstalled an reinstalled to a new drive that wont matter at all?
it shouldnt, that is the UE4 config dir its local to your user account
"LogPaths: Warning: No paths for game localization data were specifed in the game configuration."
I think that has something to do with that
that directory it is looking for is weird tho as the config files should be for the engine or the project
could this be an issue?
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
when i change it to spanish in game. all the editor text changes to spanish. but in game doesnt
should these folders be empty
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
maybe you changed something else to cause this issue
the only other thing i can think of is its because i done a create project with a animal pack
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
thats the pack i used
how do i switch back to the old audio engine on 4.23
maybe. It's weird its looking in your cache directory for the engine file tho
any way to change it?
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?
I have that one, lets find out lol
thats my game_gather file
yep that looks like mine but it looks like your project is trying to use a different one in the engine folder
thats the one in my engine folder
im just wanting to translate my widgets, it just changes the engine at the same time
left one is for Editor
regardless of the icon i click i still get the error message
literally makes zero sense to me with wtf is happening haha
show me
hover the Gather text pls
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
I never even knew you could do that to the engine lol
i see no errors related to gather
it does that when i change it to spanish. but nothing in game changes
[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
im in 4.22.3. could it be engine related?
well I can say the default pack doesnt compile lol
what do i need to edit in that ini?
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
one issue at a time please mathew π my head cant take this hahaha
[/Script/Engine.RecastNavMesh]
Please rename that section to
[/Script/NavigationSystem.RecastNavMesh]
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
i've changed it, gonna do a quick restart an then gather text again
but there should have been no localization error which yours indicated at some point lol
i havent tried to build the project yet
i wonder if he changed it while ue4 was running
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
yooo
oh hahahaha
man was that error you posted earlier from the gather text?
yes
from gather text yeah
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
it fucking works!!!!!!!!!!!
sorry mathew! i didnt have a clue what was happening tbh
tho its weird how the engine localization won't work when you gather text
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
nah any error = no package
^ and that's reason why migrating cpp is harder
noted!
cause VS may implement new ERROR
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!!
now I am curious why the engine targets fail for localization
it's pointing to the DDC directories instead of the Engine directories π¦
@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
π¦
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
I doubt it lol
just read about this workshops on LA: https://www.unrealengine.com/en-US/blog/unreal-engine-training-fall-2019-classes does anyone know if its going to be record ed and uploaded for the people who cannot attend?
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
@night dew previous ones were not so I doubt it
actually, i've seen Sequenced fundamentals on YT
man even setting it up right you can't get it to find the right directory when using the Engine path lol
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
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 ?
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.
@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.
Yea cool da noob. Take a look at how real ammo works with compatibly. Decide what works best for your game
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?
@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.
Ah ok
I just implemented a class for categories
I think I'll just use that for now
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.
I just made a weapon system with 3 main classes, weapon_base, weaponmanagercomponent, and my character
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.
What IME is you guys use?
Can input English very quickly
Best way to add recoil which isn't instantaneois
i thought i could launch one of my packed project on a old laptop
time to wait for the install of vC++ redist install...
oh joy
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.
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.
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
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
@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
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
@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.
@north monolith thank you for your suggestion, but what is GDD ? (I am sorry if its a dumb question, I am new to gamedev)
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.
great advice here!
@north monolith Thank you! it sounds like a great start
π
@hexed dagger set max walkspeed in the component (default value) ?
how do I make a retriggerable delay in c++?
Looks nice, but why dont you share it in #work-in-progress or #released @vernal relic ?
how?
i'm trying to interact with a door to make it make the noise of a locked door, can anyone help me out?
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.
Assuming I have a sword mesh; is it possible to make it burn without the use of any particle systems?
basically making my sword mesh look like this
Probably but Iβd imagine it just be static
hmm
Well it would be a Material after all
If you can get this to look nice with just a material, then sure
@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.
parallax hmmm, first i'm reading of it
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 :)
thanksπ
Newbie question: Is there any way to scale one axis at a time in the curve editor?
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
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?
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
hey how would I make bullet projectils destroy themselves only if they collide with a specific collision channel
oh hello dragonlord
oof
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)
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?
@lusty night ive never used that before, but Target.Platform doesnt bring any results on ue4 docs. and I dont see it defined there. https://docs.unrealengine.com/en-US/API/Developer/TargetPlatform/FInstalledPlatformConfiguration/index.html
Information about a single installed platform configuration
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
@viscid vine this is really weird because I seem to have fixed the issue just by using if statements instead of the switch
hello i need help in animations cutseznen materials dialogues tasks a little help in the MAP minimap
Can anyone help me
?
And in modeling
anyone know any good places to download terrain material
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
@pulsar kraken https://share.substance3d.com/
Substance Share Β« The Free Exchange Platform Β»
For substance painter, but you can export all textures
Hey Hey ! How do you precache an image sequence ?
There's an option for video but I couldn't find one for seqs?
@light coyote found this one
How would I increase poolsize without having to keep putting it in commands?
set it in DefaultEngine.ini
thx!
Can i have help please
Yes you can π
Thx. Do you know what wrong with my problem?
Maybe, don't promise anything Sebb
@plush yew check your task manager and make sure it isn't actually launching in the background
dude can you take screenshots rather than pictures of your screen?
Can you use snippping tool instead so its easier to see?
Do as the monkey says
Hold on please, I am restarting my laptop
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
^
I feel like Epic is doing you a silent favor by not letting you launch the editor.
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
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."
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
Tutorial on using post process materials to render objects through each other! Pretty fun thing to make, super simple, and can be combined with other effects...
EpicGames support is so fast wow
?
@wary wave I wanted that they change the country for me and they do this so fast
Unreal Engine API Reference
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
for model creation... what does everyone recommend?
Iβm using Blender because itβs free
Blender, Zbrush, Fusion 360, Maya, 3D Studios, Houdini
anyone know why im getting that sort of jittering artifact thing going on in the distance?
is there any MORT - multi object rename tool for UE 4.23 ?
since it's a MP asset you can only ask author
i have not heard back, perhaps there is an alternative or even a python script
haven't seen one, but probably possible to write own, since MORT also uses blutility
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
https://www.youtube.com/watch?v=CR3cOQsqIfc theres an example, if you listen to the audio you can hear audio chopiness, and if you watch the combat, youll see random lockups
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
@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.
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 π¦
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?
Is anyone here active familiar with bone transformations on skeletons?
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.
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++
@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.
Okay
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?
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.
i tried both and both didnt work...
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.
nevermid, it works, thx guys!
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
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?
@plush yew you on 23?
if thats the newest one yes, I remember it happening pre-update as well though
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
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
Honestly I promote things to variables very early on so maybe it's happening and I'm not noticing it...I like using variables
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
nope just tested it
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
it definitely promotes it to a variable with the value that was set
my project must be borked
fair enough. Seems off
I noticed it doing that to colors too. I'd set it to green, promote it, then have it show up black
Just tested linear color as well.....it sets it to the value before promoting to variable
something with your project maybe
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
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
it just activates the plugin, nothing more.
you'll need a substance license from allegonameIcannotwriteproperlyEver to use their software
Damn, if that's their name its good they shortened it to allegori....allegora.....shit....
LOL
It's ok, he can't say penguin. If you don't know what I'm talking about google "benedict somethingoranother penguin" lol
lolol I died when I saw that
he says it like 6 different ways....not even the same wrong way
k, last as its very offtopic.
I always say playstation wrong and my friends die of laughter each time.
Sir, but how could you misspell playstation ?
well he didn't misspell it....just saying
I put too much emphasis on the sta part of station
is it like a "play-stah-tion"?
pleeysteejsean basically
lolol
Play stashen
play stayshen more like it :p
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
wouldnt that fall under #packaging ? or at least another channel related to blueprints stuff?
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 π
you remove things one-by-one until you find the problem
We did that, this works fine on Mac it was created on
if you were smart you'd be using version control and you'd roll back to the last working revision
but wont work in windows, and vice versa
that would be unusual?
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
attach a debugger
^
Delete intermediate and binaries folder
Script Stack 0 frames sounds pretty bad. Like... its got no execution at all
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 π
@glacial belfry you tried running your project in Debug mode yet?
@serene birch debug mode? So running the project directly from Visual studio or?
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
anyone knows how to help me?
@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
alright, thx!
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?
anyone got a video on how to create a intro for the start of the game in umgs?
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
2k19 people still use antiviruses
@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)
thanks for your help Luos - Yoeri Vleer π
(At least, it sounds like the bug I was encountering two days ago)
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 =/
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
KB4515384 is the actual patch for the troubles with searchUI.exe overloading the cpu
you can download it manually too on the microsoft support site here
https://support.microsoft.com/en-us/help/4515384/windows-10-update-kb4515384
Learn more about update KB4515384, including improvements and fixes, any known issues, and how to get the update.
en us version ^ sorry
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.
well shiet =/
i'll be keeping an eye out for cpu overload because of the searchui process then
thanks π
that and cortana
yep ^^
Was wondering why Cortana was eating 50% on my laptop π
Not everyone does
oh
Fatana slowing down our computers
:p try ued3 for a bit and this will feel like fresh again
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 π¦
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
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
agh why does ue4 never play the full video file i have made in my umg ?
Anyone ever done some system that required a piston ?
Good morning everyone π may I ask a bit of your help
I have a C++ book and if i done with it. Should i learn Blueprints or Game design?